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DURF

An adventure game for brave adventurers, by Emiel Boven

DURF is made to be hacked, pulled apart and built on top of. It is licensed under Creative Commons
(CC-BY 4.0) so you can share and adapt this material for any purpose, as long as you give attribution.

Written & Illustrated by Emiel Boven

Edited by Ava Islam

Inspired by the work and ideas of Ben Milton, Daniel Sell, Nate Treme, Robert J. Schwalb, Nick LS
Whelan, Ava Islam, David Black, Chris McDowall and many others.

Thanks to Hedwig Klamer, Joppe Conradi, Leonard Eilander, Tim Heessels, Tom Duijm, Reilly Qyote,
Jean Verne, Derek Gustafson.

VERSION 2.2 - 2021

Find more DURF at emielboven.itch.io

You can find a growing library of art that falls under the same CC-BY 4.0 license here:
https://drive.google.com/drive/folders/1UV63xx3Mue8TbVxImTdBDbzH9uljLmFh

If you like this, consider supporting my Patreon :)


CHARACTER CREATION
1. CHARACTER ATTRIBUTES
Each player character (PC) has three attributes.

● Strength (STR) - Physical strength and endurance. This is probably your highest attribute if
you’re the sturdy type who likes to hit things in the face.
● Dexterity (DEX) - Finesse and agility. This is probably your highest attribute if you’re the
sneaky type that likes to hit things from afar.
● Willpower (WIL) - Charisma and mental endurance. This is probably your highest attribute if
you’re the intense types that like to cast spells.

For each of these roll a d3 (d6 halved and rounded up) to determine each of your PC’s attribute scores.

2. HIT DICE & INVENTORY SLOTS


Each PC starts with one Hit Die (HD). These are rolled when the character is wounded to determine if
the wounds are fatal.

Note the number of inventory slots your PC has. PCs have slots equal to 10 + their STR. Inventory
slots are used to carry items and to track the amount of stress a PC accumulates.

3. BELONGINGS
PCs start with two Supplies (see Equipment) and a dagger.

Roll d40 three times on the table below to determine your other belongings. Roll a d4 for the first
digit and a d10 for the second. Reroll identical results.

Roll 2d6 and multiply the result by 5 to determine your starting gold. You may use this to buy
additional equipment if you like.

4. NAME
Name your character.

D40 BELONGINGS
10 Light armor
11 A pipe and high-quality smokeleaf
12 Bow + Ammo
13 Scroll with a spell of your choice (see Spellcasting)
14 You know a spell (see Spellcasting)
15 Blowpipe
16 Hat of the Eye, grants night vision
17 Dream flute (see Magical Items)
18 Warhammer
19 Medium armor
20 Wooden staff
21 Sack of dried chicken feet
22 Sword
23 Dog (Skill 2, HD 1, bite 3 dmg)
24 Make-up set
25 Bag of human teeth
26 Pistol + Ammo
27 Vial of poison. If ingested, STR save or die.
28 Glass eye, free to carry if you're missing an eye
29 Miniature goose (Skill 1, HD 0, bite 1 dmg)
30 Silver axe
31 Bottle filled with living bees
32 Dramatic cape
33 Lyre
34 Pot of fluorescent paint
35 Bomb, 9 dmg in a small area
36 Spiked shield, 1 dmg to the attacker
37 Spyglass
38 Crossbow + Ammo
39 Heavy armor
40 Tonic of Health (see Magical Items)
41 Tourist guide to the Outer Planes, has some common phrases in a variety of languages
42 Piece of a treasure map
43 Diary that once belonged to an unsuccessful cult leader
44 Halberd
45 Flail
46 Serpent Scale Cloak, Buff on saves vs. magical effects
47 Piece of soap that grows back each morning
48 Bottle of perfume
49 Two rings which let the wearers see through each other's eyes
HOW TO PLAY
A Game Master (GM) controls and describes the world to players who then describe how their
characters (PCs) act in the world. All entities controlled by the GM are known as non-player
characters (NPCs).

ACTION ROLLS & SAVING THROWS


When the success of an action is uncertain, a player rolls a d20 and adds the score from their
relevant attribute. A result over 15 is a success.

The GM can also ask a player to make an action roll to determine if a PC is able to resist an effect or
react quickly enough to avoid harm. These action rolls are called saving throws or saves.

OPPOSED ROLLS
Sometimes a PC’s action is counteracted or resisted by an NPC. In that case, both sides make an
action roll (NPCs use their Skill score). Instead of the action succeeding on a result over 15, the side
with the highest result wins and succeeds at what they are trying to attempt. In the case of a tie, the
GM decides the outcome.

BUFFS & BREAKS


Some situations can give a PC Buffs and/or Breaks on their action roll. These cancel each other out.
For example, if PC has 2 Buffs and a Break, the Break cancels out one of the Buffs, resulting in the
final roll only being affected by 1 Buff and no Breaks.

When making the action roll, for each Buff or Break the player rolls a d6 (in addition to the normal
d20).

If the d6s rolled are Buffs, the highest roll among them is added to the final result.

If the d6s are Breaks, the highest roll among them is subtracted from the final result.

NPCs do not roll Buffs or Breaks.

INVENTORY & STRESS


A PC has a number of inventory slots equal to 10 + their STR score. Most items take one slot to carry
but some items, like weapons or armor, take up multiple slots.

Some actions and situations, like pushing the PC (see below), cause a PC to receive Stress. Each
instance of Stress takes up an inventory slot.

A PC cannot carry more items or Stress than they have inventory slots.

Spending a day resting in a safe location removes all Stress.


PUSHING A CHARACTER
Before making an action roll, if their character has at least one empty inventory slot, players may
choose to push their character to receive a Buff on the roll. If they do so, the PC takes Stress. A player
may choose to push their character multiple times on a single roll, as long as they have sufficient
empty inventory slots to take the Stress.

COMBAT
Combat is played in rounds. Each round:

1. Establish combat order. Roll a d6 for each side to determine the combat order this round; the
side that rolls highest goes first. In case of a tie, the PCs go first.
2. Each side acts. When a character can act they may move around and take an action. This
action may be attacking, casting a spell, making a second move or any other action deemed
reasonable by the GM.

CLOSE COMBAT
To hit in close combat, the attacking and the defending creature make an opposed STR roll. The
winner deals their weapon’s damage to the opposing side. In case of a tie, the attacker wins.

RANGED COMBAT
Shooting or throwing something at a target works mostly the same as close combat. The difference
being that the opposed roll between the two creatures uses DEX instead of STR, and if the defender
wins they dodge the projectile, but do not deal damage to the attacker.

CRITICAL SUCCESS
If a creature rolls a 20 on the d20 during their attack, it counts as a critical success. This means the
creature deals double their weapon damage to their opponent, even if the opponent still wins the
opposed roll. Creatures who are the target of a ranged attack cannot score a critical hit.

WORN WEAPONS
If a PC rolls a 1 on the d20 during their attack, their weapon becomes worn. A worn weapon has its
damage reduced to 1 until it is repaired.

A worn weapon is repaired after a day of rest, or by spending Supply (see Equipment).

MORALE
NPCs have a Morale score. The GM should make a Morale roll when something manages to shock
the NPCs (they meet more resistance than expected, their leader is killed etc.).

To make a morale roll, roll 2d6. If the result is higher than the Morale of the NPCs, they will flee or
attempt to parley.
DAMAGE & ARMOR
If a creature takes damage while they’re wearing armor, the damage first reduces their Armor points.
If no Armor points remain they take the remaining damage as Wounds.

Some attacks or effects may deal Wounds directly and ignore a creature’s Armor.

SHIELDS
Wielding a shield reduces incoming damage by 1, but never reduces the damage to below 1.

HIT DICE & DEATH


Each time a creature receives Wounds they roll their Hit Dice (HD). Each HD is a d6. If the result is
less than or equal to the Wounds they have accumulated the creature dies.

REST & HEALING


Spending a day resting in a safe location heals all Wounds, repairs Armor, and restores worn
weapons.

If a PC wants to restore their weapon or Armor during an expedition, they can do so by using Supply
(see Equipment).

TIME
Time is tracked using three measurements:

● Round - 10 seconds in-game, used during combat. A round is enough time for a PC to perform
an action like casting a spell or attacking, as described earlier in this chapter.
● Turn - 10 minutes in-game, used while exploring an adventuring site. A turn is enough time
for a party of PCs to search a dungeon room, pick a lock or do any other significant activity.
Each turn, the GM rolls a d6. On a result of 1, an encounter occurs and the GM rolls on a
random encounter table (either one they prepared themselves or that is included in the
adventure they’re using) to determine the nature of the encounter.
● Watch - 4 hours in-game, used when travelling the overworld. A watch is enough time for a
party to travel about 6 miles, hunt for food, or explore the area around them. Each watch, the
GM rolls a d6 to determine if a random encounter occurs, as above.

ADVANCEMENT
Once a PC earns XP equal to 1000 x their current HD, they automatically spend it to gain a HD (i.e. a
PC with 3 HD would need to earn 3000 XP, after they gained their third HD, to gain their fourth)

When a PC’s HD increase they may choose one of the following:

● Increase one attribute by 1 point. No attribute can be increased above 8.


● Learn a new spell.

A PC cannot have more than 12 HD. If they would gain their thirteenth Hit Die they retire from
adventuring.
REWARDING XP
At the end of each session the GM rewards each character XP based on the gold value of the non-
magical treasure they brought back safely (1 GP = 1 XP), and 25 XP per NPC Hit Die of each monster
they defeated or outsmarted.
SPELLCASTING
To cast a spell the caster must have at least one empty inventory slot to receive Stress, one hand
free, and must be able to speak.

When a PC attempts to cast a spell they must make a WIL roll. A successful roll means the spell is
cast and they take one Stress. If the PC fails the roll, the spell is not cast and the PC gains no Stress.

If the d20 rolled a result of 1, roll on the Blunders table to determine an unforeseen effect.

If a PC takes a full turn to cast a spell, they still receive a Stress but do not have to make a WIL roll
and automatically cast the spell successfully.

NPC SPELLCASTERS
Whenever an NPC attempts to cast a spell the GM makes a roll just like a PC would but uses the
NPC’s Skill score instead of WIL. The X value (see below) of spells they cast is half their Skill
rounded up.

NPCs don’t receive Stress and do not roll on the Blunders table.

Unless otherwise stated, NPC spellcasters can only cast each of their spells once each day.

D20 BLUNDER TABLE


1 Caster is shrunk to 1/10th their current size for 2d6 turns.
2 A bushy field of poison ivy springs up around the caster.
3 A leaf sprouts from the top of the caster’s head.
4 The caster’s hands turn to slippery fish heads for 1d6 turns.
5 Caster forgets the names of their companions.
6 Caster becomes blinded for 1d6 turns.
7 Caster cannot lie and thinks out loud until the next sunrise.
8 Caster and the target(s) of the spell switch places.
9 It starts raining sardines.
10 All footwear disappears in the area around the caster.
11 Caster strongly smells like roses for 1d6 days.
12 A small wooden outhouse materializes around the caster.
13 Doves keep flying out of the caster’s pockets, at random intervals, for an hour.
14 Caster gains 20 pounds. (Flip a coin to determine weight or wealth.)
15 A small gnome ringing a silver bell appears and starts shaming the caster.
16 Caster becomes mildly allergic to fur for 1d6 hours.
17 Gravity affecting the caster becomes reversed for 1d4 rounds.
18 Caster falls asleep.
19 All non-magical weapons around the caster are turned into flowers.
Caster becomes under review by the Council of Numbers. A temporal scribe will follow
20
them for a week, silently taking notes.

SOME SPELLS
Here are some example spells you can use in your game, but players and DM’s are encouraged to
come up with their own spells.

If a spell description contains an X, that value is equal to half the caster’s WIL rounded up.

Demonic Servant Weave Light


Summons a demon to complete a simple task. A visual illusion manifests itself at a place
Disappears after a turn or when it has finished nearby or around a nearby object or creature. It
its task. lasts for X turns.

Grasp of Yahzahar Swarm Form


Up to X creatures must make a STR save or are Caster turns into a swarm of bugs, rats or bats
grabbed by a shadowy hand and held in place for up to X turns.
for 1d4 rounds.
Worm Ray
Healing Hand Target must make a WIL save or is turned into
Heals X+2 Wounds. an arm-sized worm for X turns.

Bark Skin Displace


Willing target’s skin grows a layer of bark for a Willing target is teleported to a location
turn, providing a buffer of X additional Armor nearby.
points that regenerates every round.
Truth Sight
Levitate Caster can see magical auras and invisible
Up to X targets can levitate themselves for a things.
turn.
Bolt
Talk with Spirit Throw X bolts of magical lightning, each bolt
The caster summons the spirits of up to X deals 3 damage.
bodily remains near the caster. For a turn, the
caster can communicate with these spirits. Animate Armor
Caster animates a set of armor for one watch.
It becomes a loyal NPC with X+1 Skill, 1 HD,
and Armor equal to the Armor score of the Charm
animated set. Target must make a WIL save or become
friendly towards the caster for X turns.
Pippi’s Slumber
Nearby targets with a combined HD total of no Command
more than X+2, fall asleep. Target must make a WIL save or follow a one-
word command. The command cannot cause
Gateway it to harm itself directly.
Opens a portal to a location visited by the
caster. Turn Undead
Undead creatures with a combined amount of
Acid Rain HD equal to the caster’s WIL flee in terror.
It starts raining acid for X turns in a nearby
area designated by the caster. 2 dmg each Drain Life
round to each creature in the area. Target touched by the caster must make a STR
save or lose 1 HD temporarily and the caster
gains 1 HD for X turns.
EQUIPMENT
Most items take one slot to carry but some items, like weapons or armor, may take additional slots to
carry.

GOLD
When treasure is sold, it is converted into gold pounds (GP). These do not take up inventory slots.
PC’s are assumed to carry a small amount on their person to spend on small purchases and have the
rest of their wealth stored somewhere else.

SUPPLY
Supply is an abstract item representing basic gear a PC brought with them and costs 5 GP. At any
time during a session a PC may trade a Supply they carry for any simple commonly available item,
which they then note in their inventory. A list of suggestions is given below, but ultimately it is up to
the GM which items can be acquired using Supply and which should be bought separately.

Supply can also be used to repair Armor and restore worn weapons during an expedition. One
Supply can be used to restore 2 Armor points or one worn weapon; this process takes one turn.

Examples of Supply items Examples of non-Supply items


● 10' pole ● Weapons and armor
● 3 days of rations ● Ammo
● Bedroll ● Tent
● Bag of caltrops ● Spyglass
● Some chalk pieces ● Livestock
● Crowbar or sledgehammer ● Vehicles
● Face paint ● Specialized equipment, e.g. an alchemy
● Flask of oil kit.
● Lantern or Torch ● Musical instruments
● Bandages ● Fancy clothing
● Rope ● Books and maps
● Waterskin ● Anything that is not widely available
and cheap

AMMO
Ammo is an abstract item representing the ammunition a PC brought with them for their weapon.
Players do not keep track of individual arrows or bullets, but must roll a d6 at the end of combat in
which their PC used a ranged weapon. On a result of 1, they only have enough ammunition left for
one shot after which the Ammo is removed from their inventory.

LIGHT
To light the way during the night or in dark places below the earth PCs need a light source.
● Torch - Burns for 6 turns (1 hour).
● Lantern - Burns for 18 turns (3 hours) but requires a separate flask of oil.

WEAPONS & ARMOR

Weapon Traits Price (GP)


Improvised, Unarmed, etc. 2 dmg -
Blowpipe, Sling, Dart, etc. 2 dmg, does not use Ammo 2
Dagger, Club, Staff, etc. 3 dmg 4
Sword, Axe, Flail, etc. 4 dmg, +1 slot 10
Greatsword, Halberd,
Warhammer, etc. 5 dmg, two hands, +2 slots 15
Bow 3 dmg, two hands, +1 slot 35
Crossbow 4 dmg, two hands, +2 slots 30

Pistol 5 dmg, round to reload, loud, +1 slot 100


Ammo see Ammo 5
Flask of Oil 4 dmg per round if target is doused and lit Supply

Armor Traits Price (GP)


Light (Leather, etc.) 3 Armor 20
Medium (Chain, etc.) 5 Armor, +1 slot 50
Heavy (Plate, etc.) 7 Armor, +2 sots 200
Shield Reduces incoming damage by 1. 10
NON PLAYER CHARACTERS
The allies and adversaries PCs can encounter are described using the following statistics:

● Skill - An NPC’s Strength, Dexterity and Willpower distilled into one value. The GM adds this
to any action roll the NPC makes.
● Hit Dice (HD) - The amount of d6s the GM should roll when an NPC becomes wounded. An
NPC with 0 HD dies when it takes any Wounds.
● Armor - The amount of damage an NPC can take before it starts rolling its Hit Dice.
● Morale (ML) - An NPC’s odds of giving up during battle.
● Possible attacks and/or special abilities the NPC might have.

NPCs cannot push themselves and cannot gain Stress.

For more details on how to use these statistics, see Combat.

REACTION
When an NPC’s reaction to encountering the PCs is not obvious, roll 2d6 and consult the table below.

2-3 Hostile 4-5 Unfriendly 6-8 Indifferent 9-10 Friendly 11-12 Helpful

HIRELINGS
NPCs can be hired to help PC’s during their adventures. To create a hireling roll a d4 to determine
their Skill, give them 1 HD and a weapon. A hireling has 10 inventory slots. Experienced hirelings
might possess spells and a higher Skill, at the GM’s discretion.

A hireling can be hired for 1 GP per Skill a day. If a hireling is hired to fight alongside the PC’s in
combat they also require half a share of whatever treasure the party obtains.

Each PC can hire a number of hirelings up to their WIL score.

CONVERTING OSR MONSTERS


To quickly convert monster stats from another OSR system that uses a Hit Die system similar to the
early editions of D&D, do the following:

● Add 1 or 2 to its HD to create its Skill value. Skill can't be higher than 14.
● Determine its Armor based on the type (heavy, medium, light, etc.) it would be wearing.
● To determine the dmg for its attacks, take the average of the damage roll.
● Special abilities (immunities, spells, etc.) vary a lot between monsters so just use what seems
appropriate or take some extra time to come up with a good alternative.

This is of course a simplified approach so don’t be afraid to tinker with any of these values if it will
make encountering the NPC more interesting.
SOME NPCS
Here are some examples you can use in your game. You are encouraged to make up your own or
borrow from games you like.

FLESH ORB OF ZULD Small humanoid creatures with cracked


Skill 6 HD 5 (3 Armor) ML 9 obsidian skin, white pupils, and long glass-
like transparent claws. Spellclaws are often
An ancient sentient computer covered in a found around places of magical power trying
fleshy mass. It levitates around its lair and to find spells to absorb to feed their hunger.
knows when it is being lied to.
▶ Claws 3 dmg
► Slam 4 dmg ▶ Absorb Magic: Spellclaws can drain the
► Spellcasting: A flesh orb can cast the magic from an item they touch, doing so
following spells: grants them the powers of the drained item for
● Bolt - Throw 3 bolts of magical energy 1d6 days.
dealing 3 damage each. ▶ Arcane Immunity: Spellclaws are immune to spells
● Grasp of Yahzahar - Up to 3 creatures and the powers of magical items.
must make a STR save or are grabbed
by a shadowy hand and held in place SHADOW
for 1d4 rounds.
Skill 3 HD 2 (no Armor) ML -

ECHO GECKO A faceless silhouette made from swirling


Skill 2 HD 0 (no Armor) ML 6 black shadows.

Dog-sized gecko with pale translucent skin ▶ Touch 3 dmg + Strength drain. The touch of
a shadow lowers a PC’s STR by 1 point until
and big pupil-less eyes. Can produce a
they take a day to recover. If a PC’s STR gets
paralyzing shockwave. Often kept as guard
reduced below 0 they die and rise as a shadow.
animal by denizens of the Sunless ▶ Undead: unaffected by charm or sleep
Princedoms. effects.
▶ Can only be affected by spells or magical weapons.
► Bite 2 dmg
► Stunning Call: Target must make a STR
DRAGON
save or become paralyzed for 1d4 turns.
▶ Can walk on walls and see using echolocation. Skill 12 HD 8 (10 Armor) ML 10

Big proud intelligent fire-breathing lizards


MYCONID
with wings. You know what a dragon is.
Skill 3 HD 1 (3 Armor) ML 7
▶ Dragons can take an additional action each round
Bipedal fungus creatures. Can often be found (one they haven’t taken already).
cultivating gardens of luminescent fungi. ▶ Bite 12 dmg
▶ Fire Breath: Can be used 3 times a day. All
▶ Gardening tool 3 dmg creatures caught in the fire take 24 dmg (DEX
▶ Spores: When hit they release a cloud of save for half)
spores. Creatures breathing them in must ▶ Immune to fire and PCs attempting to cast a spell
make a STR save or take 1 direct Wound. with the dragon as the target, gain a Break on the
▶ Can see in total darkness. casting roll.
▶ Might know a spell or two at the GM’s discretion.

SPELLCLAW
Skill 4 HD 2 (5 Armor) ML 7
EELFOLK ▶ Pistol 5 dmg, takes an action to reload.
▶ Dueling cane 3 dmg
Skill 4 HD 1 (3 Armor) ML 7
▶ Slippery: creatures attempting to restrain
Slippery fish person from the River Kingdoms. eelfolk gain a Break on their roll.
Loves political intrigue and a good pistol duel.
MAGICAL ITEMS
Items with magical properties are rarely found in shops. The most common way of acquiring
magical items is through adventuring and searching for them in places few others dare to go.

IDENTIFYING MAGICAL ITEMS


A PC can feel when an item is magical but the properties of the item can only be discovered by using
it or through careful experimentation.

MAGICAL WEAPONS AND ARMOR


Enchanted weapons and armor grant the wearer a bonus ranging from +1 to +3 or some other
magical effect.

● When wielding a magic weapon the bonus is applied to both the attack roll and the damage
of the weapon.
● When wearing magic armor the bonus is applied to the PC’s total Armor.

SCROLLS
A scroll is a spell infused in a piece of parchment. It allows a creature to cast the infused spell
without having to make a WIL roll and take Stress. Casting the spell destroys the scroll.

A PC can create a scroll of a spell they know by spending 200 GP and taking a full day to create it.

SOME MAGIC ITEMS


Here are some examples you can use in your game. You are encouraged to make up your own or
borrow from games you like.

TONIC OF HEALTH EYE OF EDNA


Drinking this tonic magically heals 6 Wounds A mummified eye that, when put into the
and any physical affliction. empty eye socket of a dead humanoid,
animates the remains and makes it a semi-
WHISPERCLOAK sentient servant to the creature who put the
eye in.
A spider silk cloak that grants the wearer a
Buff on attempts to sneak or hide.
GAUNTLETS OF THE FORGE
DREAM FLUTE Heavy bronze gauntlets which can melt stone
by pressing the palms against it.
Playing this flute deals 2 direct Wounds to
each sleeping creature that can hear it and
wakes them. PLATE OF THE WAVES
A set of finely decorated +1 heavy armor made
of a blueish metal that lets its wearer breath
underwater.
GIGGLEDUST
A bag with three doses of shimmering purple
powder. A creature who inhales it must make
a WIL roll or laugh hysterically for 2d4 turns.

ROD OF ANTI-MAGIC
While wielding this rod, no new spells can be
cast in the area around the wielder and all
spells affecting the wielder are cancelled.

RUTGLUT'S MAGICAL BEAR TRAP


A +1 bear trap on a chain. Can be thrown at
nearby target as a ranged attack, dealing 4
dmg and biting into the target, allowing the
user to pull the target towards them (opposed
STR roll). Roars when thrown.

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