Friday, September 27, 2013

Crazy Dungeon 6.6!


Crazy Dungeon Ruleset
Version 6.6: The Creation Update 
Thanks for playing.
There is a GM. He makes the dungeon, places the monsters, and narrates the story. There is a board used in gameplay, use a square grid or the Shape Gods will eat your soul. No hex grids. 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, 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 (water 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
Dungeon Stuff
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 2 spaces per point of Agility each turn. 
Ability Score Modifier table:
Score/Modifier
2/REROLL!
3/REROLL!
4/REROLL!
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. There is also Power. You start with 100 Power out (P) of 100 max Power (mxP). Power can be used to use a move at any time specified by the description of said move, which drains your P. Your P cannot be greater than your mxP at any time. When your mxP goes up, your P refills. You cannot have less than 0 P, and you cannot use any moves that would use P at 0 P.
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... dead. Duh. 
Roles
A Role is what role you play in the game. In an adventuring party, no one should have the same Role.
At Rank 1 of any Role, you have 100 mxP. You gain 50 mxP whenever you Rank up. Yay. You gain a move each time you Rank up, you gain different moves as different Roles.
All Roles have the combat move Hit.
Hit: 1P
+1 Damage 50% of the time when used. Can be used when attacking.
MEDIC:
The Medic is a support-based Role that has low defensive combat abilities.
Role Skills: Treat
Moves:
Rank 1:
Block: 1P
+1 Vitality for until the end of the current turn. Can be used when defending.
Rank 2:
Heal: 2P
You or one of your teammates gain 1 HS. Yay. Can be used during a non-combat turn.
Rank 3:
Amazing Heal: 3P
You or one of your teammates gain 2 HS. Can be used during a non-combat turn.
Rank 4:
Fantastic Heal: 4P
You or one of your teammates gain 3 HS. Can be used during a non-combat turn.
Rank 5:
Quick Heal: 4P
You or one of your teammates gain 3 HS. Can be used during any turn.
Rank 6:
Amazing Quick Heal: 5P
You or one of your teammates gain 4 HS. Can be used during any turn.
Rank 7:
Regenerate: 6P
You or one of your teammates is at Injured HS if they were under Injured HS. Can be used during a non-combat turn.
Rank 8:
Flash Regenerate: 7P
You or one of your teammates is at Injured HS if they were under Injured HS. Can be used during any turn.
Rank 9:
Revive: 9P
You revive one of your teammates. You may only use this up to 10 turns after they died, during a non-combat turn. 
Rank 10:
Ressurect: 10P
You revive one of your teammates. You may only use this during a non-combat turn. 
FIGHTER:
The Fighter is a melee-based Role with high combat skill.
Role Skills: Endure, Break
Moves:
Rank 1:
Block: 1P
+1 Vitality for until the end of the current turn. Can be used when defending.
Rank 2:
Weak Rush: 2P
You have +1 Damage for 1 turn. Can be used any turn.
Rank 3:
Rush: 3P
You have +2 Damage for 1 turn. Can be used any turn.
Rank 4:
Long Rush: 3P
You have +1 Damage for 2 turns. Can be used any turn.
Rank 5:
Strong Rush: 4P
You have +3 Damage for 1 turn. Can be used any turn.
Rank 6:
Amazing Rush: 5P
You have +4 Damage for 1 turn. Can be used any turn.
Rank 7:
Strike: 6P
You have -3 on your roll to hit but you have +3 Damage. Can be used while attacking.
Rank 8:
Range Boost: 6P
+1 Range for 10 turns. Can be used any turn.
Rank 9:
Charge: 9P
+10 Speed for 1 turn. +3 Damage for 1 turn. You may move, then attack this turn.
Rank 10:
Deadly Attack: 10P
+10 Damage for 1 attack. Can be used while attacking.
PALADIN:
The Paladin is a melee-based Role with high combat skill and healing ability.
Role Skills: Endure
Moves:
Rank 1:
Block: 1P
+1 Vitality for until the end of the current turn. Can be used when defending.
Rank 2:
Heal: 2P
You or one of your teammates gain 1 HS. Yay. Can be used during a non-combat turn.
Rank 3:
Rush: 3P
You have +2 Damage for 1 turn. Can be used any turn.

Rank 4:
Long Rush: 3P
You have +1 Damage for 2 turns. Can be used any turn.
Rank 5:
Strong Rush: 4P
You have +3 Damage for 1 turn. Can be used any turn.
Rank 6:
Amazing Rush: 5P
You have +4 Damage for 1 turn. Can be used any turn.
Rank 7:
Strike: 6P
You have -3 on your roll to hit but you have +3 Damage. Can be used while attacking.
Rank 8:
Range Boost: 6P
+1 Range for 10 turns. Can be used any turn.
Rank 9:
Revive: 9P

You revive one of your teammates. You may only use this up to 10 turns after they died, during a non-combat turn.

Rank 10:
Ressurect: 10P
You revive one of your teammates. You may only use this during a non-combat turn. 
SWORDSAGE:
The Swordsage is a melee-based Role with high combat skill. Choose Duskblade (your attacks do dark damage), Pyreblade (your attacks do fire damage), or Frostblade (ice damage).


Role Skills: Endure

Moves:
Rank 1:
Block: 1P
+1 Vitality for until the end of the current turn. Can be used when defending.
Rank 2:
Weak Rush: 2P
You have +1 Damage for 1 turn. Can be used any turn.
Rank 3:
Rush: 3P
You have +2 Damage for 1 turn. Can be used any turn.
Rank 4:
Long Rush: 3P
You have +1 Damage for 2 turns. Can be used any turn.
Rank 5:
Strong Rush: 4P
You have +3 Damage for 1 turn. Can be used any turn.
Rank 6:
Amazing Rush: 5P
You have +4 Damage for 1 turn. Can be used any turn.
Rank 7:
Strike: 6P
You have -3 on your roll to hit but you have +3 Damage. Can be used while attacking.
Rank 8:
Range Boost: 6P
+1 Range for 10 turns. Can be used any turn.
Rank 9:
Charge: 9P
+10 Speed for 1 turn. +3 Damage for 1 turn. You may move, then attack this turn.
Rank 10:
Deadly Attack: 10P
+10 Damage for 1 attack. Can be used while attacking.
ASSASSIN:
The Assassin is a sneaky sneak Role with high combat skill.

Role Skills: Hide
Moves:
Rank 1:
Block: 1P
+1 Vitality for until the end of the current turn. Can be used when defending.
Rank 2:
Sneak Attack: 2P
You use Agility for attacking for 1 turn. Can be used any turn.
Rank 3:
Amazing Sneak Attack: 3P 
You have +1 Damage for 1 turn, and you use Agility for attacking. Can be used any turn.
Rank 4:
Rush: 3P
You have +1 Damage for 1 turn. Can be used any turn.
Rank 5:
Strong Rush: 4P
You have +3 Damage for 1 turn. Can be used any turn.
Rank 6:
Amazing Rush: 5P
You have +4 Damage for 1 turn. Can be used any turn.
Rank 7:
Strike: 6P
You have -3 on your roll to hit but you have +3 Damage. Can be used while attacking.
Rank 8:
Range Boost: 6P
+1 Range for 10 turns. Can be used any turn.
Rank 9:
Charge: 9P
+10 Speed for 1 turn. +3 Damage for 1 turn. You may move, then attack this turn.
Rank 10:
Deadly Attack: 10P
+10 Damage for 1 attack. Can be used while attacking.
CRAFTER:
Crafters can craft special items. They do not not have special powers but they gain a +4 bonus to Craft for each Crafter Rank. 
Role Skills: Craft
ENCHANTER:
Enchanters can enchant items. They do not not have special powers but they gain a +4 bonus to Enchant for each Enchanter Rank.
Role Skills: Enchant

PSION:
Psions are spellcasters and instead of unlocking 1 move whenever they Rank Up, they are allowed to choose from one of the psipowers.
PSI:
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.
-end of role descriptions, i put this thing here so you wouldnt get confused-
Players have Ranks in Roles. When you start play, you are Rank 1 of any Role
you choose. You Rank Up when you get 500 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, although they are very good tricksters." 
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
Nevare Wrave: +5 Intelligence, -3 Strength, -2 Vitality, Appearance: 5'6", 98 lb, purple horns/tail, purple-tinted skin  
Fire Wrave: +2 Strength, +1 Agility, -3 Vitality, Appearance: 6'3", 110 lb, red skin, black horns
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 <Iron> (+4 to Break Skill) 5c
Weak Armor <Iron> (+2 Vitality when in combat) 5c
Moderate Armor <Iron> (+4 Vitality when in combat) 10c
Strong Armor <Iron> (+6 Vitality when in combat) 15c
Torch <Wood> (Lights a 5 space radius for 2 hours when lit) 5c
Tinderbox <Wood> (Lights Torches) 5c
Crafting Kit <Wood> (Required to use the Craft Skill) 8c
Enchanting Kit <Wood> (Required to use the Enchant Skill) 8c
Weak Potion <Glass> (+1d2 Health Stages) 5c
Moderate Potion <Glass>  (+2d2 Health Stages) 10c
Strong Potion <Glass> (+All Health Stages) 15c
Ring of Wisdom <Gold> (+4 Intelligence when worn) 25c 
Ring of Force <Gold> (+4 Strength when worn) 25c
Ring of Protection <Gold> (+4 Vitality when worn) 25c
Ring of Speed <Gold> (+4 Agility when worn) 25c
Ring of Swimming <Gold> (+19 Strength while swimming when worn) 25c
Cloak of Resistance <Fabric> (+6 Vitality when worn) 35c
Cloak of Knowledge <Fabric> (+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: Glass 3, Wood 8, Wyvernwood 9, Stone 10, Copper 12, Iron 14, Silver 13, Drakesilver 14, Gold 10, Diamond 24, Ruby/Emerald/Sapphire 20, Fabric 6. You may make a Break Check when you are attacked to attempt to sunder the weapon, this raises the TN by 3.
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.
Enchant (Intelligence)

To make an Enchant Check, roll a Intelligence Check vs. TN 8+cost of item being enchanted. If you fail, you break the weapon/armor. If you succeed, you boost the effects of the item by x2.
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.
Treat (Vitality)
You may make a Treat check vs TN 14 to heal 1 HS of any player adjacent to you.
Monsters
Basic definition: 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
Special: Anyone killed by a zombie turns into a zombie with the loot that the character had.
Special: Fire does x2 damage to zombies. 

Poison Zombie:

You tread lightly through the room. You hear something walking behind you and you turn to see what it is. It runs towards you and bites you, all while smashing you with its sharp claws.
Undead Monster

Health Stages: 1(Fine), 2, 3 (Dead)
Loot: 4c, 1 Tinderbox, Weak Armor, 100 XP
Strength: 22
Agility: 11
Vitality: 11
Intelligence: 2
Special: Anyone killed by a poison zombie turns into a zombie (1/2 chance of being of the poisonous kind).
Special: Fire does x2 damage to poison zombies. 
Special: Anyone who loses an HS to a poison zombie is dealt 1 poison dmg each turn for 4 turns. 
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. 
Special: Water/ice does 2x damage to shriekers.
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). 
Special: Immune to sonic damage.
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. 
Special: Immune to ice/water damage.








>: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 ( ) Enchant ( )
ARMOR: ________
WEAPON: ________
INVENTORY:









PSIPOWERS/MOVES:










Crazy Dungeon is an awesome RPG by Bear Nicholas Riversong. Crazy Dungeon is owned by Bear. No stealing!