Doorknobs & Derring-do Player's Handbook - Rules & Playing The Game Adventuring Items & Weapons Magic Spells (d1 & ! Traditions" Prayers & Po#ers $limbing - &oor'no%s & &erring-do (codename Sourdough Tea) is a %oo' o) rules )or role-playing a science )antasy medieval picares*ue+ ,re#ed #ith lots o) sunlight in a glass -ar #ith %its o) sourdough. old pieces o) paper copied )rom the %est. //0 1verything )rom 2ayra3s GR4G. !/0 o) ta%les )rom ,en Milton3s Knave. 660 Phlo73s 8uests. Prayers. etc+. 190 o) Animal Races )rom G:4G; Many Rats on A Stic'< ==0 $lasses )rom :air o) The :am%. 9>0 $lasses )rom &eus e7 Para%ola. Squig%oss. and 4SR &iscorrd community at large. 10 o) the Edition-That(Must(?ot(,e(?amed. and copies o) and various Goblin Laws of Gaming 11.13.20 Edition gathered %y $astle :ibrarian Skills B Languages# 8ou ha&e one skill, plus one for each Rules & Playing The Game point of INT (if positive)" Skills are just a word that describes something a 6+ knows how to do. 5here are no specific rules for using them. If a roll is re uired as a test of How to Roll your skills, add highest ,bility 1core you can justify plus If you attempt something where the outcome is risky or your le&el" difficult to describe, you make a “roll”, which means rolling a d20 e ual to or greater than a number, known as Difficulty" In this game, there are three difficulty classes# 12 E6 & Ce&els (a&erage), 18 %difficult), and 24 (heroic). If your roll is equal A Le&el is a measure of your character's power. It goes up to or greater than the difficulty, you succeed. If not, you fail" as you gain experience" $000 E6 F 1 Le&el. 5he referee *ost !Cs are ,&erage or Hard; Heroic is only used in awards 2.perience 6oints %E6) to players at the end of the e.treme situations. session. ;hen you le&el up, you claim a class template and gain Hit 6oints, referring to the table below. 8ou cannot ha&e /pposed Rolls# If the sa&e is opposed by another more than four class templates %,, <, +, !). 8ou may also character, the !ifficulty is 10 plus the opponent’s rele&ant test to impro&e a stat of your choice. !eclare the stat and ,bility Score" roll Gd6. If the result is o&er, the stat0s &alue increases by $" Ability 1cores Hit 6oints by Le&el 2ach of the si. abilities are used in different circumstances" Le&el 1: Start with 6 H6 Le&els 2-5: =1d6 Hit 6oints each le&el Strength# Used for melee attacks and sa&es requiring Le&els 6-10: =2 H6 each le&el physical power, like lifting gates, bending bars, etc" Le&els 11=# =$ H6 each le&el !e.terity# Used for sa&es requiring poise, speed, and ,t Ce&el @, and e&ery time a 6+ le&els up past Ce&el 5, they refle.es like dodging, climbing, sneaking, balancing, etc" may retire to safety" If they can afford it, they can buy some land, set up a shop, teach at a wizard college, work at a +onstitution# 3sed for sa&es to resist poison, sickness, cold, hospital, etc" At Le&el ? and beyond, when you die, you may etc" 5he +onstitution bonus is added to healing rolls. A 6+'s pass on into the afterlife, be it fighting death bitterly or number of item slots is always equal to their +onstitution finally finding peace in other realms" score" 8ou can carry items beyond this limit by using your *o&ement 1lots. Gaining E6 5ypically, characters are awarded 50 E6 for low risks taken, Intelligence# 3sed for sa&es re uiring concentration and 100 E6 for moderate risks, and 200 E6 for high-risk precision, such as wielding magic, resisting magical accomplishments" 5he referee should freely notify the 6Cs effects, 9recalling" knowledge about things, crafting objects, of how much E6 different objectives are worth when asked. tinkering with machinery, picking pockets, etc" 6Cs are also awarded $00 E6 for showing up to the game" ;isdom# Used for ranged attacks and sa&es requiring +arousing/Research/Gourmandizing 6urely frivolous perception and intuition, such as tracking, navigating, spending of money bestows 1 E6 per gold piece spent. searching for secret doors, detecting illusions, etc" Letters Home 6layers may write of their experiences back +harisma# Used for sa&es to persuade, deceive, home to their firends, relatives, or colleagues to bank some interrogate, charm, pro&oke, etc"" PCs may employ a of the e.perience that they gain for use with a future number of hirelings equal to their Charisma bonus" character. Once per outing, a player may choose to send a record of their e.periences to another character that has already been rolled; they can commit up to 50% of the !eri&ed 1cores experience that they most recently gained towards that new !efense# Armor comes with an Armor !efense &alue. If you character" are not wearing any armor, your !efense is 11 and your Bonus is =$" Represents moving to catch a strike on your armor/shield, rolling with the punches, etc" Some forms of attacks ignore or lower one’s !efense" Hit 6oints# 6 Hit 6oints at first le&el, increasing e&ery le&el thereafter. ;hen your H6 runs out, you are unable to defend yourself properly, and any blow is a potentially lethal one" *o&ement# 8ou ha&e *o&ement 1lots equal to your !exterity = )" 2ach empty *o&ement 1lot counts for 5', and can be used instead to carry items beyond your In&entory 1lot limit" 8ou can mark these slots with the tag 9*A9. A party mo&es at the speed of its slowest character" them. Adventuring You can also roll Strength op!osed by )TR or ,/5 to pin your o!!onent. When you are !inned, you are helpless and the only action you can take is trying to escape. Initiative and Turn Order 3oll Strength or Dexterity op!osed by Strength to escape For Initiative, roll a d20 and add your Wisdom Bonus. You from the gra!ple or a !in. If you escape being !inned, roll it at the beginning of each combat round. Those ho you're still gra!pled. roll higher than their o!ponents get to go first, those don't act afterwards, and then the round repeats with a new Intimidate8 O!ponents roll 2harisma o!posed by any initiative. Play goes around the table. If one side surprised modifier you can justify. Those ho fail retreat, flee in !anic, the other, they get a turn before anyone rolls intiative. !arley, or go on the defensive. %ovement & 'ction Environmental 4azards On your turn, you can move up to your speed and !erform Fire does 7d6 damage hen entering or starting your turn an action. Once per turn you may also retrieve an item out in it. 3oll ,e-terity or catch "re and take an additional 7d6 of your fast inventory. damage !er round until extinguished. Especially intense "res deal more damage. %ovement is limited by a character’s )!eed (20’ !lus 5’ for each !oint of ,exterity). You lose 5’ for each !oint of 2old requires a Constitution roll every hour or inflicts 1d6 /ncumbrance *and for some types of Armor). slots of Fatigue. Actions may be moving, making an attack, maintaining ,rowning You can hold your breath for a number of rounds concentration on a spell, using a held item, stabilizing a equal to your 2onstitution Bonus, doubled if not surprised. dying ally, readying an action to trigger on conditions, $ast that, you drop to -1 H$ and might be dead. You can't !ulling an item out of slow inventory, or any other action be healed until you're able to breathe. deemed reasonable by the referee. 2asting a spell, making a ranged attack, or drinking a !otion gives a free attac0 to Falling deals 7d6 damage !er 10’. You can ma0e a ,exterity anyone in melee range of you. roll and/or jump do n intentionally to reduce damage by 1 die each. Falling more than 40 feet requires a making a 'ttac0 Rolls Strength roll to avoid death. To attack a target, roll a d20 and add the character's Strength bonus for a melee attack, or Wisdom bonus if it's a 2onditions ranged attac0. If the attac0 total is greater than the other's $oison8 When you are exposed to !oison, you take the ,efense, the attac0 hits. If not, the attac0 misses. On a hit, !oison damage at the end of your ne-t round. The round roll the weapon#s damage die to determine how many 4it after that, you must make a 2onstitution chec0. If you $oints *4$) they lose. You cannot move after you attac0. succeed, you take no further damage. If you fail, you take Touch attac0s are op!osed by ,/5 and ignore ,efense. the listed damage again, and again the following turn. If you're 6anking an enemy, ignore 2 !oints of ,efense. ,runkenness8 /ach !oint of drunkenness e-pands your A roll of 20 is a critical hit, deals double damage, and critical fail/success range by 1. 4o ever, every !oint of notches the target’s armor. $layers may opt to make a drunkenness grants A7 to saves against fear. This lasts until combat maneuver instead of dealing double damage. A roll the next morning.
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