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MOVING AROUND:
The whole group can, at any time, decide to move to
another place - or, if they are in The Dungeon, they can
decide to move from one room to another. They must stay
together, and can’t leave a fight unless they use Run.
FIGHTING THINGS:
When there are monsters, then there's a fight. In a fight,
there are turns. Every turn, everybody (monsters included)
gets to name one thing that they are hitting. Then every-
body rolls a fighting dice, and whatever they are fighting
loses that many hit points. If you lose all of your hit
points, your character is knocked out - see the other rules. AM I DEAD?
When a monster has zero hit points, it dies, and you can If you are dropped to zero HP (there’s no “negative
take it's loot, as described later on. numbers”, so zero is as low as you go) then you're
knocked down and out, and can’t act unless someone with
RUNNING: White Magic heals you. If healed, you can act next on the
Each session, roll this die, and mark down the number - next turn. At the end of the battle, after your surviving
these are points you can spend to run away between now buddies have divvied up the loot, they'll give you some
and the next time that you stay at the Inn. When you’re in water and a bite of crumb cake, and you'll have 1 HP
a fight, if you want to leave, you can escape the fight (but again. Some places where this changes:
not the room) by spending one of these points. Monsters • SOME DOWN, SOME RAN: If nobody is left in a
don’t follow people in this game. If you run away after fight, but some ran away, then the people that are down
combat starts, you don’t hit anything that turn, but mon- must roll to see who dies, as if everybody was down.
sters can still hit you before you leave. You can’t re-enter • EVERYBODY IS DOWN: If everybody gets knocked
a fight you’ve left (except with Thievery). out then the monsters get bored and leave. Everybody
has to make a d12 roll, the lowest roller is actually dead,
THINKING: and needs to be brought back to life at The Church. The
Each session, roll this die, and mark down the number - other characters revive with 1 HP as usual.
these are points you can spend this session (or at least, • EVERYBODY IS DEAD: If everybody actually dies,
until the next time you stay at the Inn) to realize stuff. then the whole group wakes up back at the last Inn they
When you set off a trap, you can spend one of these points stayed at, but loses all of their Gil.
to ignore it for yourself, or three points to cancel it
entirely. Also, you may spend one at any time to find any
secret doors in a dungeon room; when you do this, roll 1d4
(don’t add anything); on a one put a door north; on a two,
put it east, on a three, put it south, and on a four, put it
west. If there was already a door there, you found nothing. And now, we quest!
If the door would lead to outside the dungeon, you gain
2d6 Gil instead, since you’ve found hidden treasure.
TOWN STUFF:
While the adventurers are in town, they will have the
option to buy things, rest at the Inn, and so on. These
things are described a little later on.
SPECIAL SKILLS
Each of the Jobs has one special Die. This represents a
skill that people who have that job can do. Though other
characters can learn the special skills of different Jobs later I’m not saying I don’t
like swords. What I’m
on by spending money, they will almost never be as good
saying is, two swords.
at those skills as the characters that start with them. And some chain.
Each of these abilities, much like Run and Think, are
rolled at the start of the game, creating a number of
“points” that the character can spend to use the skill. Once
these points run out, they can’t get more unless they go
and rest at an Inn and reroll them - and when they are
rerolled, just like fight and think points, the new points
replace the old ones if any old ones are left. HEROISM:
Fighters roll this at the beginning of the session. In a
BLACK MAGIC: fight, anytime they hit a monster, they can spend a point of
Every Black Mage rolls this at the beginning of every ses- this to do an extra fighting die of damage, plus fighting
sion. Instead of picking a monster to fight on any specific bonuses, to the monster; they can’t spend more than one
turn, they can spend one of the points they rolled, and roll point per hit, though.
2d6. They then choose one of the dice as “how many
monsters it hits”, and the other for “how much damage it WHITE MAGIC:
does to each of them”. If they would hit more monsters Every White Mage rolls this at the beginning of a session
than are actually around, then they have to choose adven- to find how many magic they have that session. To use
turers to hit in order to make up the difference. Black magic, instead of picking a monster to fight on any combat
Magic bonuses are added, hut only to the damage done, turn, they heal 1d10 Hit Points, plus White Magic bonuses,
not the number of things hit. to an adventurer. White magic can also be used to heal
adventurers in town and between fights. It can bring a
BLUE MAGIC: character back from knockout, but not from death.
A Blue Mage rolls this die at the start of the session, to
determine how many points of Blue Magic they have to RED MAGIC:
use for that session. Blue Magic Points can be spent as if Red Mages roll this at the beginning of a session to see
they were monster points (these points are Poison, how many times they can use their magic. To use magic,
Beatdown, Swarm, and Undead). they spend a point of this instead of picking a monster to
As a special note, a Blue Mage that spends a point of fight in a turn, and pick a target - adventurer or monster.
Blue Magic as if it was a point of “Undead” can’t be That target’s Fighting die improves or is reduced by one
healed by White Magic for the rest of the fight, and takes size (1d4, 1d6, 1d8, 1d10, 1d12) for the rest of the fight.
damage just like the Undead do, if a White Mage uses their Alternatively, a Red Mage (and only an actual Red
magic points to damage all the Undead in a fight. Mage) can spend two points of Red Magic to get one point
of White Magic or one point of Black Magic; however,
DRAGON JUMP: when they use these points, their Red Magic bonuses and
Dragoons roll this at the beginning of the session, to find their level are not added to the effects.
out how many uses of this ability they have that session.
To use this ability, they spend one point of it at the start of SNEAKING:
any fighting turn. Monsters cannot attack them that turn, Every Thief rolls this at the beginning of every session.
and they can’t attack either. At the start of the next turn, This finds out the amount of times the Thief can effec-
they choose one monster, and deal damage to it twice as tively go invisible, and not be attacked until he attacks;
for normal fighting. Each of these “two hits” must be while invisible, monsters can’t attack the thief; the thief
blocked separately with Swarm or Undead points, if the can attack, but doesn’t have to. The first time he attacks,
monster has them. However, this ability can’t be used the Thief does damage equal to double their normal
more than once in any fight. maximum damage (all bonuses are doubled as well), and
then stops being invisible. A thief can “go invisible” as
FIST OF FURY: soon as monsters are discovered, but before anyone picks
Black Belts roll this at the beginning of the session, to find who they are fighting, but can’t go invisible during a fight.
out how many uses of this ability they have that session. However, as a special use, a thief can spend a point of
Once per fight, at any time, they can spend one of their thievery to invisibly return to a fight they’ve run away
uses; for the rest of the fight, they roll two dice for from, as long as the fight is still going on.
fighting, and take the best one.
WELCOME TO TOWN
The adventurers can move freely around town without
worrying about monsters and traps. Everything on this
page happens in town. Though the Adventurers can leave
town at any time, and wander around in The Wilderness,
they can’t go to a Dungeon until they have been given an
adventure by the Adventure Guy in town. Level 4,
Fighting Gear +3,
Heroism Gear +2,
THE INN Black Magic 1d4,
Damn. I’m good.
Going to the Inn heals everyone completely except for
people that are currently dead, and allows everyone to re-
gain all lost Hit Points and reroll all of their “session
dice” (such as Run and Think). Visiting the Inn costs 10
Gil for the whole group, plus another 10 Gil for each level
that anyone in the group has - people with levels need
more space. So, a group of five Level 5 adventurers would
THE ADVENTURE GUY
Every town has an Adventure Guy. It’s not always a guy.
be paying 260 Gil on every visit to the Inn. But this is a person who will give you Quests. When you
go to this guy, they tell you what your next (or first, as
THE STORE may be) adventure will be, and the kinds of things that will
happen if you go and do it. Quests always end up taking
The chart at the bottom of this column show you what you you across the wilderness to a Dungeon, where you must
can buy with the Stuff you get from killing monsters. rescue somebody, kill someone, or get some special
• LEVELS: You must buy your levels one at a time. You treasure that doesn’t do anything for you.
start at level Zero, and then buy level one, then two, then Sometimes, Quest rewards involve the Adventure Guy
three, and so on, until you get to five, which is the high- giving you money when you succeed. Other times, it just
est level there is. You can't skip levels, so don't try it. involves them telling you that they are the only one who
You get a bonus to all rolls that you have dice for, ex- knows where the Dungeons are, and if you don’t accept
cept skills, the same size as your Level - this bonus their stupid quest, you won’t get any more adventures at
doesn’t apply to things you don’t have dice for, like gear all. And sometimes, if you succeed, they’ll tell you how to
does. Finally, whenever you gain a Level, add as many get to another town with all the same stuff, but with a
Hit Points to your maximum as you had at Level Zero. different adventure guy, who will hopefully be less of a
• GEAR: You can buy equipment at The Shop. When you complete jerk.
buy equipment, choose a kind of roll the equipment will Why do you agree to this? Well… It’s just what
give a bonus to, and decide how big the bonus will be. If adventurers do. History, tradition, that kind of thing.
you already have equipment for that roll, you must sell it
first. You can get equipment that gives a bonus to a roll
you can’t make (like a Fighter buying gear for +1 White THE CHURCH
Magic); if you do, the bonus is treated as your roll. The Church is where you go when people are dead in a
• SKILLS: You can buy the special rolls that other party and you want to revive them. Bringing someone
adventurers get (Heroism, Black Magic, and so on); back from the dead costs 50 Gil, plus another 50 Gil for
these are bought at 1d4, and your level doesn’t add to each level that they have; if you can’t afford to pay for all
them. They get more expensive the more you have. the levels that they have, they can be brought back at a
• SELLING GEAR: You can sell gear. You get half as lower level, but the lost levels are lost for good, and must
much Stuff as you paid for it when you sell it. be bought all over again at the store.
THE FIGHTS 4 2
2 2 Scorpions 2 Bats
3 3 Imps 3 Skeleton
4 4 Scorpions 4 Bats
1 Green Ogre 5 Skeletons 5 1 5
5
6 6 Imps 6 Bats
FIGHT RUN THINK FISTS _______ HP FIGHT RUN THINK HERO _______ HP
ROLL 1d10+__ 1d8+__ 1d6+__ 1d4+__ 1d__ ROLL 1d12+__ 1d8+__ 1d4+__ 1d6+__ 1d__
FIGHT RUN THINK BLACK _______ HP FIGHT RUN THINK RED _______ HP
ROLL 1d6+__ 1d10+__ 1d8+__ 1d12+__ 1d__ ROLL 1d10+__ 1d4+__ 1d8+__ 1d12+__ 1d__
FIGHT RUN THINK BLUE _______ HP FIGHT RUN THINK SNEAK _______ HP
ROLL 1d6+__ 1d4+__ 1d8+__ 1d12+__ 1d__ ROLL 1d6+__ 1d12+__ 1d8+__ 1d10+__ 1d__
FIGHT RUN THINK JUMP _______ HP FIGHT RUN THINK WHITE _______ HP
ROLL 1d10+__ 1d8+__ 1d4+__ 1d6+__ 1d__ ROLL 1d8+__ 1d4+__ 1d10+__ 1d12+__ 1d__