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Core Rules 1.0 1-3 Player

Core Rules 1.0 1-3 Player

A SOLO DUNGEON CRAWLER RPG IN THE WILD WEST

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CORE RULES 1.0 1 1-3 PLAYER

A SOLO DUNGEON CRAWLER RPG IN THE WILD WEST

A Bossbecher & Ladymug Games Production

CatalogSample: https://www.drivethrurpg.com/browse/pub/19414/Bossbecher file--Ladymug-Games Facebook: www.facebook.com/BossLadyGames E-Mail: [email protected]

External help: https://watabou.itch.io/medieval-fantasy-city-generator https://deepnight.net/tools/rpg-map/ https://donjon.bin.sh/ 2

Status Effects ...... 8 TABLE OF CONTENTS Trigger status effects ...... 8

Table Of Contents ...... 3 Bleeding ...... 8 I. Introduction ...... 5 Fear ...... 8 What’s this game about? ...... 5 Illness ...... 8 What do I need to play? ...... 5 Poison...... 8 How To Play ...... 5 Skills ...... 8 Generally ...... 5 Mighty blow ...... 8 Gameplay ...... 5 Multi ...... 8 II. Core mechanics ...... 6 Tests ...... 9 Attributes ...... 6 Critical Success ...... 9 Armor Value (AV) ...... 6 Team tests ...... 9 Experience points (EP) ...... 6 III. Classes ...... 10 Dexterity (DE) ...... 6 Melee Fighters ...... 10 Gold pieces (GP) ...... 6 Brawler ...... 10 Health (HE)...... 6 Valkyrie ...... 10 Intelligence (IN) ...... 6 Supporter ...... 11 Modifier (MOD) ...... 6 White Witch ...... 11 Perception (PE) ...... 6 Voodoo Priest ...... 11 Strength (ST) ...... 6 Range Fighters ...... 12 Extended Attributes ...... 6 Bounty Hunter ...... 12 Armor Class (AC) ...... 6 Gunslinger ...... 12 Disarm Traps (DT) ...... 6 IV. Items ...... 13 Points (LP)...... 6 Armor ...... 13 Survival (SU) ...... 6 Cloth armor ...... 13 Up (LV) ...... 6 Leather armor ...... 13 Battle ...... 7 Arms ...... 13 Attack ...... 7 Hand / fist weapons ...... 13 Actions in Combat ...... 7 Staff / polearms ...... 13 Critical damage ...... 7 Rifles ...... 14 Damage modifier ...... 7 Handguns ...... 14 Defense ...... 7 Ceremonial weapons ...... 14 Escape ...... 7 Consumables ...... 14 FightingSample multiple opponents ...... 7 V. Opponents ...... file...... 15 Inflicting damage ...... 7 Generally ...... 15 Initiative ...... 8 Attacking ...... 15 Received damage ...... 8 Attack Modifier ...... 15

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Combat actions...... 15 No critical hits ...... 24 Damage ...... 15 ...... 24 Defense ...... 15 Pickaxes ...... 24 Difficulty Level ...... 15

Escape ...... 15 Life Points ...... 15

Enemy List ...... 16

Opponents ...... 16

Bosses ...... 16 VI. Explore Mines ...... 17 Room Table ...... 17

Room Content Table ...... 18

Door Table ...... 18 Opponents Table ...... 18

Trap Table ...... 18

Encounter Table ...... 19

Boss Table ...... 20 Loot Table ...... 20 Loot Table ...... 21

Boss Weapon Table...... 21 Boss Armor Table ...... 21

VII. Fortune‘s Creek ...... 22

Bank ...... 22

Blacksmith ...... 22

Items ...... 22 Armor ...... 22

Rifles ...... 22

Handguns ...... 22 Hand / fist weapons ...... 22

Staff / polearms ...... 22

Ceremonial weapons ...... 23

Church ...... 23 Inn ...... 23 PharmacySample...... 23 file Saloon ...... 23 VIII. OPTIONAL ...... 24 Threat meter ...... 24

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three adventurers, take jobs in the local saloon and I. INTRODUCTION roam the countless mines of Fortune’s Creek, which were once rich in gold veins and are now inhabited by all sorts of creatures and other rabble. WHAT’S THIS GAME ABOUT? Adventures in Devil’s Creek is set in the wild west of WHAT DO I NEED TO PLAY? a fictional America in the small town of Fortune’s To play, you need a piece of squared paper, a pencil, Creek. at least three 6-sided dice and one 4-sided dice. You Fortune’s Creek was once a thriving small town that should also have the attached cards printed out and was a sought-after destination for treasure hunters arranged in a stack ready to hand. and traders. The mines held vast amounts of gold and precious stones. The river that flows through the HOW TO PLAY town kept bringing smaller crystals and sometimes even diamonds with it. This earned the city the name Generally Fortune’s Creek. Anyone could get rich here, you just Adventures in Devil’s Creek can best be classified have to reach out and grab your hand ... under the category of "Dungeon Diver". You put But with wealth, corruption also found its way into together a group of three different characters the city and criminals soon regulated all trade routes. (Brawler, Valkyrie, Voodoo Priest, White Witch, The legislature found itself powerless, but after three Gunslinger or Bounty Hunter) and set off to explore sheriffs disappeared in a very short time, the the local mines. Before or between the explorations, government sent a small army from Washington to supplies can be replenished in the city, quests can be ensure law and order in the city. However, the accepted or you can relax. It can be played by 1 to 3 current rulers of Fortune’s Creek were unwilling to players. The opponents are rolled and their behavior give up their gold mine without resistance and so it is determined by the drawing of cards. came to a wild, brutal battle that lasted for several Gameplay days. Not only did criminals and crooks fall, many innocent people also died in the hail of bullets. After After creating the character, you take a piece of two days the last bullet was fired and the then squared paper, on which you draw the spaces that corrupt mayor McKanzy was executed by the have been thrown out of the mine. The use of a DIN American army shortly afterwards. The city was now A5 sheet is recommended. Dice out the first room back in the hands of the state. and draw it in the middle on one edge. Then you roll the dice on the space and resolve the encounters. If The events seemed to have affected not only the city you defeat a boss, you have cleared the mine. The but also the countryside, because the gold veins in mine systems are reset and rerolled with each visit. the mines dried up and the river no longer brought any glittering stones with it. The once rich trading city became poorer and poorer. Where there was one joy and confidence, there was now more and more despair. This is how the city got its nickname Devil’s Creek. Only those who ventured deep into the mines could find gold - if they came out again. Those who made it reported strange creatures that have since found their home there. Soon hardly any people dared to venture into the widely ramified mine systemsSample and the city was forgotten by history. You file and your small group will end up in Devil’s Creek. Maybe you can get to the bottom of this and bring the city back to its former size. The setting is enriched with "low fantasy" elements. You take on the role of

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Armor Class (AC)

II. CORE MECHANICS [6 + ST MOD + AV] - This value must be exceeded by opponents in order to be able to carry out an attack ATTRIBUTES successfully. This extended attribute consists of the basic value 6, your strength modifier (ST MOD) and Armor Value (AV) your current armor value (AV). The formula for This value reduces the damage taken by its number. calculating the skill is: 6 + ST MOD + AV.

Experience points (EP) Disarm Traps (DT)

Experience points are gained through various [(IN + DE) / 2] - This skill shows your ability to handle activities, such as fighting or solving tasks. traps and other technical devices. Disarming traps is an extended attribute and is made up of the basic Dexterity (DE) attributes of intelligence (IN) and dexterity (DE). The formula for calculating the skill is: (IN + DE) / 2. The skill attribute is mainly important for the use of ranged weapons. It affects both damage and hit Life Points (LP) probability. [((ST / 2) + HE)) * 3] - Life points represent the number Gold pieces (GP) of points a character can take before passing out. This extended attribute is made up of the basic This is the common form of currency in the Wild attributes strength (ST) and health (HE). The formula West. for calculating the skill is: ((ST / 2) + HE)) * 3. Health (HE) Survival (SU) Health is the main basic attribute for health. [(PE + DE) / 2] - With this skill you can search for food Intelligence (IN) / supplies in the wilderness or in other situations. Survival is an extended attribute and is made up of This attribute becomes important, among other the basic attributes perception (PE) and dexterity things, in situations where your wits are questioned. (GE). The formula for calculating the skill is: (PE + DE) Modifier (MOD) / 2. Each attribute receives a modifier. This is calculated Level Up (LV) by halving the respective attribute and rounding off After a character has gained 10 experience points, he the result. can try to move up a level. For this you have to Perception (PE) exceed the difficulty level of your current level with a test. You roll 2D6 and add the attribute of your Perception is used for various tests during the game equipped weapon to the result. If it is higher than the that will put your attention to the test. challenge of the difficulty level, the character reaches the next level and receives 3 attribute points, which Strength (ST) he can freely distribute among the basic attributes This property is mainly required for the use of melee (DE, IN, ST, HE). If the test fails, the accumulated weapons and for tests in which you have to prove experience points expire and must be accumulated your physical strength. again. The current maximum level is 5.

For example: A level 1 brawler wants to move up to EXTENDED ATTRIBUTES Samplelevel 2. So it has to exceed diffileficulty level 1. The player Extended attributes are made up of two or more rolls 2D6 and adds the character's strength value. If basic attributes. If the calculation results in an odd the result is greater than 8, he goes up a level. number, it is always rounded down.

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ATTLE If two 6s fall during an attack test, level II critical B damage is achieved, the test is an automatic success The fight in ADC is divided into rounds, which contain and the damage rolled afterwards is doubled. The the entire actions of all participants, as well as into opponent cannot defend himself against it. turns of the individual participants. Damage modifier At the beginning of the fight the initiative cards are In addition to the fixed damage of a weapon, when drawn, as well as the cards for the behavior of the attacking, the modifier of the weapon that is being opponent. The fight then begins with the participant attacked is added. The damage modifier is calculated who has the highest initiative value. Then it is the by dividing the weapon attribute by two and turn of the person with the next highest number until rounding the result down. all participants have had their turn. When all of your moves have been used, a new round begins. The Example: A Dexterity of 3 results in a modifier of 1. A initiative values remain, but the opponent's behavior value of 4, the value is 2. pattern cards are redistributed. Everyone has two moves again in a new round. Defense An action can be used in combat to arm yourself Attack against an impending attack. To do this, 1d6 is rolled. Before damage can be done, it must be tested to see A result of 6 completely avoids incoming damage. A if the player hits. To do this, a test of the 3-5 cut the damage in half. On a 1-2 the defense fails corresponding difficulty level must be passed before and all damage is taken. each attack. 2d6 are rolled and the modifier for the corresponding attribute of the weapon used to carry Escape out the attack is added to the result. If the calculated Dangerous situations can arise in combat and sum is equal to or higher than the required number sometimes it is better to withdraw and continue the of the opponent's level, the player hits and the fight later. An escape is successful if an attack test for damage can be rolled. the opponent's difficulty level is successful. For Example: A level I opponent must roll an 8 or higher. example, if you are fighting a level II monster, you For a level III counterparty, at least a 16 must be have to overcome the necessary hurdle with 2D6 + achieved. the value of the survival skill modifier. In this case it would be a 10 or higher. Actions in Combat Special case: If you roll a 6 with one of the dice (critical Various actions can be taken during combat. This success), the attempt to escape is automatically includes the use of objects, attack, defense or flight. successful. Furthermore, escape may not be possible Each action can be taken twice during the turn. if this is stated in the text.

Escape is an exception. An escape attempt can only Fighting multiple opponents be made once per round. In some situations it can happen that you face Critical damage several opponents. You can declare against which opponent the attack will take place. Tier I critical damage is achieved when a 6 is rolled during an attack test. The damage caused (damage Inflicting damage die of the weapon) is then increased by 1 damage point. However, the attack test still has to be passed. After a successful attack test, the damage can be rolled. Each weapon has its own damage cube or For example:Sample If you rolled a 6 in your attack test and damage value. For example, file if you hit the revolver, then did 3 damage with your equipped weapon, you you roll 1d4-1. In addition to the damage rolled, the add 1 additional damage to this. The opponent can respective damage modifier of the attribute still try to defend. belonging to the weapon is added. If, for example, a murder ax (1D4-1) is attacked, the player rolls a 3,

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subtracts -1 of the weapon damage and then adds Bleeding the value of his skill modifier. If a weapon or enemy has the additional bleeding, a If the opponent has an armor value greater than 0, bleeding effect can be triggered when hit. This means this is deducted from the damage rolled. For that at the beginning of a round, the affected person example, if you fight a mutant brute and you roll 3 suffers 1 bleeding damage. The effect ends when the damage points, 1 counter is deducted from this, fight is over or when a bandage is used. The effect since the mutant has an armor value of 1. The result cannot be stacked. is the sum that the victim receives as damage and is Fear deducted from his life points. If the life points drop to 0 or lower, the opponent is defeated. A frightened team member cannot attack or defend. The condition is removed when it takes damage or is Initiative healed with an appropriate skill. The initiative describes the order in which you can act Illness in combat. The higher the value drawn, the faster a combatant can act. The numbers range from 9 to 1. If a character is hit by the disease , their Card J has a special position. This is a wild card. If this maximum life points are reduced by the difficulty is drawn by the player, he can decide when he wants level of the opponent times 4. This means, if a to act. character is hit by a level II enemy and infected with an illness, their life points are reduced by 8. For example: The player fights against 3 opponents who have drawn the initiative 9, 8 and 7. He pulls the The maximum life points cannot drop to 0 or less. J. He can now decide whether he wants to act before, Illness can be cured by using a healing potion, between or after the opponents. The chosen position healing spell, or other appropriate skill. remains until the end of the fight and can no longer be changed. Poison If a weapon or enemy has the poison additive, a Received damage poisoning effect can be triggered when hit. This If an opponent has passed his attack test, the means that the victim suffers 1 poison damage at the damage can be rolled. If the player's armor value is start of a round. The effect ends when the battle is greater than 0, this is deducted from the incoming over, an antidote or other poisoning is cured. Poison damage. The calculated sum is then deducted from II increases the damage by 1, so that your affected the player's life points. creature suffers 2 poison damage at the start of the round. The effect cannot be stacked. For example: Opponent rolls 2 damage, the player has an armor value of 0 (damage - armor value | 2 - 0), so 2 counters are subtracted from the life points. SKILLS

Mighty blow STATUS EFFECTS The next attack takes 1d4 extra damage after Trigger status effects calculating normal damage.

Some weapons and opponents have special Multi additional effects; these are listed under the Special A weapon or opponent with the addition of Multi can tab in the opponent and weapon list. A 1d6 is rolled hit several opponents with one attack. The number to trigger a status effect. With a 5-6 the respective of enemies hit is indicated by the attached Roman effect comesSample into force. A Tier II also file number. Multi I means that two opponents can be triggers a status effect. hit, Multi II up to three opponents, etc. An attack test is necessary for each target. Each opponent receives the same damage.

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TESTS In the game, the skills of the player are repeatedly put to the test. These tests are divided into different levels of difficulty (I - VI). A specific attribute is used in a test. To perform a test, roll 2D6 and add the modifier of the tested (extended) attribute that is required for the test. To be successful, the result must be the same as or higher than the specified level of difficulty. This means that in a perception test of difficulty level I in connection with the perception attribute modifier [(PE / 2) = PE MOD] at least an 8 must be achieved (2D6 + PE MOD> = 8), otherwise the test fails (2D6 + PE MOD <8).

Unless otherwise stated, the level of challenges, tests and opponents is always the average level of the group (AGL).

Difficulty: Obstacle:

I 8+

II 10+

III 12+

IV 14+

V 16+

VI 18+

Critical Success

If two 6s are rolled in a test, a critical success is achieved and the test is automatically successful.

Team tests

While exploring, the team will occasionally encounter challenges that can only be mastered together. All results of the team members are added up. If the result exceeds the required level of difficulty, the test is successful; if the total is lower, the test fails. Sample file

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III. CLASSES

MELEE FIGHTERS

Brawler Valkyrie

The brawler is a rough fellow, usually found in In her free time, she scours through old mines or saloons or other places where arguments are in the forgotten catacombs. Sometimes she also stands air. If there are any inconsistencies, he is quickly on singing on the stage in the local saloon - or removes hand to deal with them with his fists. A brawler can rabble from the same - as a bouncer. The Valkyrie can wear both cloth and leather armor. As weapons, he wear both cloth and leather armor. As weapons, she can carry hand / fist weapons as well as staff and can carry hand / fist weapons as well as staff and polearms. polearms.

Starting equipment: Starting equipment:

Hand / fist weapons Hand / fist weapons Weapon: Weapon: (Max. 1D4-2) (Max. 1D4-2)

Armor: Normal clothes Armor: Normal clothes

Gold: 1D6 Gold: 2D6

Attribute: Value: Attribute: Value:

Dexterity 1 Dexterity 2

Health 5 Health 3

Intelligence 1 Intelligence 1

Strength 5 Strength 5

Perception 1 Perception 1

Skill: Description: Level: Skill: Description: Level:

HP increases by 1d4. Once per Wild Pumping up 1 Spot 1D4. Once per encounter. 1 encounter. Singing

Spot 1d4 opponents. Once per Song of Reduces damage by 1 to 1d4 Wild Roar 3 3 encounter. intimidation enemies. Once per encounter.

Multi + level 2D4 damage. Once If the life points were about to Thunderclap 5 Next Round drop to 0 or lower, they drop to 5 per encounter. 1 instead. Once per encounter.

Sample file

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