Crazy Dungeon Ruleset
Version 4.4: The Psionics Update
NOTE: ALL 4.0/4.1 EXPANSIONS HAVE BEEN ADDED TO 4.4
There is a GM. He makes the dungeon. There is a board used in gameplay, use a square grid or the Shape Gods will eat your soul. The other people are players, there should be 2-6 players (excluding the GM).
STUFF YOU NEED TO PLAY: d2 (a coin), d12, d20, d%, paper, pencils, character sheets, board, little figures to represent characters/monsters
Anomalous Objects
A list of Anomalous Objects (found in dungeons) is below:
Anomalous Mask: When worn, shifts the wearer into any form he chooses.
Anomalous Knife: When used, if this knife hits the defender, the holder of the knife heals 1 Health Stage.
Anomalous Goggles: When worn, allows wearer to see through walls.
Dungeon Features
Poison Spike Trap: Any player that moves on this space must succeed a TN 11 Agility Check or lose 1 HS per turn, you can make a TN 17 Vitality Check to negate this effect.
Saw Trap: Any player that moves on this space must succeed a TN 16 Agility Check or lose 1 HS.
Shrine: Any player that moves into a room with a Shrine may heal 1 HS.
Chest: The first player that moves on this space can Loot the Chest and get +1d12c.
Ladder: To the next floor!
Walls: All dungeon walls are Stone (or with More Weapons, Crystal, Iron or Wood)
Basics:
Ability scores measure attributes of characters (randomly generated with 2d12 for each of them), the abilities are:
Agility: Speed and reflex.
Vitality: Health and fortitude.
Strength: Might and power.
Intelligence: Wisdom and will.
During the course of the game you will make Ability Checks, an Ability Check is a d20 roll + appropriate ability score modifier vs. the target number (or "TN").
All characters can move up to 5 spaces each turn.
Ability Score Modifier table:
Score/Modifier
2/-3
3/-2
4/-1
5/-1
6/-1
7/-1
8/-1
9/-1
10/-1
11/-1
12/0
13/0
14/0
15/+1
16/+1
17/+2
18/+2
19/+3
20/+3
21/+4
22/+4
23/+5
24/+5
Whenever you get attacked, you make an Agility Check vs. the attacker's Strength Check. Then, if you lose the Agility Check, make a Vitality Check. If you fail the Vitality Check, your Health goes down one stage.
Health Stages: Fine (1), Hurt (2), Injured (3), Bloodied (4), Severe (5), Dying (6), Dead (7).
When you start play, your Health is at stage 1 (Fine). You cannot move your Health above Fine or under Dead. If you are Dying, you are at -2 to your Vitality Check when someone attacks you. 1 turn in combat = 5 seconds.
When you are Dead, you are... dead. You are out of the game. You cannot be healed in any way (unless you are Resurrected).
Roles
A Role is what role you play in the game. In an adventuring party, no one should have the same Role.
A list of Roles is below:
- Trickster (Skills: Hide, Notice)
- Fighter (Skills: Break, Endure, Notice)
- Crafter (Skills: Craft, Hide)
- Templar (Skills: Hide, Endure, Notice)
- Psion (Skills: Endure) [Can use Psi, check the Psionics section for more info, cannot use armor]
Players have Ranks in Roles. When you start play, you are Rank 1 of any Role
you choose. You Rank Up when you get 200 XP (you start with 0 XP at Rank 1),
then you are in the next Rank of that Role (Rank 2-10). You cannot Rank Up any
more when you are Rank 10 in any Role. You get a +1 bonus per Rank on all Skills that you can use. You get XP from killing stuff and completing stuff.
Races
You have to choose a Race when you start play. It is okay for 2/more players to have the same race.
Human: No special abilities or modifiers. "Humans are believed to have evolved from the ancient Sylvans. Their culture changes so much, so often, Leonins find it hard to understand the Humans.
Sylvan: +2 Intelligence, -2 Strength "Not much is known about this race of extraplanar pixies."
Leonin: +2 Agility, -2 Vitality "The Leonins are ancient, peaceful, feline creatures with amazingly long life spans."
Mantid: +3 Strength, +1 Vitality, -4 Intelligence "These bug-like creatures live on another plane. They use portals to move between cities."
Wraves: "The demons recently built a city on the Plane of Mortals. The Wraves are demi-demons."
Angel Wrave: +2 Agility, +1 Intelligence, -3 Strength, Appearance: 6'3", 110 lb, blue skin, white horns
Zalgo Wrave: +2 Strength, +1 Intelligence, -3 Vitality, Appearance: 8'11", 20 lb, completely black
Never Wrave: +5 Intelligence, -3 Strength, -2 Vitality, Appearance: 5'6", 98 lb, purple horns/tail, purple-tinted skin
Items
Money is Coins (c), each player starts with 30c.
Swords can be used to attack any enemies in a 1-space radius.
Spears can be used to attack any enemies in a 3-space radius.
Bows can be used to attack any enemies in a 7-space radius, and allow you to use Agility instead of Strength in
combat.
Shop:
Weapons:
Wood Sword (+2 Strength in combat) 5cStone Sword (+3 Strength in combat) 10c
Copper Sword (+4 Strength in combat) 15c
Iron Sword (+5 Strength in combat) 20c
Silver Sword (+6 Strength in combat) 25c
Gold Sword (+7 Strength in combat) 30c
Ruby/Emerald/Sapphire Sword (+8 Strength in combat) 35c
Diamond Sword (+9 Strength in combat) 40c
Wood Spear (+1 Strength in combat) 5c
Stone Spear (+2 Strength in combat) 10c
Copper Spear (+3 Strength in combat) 15c
Iron Spear (+4 Strength in combat) 20c
Silver Spear (+5 Strength in combat) 25c
Gold Spear (+6 Strength in combat) 30c
Ruby/Emerald/Sapphire Spear (+7 Strength in combat) 35c
Diamond Spear (+8 Strength in combat) 40c
Wood Bow (+2 Agility when used to attack) 5c
Reinforced Bow [Stone] (+3 Agility when used to attack) 10c
Composite Bow [Iron] (+4 Agility when used to attack) 15c
Items:
Crowbar (+4 to Break Skill) 5c
Weak Armor (+2 Vitality when in combat) 5c
Moderate Armor (+4 Vitality when in combat) 10c
Strong Armor (+6 Vitality when in combat) 15c
Torch (Lights a 5 space radius for 2 hours when lit) 5c
Tinderbox (Lights Torches) 5c
Crafting Kit (Required to use the Craft Skill) 10c
Potion (+1d2 Health Stage) 5c
Amazing Potion (+2d2 Health Stages) 10c
Ring of Wisdom (+4 Intelligence when worn) 25c
Ring of Force (+4 Strength when worn) 25c
Ring of Protection (+4 Vitality when worn) 25c
Ring of Speed (+4 Speed when worn) 25c
Serpentsilver Blade (+2 Strength in combat, +7 against Wraves [including Blackwraves]) 20c
Wyvernwood Blade(+1 Strength in combat, +6 when used by a Wrave) 20c
You can sell an item for as much as you can buy it for.
Skills
Break (Strength)
To make a Break Check, roll a Strength Check vs. the TN for the material of the item being broken. If you succeed, you break the item. The TNs for materials are: Wood 8, Wyvernwood 9, Stone 10, Copper 12, Iron 14, Silver 13, Drakesilver 14, Gold 10, Diamond 24, Ruby/Emerald/Sapphire 20.
Craft (Intelligence)
To make a Craft Check, roll a Intelligence Check vs. TN 8+cost of item crafted. If you fail, you create a... mangled... thing. If you succeed, you create the item you need to craft.
Endure (Vitality)
You can make an Endure Check to prevent taking a -2 mod (from being Dying) to your Vitality Check. To make an Endure Check, roll a Vitality Check vs. TN 12.
Notice (Intelligence)
You can make a Notice Check to find a hidden person. To make a Notice Check, roll a Intelligence Check vs. a TN equal to the hidden person's Hide Check.
Hide (Agility)
You can make a Hide Check to hide yourself. To make a Hide Check, roll an Agility Check vs. no TN. Your Hide check is used as the TN for Notice Checks to spot you.
Monsters:
Monsters are things you kill. These are the monsters that you encounter in dungeons.
Skeleton:
You hear the clatter of bones as the skeletons in the dungeon come to life (or un-life) and attack you.
Undead Monster
Undead Monster
Health Stages: 1(Fine), 2, 3, 4 (Dead)
Loot: 3c, 1 Tinderbox, Sword, Moderate Armor, 50 XP
Strength: 16
Agility: 16
Vitality: 14
Intelligence: 12
Witch:
You stare at the robed figure in front of you. He cackles cruelly and blasts your life forces out with his magical powers.
Magic Monster
Magic Monster
Health Stages: 1(Fine), 2, 3, 4, 5(Dead)
Loot: 5c, 1 Potion, Weak Armor, 50 XP
Strength: 15
Agility: 15
Vitality: 18
Intelligence: 20
Special: Can use a Death Blast spell (1 turn) which makes all players within 4 spaces of the witch lose 1d2 Health Stages.
Shrieker:
You are wandering around a seemingly empty room when suddenly, a loud scream pierces your ears. A white, blurry figure runs up behind you and rips out your internal organs.
Sonic Monster
Sonic Monster
Health Stages: 1(Fine), 2, 3, 4, 5, 6(Dead)
Loot: 2 Anomalous Claws (They make me... dizzy... when I stare... at them.), 100 XP
Strength: 17
Agility: 19
Vitality: 10
Intelligence: 2
Special: Can use the Shriek ability (1 turn) which makes all players that can hear the shriek (within 12 spaces) of the shrieker lose 1d2 Health Stages.
Blackwrave
You are wandering through the dungeon, when a tall, black demon appears in front of you. You look at it's face and...
Omniscient Monster
Omniscient Monster
Health Stages: 1(Fine), 2, 3, 4, 5, 6, 7(Dead)
Loot: Wyvernwood Blade (called "Claws"), 150 XP
Strength: 15
Agility: 24
Vitality: 19
Intelligence: x (They know all)
Special: Will not attack a player unless looked in the face.
Special: Can use Teleport at any time (go anywhere in a 20-space radius).
Psionics
If you chose the Psion Role, than you have 1 psipower per Rank of Psion. You can use your psipowers 2 times a day per Rank of Psion. You can use 1 psipower on your turn or any other time listed in the description. You can choose the psipowers you can use from the list below:
Burst:
When used, you make all adjacent players/monsters/ lose 1 HS. They can make an Intelligence check vs. your Intelligence check to negate this effect.
Summon:
You summon a skeleton monster that fights for you for 2 turns/Rank of Psion.
Shield:
You may target any player/monster with this psipower. The target gets +6 Vitality for 2 turns.
Heal:
You may target any player/monster with this psipower. The target gains +1 HS.
Harm:
You may target any player/monster with this psipower. The target loses 1 HS.
Shriek:
All players/monsters (except you, shriekers, or undead) that hear this shriek must make a TN 14 Intelligence Check. If they fail the check, they lose 1d2 HS.
Teleport:
Move to anywhere in a 20-space radius, or gain a +10 Agility bonus for 1 turn.
Blink:
You blink out of reality. For 2 turns/Rank of Psion all attacks against you hit only 20% of the time.
Resurrect:
You can bring players/monsters back to life, but it requires a diamond (80c) and costs 200 XP.
Bomb Sigil:
You can carve a magic symbol on the wall (1 turn) that, when read by someone other than you, explodes, causing all creatures within 2 spaces of the sigil to lose 1 HS on a failed TN 9+Psion Rank Agility Check.
4.4 Character Sheet: (and yes, it is "papersized")
Shriek:
All players/monsters (except you, shriekers, or undead) that hear this shriek must make a TN 14 Intelligence Check. If they fail the check, they lose 1d2 HS.
Teleport:
Move to anywhere in a 20-space radius, or gain a +10 Agility bonus for 1 turn.
Blink:
You blink out of reality. For 2 turns/Rank of Psion all attacks against you hit only 20% of the time.
Resurrect:
You can bring players/monsters back to life, but it requires a diamond (80c) and costs 200 XP.
Bomb Sigil:
You can carve a magic symbol on the wall (1 turn) that, when read by someone other than you, explodes, causing all creatures within 2 spaces of the sigil to lose 1 HS on a failed TN 9+Psion Rank Agility Check.
4.4 Character Sheet: (and yes, it is "papersized")
Crazy
Dungeon 4.4
Race:
Role: XP: HS: Coins:
ABILITY SCORES:
ABILITY SCORES:
Agility [_] Vitality [_] Strength [_] Intelligence [_]
SKILLS:
Break ( ) Craft ( ) Endure ( ) Hide ( ) Notice ( )
ARMOR: ________
WEAPON: ________
INVENTORY:
PSIPOWERS:
Crazy Dungeon is an
awesome RPG by Bear Nicholas Riversong. Crazy Dungeon is owned by Bear. No
stealing!
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