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hacksalot

The Per­ilous Pit (a cave sys­tem) draw ban­dits hid trea­sure there, old cult dumped bod­ies there

Mines of Mad­ness

Dread Dun­geon of Doom/De­spair

Woods of Woe (out­door) draw mag­ic plants, flow­ers of plat­inum

====== Hackin ======

No po­lit­i­cal in­trigue, nor moral dilem­ma’s, nor ro­mances… On­ly hordes of mon­ster­s, bloody gore and sweet, sweet loot.

===== The com­mand­ments, are three. Three is the num­ber of com­mand­ments =====

One - No cheatin By play­ers or GM. GM is al­lowed to fudge things(­less than cheat­ing) if they screwed up and made a mis­take and not fix­ing it will spoil the fun. But if the kobold cook rolls a nat­u­ral 20 with his Vor­pal Ginzu Blade, off with your head suc­k­a.

Two - No bro­ken rules re­main Over­pow­ered, over­weak, com­plex, stoopid rules will be dealt with. In oth­er words the GM wields a mighty nerf bat. You’ll hate this, you’ll be­come weak and worth­less, you’ll cry, you’ll deal with it.

Three - No hog­ging the ac­tion If you’re the burly fight­er, don’t bash in ev­ery locked door the par­ty en­coun­ters let the thief pick it or the spell flinger do their thing.

The non-­com­mand­ments

All rules sub­ject to change But, not ar­bitary change. Rules changes will be dis­cussed with play­er­s, sug­ges­tions heard, opin­ions not­ed, ru­mi­nat­ed up­on and then layed down. See com­mand­ment Two.

GM is not out to kill you But, the mon­sters prob­a­bly are. The GM is not your op­po­nen­t. They don’t “win” by killing your PC’s. Even though they laugh when it hap­pen­s.

The GM will en­deav­our to play the mon­sters to their abil­i­ties. Which means the kobold cook is­n’t go­ing to be de­vi­ous enough to set a trap en­volv­ing a ro­tat­ing sal­ad bowl­s, din­ner knives, and poi­sonous turnip­s. On the oth­er­hand, the high­-­priest of Chaz­nar won’t be tricked, fooled, ca­joled, ro­manced, pick­pock­et­ed, or beat­en by the likes of you.

You will die Pre­pare for it.

If it moves it’s kil­l­able, al­though … Not ev­ery­thing is worth killing. Not ev­ery­thing is kil­l­able by your puny char­ac­ter­s. Fi­na­ly, killing has reper­cus­sions (typ­i­cal­ly neg­a­tive) be­yond what xp/loot you get.

Ap­pro­pri­ate role­play­ing en­cour­aged This is hack­fest/pow­ergam­ing. No pussy­foot­ed, lon­gass di­alogs — “Well met, my la­dy. Per­chance my band of no­ble heros shall qwell thine trou­bles blah blah.” NPC’s will of­ten act the stereo­typ­i­cal fan­ta­sy archetypes by de­sign. You would do well to fol­low their lead.

===== The oth­er rules =====

==== Play­ers roll for trea­sure ==== With die mod­i­fiers as­signed, seem­ing­ly ar­bitar­i­ly, by the GM.

==== Dice Rolls ==== 1d6+ if you roll 6, add 5 to your to­tal and roll again 10-60 roll d6 mul­ti­ply by 10, not roll 10 d6 10-60+ if you roll 6, add 5 to to­tal, rerol­l, times fi­nal re­sult by 10

==== Fate Stones ==== Ev­ery­one starts with one.

Gained for role­play, mak­ing the GM laugh, etc.

Spend to:
  • reroll one roll af­­fec­t­ing char­ac­ter, once & must take sec­ond rol­l.

  • au­­to­­mat­ic non-­­com­­bat suc­cess, must posess some lev­­el of skill and task must be pos­si­ble.

  • nar­ra­­tive nudge, push the ac­­tion / plot slight­­ly one way. Ex

  • take­back what you said and do some­thing dif­fer­­ent (play­ers do this way more of­ten then they re­al­ize, I’m charg­ing for it)

  • win luck­­/­­fate roll which might be some­thing cool/might not hrm­mm

==== Oth­er Stones ==== Use stones to track things.

Spell com­po­nents. 4 col­ors to rep­re­sent 4 “fun­de­men­tal­s” el­e­ments, school­s, chi etc.

When foraging or found stash player grabs from bag:
  • a stone of one of the 4 col­ors

  • spe­­cial stone that gets roll on ta­ble or oth­­er bonus

===== Char­ac­ter Cre­ation =====

==== Races ==== Sin­gle classed demi-hu­mans have no lvl lim­it.

=== half-orc ===
  • +1 Str, +2 Con, -3 Cha

=== half-ogre ===
  • +2 Str, -2 Dex, +2 Con, -2 Cha

  • Use two-­­hand as one-­­hand

  • Can’t use small weapons such as dag­ger­s, short­­-bows.

=== pixie ===
  • -4 Str, +4 Dex, -2 Con, +2 Cha

  • +3 De­fense for be­ing tiny.

  • Can’t use most weapon­s. A tiny dag­ger is large pix­ie sword

Tiny (1-1/2’ tal­l), cute, naked. Fly around scat­ter­ing pix­ie dust, which is re­al­ly pix­ie poop.

=== short peo­ple === From 3’ to 5’ Come in three fla­vors:

grumpy (dwarves)
  • +1 Str, +1 Con, -2 Cha

big nosed (gnomes)
  • +1 In­­t, -2 Wis, +1 Con, -1 Cha

annoying (hobbits)
  • -1 Str, +1 Dex

All get +1 de­fense for be­ing runts.

=== hu­mans === Get +1 to any stat af­ter it is rolled, max 18.

==== Stats ==== Six of em -

**Str**ength: Gr­rr **In­t**eli­gence: I do say **Wis**­dom: Hm­m­m­mm **Dex**­ter­i­ty: Hai ya! **Con**sti­tu­tion: Ugh **Cha**ris­ma: Tehee

Roll 4d6(­keep three) six times. As­sign to stats in any or­der. Ap­ply racial bonusus.

The sev­enth stat **Com**­li­ness is not rolled for, if you want it just de­cide if your char­ac­ter is hot or not. Choose an ex­act num­ber if you like. Num­ber rep­re­sents what a hu­man thinks. ^ **Com**­li­ness Ef­fects ^^ | < 3 | peo­ple with lep­raro­cy are less hideous | | 3-5 | you make ba­bies cry | | 6-10 | ug­ly, plain if one wish­es to be po­lite | | 11-16 | eh, you’re pret­ty | | > 17 | teenagers swoon, strangers grab you, pow­er­full peo­ple try to com­pro­mise you |

^ Racial **Co**m min-­max ^^ | elves | 11-20 | | orcs | 1-8 (to orcs 1 is a hot­tie 8 is but­t-ug­ly) | | ogre | 3-10 | | short peo­ple | 3-14 | | with big noses | 3-10 |

==== Starting loot ====
  • 3001 xp

  • no mon­ey

  • 2 rolls on Spe­­cial Ta­bles

  • 1 Fate Stone

  • up to d4 + cha bonus cronies

==== Spe­cial Ta­bles ==== Ev­ery­one gets 2 free rolls

  • +1 per stat(­­Com counts) un­der 6. note; per stat, not point un­der 6.

Trade roll for 1000xp

Trade roll for 1 Fate Stone

^ Spe­cial Traits (one roll max per char­ac­ter by any mean­s) ^^ | 01-05 | Dis­eased (roll on non-ex­is­tant ta­ble or pick one)| | 06-10 | Pho­bia (roll on non-ex­is­tant ta­ble or pick one)| | 11-15 | *Du­al Per­son­al­i­ty - rol­l-up an­oth­er char­ac­ter, gm de­cides when you switch| | 16-20 | *Ly­can­thrope - were-what? pick a mam­mal, be that mam­mal ev­ery month or so| | 21-30 | *Psion­ic - pick; you are psion­ic, you are psion­i­cal­ly num­b/im­mune| | 31-35 | *Body snatch­er - cur­rent car­cass is not yours, may posess new body| | 36-40 | *Poly­mor­phed - are we not men?| | 41-45 | *Time trav­eller/robot/­con­struc­t/AI/etc | | 46-50 | Mem­ber of se­cret so­ci­ety| | 51-60 | Too many hob­bies, pick 5 ad­di­tion­al non-­com­bat skill­s| | 61-70 | +1 stat bonus (pick­)| | 71-80 | Pa­tron - wealthy and/or pow­er­full and/or de­mand­ing| | 81-85 | Ei­de­t­ic mem­o­ry - keep notes. GM will tell you any­thing you have ev­er seen/­heard| | 86-90 | An­i­mal affin­i­ty - talk/friend­ly with, got pet friend. Think beast­mas­ter| | 91-93 | Have an­gel/dev­il ‘guardian’| | 94-96 | Inate spel­l-­like abil­i­ty (roll on non-ex­is­tant ta­ble or pick one)| | 97-99 | Fat­ed - 10 Fate stones to start| | 00 | Godling| * if you re­al­ly don’t wan­na it, pick an­oth­er

^ Spe­cial Wealth ^^ |01-05 | owe 100gp to Vin­ny the Dwarf | |06-30 | 10-100cp | |31-50 | 10-100sp | |51-70 | 10-100gp | |71-75 | 4d6 gems | |76-80 | 1d4 pieces of jew­er­ly each 10-60+gp | |81-85 | Valu­able ob­ject d’art | |86-90 | Trea­sure map | |91-93 | <sup>u</­sup>­Mar­teen’s ev­er­full purse | |94-96 | Deed to ship, make % of trade prof­it | |97-99 | Deed to land­s, earn % of rent | |00 | Fam­i­ly busi­ness, mon­ey and headaches | <sup>u</­sup> unique, may be rolled once ev­er. On sec­ond roll play­er gets herd of yak’s.

^ Spe­cial Equip­ment ^^ | 01-05 | *cursed item | | 06-10 | 2nd hand item(s) aka stolen, roll again d50+50 | | 11-20 | Po­tion, pow­der, or oil (rol­l) | | 21-30 | Scroll (rol­l) | | 31-40 | Well Equiped, stan­dard start­ing equip­ment for class | | 41-50 | Pet | | 51-60 | +1 (of qual­i­ty) non-­mag­ic weapon or ar­mor, choice | | 61-65 | +0 mag­ic weapon, (choice) | | 66-70 | Roll for nor­mal mag­ic item, you get it, it’s bro­ken | | 71-75 | Funky mag­ic item of GM’s in­ven­tion | | 76-80 | A Tome | | 81-95 | Holy hand grenade | | 86-90 | <sup>u</­sup>Poor Yoricks head | | 91-95 | *pick one [ flash­light(­mag­i­cal), com­pass(­mag­i­cal), tele­scope(­mag­i­cal) ] | | 96-97 | *A writ - The bear­er, a sworn of­fi­cer of the king­dom, hath im­mu­ni­ty to pet­ty laws and or­ders not is­sued by his majesty. Signed ‘The King’ | | 98 | <sup>u</­sup>S­teed, mag­i­cal, fly­ing, or oth­er­wise es­pe­cial | | 99 | <sup>u</­sup>­Drag­on’s egg | | 00 | *Ful­ly Decked Out |

  • may be rolled once per play­er. On sec­ond roll play­er pick po­­tion, scrol­l, or re-rol­l.

<sup>u</­sup> unique, may be rolled once ev­er. On sec­ond roll play­er pick po­tion, scrol­l, or re-rol­l.

Ful­ly Decked Out - all nor­mal mun­dane equip­ment for class, e.g. fight­er would have ful­l-­plate, warhorse, bard­ing, pack­horse, ex­tra weapon­s.

====== Play­er in­flu­enced npc’s ====== ===== Cronies ===== Non-ad­ven­tur­ing aquain­te­nances. They’ll scratch your back if you scratch theirs. Will­ing to let you owe them a fa­vor.

Each play­er starts with d4 plus max num of hench­men (from cha) un­al­lo­cat­ed cronies. Neg­a­tive re­sults means you’re some NPC’s cronie! At any­time (GM al­lowed ve­to) may ‘ac­ti­vate’ an un­al­lo­cat­ed cronie. Give them a name, a job, a sen­tence or two. e.g. Par­ty des­per­ate­ly needs trans­porta­tion but lacks liq­uid as­set­s. The mage ac­ti­vates a cronie. Mr. Smith, he’s the, er, smith in the next town and cer­tain­ly will lend his ol’bud­dy a few hors­es.

===== Side­kicks ===== Loy­al hench­per­son. Must sup­port, does not re­quire equal share of loot. Can not abuse, not a door­mat. May have one and on­ly one side­kick per PC ev­er! Rolled up as nor­mal 1st lvl char­ac­ter any­time af­ter gain­ing a lvl. Earns 1/2 share of xp. A PPC, when you die may ac­ti­vate side­kick as PC.

===== Pro­tege ===== A hench­per­son. May trans­fer 1/2 earned xp to pro­tege if they are not present in ad­ven­ture. Rolled up as nor­mal 1st lvl char­ac­ter any­time af­ter gain­ing a lvl. Each PC may have a num­ber of Pro­tege’s equal to 1/3 (round up) their char bonus at any giv­en time. Earns 1/2 share of xp. A PPC, when you die may ac­ti­vate pro­tege as PC.

===== Torch bear­er ===== Ev­ery par­ty needs one. Usu­al­ly a hob­bit, teenage hu­man, or sim­i­lar­ly ex­pend­able crea­ture.

====== Com­bat ======

===== Called Shots ===== Re­quires a 20. Mag­ic, racial, class, en­vi­ron­men­tal, dex mod­i­fiers ap­ply. Qual­i­ty, strength mod­i­fiers do not.

===== Shock ===== 1/2 more to­tal hp in one hit == shock save vs con or stunned

===== Push­back / Knock­down ===== Fromm BRU­TAL

===== Pen­e­tra­tion dam­age ===== Works like + (open-end­ed rol­l)

If max dam­aged is rolled. Roll ad­di­tion­al 1(one!) die of that best type, sub­tract 1, add to to­tal dam­age, re­peat. This means wepaons that do a sin­gle die are more like­ly to achieve pen­e­tra­tion

Ex. 3d6 rolls 18, rolls d6 gets 6 (to­tal is 23), rolls again a 3 (fi­nal to­tal is 25)