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Dead Simple Fantasy RPG

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Dead Simple Fantasy RPG Rules 3

rd
Edition
Craig Cartmell Version 3.0, April 2011
+Introduction+
We believe that roleplaying is more important than
rules-playing. This is why we have condensed these
rules into a single page.
The cardinal rule is: if there isnt a rule for it make
it up as you go along. Have fun!

+Adventurer Creation+
Attributes
New Adventurers have ten points to divide
between the four attributes below. Each attribute
must be given between one & four points.
Strength STR Dexterity DEX
Intellect INT Spirit SPT

Skills
Skill Level = Aptitude + Training +
Professional Modifier.
Skill Aptitude Examples
Agility DEX x 2 Climb, Leap, Swim
Craft DEX + INT Make, Repair
Fighting STR + INT Kill, Maim
Knowledge INT x 2 Lore, Memory, Magic
Perception INT + SPT Spot, Hear, Smell
Persuasion SPT x 2 Charm, Con
Shooting DEX + INT Sniper
Speed STR + DEX Run, React
Stealth DEX + SPT Sneak, Hide, Stalk
Toughness STR + SPT Grit, Courage

Training
New Adventurers are Trained in two skills &
Familiar with three others of their choice.
The remainder are Untrained.
Training level Bonus
Untrained -1
Familiar +0
Trained +1
Experienced +2
Mastered +3

Skill Check
Roll less than Skill Level on 1D20.
When using a skill a roll of 1 is an automatic success
& a roll of 20 an automatic failure.

Race
Human: Big, ugly & everywhere.
SPT+1, can be any Profession.
Elf: Pointy-eared, slender & mysterious.
INT+1, can only be a Fighter, Wizard or Thief.
Dwarf: Short, greedy & tough.
STR+1, can only be a Fighter, Thief or Priest.
Hobbit: Little, larcenous & lucky.
DEX+1, can only be a Thief or Barbarian.

Profession
Fighter: Well armed & armoured the Fighter is
often the leader of a party of Adventurers.
His job is to defend his friends & kill monsters.
Fighting +2, Double Trouble, any Armour & Shield.
Wizard: The master of magic, he starts with
three spells of his choice in his spellbook.
Knowledge +2, Spells, no Armour allowed.
Thief: This is the burglar & scout of the party.
He stops his friends getting killed by traps.
Craft +2, Stealth +2, Burglary, only Light Armour.
Priest: A powerful ally against the Undead &
the only Adventurer who can heal their friends
wounds. He is not bad in combat either.
Persuasion +2, Holy Light, Healing, only Light or
Medium Armour & Shield.
Barbarian: A complete maniac from the
savage tribes of the far north who lives to kill
monsters.
Toughness +2, Survival, only Light Armour & Shield.
Professional Abilities
Double Trouble; Can attack twice in a turn, if
he has not moved, against any adjacent enemy.
Burglary; Can use his Craft skill to attempt to
pick locks, or to find & disarm traps.
Holy Light; As long as the Priest stands still &
holds up his holy symbol this light will prevent
Undead approaching closer than 10.
Healing; A Priests touch makes a KOd figure
just wounded, or a wounded one whole.
Survival; Can use Perception skill to track
animals or enemies, & find food, shelter & water in
the wilderness.

Improving Adventurers
After an adventure the Adventurers divide the loot
between them equally. They can then spend some
of this on training to improve themselves.
Cost Improvement
500 Improve Attribute by +1
100 Improve a Skills training level by +1
200 A Wizard can choose a new spell to add
to his spellbook.
Costs are in Silver Ducats.

Equipment
All new Adventurers begin with a set of suitable
clothes, a Hooded Cloak & a Backpack containing: a
Bedroll, Rope (30), Flint & Steel, Knife, Flask of Oil,
Lantern, Sack, Three Sea Shells & Water-flask.
In addition an Adventurer will have:
Fighter Light Armour, Light Shield,
Sword/Axe.
Wizard Staff, Pointy Hat, Spellbook.
Thief Dagger, Burglary Tools.
Priest Light Armour, Mace, Holy Symbol.
Barbarian Light Armour, Battle Axe, Furs.
Human 3 Hunting Spears (range 30).
Elf Longbow (range 100), 12 Arrows.
Dwarf A Crossbow (range 75) & 16 Bolts.
Hobbit A Sling (range 50) & 20 bullets.
They may each choose up to three items from the
following list: Belt Pouch, Chalk, Chisels, Crowbar,
Grapnel, Hammer, Ladder (10), Small Mirror, Pick,
Pole (8), Pot of Grease, Spade, Iron Spikes (x6),
Tent, Writing Set, or a Potion of Healing (as Priest).

Wizard Spells
The Wizard cannot cast a spell if he is in a square
next to an enemy even diagonally.
Befriend: One person likes you for 5 minutes. He
will help & defend you, but not do anything suicidal.
He will remember afterwards what you did. If you
attack him it breaks the spell.
Befuddle: Target can't cast spells & may only take
non-offensive actions. Lasts 3 turns.
Blind: Enemy is blinded for 3 turns. Range 30
Countermagic: This disrupts a spell targeted at the
Wizard & nullifies it. This is the only spell that can
be cast as an immediate reaction and not on the
Wizards turn. It can only be cast once per turn.
Daze: Enemy cannot attack for 3 turns. He can still
move & defend himself. Range 30.
Detect Enemy: Gives the location of the nearest
creature who intends to harm the caster up to 60.
Detect Magic: Gives the location of the nearest
magical item/creature or active spell up to 60.
Dodge: Reduces the Fighting/Shooting skill of
anyone who attacks the Wizard by 1 for 3 turns.
Dragon Scale: Wizard has equivalent of Heavy
Armour for 3 turns. Doesnt work with Dodge.
Enchant Weapon: Touch a Weapon to give it +1 to
Fighting/Shooting skill for 3 turns. Weapon can only
have one enchantment.
Fire Bolt: If Wizard makes a Shooting check this
automatically causes a wound. Range 30.
Float: Touch person to let them float up/down
30/turn. Lasts 1D6 turns (GM rolls this die).
Haste: Wizard can move again in Magic phase.
Ignite: This sets fire to a single flammable object
that is touched by the Wizard.
Invisibility: Wizard cannot be seen for 3 turns
unless he attacks an enemy or casts a spell.
Lock & Bar: Touch holds a door shut against
anything except an Open Says I spell.
Open Says I: Touch opens a locked door or lid.
Teleport: Wizard disappears & reappears at any
point he can see within 60.
Terrify: Enemy must pass a Toughness skill check to
attack wizard. Lasts 3 turns.

+Rules of Play+
When things get interesting the game is played in
Turns of about ten seconds in length.
Each turn follows the sequence below:
1. Movement
Adventurers can choose to move before or after
their enemies. Note that squares are 5 across.
They can move up to 3 + Speed in squares, -1 if in
Medium Armour, -2 if in Heavy/Very Heavy.
You cannot move through a solid object over waist
high or another figure (unless they let you).
You can climb over or up an object but this is at half
speed. Swimming & Stealthy movement is also at
half speed.
2. Use Magic
A Wizard can cast one spell from his Spellbook in a
turn. The same spells can be cast repeatedly but
require a successful Knowledge check. An enemy
will resist a spell cast upon him so deduct the
enemys INT from the Wizards Knowledge skill.
To cast a spell on an enemy you must be able to see
him.
A Priest can use Holy Light or Healing once in a
turn, but not both.
3. Bloody Combat
Adventurers & monsters can attack once each in a
turn. The Adventurers always attack first.
You can only engage another figure in close combat
in a square next to your own (including diagonally).
You can shoot at any figure that is in line of sight &
range, even if they are fighting.
The attacker makes a Fighting or Shooting skill
check minus their opponents DEX.
If there is more than one attacker attacking a single
opponent in close combat each one gets +1 to their
Skill Level. Thieves get +2 in this situation.
The difference between what the attacker needs &
what he scores is the damage. For example a
Adventurer needs an 8 or less and then rolls a 2, he
causes six points of damage to his opponent.
If his weapon is Two-handed, a Crossbow or a
Hunting Spear he gets +1 to damage.
Armour stops the first few points of damage:
Light Armour stops 1 point, Medium 2, Heavy 3,
Very Heavy 4.
A light shield stops 1 extra point on top of armour
or a heavy shield stops 2 extra points.
If his armour doesnt stop all the damage the
defender must make a Toughness Skill Check. He
deducts the remaining damage from his Skill level.
If he fails he becomes Wounded.
A Wounded figure has all his skill levels reduced by
3 points (including Toughness).
If wounded a second time he is knocked out.
A KOd figure can be easily killed or captured.
4. Use other Skills
Anything not listed above can now be done.

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