You are on page 1of 2

result is higher than their morale, they run away. Magic Resist. Intuition Spellcasting 66. Mag.

casting 66. Mag. Ring 46. Handcuffs 26. Oil Flask


monster reaches half their HP, roll 2D6. If the Willpower Perception Precision 65. Holy Idol 45. Padlock 25. Lantern
When a group loses half their numbers or a big Persuasion Ranged Attack Memory 64. Crystal 44. Chain 24. Powder
Morale (5 + HD) CHA WIS INT 63. Scroll 43. Crowbar 23. Torches
62. Mushroom 42. Lockpick 22. Candles
11, 12 - PLEASANT / HELPFUL Vitality Balance Break Stuff 61. Potion 41. Grp. Hook 21. Tinderbox
9, 10 - CONFIDENT / FRIENDLY Stamina Acrobatics Lift Weight
6, 7, 8 - CURIOUS / CAUTIOUS Poison Resist. Avoid Harm Melee Attack 56. Lute 36. Bear Trap 16. Sickle
4, 5 - SCARED / UNFRIENDLY CON DEX STR 55. Mirror 35. Fish Net 15. Hammer
2, 3 - ANGRY / HOSTILE 54. Disguise 34. Rake 14. Pitchfork
is uncertain, roll twice on the table bellow: their HP and a random stat by 1 after Healing. 53. Jugglers 33. Grease 13. Pickaxe
When PCs encounter a monster whose reaction When a PC reaches 0hp and survives, raise both 52. Card Deck 32. Marbles 12. Shovel
Reaction Roll (2D6) better gear, special training, and affiliations. 51. Trick Dice 31. Caltrops 11. Knife
Characters advance horizontally by getting
Difficulty Level= 19 + HD | Morale = 5 + HD Advancement a relevant stat on your character sheet.
how many D6s you roll to determine their HP. words based on these items and write it next to
Hit Dice (HD) represent the level of NPCs and the GM and can be negotiated. Describe your character's background in 1 or 2
The cost and the DL of the spell are decided by Roll D66 three times on the table bellow.
6HD | 21hp - Elephants, Dragons, Demigods magic can spend HP or scrolls to cast spells. Starting Equipment & Background
5HD | 17hp - Bears, Cyclops, Knights PCs with background or vocation related to
4HD | 14hp - Lions, Minotaurs, Mercenaries Sorcery 6. Give yourseelf a cool name;
3HD | 10hp - Gorillas, Trolls, Warriors 5. Choose your starting vocation;
2HD | 7hp - Deers, Orcs, Bandits building relationships during gameplay. 4. Roll your background equipment;
1HD | 3hp - Boars, Goblins, Peasants acquired by interacting with factions and 4. Roll 3D6 x10 CP for your starting coins;
0HD | 1hp - Chicken, Faeries, Children write it next to a relevant stat. Affiliations are 2. Roll 1D6+2 for your starting Hit Points;
HD Level| Average HP - Creature Types Describe your vocation in a single word, and 1. Roll 2D6+3 for each stat in order;
MONSTERS & NPCS Vocation & Afilliations CHARACTER CREATION
HOW TO PLAY Advantage & Disadvantage DUNGEON CRAWLING Order of Action
The GM describes the situation and Players say PCs have advantage on actions related to their Players cannot roll to discover secret content. Dagger > Sword> Bow > Polearm > Spellcasting
what their Characters do. If the consequences background, vocation, and afiliations. Players When the PCs enter a new room, the GM must Players describe their actions simultaneously
for their actions are dangerous or interesting for can also invoke any situational details to claim describe everything they are able to see and feel. and the GM imagines in which order they
the game, the GM asks for a Gambling Roll. advantage for their rolls. If the GM decides to put secrets in the room, happen, going from the fastest to the slowest.
Otherwise, actions automatically succeed. they must provide sensorial clues for it, specially If it's unclear who acts first, roll a D6 to decide.
D6-based Usage Dice (UD) if these secrets are deadly traps.
The Gambling Roll When an action gets a complication, roll a D6 Combat
3D6 + Relevant Stat > Difficulty Level(DL) and add the UD level of the tool being used. If Encumbrance Damage = 3D6 + Stat - DL
The action succeeds if the sum of the three the total is 6 or lower, its UD level is lowered. 1 CON = 1 Inventory Slot = 100 Coins Damage is the difference between the attacker's
dice and the stat is higher than the DL. The Two complications lower the UD automatically. PCs may carry a number of items equal to their roll and the defender's DL. Proper weapons
standard difficulty is 20, but it may change CON with no penalty. Encumbered PCs make double the damage outcome. PCs take damage
according to the situation. The outcome is also UD Level| Quality or Quantity - StandardCost all rolls with DL 25 and always act last. when they roll under the opponents DL.
influenced by the 1s and 6s rolled on the dice. 0UD | Broken or Wasted - 0 CP PCs cannot make ranged attacks when they are
1UD | Poor or Sparse - D6 CP Forgotten Slots engaged in melee. When the opponent is
DL 25 - Disadvantage or improvised tools; 2UD | Rustic or Few - 3D6 CP Before going to adventure, you can spend 10 CP surprised, the DL is reduced to 15.
DL 20 - Having advantage or proper tools; 3UD |Average or Enough - 3D6 x10 CP to fill one of your free inventory slots with the
DL 15 - Having advantage and proper tools; 4UD | Good or Plenty - 3D6 x100 CP "forgotten" tag. You may turn these slots into a Shields & Armor
5UD | Fine or Abundant - 3D6 x1000 CP common item (2UD) at any moment of need. Players can choose to roll shield or armor UD
Partials & Criticals 6UD | Divine or Infinite - 3D6 x10000 CP to negate all income damage. Each UD Level
1s = Complications | 6s = Benefits Light & Darkness counts as 1 inventory slot. PCs wearing armor
If the action succeeds but the roll has a 1, you Currency Guidelines Having a source of light makes the exploration acts after polearms in the order of action.
get a minor complication. If the action fails but 1 GoldPiece = 10 Silver Pieces = 100 Copper Pieces visually easier to navigate, but more difficult to
the roll has a 6, you get a minor benefit. Both 1 CP feeds one person for a day. CP and SP are avoid conflicts. Without a source of light, PCs Wounds & Healing
situations are open to interpretation by the GM the standard currency of the poor. GP can be can navigate stealthly using their other senses, PCs become vulnerable to deadly wounds after
and players. Pairs and Trios have greater impact. found in the pockets of rich people, treasure but they become more vulnerable to traps. reaching 0HP. If they are not wounded or
chests or ruins of ancient civilizations. starving, PCs recover D6 HP after combat.
result is higher than their morale, they run away. Magic Resist. Intuition Spellcasting 66. Mag. Ring 46. Handcuffs 26. Oil Flask
monster reaches half their HP, roll 2D6. If the Willpower Perception Precision 65. Holy Idol 45. Padlock 25. Lantern
When a group loses half their numbers or a big Persuasion Ranged Attack Memory 64. Crystal 44. Chain 24. Powder
Morale (5 + HD) CHA WIS INT 63. Scroll 43. Crowbar 23. Torches
62. Mushroom 42. Lockpick 22. Candles
11, 12 - PLEASANT / HELPFUL Vitality Balance Break Stuff 61. Potion 41. Grp. Hook 21. Tinderbox
9, 10 - CONFIDENT / FRIENDLY Stamina Acrobatics Lift Weight
6, 7, 8 - CURIOUS / CAUTIOUS Poison Resist. Avoid Harm Melee Attack 56. Lute 36. Bear Trap 16. Sickle
4, 5 - SCARED / UNFRIENDLY CON DEX STR 55. Mirror 35. Fish Net 15. Hammer
2, 3 - ANGRY / HOSTILE 54. Disguise 34. Rake 14. Pitchfork
is uncertain, roll twice on the table bellow: their HP and a random stat by 1 after Healing. 53. Jugglers 33. Grease 13. Pickaxe
When PCs encounter a monster whose reaction When a PC reaches 0hp and survives, raise both 52. Card Deck 32. Marbles 12. Shovel
Reaction Roll (2D6) better gear, special training, and affiliations. 51. Trick Dice 31. Caltrops 11. Knife
Characters advance horizontally by getting
Difficulty Level= 19 + HD | Morale = 5 + HD Advancement a relevant stat on your character sheet.
how many D6s you roll to determine their HP. words based on these items and write it next to
Hit Dice (HD) represent the level of NPCs and the GM and can be negotiated. Describe your character's background in 1 or 2
The cost and the DL of the spell are decided by Roll D66 three times on the table bellow.
6HD | 21hp - Elephants, Dragons, Demigods magic can spend HP or scrolls to cast spells. Starting Equipment & Background
5HD | 17hp - Bears, Cyclops, Knights PCs with background or vocation related to
4HD | 14hp - Lions, Minotaurs, Mercenaries Sorcery 6. Give yourseelf a cool name;
3HD | 10hp - Gorillas, Trolls, Warriors 5. Choose your starting vocation;
2HD | 7hp - Deers, Orcs, Bandits building relationships during gameplay. 4. Roll your background equipment;
1HD | 3hp - Boars, Goblins, Peasants acquired by interacting with factions and 4. Roll 3D6 x10 CP for your starting coins;
0HD | 1hp - Chicken, Faeries, Children write it next to a relevant stat. Affiliations are 2. Roll 1D6+2 for your starting Hit Points;
HD Level| Average HP - Creature Types Describe your vocation in a single word, and 1. Roll 2D6+3 for each stat in order;
MONSTERS & NPCS Vocation & Afilliations CHARACTER CREATION
HOW TO PLAY Advantage & Disadvantage DUNGEON CRAWLING Order of Action
The GM describes the situation and Players say PCs have advantage on actions related to their Players cannot roll to discover secret content. Dagger > Sword> Bow > Polearm > Spellcasting
what their Characters do. If the consequences background, vocation, and afiliations. Players When the PCs enter a new room, the GM must Players describe their actions simultaneously
for their actions are dangerous or interesting for can also invoke any situational details to claim describe everything they are able to see and feel. and the GM imagines in which order they
the game, the GM asks for a Gambling Roll. advantage for their rolls. If the GM decides to put secrets in the room, happen, going from the fastest to the slowest.
Otherwise, actions automatically succeed. they must provide sensorial clues for it, specially If it's unclear who acts first, roll a D6 to decide.
D6-based Usage Dice (UD) if these secrets are deadly traps.
The Gambling Roll When an action gets a complication, roll a D6 Combat
3D6 + Relevant Stat > Difficulty Level(DL) and add the UD level of the tool being used. If Encumbrance Damage = 3D6 + Stat - DL
The action succeeds if the sum of the three the total is 6 or lower, its UD level is lowered. 1 CON = 1 Inventory Slot = 100 Coins Damage is the difference between the attacker's
dice and the stat is higher than the DL. The Two complications lower the UD automatically. PCs may carry a number of items equal to their roll and the defender's DL. Proper weapons
standard difficulty is 20, but it may change CON with no penalty. Encumbered PCs make double the damage outcome. PCs take damage
according to the situation. The outcome is also UD Level| Quality or Quantity - StandardCost all rolls with DL 25 and always act last. when they roll under the opponents DL.
influenced by the 1s and 6s rolled on the dice. 0UD | Broken or Wasted - 0 CP PCs cannot make ranged attacks when they are
1UD | Poor or Sparse - D6 CP Forgotten Slots engaged in melee. When the opponent is
DL 25 - Disadvantage or improvised tools; 2UD | Rustic or Few - 3D6 CP Before going to adventure, you can spend 10 CP surprised, the DL is reduced to 15.
DL 20 - Having advantage or proper tools; 3UD |Average or Enough - 3D6 x10 CP to fill one of your free inventory slots with the
DL 15 - Having advantage and proper tools; 4UD | Good or Plenty - 3D6 x100 CP "forgotten" tag. You may turn these slots into a Shields & Armor
5UD | Fine or Abundant - 3D6 x1000 CP common item (2UD) at any moment of need. Players can choose to roll shield or armor UD
Partials & Criticals 6UD | Divine or Infinite - 3D6 x10000 CP to negate all income damage. Each UD Level
1s = Complications | 6s = Benefits Light & Darkness counts as 1 inventory slot. PCs wearing armor
If the action succeeds but the roll has a 1, you Currency Guidelines Having a source of light makes the exploration acts after polearms in the order of action.
get a minor complication. If the action fails but 1 GoldPiece = 10 Silver Pieces = 100 Copper Pieces visually easier to navigate, but more difficult to
the roll has a 6, you get a minor benefit. Both 1 CP feeds one person for a day. CP and SP are avoid conflicts. Without a source of light, PCs Wounds & Healing
situations are open to interpretation by the GM the standard currency of the poor. GP can be can navigate stealthly using their other senses, PCs become vulnerable to deadly wounds after
and players. Pairs and Trios have greater impact. found in the pockets of rich people, treasure but they become more vulnerable to traps. reaching 0HP. If they are not wounded or
chests or ruins of ancient civilizations. starving, PCs recover D6 HP after combat.

You might also like