Tuesday, August 13, 2013

Crazy Dungeon 5.0!


Crazy Dungeon Ruleset
Version 5.0: The Environment Update 
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), d8, d12, d20, d%, paper, pencils, character sheets, board, little figures to represent characters/monsters
Fire and Other Hazards
Fire spreads at a rate of 1 space per turn. The space it moves to is determined by a d8 roll. If fire moves onto a space with fire, reroll the directional roll. If a player/monster moves on to or past the space with fire, they can  either put it out (which takes 1 turn, and the creature still takes damage from the fire), or just lose 1 HS to fire dmg. A player/monster inside of water deep enough to be submerged in, they must make a TN 9 (or whatever the GM chooses) Strength check to move any amount of spaces underwater. They can stay in water for up to 1 turn per point of Vitality. Once that time has passed, they lose 1 HS (ice dmg) each turn until they die, and they are at -1 to their Strength check to move underwater. Undead Monsters do not drown. A player may rest to gain 1 HS unless he is at Severe or Dying.
D8 ROLL/DIRECTION
1/North
2/North-east
3/East
4/South-east
5/South
6/South-west
7/West
8/North-west
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 any other stone-like material.
Basics/Combat
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"). You cannot change a score above 24 or below 2.
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/Severe, you are at -2 to your Vitality Check when someone attacks you. 1 turn in combat = 5 seconds.
When you are Dead, you are... not actually dead. You spawn where you last rested. You drop your loot where you died. You lose all Ranks in your Role, unless you were Rank 3 or higher, in which case you are set to Rank 2.
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."
Aguan: +6 Agility, -2 Intelligence, can survive underwater without drowning "These primitive aquatic creatures look like anthropomorphic anglerfish."
Goblin: +3 Vitality, +1 Strength, -2 Agility, -2 Intelligence "Goblins are a fairly new race that are distantly related to lizards."
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) 5c
Stone 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
Weak Potion (+1d2 Health Stages) 5c
Moderate Potion (+2d2 Health Stages) 10c
Strong Potion (+All Health Stages) 15c
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
Ring of Swimming (+19 Strength while swimming when worn) 25c
Cloak of Resistance (+6 Vitality when worn) 35c
Cloak of Knowledge (+50 XP from stuff 40% of the time when worn) 35
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
Ruby 5c
Sapphire 5c
Topaz 5c
Sapphire 5c 
Obsidian 5c
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
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
Zombie:
You wander through the torch-lit dungeon and hear a monstrous groan. A hand shoots out of the ground beneath you and pulls you through the dirt.
Undead Monster
Health Stages: 1(Fine), 2, 3 (Dead)
Loot: 4c, 1 Tinderbox, Weak Armor, 50 XP
Strength: 22
Agility: 11
Vitality: 11
Intelligence: 2
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
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
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.
Special: Immune to sonic dmg. 
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
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). 
Stridercrab:
A terrifying monster with 4 long legs and deadly, poisonous pinchers sneaks up behind you and slices you in half.
Aquatic Monster
Health Stages: 1(Fine), 2, 3, 4, 5 (Dead)
Loot: Moderate Armor (Crab Shell), 100 XP
Strength: 17
Agility: 14
Vitality: 16
Intelligence: 6
Special: Can survive underwater without drowning. 
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. When casting a spell, there are 4 different components of each spell that change the properties of the spell. For example, when using Harm, you could use another component, which would do something like causing the spell to do fire damage. That would, of course, mean that there wouldn't be a spell like Fireball, there would be a spell called Blast that could use a component for fire damage. Components (and subcomponents) cost certain materials to use. It is not possible to cast a spell without components or subcomponents. Magic damage is just a placeholder for whatever kind of damage you choose the spell to deal.
Components:
Ignis (fire): Rubies
Aquar (frost): Sapphires
Elxad (elec): Topaz
Sonus (sonic): Emeralds
Then there are subcomponents. Subcomponents change the strength of a spell. For example, when using Burst with the Sonus component, you also must choose a subcomponent. A subcomponent describes how many units of a material you need to use. For example, Aquar Duo Harm would need 2 sapphires, and would do x2 standard ice damage the spell normally does.
Subcomponents:
Unum: units 1, strength 1
Duo: units 2, strength 2
Tribus: units 3, strength 3
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:
Harm:
1 monster/player within 20 spaces of you loses 1 HS (magic dmg) per strength of subcomponent.
Ignis: This power does fire dmg.
Aquar: This power does ice dmg.
Elxad: This power does elec dmg.
Sonus: This power cannot use the Sonus component.
Heal:
1 monster/player within 20 spaces of you (or you) gains 1 HS per strength of subcomponent.
This power requires only 1 obsidian to cast, and therefore uses no components.
Burst:
All players/monsters within 3 spaces of you lose 1 HS (magic dmg) per strength of subcomponent.
Ignis: This power does fire dmg.
Aquar: This power does ice dmg.
Elxad: This power does elec dmg.
Sonus: This power does sonic dmg.
Implode:
Target one creature within 20 spaces of you. The target instantly implodes, dying instantly (magic dmg) on a failed TN 11+strength of subcomponent Vitality check.
This power requires only 1 obsidian to cast, and therefore uses no components.
Arcane Shriek:
All creatures that can hear you lose 1 HS (magic dmg) per strength of subcomponent.
Ignis: This power does fire dmg.
Aquar: This power does ice dmg.
Elxad: This power does elec dmg.
Sonus: This power does sonic dmg.
Summon:
You summon 4 skeletons that fight for you for 3 turns per strength of subcomponent. They spawn in the 4 spaces surrounding you.
This power requires only 1 obsidian to cast, and therefore uses no components.
Shield:
1 player/monster within 20 spaces of you (or you) gains +3 Vitality per strength of subcomponent in combat against a certain kind of damage.
Ignis: This power protects from fire dmg.
Aquar: This power protects from ice dmg.
Elxad: This power protects from elec dmg.
Sonus: This power protects from dmg.
Teleport:
When used, you gain +4 Agility per strength of subcomponent for 1 turn, and move somewhere within 10 spaces per strength of subcomponent.
This power requires only 1 obsidian to cast, and therefore uses no components.
Blink:
You constantly blink out of reality. +6 Agility per strength of subcomponent, +2 Strength, and all attacks against you only hit 4o% of the time.
This power requires only 1 obsidian to cast, and therefore uses no components.
Sigil:
You inscribe a rune on the wall. When the sigil is observed by a creature other than you, the sigil disappears and the observer loses 1 HS (magic dmg) per strength of subcomponent.
Ignis: This power does fire dmg.
Aquar: This power does ice dmg.
Elxad: This power does elec dmg.
Sonus: This power does sonic dmg.





>:D Comic sans






5.0 Character Sheet: (and yes, it is "papersized")

Crazy Dungeon 5.0
Race:      Role:      XP:    HS:    Coins:
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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