OneDice Universal Revised

February 27, 2019 | Author: Lee Smith | Category: Armour, Leisure
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Addional Material: Ken Walton, Nick Clements Proofing, Eding: Ken Walton Layout: Gary Buckland Cover Design: Gary Buckland Interior Illustraons: Bob Brown, David Powell and Gary Buckland Playtesters: Eldie Syamsul, Lewis Travers, Jodie Lever, Jordan Dean and Molly Brimecombe Copyright: OneDice Universal ©2014-2017 by Peter Cakebread. All rights reserved. Reproducon of this work by any means without the permission of the publisher is expressly forbidden. This material is protected under the copyright laws of the United Kingdom.

DEDICATION To the fantasc Sunday Junior Gamer Group – Edlie, Lewis, Jodie, Jordan and Molly. ACKNOWLEDGEMENTS Aaron Huss, Adrian Gawain Jones, David Underwood, Nick Clements, Gary Buckland, Peter Kastberger, Luca A. Volpino, Herb Severson, Bob Brown, Bil Bas, Pete Murphy, David Powell, Ian Stead, Edlie Syamsul, Lewis Travers, Jodie Lever, Jordan Dean and Molly Brimecombe.

Contents  Introducon About this book

3 3

Chapter 1 –  The Rules Making a Character Abilies Skills Fights Iniave Vehicle Combat Stunt Points Equipping Equippi ng Your Character Finishing Finis hing Touches Experience and Levels Example of Play

6 6 8 10 19 20 24 26 29 34 34 36

Chapter 2 –  Gamekeeper Gamekeep er Secon Game Styles Hazards Mooks and Minions Sanity Loss Awarding Experience Skins Skin One – Fant Fantasy asy Skin Tw Two o – Super Heroes Skin Three – Space Chapter 3 –  Sample Adventur A dventures es The Hollow Horror Solo Adventure – Raid on Graxlek 5 Character Sheet

41 41 44 45 47 53 54 55 60 64

69 69 75 83

Introduction 

OneDice is OneDice  is an easy, quick and flexible Roleplaying Game (RPG) system. Whether you want to design worlds where you play mighty barbarian heroes exploring a fantasy land, rebels on the run in outer space, superheroes fighng supervillians, or anything else, the OneDice OneDice system  system has been developed to be easily adaptable for your games.

What’s different in this edition?  This revised edion of OneDice Universal  is  is essenally the same game as the original edion (with only minor rules revisions), but various oponal rules have been gather gathered ed together from other OneDice OneDice releases  releases and added to this tome for your convenience.

 About this book  This book contains everything you need to get started with the OneDice system. The Introducon – is what you are reading read ing now. Chapter 1 – has all the rules you need to know to play the game and an example of play play.. Chapter 2 – has some ps for Gamekeepers, some oponal rules and three sample sengs (skins) to illustrate how to use the rules to make your own worlds. Chapter 3 –includes a couple of sample adventuresThe – Hollow Horror , an

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Introduction  introductory fantasy adventure; and a space solo mini-adventure, Raid on Graxlek 5. At the end of the end of the book there is a character sheet for your personal use.

OneDice to Rule Them All!  There are a host of OneDice  books available direct fromCakebread & Walton via their DrivethruRPG store and in stores from Studio 2 Publishing. For ease, they all include the rules needed for running the game as well as specific material for the parcular genre or seng covered. See the advert in the back of this book for link to the store.

What is a Role-Playing Game?  Role-playing games (RPGs) are a kind of “Let’s pretend” – but you don’t need to dress up and run around, you all play around a table, using your imaginaons to tell the story. Players play a character in the imaginary world – and you describe what your character says and does. You can say exactly what you want to say (as long as its the kind of thing your character would say), get your character to aempt to do whatever you want him or her to do, and the Gamekeeper is there to tell you what happens next. When you want your character to act in the game, the Gamekeeper will somemes get you to roll a dice to see if your character succeeds or fails in what he or she is trying to do. The Gamekeeper is in charge – it’s only fair, they have to present a story, apply the rules and keep the game moving. A game can last as lile as two or three hours, but you might want to play a long adventure, that carries on week to week, like a TV series – the characters gaining experience and skills as they go along, defeang old villains, meeng new ones and generally acng like heroes.

4

Introduction 

More on Gamekeepers and Players  Perhaps the best way to describe the difference between the Gamekeeper and the Players is to imagine it’s like a movie. The Gamekeeper writes and directs, as well as playing all the extras, villains, etc. The Players are the actors, who play the role of the main heroes (their characters). But, unlike in the movies, there isn’t a set script that everyone has to follow – the Players decide what their characters are going to say and do, and those acons will oen change the direcon the movie takes and the reacons of the Gamekeeper’s characters.

What will I need to play?  This book; some friends to play with (two is enough for a game, but more is beer); some pens, pencils and paper; some tokens to represent Stunt Points (toy coins, poker chips, squares of cardboard - whatever really); and a six-sided dice (the sort you get in most board games).

Rolling the bones  A six-sided dice is the only dice you need to play the game. When you want your character to do something that is risky (such as have a fight, climb a steep cliff, etc.), the Gamekeeper will give you a Target Number and ask you to roll a dice to beat it. You’ll roll a number between one and six – which you might get to add a bonus to. What you rolled, including bonuses, is compared to the Target Number. If you equal it or beat it, your character succeeds in what he or she was trying to do, if you don’t, your character fails. If you fail, you might need to spend some Stunt Points to save your character. Everyone has some Stunt Points at the start of each game session. You can use these to perform cool stunts or avoid disaster. So it’s simple – you roll your dice, add any bonuses, and find out if your character has had a success or failure.

5

Chapter 1 The Rules 

The rules for OneDice are simple. Somemes you will need to roll a six sided-dice to see if your character can do what you want him or her to do – mostly that’s it! The rules are presented alongside rules for making a character...

These rules are for creang generic characters. When playing the game, you are most likely to be playing in a parcular seng – a point in history, the far future, a fantasy world, etc. The seng will affect how you build your characters. There are some examples of how this works later in the book.

Making a Character  To make a character, you will need to: Decide your character’s background – your race, naonality, hometown, home planet, etc. This will depend on the seng you are playing in. Decide your character’s abilies  – the abilies are Strong, Clever, Quick (and somemes another ability, such as Magic, if you can be a spell-caster in your game). Calculate your Health, Defence and Move – These are calculated based on your character’s abilies. Give your character some skills  – your character is allowed up to 6 skills to start with.

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Chapter 1 - The Rules  Give your character some spells  – but only if they have some magic! Give your character some stuff  – give your character some starng money and equipment and let them buy some extras. Give your character some finishing touches  – including a name and 6 Stunt Points (more on them later!).

As your character completes adventures, his or her skills and abilies rise. Experience and Levels, explains how this works.

Your Character’s Background  Characters don’t usually start out as heroes. They will have a background – a home town, previous job, etc. In some sengs a character’s background can determine how many points a Player has to spend on his or her character’s abilies (usually if you have magic in the seng), somemes background will affect the job they can do in the world, other mes background is purely there for flavour.

Example 1 In a fantasy seng, a magical race might be required to spend at least one  Ability Point on Magic.

Example 2 In a space seng, all characters might be able to decide their abilies as they see fit, but only those coming from a Noble background are allowed to be officers in the Space Navy. The Gamekeeper should decide what backgrounds are available in his or her game, according to the chosen seng – there are some examples of seng specific backgrounds later in this book.

 Assign Abilities  Characters usually start the game with 6 Ability Points to share between Strong, Clever and Quick. In a game including Magic, they might have to share the 6 points between the Strong, Clever, Quick and Magic.

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Chapter 1 - The Rules 

If you want a high-powered game or for your Players to have more experienced characters at the start of play, simply raise the number of Ability Points they can distribute between their abilies (e.g. from 6 to 8).

 Abilities  All characters and creatures have a set of abilies as follows: Strong – How strong your character is. This is good for when you want to li, carry, push, pull, thump enemies with your fists or kick them with your foot, hit someone with a sck or other hand weapon, threaten someone to get what you want, etc. Clever – How clever and sharp your character is. This is good for when you want to read a map, aim and shoot a gun, read a difficult book, work out how to use an object you’ve never seen before, negoate with someone to get what you want, etc. Quick – How quick your character’s reacons are and how nimble your character is. This is good for when you want to climb, go first in a fight, fire a bow, throw a dagger, scramble out of quicksand, sneak about, hide from an enemy, etc. Magic – Your game might not have magic. If it does, this is how much your character is auned to, or knowledgeable about, magic.

When you have decided on your character’s background, you will spend ability points to give them a Strong, Clever, Quick (and possibly Magic) score between 1 and 3. Example Modern Character  Angela Smith, Spy, Strong 2, Clever 2, Quick 2  Angela was an army surgeon, when she was recruited by SpyBranch to go undercover with a team of operaves.

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Chapter 1 - The Rules 

Remember: At the start of the first game, no ability can start higher than 3 or be lower than 1 (Unless you are using Magic, in which case some character backgrounds might not have it, while others will.) Everyone usually starts with 6 ability points.

Health – Show how healthy your character is. If your character has an accident or gets hurt in a fight, he or she will lose Health. Health can be restored, so you should always keep a note of your character’s maximum Health. Maximum Health is your character’s Strength mulplied by 3. Defence – The score an aacker needs to roll to injure you. Defence is three mes your character’s Strong or Quick (whichever is higher). You can buy armour to raise this score. Move – How far your character can run in metres in a combat round. Move is ten mes your character’s Quick. Example Modern Character Having worked out Angela’s basic abilies, her Player can also work out the character’s Health, Defence and Move. The character now looks like this:  Angela Smith, Spy, Strong 2, Clever 2, Quick 2, Health 6, Defence 6, Move 20

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Chapter 1 - The Rules 

Skills  All characters have some specialist skills. Somemes these are natural talents, other mes they are things that the character has learnt along the way. Every starng character receives 6 skill points, which can be spent on buying skills. Like Abilies, skills are given a number – you may spend no more than two points on any starng skill. It’s best to have skills which fit with what you want your character to do (for instance, if you want a gambling minstrel, you’ll want to choose something in Gambling and Entertainer). The following is a list of example skills: Acrobacs (Quick) – Good at acrobac moves. Archery (Quick) – Good with bows. Arllery (Clever) – Good at firing arllery weapons. Art (Clever) – Good at creang art. Blades (Strong) – Good at hand-to-hand fighng with a bladed weapon (sword, axe, laser-sck, etc.). Bludgeon (Strong) – Good at hand-to-hand fighng with a blunt weapon (hammer, club, cosh, etc.). Bruiser  (Strong) – Good at unarmed fighng (punching, kicking, head bung, etc.). Climb (Quick) – Good at climbing. Command (Clever) – Good at giving orders. Computers  (Clever) – Good at building, repairing and using computers Cra (Clever) – Good at making and repairing things. Cryptology (Clever) – Good at creang and breaking codes. Disguise (Clever) – Good at carrying off a disguise. Dodgy (Clever) – Good at dealing with criminals and being streetwise. Drive (Quick) – Good at driving an automobile, hover-car, horse and cart, etc Engineering  (Clever) – Good at building, repairing and understanding engines.

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Chapter 1 - The Rules  Entertainer   (Quick) – Good at entertaining others (by singing, dancing,  juggling grenades, etc.). Gambling (Quick) – Good at gambling (and cheang). Inmidate  (Strong) – Good at bullying others. Invesgaon (Clever) – Good at looking for and analysing clues. Language   (Clever) – Good at speaking a language (other than the character’s own). Each language is a separate skill. Lore (Clever) – Good at knowing stuff. Medicine (Clever) – Good at healing people. Only people with medicine (or magic) can restore Health. Navigate (Clever) – Good at reading maps and following them. Negoate (Clever) – Good at talking their way out of trouble. Percepon (Quick) – Good at nocing and hearing things. Pilot (Clever) – Good at pilong an aircra, sea cra or spaceship, etc. Pickpocket  (Quick) – Good at picking pockets. Psychology  (Clever) – Good at reading people’s emoons and nocing when they are lying. Research (Clever) – Good at researching a topic (using libraries, computer archives, etc). Science (Clever) – Good at science. Security (Clever) – Good at creang or picking locks; arming or disarming traps; etc. Shoong (Clever) – Good at firing a gun. Sneaky (Quick) – Good at creeping up on people or hiding from them. Survival (Clever) – Good at surviving in the wilderness. Swim (Strong) – Good at swimming. Teaching (Clever) – Good at geng basic concepts over to others. Throw (Quick) – Good at throwing weapons (such as axes, daggers, etc.). Track (Clever) – Good at finding and following tracks. Trade (Clever) – Good at spong a bargain, selling and negoang a good price.

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Chapter 1 - The Rules 

Remember: The seng you are playing in might offer a choice of some extra skills and disallow some of the above list. Only pick skills appropriate to the seng – a fantasy warrior will not have Computers (unless you are playing in a world where they do!).

Creating new Skills  You might want a skill that is not listed above. New skills can only be created by the Gamekeeper or with the Gamekeeper’s permission. When coming up with a new skill there are two things to check: 1. Check it isn’t already covered by another skill. 2. Check it is reasonable – a skill should be useful, but not more powerful than all the other skills. Example In a game where everyone plays a scienst, you may wish to have separate skills for Biology, Physics, Archaeology, etc., rather than the standard Science skill.

Example Skill Choices  The role your character has in a seng might make it necessary for you to pick certain skills. Example 1  A Dwarven Fighter might need to pick skills as follows: Blades 2, Mining 1 + 3 Points to spend on any other skills. Example 2  A Space Ranger might need to pick skills as follows: Pilot 1, Navigaon 1,  Arllery 1 +3 Points to spend on any other skills.

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Chapter 1 - The Rules  Example 3 Let’s go back to our modern day spy. We already know she is an army medic-turned-spy, so her Player decides to give her Medicine 2 and Survival 1 (from her days in the army) and Computers 1, Invesgaon 1 and Sneaky 1 (more recently learned skills). The character now looks like this:  Angela Smith, Spy, Strong 2, Clever 2, Quick 2, Health 6, Defence 6, Move 20 Computers 1, Invesgaon 1, Medicine 2, Sneaky 1, Survival 1 She also has 6 Stunt Points, ready for the first game session.  All Angela needs now is some money and equipment.

Skill Use  There are three occasions when you might be asked to roll your dice to make a skill check. When you want your character to perform an acon Examples: When you want your character to climb a rope, track a trail, navigate using a map, etc. When your character is trying to perform an acon and someone is working against him or her Examples: When your character enters an arm-wrestling contest, wants to sneak up on somebody, is negoang a trade, is hacking an account, etc. When the Gamekeeper wants to see whether something happens to your character Examples: When the Gamekeeper wants to see if your character has resisted a poison, has spoed an object, has fallen unconscious, etc. Note: Stunt Points can be spent to gain an automac success on a noncombat skill check (see p.26).

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Chapter 1 - The Rules 

How To Use Skills To Perform Actions  Most characters, and some creatures, have various abilies and skills they can use to aempt to perform an acon (such as climbing up a rope, searching for a clue, etc.). The basic chance of carrying out an acon depends on how difficult it is.

Roune everyday acons are considered so easy that they can be usually be done automacally. For instance, a driver doesn’t need to make a Drive roll every me he or she is driving sensibly down a clear road. You don’t need to roll a dice to get your character to perform these roune acons. But if the weather is terrible and someone is chasing you, you will need to roll a dice for these more difficult acons.

The Gamekeeper always decides the difficulty of any task. In the list below, the figure beside the difficulty is the Target Number (TN) needed to succeed at an acon:

Difficulty

Target Number (TN)

Example 

Roune

No roll needed

Driving on a wide quiet road on a clear day 

Mildly Challenging

3

Driving in the pouring rain on an unsuitable road 

Challenging

6

Driving in a thunderstorm on a cliff road 

Hard

8

Driving in the rain while you are being chased 

Very Difficult

10

Driving in a storm while being chased and being shot at 

Nearly Impossible

12+

Driving in a storm while being chased on a cliff road

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Chapter 1 - The Rules  To see whether your character succeeds at a task, roll one six-sided dice, then add to the result the relevant ability (the character’s score in Strong, Clever or Quick) and skill (if he or she has one). Compare the result to the Target Number – if you equal or beat it, you have succeeded. If you have failed to beat it, your acon has been unsuccessful (and there may be a consequence).

Skill Rolls  Remember! When the Gamekeeper asks for a skill roll: Roll the dice + Ability (Strong, Clever or Quick) + Skill (if any) = result Example: Angela is trying to find a clue le by someone who broke into her hotel room. She has a Clever of 2 and Invesgate 1. The Gamekeeper decides it is a Challenging task (so the Target Number is 6). Her Player rolls a 6, adds the 2 and 1, for a total of 9. Angela beats the target by 3 points and easily spots the muddy sneaker print le by the intruder.

Anyone can try almost anything, as everyone has at least 1 in each ability. You don’t need to have Navigate to try and puzzle out a map – you just use your Clever score. Likewise, if you don’t have Climb, you will just have to use Quick on its own. Example 1  Angela is climbing a steep cliff. The Gamekeeper decides it is a Challenging climb, and sets the difficulty at 6. The Player controlling Angela rolls a dice – and gets a 4. Angela’s Quick of 2 is added, for a total of 6. She doesn’t have Climb, so can’t add anything for that. She just makes it!!! Example 2  Angela has been bundled out of a dinghy and le on a deserted island by burly CrimSyn agents. She needs to find food and shelter. The Gamekeeper decides it’ll be hard to find what she needs so late in the day, so sets the difficulty at 8. Her Player rolls a 4. Adding Angela’s Clever (2) and Survival (1), she gets a total of 7. Angela will have to go hungry tonight and sleep out under the stars.

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Chapter 1 - The Rules 

Exceptions to the Rule  The Gamekeeper may rule that some tasks are just too difficult for an amateur to have a go at. It’s unlikely that the starship’s entertainment officer will be able to fix a meltdown in the warp drive without the Engineering skill, even if they are exceponally lucky.

Healing isn’t Easy  Medicine is one of the skills which cannot be pracced untrained. Anyone can try and stop the bleeding, make a paent comfortable, etc., but only a character with Medicine can heal Health (their own or that of other character’s). A character wishing to use the Medicine skill must decide how much damage they wish to heal (on the table below), then roll against the appropriate Target Number – a failure means that no healing takes place.  Amount of Healing

Target Number (TN)

1 dice divided by 2

6

1 dice

8

1 dice mulplied by 2

10

Use of a medical facility (casualty staon, sickbay, hospital, etc.) gives a +2 bonus to the roll. A Medicine roll of 1 is always a failure – so even if the character combined his or her Clever and Medicine, for a starng total of 6 or above, a dice sll needs to be rolled – as a 1 would sll fail (and it would be 24 hours before the medic could try again).

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Chapter 1 - The Rules 

Skill vs Skill  Somemes your character will want to do something that another character wants to challenge. Whether arm-wrestling, compeng in a running race, sneaking up on someone who is trying to spot you, or commanding an unwilling army, you’ll need to make a Skill vs Skill test for your character to see who succeeds. To make a Skill vs Skill test, the player rolls a dice and adds any bonuses. The Gamekeeper rolls dice for whoever is opposing (unless it is another Player’s character), also adding any bonuses. Whoever gets the highest total wins. If both the Player and the Gamekeeper get the same totals, it’s a draw (unless that makes no sense, such as when trying to sneak up on someone, in which case the Player wins). Example 1  Angela and Adrian are playing cards for money. Angela’s Player rolls a 5 and adds Angela’s Clever of 2 for a total of 7. Angela doesn’t have Gambling, so can’t add it. Adrian’s Player rolls a 5, adds 2 for Adrian’s Clever and 1 for his Gambling, for a total of 8. Angela has lost! Had she also got a total of 8, it would have been a draw, and neither character would have won the pot. Example 2  Joe the Knife is trying to pick a pocket. His Player rolls a 2, adds Joe’s Quick of 3 and Pick Pocket of 2 for a total of 7. The Gamekeeper rolls for the trader he is trying to rob, and gets a 3. He adds the trader ’s Clever of 2 – unfortunately  for Joe, the trader also has Percepon 2, so also gets a total of 7. As Joe is a Player’s character, while the trader is the Gamekeeper’s, Joe wins – but only  just!

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Chapter 1 - The Rules 

Having the Advantage  Somemes one of the sides in an opposing skill test will have an advantage or disadvantage and the Gamekeeper will give an extra bonus or penalty to the dice roll. Example  Joe is on the rob again. He decides to pick the pocket of a drunken businessman who he has been eying up in the hotel bar. It’s busy; the drunken character is distracted, chang on his phone; and it’s a fairly dimly lit place. The Gamekeeper decides to give Joe’s Player a +3 bonus to add to his dice. Joe’s Player rolls a 3, adds a bonus of 5 (the total of Joe’s Quick and Pick Pocket) and a further +3, for a total of 11. The Gamekeeper makes a roll  for the drunk businessman to spot the robbery – she rolls a 6 and adds the businessman’s Clever of 1 for a total of 7 – he won’t be happy later, when he  finds that his wallet has been stolen! If Joe was drunk, rather than the businessman, the Gamekeeper would impose a penalty on Joe’s roll instead.

Making a Difference  Somemes the amount that the winner wins by makes a difference. How much of a difference is up to the Gamekeeper. Example  Joe wants to sell a ring he stole to a fence. The ring should sell for $100. Joe’s Player rolls a 3 and adds Joe’s Clever of 2 for a total of 5. The Gamekeeper gets a 5, adds the fence’s Clever of 2 and Trade of 3 for a total of 10. The difference is 5 (The fence’s 10 minus Joe’s 5). The Gamekeeper decides that the fence will pay a maximum of $50 (deciding a 10 dollar penalty should be subtracted for every point of difference between the two rolls).

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Chapter 1 - The Rules 

Fights  Being a hero means sooner or later your character will get into a fight. Fights take place in combat rounds, each lasng just a few seconds. In a combat round each fighter takes it in turns to try and hit and damage their opponent(s). Note: Don’t forget that Stunt Points can be used to perform special acons in combat, on top of those described in this secon.

Combat Basics  Combat rounds basically work like this: Everyone rolls Iniave at the start the combat – to find out who goes first (roll the dice and add Quick - highest wins). Then, from highest to lowest Iniave, each character: Rolls to hit – Roll the dice and add any bonuses to beat the opponent’s Defence. A character can also try to move (charge into combat or run away) in this part of the round. Calculates damage – on a successful hit. Remove any damage from opponent’s Health.

Surprise and Distance  Somemes one of the sides in a fight will be surprised – if one side is expecng an aack and the other isn’t; if one side has successfully sneaked up on opponents who have failed to spot them; a successful ambush, etc. If so, the side who is surprised doesn’t get to make aacks in the first round of combat. If both or neither side is surprised, then it cancels out, so combat starts normally with Iniave. How far apart the opponents are at the start of combat depends on the terrain – if both pares turn a corner and bump into one another, then they can move instantly into hand-to-hand; if both pares spot each other at the other side of a long beach, they won’t be able to start fighng unl someone moves

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Chapter 1 - The Rules  into the range of the other side’s weapons (assuming they have ranged weapons); both sides clash in hand-to-hand fighng, etc. In this case, don’t roll Iniave unl someone can actually hit someone else.

Initiative  Unless the Gamekeeper judges one side to be surprised (in which case the other side gets a free aack), each character in a fight must roll Iniave at the start of combat. Roll the dice and add your character’s Quick. You only roll Iniave at the start of the fight – anyone joining the fight rolls Iniave when they enter the fray. Example  Angela has a Quick of 2. She is fighng a bouncer at Club Soviet, who also has a Quick of 2. Federica rolls a 1, adds her Quick of 2 for a total of 3. The Gamekeeper rolls a 4 for the bouncer and adds 2 for his Quick for a total of 6. The bouncer goes first. What if there is a draw? If there is a draw, the Player’s character goes before the Gamekeeper’s character. If two Player’s characters are aacking each other, and they draw on Iniave, they act at exactly the same me.

Roll to Hit  In this part of a round the character can try to hit an opponent or try another sort of acon. He or she can try to hit using a ranged weapon (bow, gun, etc), hand-to-hand weapon (sword, club, laser-sck, etc), unarmed aack (fist, kick, etc), or, if using Magic, a spell (Magic Spear, Fireball, etc). In each case you roll the dice, adding the relevant Ability and Skill (if any). For hand-to-hand fighng (with or without a weapon): Roll die + Strong + Skill (Blades, Bludgeon, Bruiser) = Total

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Chapter 1 - The Rules  arllery: For guns and Roll die + Clever + Skill (Arllery, Shoong)

For ranged weapons other than guns: Roll die + Quick + Skill (Archery, Throw) For spells: Roll die + Magic In most cases (other than Magic) if the total beats the target’s Defence, damage is done. In the case of Magic, if the score beats the Target Number for the spell, the spell works.

Having the Advantage  Like with skill rolls, somemes the Gamekeeper will judge that one side or another has a natural advantage (fighng an enemy who is climbing up a slippery slope, having cover from ranged aacks, etc.). The Gamekeeper can insist that one side receives a +2 Defence bonus unl they lose the advantage.

Other Actions  Instead of trying to hit someone, a character can try to move or take another acon in this part of the round. Doing any of these acons lowers the character’s Defence by 2 for the duraon of the round.

Moving  If a character isn’t in a hand-to-hand fight and wants to move, up to his or her Move in metres, they can (instead of aacking – you don’t get to do both). This includes moving into a hand-to-hand fight.

Getting out of Hand-to-Hand Combat  If a character tries to move out of hand-to-hand fighng, they risk their opponent geng a free aack. The opponent has a choice – take a free

21

Chapter 1 - The Rules  swing at the fleeing coward or give chase. If he or she tries to give chase, both sides make a roll, adding their Quick. If the chaser wins, he or she catches up, and both pares are back in hand-to-hand fighng. If the person running away wins, he or she has escaped. If it is a draw, the chase connues next round (unless someone gives up).

Non-Combat Actions  Somemes a character will want to do something, not covered by the above, such as try to open a chest; unlock a door; retrieve a computer disc; une a hostage; etc. The Gamekeeper determines (secretly) how long such acvies take and while the character is working on them, he or she cannot fight back (although does sll have a Defence rang, with a -2 penalty).

Quick Actions  Some acons are really quick and don’t cause the character to miss an aack – these include things like geng out a weapon, shoung an order, etc. You can do any one these things without a penalty.

Calculate Damage  (If using Magic, see the spell descripon.) For all other damage, take the total of the hit roll and subtract the target’s defence. Then add any damage for the parcular weapon. The result is the amount of Health the injured party loses. Example  Adrian fires his pistol at a CrimSyn thug. The thug has a Defence of 3 and 6 Health. Adrian’s Player rolls a 5, adds Adrian’s Clever (2) and Shoong (1), for a total of 8. The difference is 5 (Adrian’s roll to hit of 8 minus the thug’s Defence of 3). Adrian does 5 damage, +3 for the pistol, for a total of 8 damage! The thug is no more.

22

Chapter 1 - The Rules 

Optional Damage Rule – Lucky Hits  Some foes will simply be too tough to damage for an unskilled or weak fighter. If the Gamekeeper wants to give everyone a chance of inflicng damage, he or she can use the following rule. When the aacker rolls a 6, he or she inflicts damage, even if the total aer addions doesn’t beat an opponent’s Defence. Such damage is fixed at the base weapon damage (so 2 for a knife, 3 for a sword, etc.) and removed from the target’s Health. When applying this rule, use common sense – if a target is invulnerable to a certain type of aack, then no amount of luck will help the aacker (that’s what Stunt Points are for!).

Optional Damage Rule – Stunning Damage  If you are running a more epic/heroic style game, you might want the main players’ characters to be mainly knocked out, stunned, gassed, etc., rather than killed outright - although villains aren’t always so lucky! If you want to represent this in your games, then characters engage in nonlethal combat when they use fists, blunt weapons or engage in magical duels, etc. In this type of fight when a character reaches 0 Health they should be considered unconscious rather than dead, and will regain consciousness when the current fight/scene ends, or by spending a Stunt point. When they recover they get back half their Health. Of course, if your game has a grier tone then sck to the standard rules.

Death, Dying and Recovery  All the characters the Gamekeeper controls die when their Health reaches 0. Player’s characters will also die when their Health reaches 0, unless somebody can Heal them (using medicine or magic) within 3 combat rounds. If a character is injured, they naturally heal 1 Health for every 12 hours of complete rest (in addion to any medicinal or magical help), unl their Health is back up to its starng level. Note: Don’t forget that Stunt Points can be used to help avoid damage.

23

Chapter 1 - The Rules 

Vehicle Combat  Vehicles have some abilies much like characters (but usually not Clever or Magic – unless you are playing Smart Arcane Robot Cars From Hell!). If characters in two vehicles are fighng each other, then combat order is as usual. Roll Iniave, roll to hit, roll to damage, etc. Iniave  – roll a dice and add the vehicle’s Quick. Roll to hit – usually using the Abilies and skills of the driver. If the total beats the Defence of the opposing vehicle (or driver of that vehicle), calculate damage.

The Abilies and skills used will depend on the vehicle and the weapon used. If trying to ram, the vehicle’s Quick + the driver’s Drive; if firing a handgun then the driver’s Clever + Shoong. Some vehicles (e.g. tanks) have inbuilt weaponry – for a tank you would add Clever + Arllery, for a starship’s weapons you might use Clever + Shoong for the lasers and Clever + Arllery for the torpedoes. Each weapon should be assigned a damage rang, if it hasn’t already got one (based on its lethality). If ramming, vehicles generally do their Strong in damage (or a third of their Health if not assigned a Strong rang). Either way, any vehicle involved in a collision also takes damage from the opposing vehicle (so ramming is only usually worth it, when going against a weaker opponent). Calculate Damage  – Add weapon’s damage (or vehicle’s Strong/Health divided by 3, if ramming) to the difference between the aacker’s to hit roll and the Defence of the opposion. Remove damage   – From damaged vehicle’s Health (or driver’s Health, if the driver was hit).

24

Chapter 1 - The Rules  In some sengs vehicles might have other Aributes, along with Strong, Quick, Defence, Health and Move (such as Crew). The consequences of a vehicle reaching 0 Health will vary according to the environment (e.g. in space, a starship might explode at 0; in a destrucon derby, the vehicle might just grind to a halt and the driver get out).

Huge Creatures and Supers  Mostly individuals can’t aack vehicles – punching a spaceship won’t make it go away! So making an unarmed aack is not usually allowed (armed aacks are fine, oen characters will want to shoot out tyres or aim at an opposing driver). But in your seng there might be huge creatures that can aack a vehicle (if so it will be noted in their special abilies) or you might have super heroes who pack enough of a punch to bulldozer a vehicle with a fist.

Chases  Frenec chases, whether on foot, broomsck or vehicle, are a staple of acon-packed stories. Here are some suggesons. A chase always has one (or more) party who is trying to get away (the escaper), and another who is pursuing (the pursuer). The pares start at a distance decide by the Gamekeeper, determined by the circumstances of the chase. The distances are: Close, Range, Sight . If you are at Close distance you are nearly on top of each other - if the distance is closed further you can engage in hand to hand combat, or vehicles may ram each other. If you are at Range distance, you can easily see each other and engage in ranged combat (if you have a ranged weapon). If you are at Sight distance, you can see each other but ranged combat is prey much impossible - any further increase in range and the Escaper gets clean away.

25

Chapter 1 - The Rules  In a chase both sides make a roll each round. If on foot roll and add Quick. If on horseback roll and add Quick + Riding. If you are in a vehicle, roll and add the vehicle's Quick and the character’s Drive or Pilot skill as appropriate. The winner of the roll increases or decreases the range by one category - on a draw the range remains the same. Of course, if neither side wants to change the range, they don’t have to perhaps the escaper wants to lure the pursuer into a trap…

Chase Hazards  To make chases more interesng, add hazards. These will depend on the nature of the chase - if it’s on foot over rooops, hazards might be slippery roofs, gaps between building to jump, narrow ledges to run along etc. If in cars, then ght bends, pedestrians in the way, oil patches, narrow bridges and so on. Rate Hazards using the hazard rules (p.44) and impose an appropriate penalty for failing to overcome the hazard - a change in range, damage to the vehicle (or character) and so on.

Stunt Points  Stunt Points are used to perform spectacular moves, save your character from certain death, hit a creature against the odds, etc. Every Player starts each game session with 6 Stunt Points. As each game session progresses, the Players play their Stunt Points to make good things happen for their characters. It’s a good idea to spend all your Stunt Points, as they can’t be carried over to the next game and they’ll be replaced next session! Some of the characters run by the Gamekeeper might also have Stunt Points, which can be used in exactly the same way as the Players’ Stunt Points. Only more major enemies will have them – more run-of-the-mill opposion never have Stunt Points. Stunt Points can be represented in the game by poker chips, or coins (real or chocolate!), toy money, etc.

26

Chapter 1 - The Rules 

LESS OR MORE?  Giving 6 Stunt Points makes for a reasonably cinemac game. If you want to make the game even more over-the-top heroic, everyone could begin with 12 Stunt Points. Alternavely, for a griy realisc game, where death is an ever-present threat, you could play with no Stunt Points at all.

Spending Stunt Points  Each of the following acons cost 1 Stunt Point: Ÿ

Ÿ

Ÿ

Ÿ

Ÿ

Ÿ

Succeed at a non-combat roll automacally   – however difficult the task. Ignore an opponent’s Defence  – no roll to hit, simply deliver a dice worth of damage + the weapon damage to your character’s opponent’s Health. Armour does not protect the opponent. Avoid damage – Turn a hit on your character into a miss. Avoid character death  – If your character drops to 0 Health, they are merely unconscious, not dying. Perform two aacks in one round  – you can roll to hit twice instead of once. Stunt Acon – You can combine an aack with a stunt acon (climb, swing on a chandelier or rope, run on a rolling barrel, etc.). You only

27

Chapter 1 - The Rules 

Ÿ

need to roll to hit, and you get to add your Strong and Quick to the dice (plus one suitable skill if you have one, Climb, Blades, Bludgeon, Bruiser, Shoong, Throw, etc.). To cancel an enemy’s Stunt Point  – If a Player has spent a Stunt Point to perform an acon, the Gamekeeper can spend a Stunt Point (if the character the Gamekeeper is running has one) to cancel the acon. Likewise, a Player can spend a Stunt Point to cancel a Gamekeeper’s Stunt Point acon against his or her own character.

The following acons cost 2 Stunt Points: Ÿ

Ÿ

Advanced Stunt Acon – You can combine an aack with a stunt acon (climb, swing on a chandelier or rope, run on a rolling barrel, etc.). You only need to roll to hit, and you get to add your Strong, Quick and Clever to the dice (plus one suitable skill if you have one, Climb, Blades, Bludgeon, Bruiser, Shoong, Throw, etc.). Perform three aacks in one round  – you can roll to hit three mes instead of once.

The following acon costs 3 Stunt Points: Ÿ

Ignore an opponent’s Defence  – no roll to hit, simply deliver a dice worth of damage, mulplied by three, to your character’s opponent’s Health.

Changing the Story (Optional)  Here is an extra way of spending Stunt Points. Check with your group to see if they would like to add this opon. The following story change costs 1 Stunt Point: Ÿ

Minor Plot Change – Players can spend a Stunt Point to remove a minor obstacle (avoid a patrol, solve a clue, find a different path, etc.

28

Chapter 1 - The Rules  The following story change costs 5 Stunt Points: Ÿ

Major Plot Change – A Player can spend 5 Stunt Points to make a major change to events – escape the mothership; cause a huge rock-slide, covering a retreat; cause a nearby enemy ship to lose all speed and be put temporarily out of acon; etc.

Equipping your Character  Every Player’s character starts with some money to spend on equipment; roll a dice and mulply the result by 10 – that’s how much money your character starts with. They can spend it on equipment before the game starts. The actual currency in your seng could be anything – Credits, Gold, Dollars, tens of Dollars, Concrete Slabs... so the examples below are le undefined. In your game you might decide to award extra starng money to everyone (e.g. 100-600 or 1000-6000), extra starng money to characters from a parcular background, or just let characters have what equipment they want, as long as it seems reasonable according to their income/the job they do. In addion to their starng money, all characters start the game with one character ouit (appropriate to the seng) and one weapon suitable for their character. As with everything in OneDice, Players can only purchase equipment that fits with the seng they are playing in.

Everyday Stuff  Clothing  Fine Clothes: Cost: 200 Pauper Garb: Cost: 0-10 Respectable Clothes: Cost: 50 Rugged Clothes: Cost: 50

29

Chapter 1 - The Rules 

 Adventuring Kit  Backpack: Cost: 10 Bedroll: Cost: 5 Candle: Cost: 1 for 10 candles Car: Cost: 1000+ Flint and Tinder: Cost: 1 Lantern: Cost: 10 Handheld Computer: Cost: 100+ Mobile Phone: Cost: 40+ Oil, Flask: Cost: 1 for an hour’s lantern fuel. Powerboat: Cost: 10,000+ Rope: Cost: 2 for 10 metres of strong rope. Sack (Large): Cost: 2 Sack (Small): Cost: 1 2-Person Sled: 300+ Tent: Cost: 30 for 2 person tent. Torch: Cost: 1 for a wooden torch that burns for an hour or an electric torch. Waterskin/Flask : Cost: 1 for a waterskin/flask containing enough drink for 1 person for 2 days. Wring Kit: Cost: 10+

Food And Drink  Meal Out: Cost: 1+ Travel Raons: Cost: 5 for one day’s raons for one person.

 Accommodation  Doss-house: Cost: 1 Tavern: Cost: 5+ Hotel: 30+

Specialist Equipment  Climbing Kit: Cost: 10 (Adds 1 to Climb skill rolls.) Compass: Cost: 15 (Adds 1 to Navigaon skill rolls). Security Set: Cost: 20 (Adds 2 to Security skill rolls.)

30

Chapter 1 - The Rules  Doctor’s Bag: Cost: 50 (Adds 1 to Medicine skill rolls.) Hacker Kit: Cost: 500+ (Adds 1 to Computer skill rolls.)

Close Combat Weapons  Weapon

Damage

Cost 

Axe

2

15

Club, Cosh, Cudgel

2

5

Dagger

2

10

Hatchet

2

10

Improvised*

1

 –

Knife

1

5

Laser-Sck

4

100

Spear

3

15

Sword

3

50

Unarmed

0

Whip

1

 – 10

*Chair leg, bole, tea tray, etc.

31

Chapter 1 - The Rules 

Ranged Weapons  Guns  Weapon

Damage

Range

Cost 

Blunderbuss*

4

5

60

Handgun, Large

4

15

300

Handgun, Small

2

10

200

Laser Pistol

3

50

200

Laser Rifle

4

500

500

Machine Gun

6x3 damage

200

2000

Musket*

4

20

50

Pipe Rocket**

10

50

5000

Shotgun

5

20

1000

Sniping Rifle*

6

2000

1800

Rifle

4

400

1000

*Takes a full combat round to load. ** Damage is to all within a 3m radius of the target.

 Ammunition  Ammunion: Cost: 10 for 20 small rounds; 100 for 10 large rounds. Pipe Rocket Ammunion: 200 for 1 round.

Weapon Modifications  Rifle Magnifying Sights: Cost: 800 (Adds +3 to Shoong skill if aached to a rifle).

32

Chapter 1 - The Rules 

Other Ranged Weapons  Weapon

Damage

Range

Cost 

Bow

3

25

15

Crossbow

3

40

40

Dagger

2

Sx3

10

Hatchet

2

Sx2

10

Knife

1

Sx1

5

Rock

1

Sx3

-

Sling (one handed)

2

15

1

Spear

3

Sx2

15

S = Thrower’s Strong.

 Armour   Armour

Defence*

Quick

Cost 

Light – Thick leather jacket and +1 trousers; Full Combat Clothing

-

100

Heavy* – Full plate armour; Full Powered Body Armour

+2

-2

5000

Shield/Energy Field

+1

-

100

*Wearing armour gives a bonus to Defence. But if a character is not strong enough to cope with the weight of heavy armour, it will give a penalty to Quick. If the wearer’s Strong is under the amount of the armour’s Defence bonus, the character will take the penalty to Quick shown in the table above. In other words, a character with 1 Strong will be at -2 to Quick if he or she dons heavy armour.

33

Chapter 1 - The Rules 

Finishing Touches  If you haven’t picked a name for your character, do so now. Also, give your Character 6 Stunt Points, ready for the first game session. Now is the me to make a few notes, if you want to, about your character’s personality (kind, mean, greedy, happy-go-lucky, etc.) and earlier life (family, previous job, criminal past, etc.). You should also decide how old your character is.

Experience and Levels  As your characters adventure they learn new skills and increase their abilies. In game terms, this means the Gamekeeper will award you Experience for good roleplaying and for your character reaching adventure goals and defeang foes. You need to always keep track of the total Experience you have been given. When your character gets enough Experience, he or she will go up levels. Your character might gain some new things at each level: Ability Points – You can spend these to increase Strong, Clever, Quick or Magic*. Remember, your character’s Health, Defence or Move might also rise as a result of this increase. *If playing a game with magic.

Health  – Increases your total health. Skill Points – To increase a skill your character already has or to learn a new one. Spells – If applicable.

All Player characters begin at 1st Level. The Experience you need to increase your character’s level, and the rewards for doing so, are as follows:

34

Chapter 1 - The Rules 

Level

Ability Points

Health

Skill Points

Spells 

1

0

2 +1

+1 +1

6

11

1,500 3,000

+1

+1

8 10

+1

+1

+1

+1

6,000 10000

+1

9

300 600

+1

5 7

150

+1

3 4

Experience 

15,000 22,000

+1 +2

+1

30,000+

*In systems where characters have Magic.

The Experience system above is just one way of handling character development. Gamekeepers could always decide to use a different method. You might want to grant a development point, that can only be spent on skills (not Abilies), on the compleon of a major plot goal; or you might allow Abilies and skills to be purchased, but only aer the character has spent a suitable amount of me working out, experimenng, pracsing, researching a topic, aending lectures, etc.

35

Chapter 1 - The Rules 

 Alternate Experience System  For Players and Gamekeepers who don’t like level-based experience systems, here is an alternave, more “realisc” system. Characters are given Improvement Points, which can be spent as follows: Skill increase: 2 x the level you want to get to. Example 1 Bil’s character has Percepon 2, and wants to increase it to 3. 2 x 3 = 6, so he must spend 6 Improvement Points.  Aribute increase: 5 x the level you want to get to. Example 2 Bil’s character has Quick 1 and wants to increase it to 2. 5 x 2 = 10, so he must spend 10 Improvement Points.

Skills and Aributes can only be put up one level at a me, so to get a skill from 2 to 4 would require (2 x 3) + (2 x 4) = 14 Improvement Points. To learn a new skill at 1 costs 5 Improvement Points, plus the character must have had me to train in the new skill. Whether this is possible is up to the Gamekeeper – you can’t claim to have learned to ride a camel if you’ve spent the last month rowing across the Atlanc in a bathtub! Health, Defence and Move will increase as a character’s Aributes increase, in line with the rules on p.9.

Example of Play  The following example should give you a feel for how the system works. In the example there are three parcipants, the GameKeeper (Jenny), and two Players, Rebecca and Terry. They are playing in a pulp seng. Rebecca is playing a Treasure Hunter and Terry is playing an Archeologist. Rebecca’s Character Georgia Smith, Treasure Hunter, Strong 1, Clever 2, Quick 3, Health 3, Defence 9, Move 20

36

Chapter 1 - The Rules  Climbing 1, Navigaon 1, Pilot 1, Shoong 1, Survival 1, Trade 1, Stunt Points 6 Equipment: Large Handgun (4 Damage); Climbing Gear; Explorer Ouit; $100 Terry’s Character Utah Johns, Archeologist, Strong 2, Clever 3, Quick 1, Health 6, Defence 6, Move 20 Blades 1, Languages (Ancient) 1, Lore 2, Percepon 1, Research 1, Stunt Points 6 Equipment: Dagger (2 Damage); Explorer Ouit; $120

The Adventurers have been exploring a cave network. They think they’ve finally found the treasure they are looking for. Gamekeeper (Jenny): From the ledge, you can see vines trail down to the  floor of the cavern below. The cavern is about 10 metres below you, and 20 metres in diameter. In the middle of the cavern there are some dusty looking remains, but something is glinng amongst the bones – from the bluish light it gives off, perhaps it’s the Honour Stone. The vine strewn walls look solid enough, although they’re pied with cracks, fissures and crawl spaces. Rebecca (Georgia): “Excellent, hopefully that’s what we’re aer!” Ok, I tug on a vine. Do I think it’s strong enough to take my weight?  Terry (Utah): “We could get the climbing gear out.”  Gamekeeper (Jenny) to Rebecca (Georgia): The vines seems very strong.  And with the number of footholds, you think it’ll be a very simple climb down. Rebecca (Georgia): “No, these vines will do fine.” I start to climb down. Terry (Utah): “I’ll follow you down.”  Gamekeeper (Jenny): OK, Georgia makes it with ease, but you’ll need to roll  for Utah (Mildly Challenging, TN 3). Georgia couldn’t fail, as her Quick of 3 + Climb of 1 = 4. So even if she rolled a 1, she would get a total of 5, beang the TN of 3.

37

Chapter 1 - The Rules  Terry (Utah): “We should of got the climbing gear out!”  Terry rolls the dice. He rolls a 4. Utah hasn’t got the Climb skill, so can only add his Quick of 1, for a total of 5. He makes it. Gamekeeper (Jenny): OK, you’re both safely down. The floor is dry, but dirt strewn. There are tunnels in some of the walls, but they would be hard to fit down, unless you crawled – most of them are barely three foot tall. It seems you were right – there’s definitely a gem amongst them bones. What do you want to do?  Rebecca (Georgia) and Terry (Utah): (Together) I grab the gem! Gamekeeper (Jenny): (Rolls a dice)  As you both stoop down, a creature slides out behind you. It must have been hiding in the tunnels. Jenny is rolling a creature’s Sneaky (Quick) – she could have granted the Adventurers an opposed roll, against their Percepon, but has decided they are too busy reaching for the gem. Rebecca (Georgia): What is it?  Gamekeeper (Jenny): You turn and see an appalling creature! It’s a snake, but larger than any known species. It’s green, has long sharp fangs and is hugely fat – but despite its bulk, it’s superfast as it strikes. And it strikes at you, Georgia! No-one rolls for Iniave yet, as the giant snake has surprised the Adventurers. The giant snake has the following stascs: Snake, Giant S (Strong) 5 C (Clever) 1 Q (Quick) 3 H (Health) 12 D (Defence) 7 Mv (Move) 40 Sk (Skills) Bite 1 (Damage 3) Sp (Special Abilies) Constrict Ha (Habitats) C (Caves), F (Forest), J (Jungle), S (Swamp) X 100 Note: A creature’s Defence and Health, isn’t calculated in the same way as an Adventurer’s. Rebecca (Georgia): “Argh!!!” I grab my gun... Gamekeeper (Jenny): The snake has surprised you and gets a free aack.  Jenny rolls a 4. The snake hits you! There are no migang circumstances to give either side a bonus. The 4 + the Snakes Strong of 5 and Bite of 1, makes a total of 10. Gamekeeper (Jenny): You take 4 damage... The snake’s to hit of 10 minus Georgia’s Defence of 9 = 1. Adding that 1 +

38

Chapter 1 - The Rules  the 3 bite damage = 4. Rebecca (Georgia): I spend a Stunt Point to avoid damage! If Rebecca hadn’t spent a Stunt Point, her Adventurer, Georgia, would probably have died. She only has 3 Health and Terry doesn’t have Medicine... Gamekeeper (Jenny): OK, you just manage to dive out of the way of the snake’s fangs, drawing your gun as you leap to the side. Iniave me! Rebecca rolls a 3 for Georgia, Terry rolls a 2 for Utah, and Rebecca rolls a 2 for the snake. The acon will be in the following order: Georgia 1st: 3 + Quick 3 = 6 Snake 2nd: 2 + Quick 3 = 5 Utah 3rd: 2 + Quick 1 = 3 Rebecca (Georgia): I shoot it in the face! (Rolls a 5).  And do 5 damage. That’s goa hurt! The roll of 5 + Georgia’s Quick of 3 = 8. That’s 1 more than the snake’s Defence of 7. 1 + 4 (Large Gun damage) = 5 damage. Gamekeeper (Jenny): Sure - it’s bleeding badly – but is just seems to have got angrier! It lunges at you this me, Utah! The snake has Health 12 – so it sll has 7 Health points le, aer the 5 damage has been subtracted. Terry (Utah): “Gulp!”  Gamekeeper (Jenny): (Rolls a 2) It hits you, for 5 damage. The Snakes roll of 2 + (Strong) 5 + (Bite) 1 = 8. The to hit roll of 8 minus Utah’s Defence of 6 = 2. 2 + the bite damage (3) = 5. Terry (Utah): “Ouch!”  Utah’s Health of 6 minus the 5 damage = 1. Utah is on his last legs, but Terry decides not to spend his Stunt Points to avoid the hit – he has a plan! Terry (Utah): Right - I’m going to take it down! I spend 3 Stunt Points on an  Advanced Stunt Acon. I’m going to leap onto the snake’s back, and strike down onto with my dagger as I land”  (Rolls a 2) “Groan! I only do 4 damage. Is that enough to kill it?  2 + Utah’s 6 for Strong, Quick and Clever (he can add all three due to performing an Advanced Stunt Acon) + 1 (Blades) = 9. 9 minus the

39

Chapter 1 - The Rules  snake’s Defence of 7 = 2. 2 + 2 (dagger damage) = 4. Gamekeeper (Jenny): I’m afraid not – it’s badly wounded, but can’t escape with you on its back! It fights on! Next round... The next round starts in the same Iniave order as the last.

And there we leave it. Georgia and Utah will probably win against the wounded snake – but, whether they’ll manage to get out without meeng further foes along the way is another maer...

40

Chapter 2 Gamekeeper Section 

This secon is designed to help Gamekeepers to run OneDice. There’s a brief general look at running games and ps on style. Then there are a few more rules covering how to award Experience and handle hazards. Finally, there are three “skins” (seng types) which can be used to run quick games. They are there to give examples of how the system can be adapted to different genres, rather than to offer fully fleshed out game worlds. For more detailed seng skins, watch out for future OneDice supplements.

Game Styles  It is worth giving some thought to the sort of games you and your Players would enjoy. What Seng should we use? You might already have a parcular seng and genre (Wild West, Sci-fi, Fantasy, etc.) in mind, before you begin. Either way, chat to your Players – is your seng something they’d like to play in? And, if you haven’t already got an idea in mind, ask them what kind of game they would like to play. You may want to set a game in the world of a TV series, movie or novel; you may like the background of an exisng RPG, but not like the rules; you may have a cool idea of your own; or you may want to develop a world in partnership with your players.

41

Chapter 2 - Gamekeeper Section  Once you have decided on a seng, spend some me thinking about whether there are any parcular changes you need to make to the rules. You might want to decide on a set of character backgrounds  – perhaps all the characters belong to a certain organisaon, have a certain range of skill sets, etc. Decide what addions and subtracons to the skill and equipment lists you might need to make. And think about what other characters and creatures   there are in the world (or galaxy), for the Players’ characters to interact with. The seng skins at the end of this chapter should give you some ideas for quick and easy adaptaons to the rules to fit in with parcular genres. Then you need to give some thought to the adventures themselves. Are you thinking of running a single adventure or a longer campaign? Single adventures are designed to be played over one or two sessions. They only have a few scenes, a few tasks (rescue the hostage, explore the cave, etc.) and probably only one or two twists at most (the hostage is not willing to go with the characters, there’s a cave-in, etc.). Campaigns usually run over several sessions and oen consist of a number of “chapters”. Each chapter might have several scenes (or one big scene), and oen there are side-goals (e.g. steal some treasure or recruit some allies) that need to be achieved along the way to telling a much bigger story (e.g. defeat whoever is threatening the world).

WARNING!  Whatever style you choose, story-planning is needed – if you just make it up as you go along, it can easily fizzle out. You need to have some idea of where the game might go, and some ideas for grand finales.

42

Chapter 2 - Gamekeeper Section  Do your Players want to follow an excing trail or leave the path whenever they want? Ploed adventures have a structure, much like a book or a movie, and the players are taken through a number of scenes leading to an excing grand finale. Sandbox adventures   do not start off with a pre-determined plot – the Games Master decides on a few themes, some locaons and a number of characters and lets the story go where it will.

Stories  What style of adventures would your players enjoy?

Lots of fighng or invesgang a mystery? A romanc adventure or a road trip? A monster hunt or dungeon delve? They’ll probably appreciate a mixture and as long as there are plenty of opportunies for heroics, you’ll be on the right track.

Recurring Characters  Every hero needs a nemesis, staunch allies and dubious friends. Whatever the circumstances, and whether friend or foe, recurring characters oen make a story stronger and a final victory sweeter.

Scale of Opposition  When designing adventures, Gamekeepers should always take account of the abilies of the Players’ characters compared to the opposion they are going to face. If the Players’ characters are always confronted with weak opposion, the game will quickly get boring; likewise, it will become frustrang if they are faced with overwhelming opposion (against whom they have no chance of winning). Check that creatures are selected for your adventure that can be beaten (whether by overcoming their Defence, use of Stunt Points, or some other logical weakness, etc.). Creatures and other

43

Chapter 2 - Gamekeeper Section  Gamekeeper controlled characters do not have to be designed in the same way as Player’s characters – you can simply assign them Health and Defence scores, rather than base their Health and Defence on their Strong and Quick.

Maps  Whether hand-drawn in a hurry or based on an exisng map, it is a good plan to have a rough map of the region (country, world, galaxy) and any specific locaons your adventures are going to take place in. If you know your Players’ characters are likely to end up in a dungeon, make sure you have some sort of map of the place, and ideally some notes about any creatures that live there, traps, treasures, etc. If they are going to end up in a spaceport, have an idea of the layout, and the locaons the characters are likely to visit. This all helps the Players to visualise the world (and stops arguments about what is where!).

Hazards  Most hazards in OneDice  can be handled through asking for a straighorward skill check. If you want to see if a character can get out of a smoky room, you can ask for a roll (perhaps adding Strong, if they are going to just try to walk through the smoke, or Quick, if they are making a dash for it, to the roll). The difficulty should be adjusted by the scale of the threat – a large raging inferno is harder to escape than a small blaze. To help you judge the level of hazard and the possible consequences of failure, check the table over the page. As usual, offer Defence bonuses or penales (+2/-2) if there are other factors that might make a difference to the outcome for the character.

44

Chapter 2 - Gamekeeper Section  Difficulty/Target  Hazard Number to avoid Damage Minor

Mild, 3

Examples 

1 Dice divided by Small fire, small electric shock, weak poison, falling up to a metre, hing 2 (round down) thumb with a hammer.

Moderate

Challenging, 6

1 Dice

Burning car, medium electric shock, moderate poison, falling up to three metres, hing hand with chisel.

Major

Very Difficult, 10

1 Dice mulplied by 2

Burning refinery, struck by lightning, strong poison, falling up to 7 metres, chainsaw accident, caught in a collapsing building.

Deadly

Near Impossible, 12+

1 Dice mulplied by 3+

Falling into a volcano, deadly poison, falling over 7 metres, squashed by a falling city.

Optional Rule – Mooks and Minions  The following rules can be used to run encounters where the Adventurers are faced with significant numbers of nameless followers (weedy goblins, lowlife street thugs, gormless security guards, etc.) – they are not intended to be used when the Adventurers are fighng more maj or villains/characters. Mooks or minions are seldom a match against Adventurer heroes, except in overwhelmingly large numbers. That said, by boosng the level of mooks, they can provide sff opposion. To make life easy for the Gamekeeper, mooks have only 2 states - unhurt and out of the fight. In other words, a single blow that beats their Defence threshold takes them out. When you’re fighng a single mook, it doesn’t really maer what weapon you have – any hit takes down the mook. Mooks do not have Abilies or Skills. Instead they have Combat , and Everything Else. These numbers are what you add to the dice roll to resolve tasks for them. The Combat rang is used for all types of combat, and the Everything Else rang is used.... for everything else!

45

Chapter 2 - Gamekeeper Section  Ordinary Mooks  haveCombat 3, Inept Mooks  haveCombat 2  and Dangerous Mooks have Combat 4 (or higher). Ordinary Mooks have Everything Else 3, Stoopid Mooks haveverything Everything E Else 2, and Specialist Mooks have Everything Ever ything Else 4 (or higher). Defence are figured differently. As Mooks have no abilies, their Move and Ordinary Mooks have Move M M a ove of 20, Slow Mooks have Move a ove of 10, and Fast Mooks haveMove of 30. a Ordinary Mooks have Defence D D a efence of 6, Weak Mooks have Defence a efence of 3, Mo oks  haveDefence of 9. and Tough Mooks a

Mooks do not use armour and weapons like ordinary characters, their effects are simply reflected reflected in their Abilies. Mooks oen fight in groups. If a character is fighng more than one mook, you can speed up combat by using these rules: The mooks aack as a single group, with only one roll. They get a +1 to their aack for every two mooks in the group – this means that although the individual mook might be weak, a large enough group can penetrate the defences of a welldefended character character – and even overwhelm him or her. When an Adventurer aacks, on a successful hit, add weapon damage as usual, but take out a mook for every 2 you beat their Defence by. So, for example, if you beat their Defence by 1 or 2, you take out 1 mook. If you beat their Defence by 3 or 4, you take out 2 mooks, and so on. This does not necessarily mean they are dead – they might simply be knocked out of the fight (Gamekeeper’s discreon).

46

Chapter 2 - Gamek Gamekeeper eeper Section 

Optional Rule – Sanity Sanit y Loss  Quick Play Rules  As a speedier alternave to the rules below, for quick one-off games, you might want to dispense with a Sanity score and just ask for a quick Fear Test. Roll 1 dice – to pass the character will require a 2 for a Shaky experience; 4 for a Bad experience; and 6 for an appalling experience. If the roll is failed, the character is frozen frozen with fear or will aempt to run awa awayy for 1 dice worth of Combat Rounds.

Some creatures and situaons are so horrific that they can cause a character’ss sanity to be character’ b e eroded and his or her mind to unravel. Even Even if you are not adding a horror/occult twist to your games, you might decide to use the following rules – aer all, Adventurers might well become unhinged by their experiences. If you want to add sanity and insanity to your OneDice game, use the following rules. Calculate Maximum Sanity : Each character starts with a Sanity (San) score of 1 dice+3. Keep a note of this starng score. This is a character’s maximum Sanity Sani ty.. Threat Levels: There are three levels of threat:

Level

Example

San Loss 

Shaky

First me seeing a corpse; a minor horror; etc

1 point of  San Loss

Bad

Seeing one’s comrades butchered; a more major horror; etc.

1 dice divided by 2 San Loss

Appalling

Witnessing a massacre; a cosmic horror; etc.

1 dice of  San Loss

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Chapter 2 - Gamekeeper Section  Each type of Shaky event will only cause Sanity loss once (i.e. Seeing a certain type of minor horror creature creature will cause a single point of San loss the first me it is witnessed. Seeing the same type of creature another me, will not cause further San loss – but seeing a differ d ifferent ent type of minor horror creature creature will cause another point of San to be lost). Each type of Bad event will cause Sanity loss twice (i.e. Seeing a certain type of more major horror creature will cause one dice divided by two points of San loss the th e first and second me it is witnessed (on two different occasions). Seeing the same type of creature a third me will not cause further San loss). Each type of Appalling event will cause Sanity loss three mes (on three differentt occasions). differen

48

Chapter 2 - Gamekeeper Section 

Consequences of Sanity Lo Loss  ss  How It Works  Reduced to 0 Sanity = short term insanity and chance of long term insanity Loss of 5 Sanity in one go = chance of long term insanity When twice starng Sanity lost = chronic condion

When a character is reduced to 0 Sanity or lower , he or she will immediately experience a period of short-term insanity – and do so following any further Sanity loss, unl Sanity is restored above 0. Roll a dice and consult the following tables:

Standard Short Term Effects  Roll

Effect 

1

Freezes for 1 dice x combat rounds.

2

Freezes for 1 dice x minutes.

3

Uncontrollable Uncontrollab le screaming for 1 dice x minutes.

4

Tries Tr ies to flee (whether this is possible or not) for 1 dice of combat rounds.

5

Tries to flee for 1 dice x minutes.

6

Suffers Serious Seriou s Short Term Effect Effect ( roll  ). roll on table below 

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Chapter 2 - Gamekeeper Section 

Serious Short Term Effects  Roll

Effect 

1

Will aempt to harm anyone nearby, friend or foe, for 1 dice x minutes.

2

Hallucinaons causing bizarre behaviour for 1 dice x minutes.

3

Muers uncontrollably for 1 dice x minutes.

4

Uncontrollable voming for 1 dice x minutes.

5

Will aempt to harm self for 1 dice x minutes.

6

Develops standard long term condion (or addional long term effect, if already suffering from one).

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Chapter 2 - Gamekeeper Section 

Long Term Insanity  Also when reduced to 0 Sanity or less or when losing 5 or more Sanity in one go, there is a chance that a character will develop a long-term insanity. Roll a dice + Clever. If the result is 6 or more, the character immediately begins to develop a long term insanity. If failed, the character will only suffer a short term insanity.

Long term condions may be lived with for a while, but without help (see Restoring Sanity below) will worsen over me, unl the character is no longer able to funcon. Long term condions will always last unl the character has been treated (i.e. his or her Sanity rises back above 0).

Long Term Effects  Roll

Effect 

1

Develops phobia. Roll again: 1 – confined spaces or dark; 2 – open spaces or bright light; 3 – an everyday item (food, drink, clothes, etc.); 4 – a type of common animal; 5 – heights; 6 – mud, dust, dirt, etc.

2

Develops addicve behaviour (Gamekeeper’s choice of addicon).

3

Develops increasingly worse nightmares and insomnia.

4

Finds it increasingly hard to know what is real and what is not.

5

Becomes increasingly suspicious of everyone else.

6

Develops chronic condion ( roll on table below  ).

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Chapter 2 - Gamekeeper Section 

Chronic Condition  When a character has lost twice their starng Sanity  (e.g. A character with a starng Sanity of 7 falls to -7 Sanity) he or she will automacally lapse into a chronic condion. Characters with a chronic condion may never recover. Recovery is at the Gamekeeper’s discreon and will take at least six months of connual care. Adventurers with a chronic condion should be considered (at least temporarily) rered.

Chronic Effects  Roll

Effect 

1

 Appears lucid – but will become extremely and unremingly violent when given the slightest opportunity to be able to cause harm to others.

2

 Agitated and/or speaks in an incomprehensible language.

3

Completely catatonic.

4

Smearing, uncontrollable itching, shrieking and/or thumping walls.

5

Rocking, shaking and/or muering.

6

Refuses to eat, drink and/or suicidal.

Restoring Sanity  Sanity recovery is harder than healing physical Health. If a character has a Sanity score above 0 If a character has a Sanity score above 0, Sanity can be restored to full by the following means: Proper rest, care and pampering (rest/leave, a cruise or health spa, a sanctuary, etc.) – +1 point restored per full week of proper rest.

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Chapter 2 - Gamekeeper Section  Making the world a safer place (whether by foiling a plot or an act of great kindness, etc.) – +1 dice divided by 2 Sanity. Decent therapy or counselling (at least ten sessions and dependent on quality of therapist – at the Gamekeeper’s discreon some may cause more trauma than they cure!) – or, if your seng allows it, a magical cure. If a character has a Sanity score 0 or below The character will need a period of hospitalisaon (or other sanctuary appropriate to the seng you are using) to bring their Sanity back and avoid a worsening of their condion (unl it rises above 0, at which point they will be able to use the other methods of restoraon above). If treated with due care and aenon (which is by no means guaranteed, depending on the seng) the paent will recover +1 Sanity per week of treatment. If this care is supervised by a good therapist (with the Medicine and Psychology, or equivalent, skills), the character will receive an extra +1 Sanity per week.

 Awarding Experience  Experience is usually awarded at the end of each game session. You might want to award Experience for the following: Good roleplay: 10-20 Experience X the characters current Level Defeang Monsters: Monsters have an Experience amount listed – any character who was in the fight gets Experience. Total the Experience of all monsters defeated and divide by the number of Player’s characters who were in the bale. Solving/Reaching a Minor Adventure Goal: 20-30 Experience Example Finding the library in a haunted house and locang all the clues that are hidden there.

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Chapter 2 - Gamekeeper Section  Solving/Reaching a Major Adventure Goal: 50-100 Experience Example Searching every locaon in a haunted house and defeang various ghosts and monsters. Solving/Reaching the end of a Campaign:  200-300 Experience Example Travelling to another dimension and pung an end to the source of haunngs on the characters’ home planet, then safely returning, having overcome numerous obstacles and enemies on the way.

 Alternate Experience System  If using the alternave experience system described on p.36, the Gamekeeper should award each player 1-3 Improvement Points per session, based on good role-playing, goals achieved, etc. A further 1-3 points may be awarded at the climax of an adventure, if the players have defeated the dark lord, blown up the enemy space staon, averted a nuclear war, or whatever.

Skins  What are skins? Skins are a few simple notes on how to adapt OneDice for use in a parcular genre. They are designed to show the flexibility of the system. They should give you an idea of the changes to consider, and the things that might need adding, to build your own chosen seng. What aren’t they? The skins in the following secon are not detailed sengs. They provide some quick and very general rule ideas suitable for three example genres, not any detail for a parcular fantasy world, space seng, heroes game, etc. That is beyond the scope of this book.

54

Chapter 2 - Gamekeeper Section  If you want to run a fantasy game, the skin will give you some system pointers – but it is likely to need adjustment as you fill in the detail – you might want a seng where everyone plays a barbarian; or a Hamster Bard, who uses poetry to fight; or whatever – these simple example skins will need developing for whatever parcular world you have in mind. If you do want to play in a ready built seng (rather than build one yourself), with a much more detailed skin and more thoroughly described world, check out forthcoming Cakebread & Walton releases for OneDice at hp://www.drivethrurpg.com/browse/pub/4595/Cakebread--Walton

Skin One – Fantasy  The following skin is for a fairly tradional swords and sorcery world. Character Creaon Notes This skin includes characters with Magic. Technological equipment, including guns, is not allowed in this seng. Player’s characters can be from a fantasy species . For instance, they might be humans, elves or dwarves . (But note, in your seng you might want to allow them to play just one species or completely different ones.) For ease, you could allow each race to have the same Abilies. But you could decide that there are fixed Ability templates. Example For this skin, humans have Abilies as normal, but 7 points to spend, rather than the usual 6; Dwarves have Strong 4, Clever 2, Quick 1 at the start; Elves have Strong 1, Clever 2, Quick 3, Magic 1 at the start. The following skills are not permied: Computers, Pilot, Science, Shoong Some Background Skill Templates Fighter: Blades or Bludgeon 2, Archery or Bruiser 2 + any 2 skills of choice. Wizard: Lore 1, Research 1, Language (Arcane) 1 + any 3 skills of choice. Rogue: Sneaky 2, Security 1, Pick Pockets 1 + any 2 skills of choice.

55

Chapter 2 - Gamekeeper Section  Some Sample Characters Example 1 Grunge Stout, Dwarven Fighter, Strong 4, Clever 2, Quick 1, Health 12, Defence 12, Move 10 Blades 2, Bludgeon 1, Percepon 1, Cra 1, Bruiser 1 Equipment: Rugged clothes; a bale-axe; 60 Gold  Example 2 Elaina Faladri, Elf Apprence Wizard, Strong 1, Clever 2, Quick 3, Magic 1, Health 3, Defence 9, Move 30 Lore 1, Research 1, Language (Arcane) 1, Medicine 1, Climb 1, Bludgeon 1 Spells: Magic Bolt  Equipment: A set of wizard robes; a quarterstaff; 60 Gold  Example 3 Mae Marchweather, Human Rogue, Strong 2, Clever 2, Quick 3, Health 6, Defence 9, Move 30 Sneaky 2, Security 1, Pick Pockets 1, Archery 1, Dodgy 1 Equipment: A set of rugged clothes; a bow and 20 arrows; 60 Gold  Wizard Magic In this fantasy skin, only wizards have magic. In another, there might be different sorts of magic (necromancy, druid magic, witchcra, etc). The following rules describe how wizard spells work. Spells How many spells does a wizard character start with? As many spells as his or her Magic ability score.

56

Chapter 2 - Gamekeeper Section  How oen can a wizard cast a spell? A wizard can cast twice as many spells in a day as he or she has Magic. How does a wizard cast a spell? What’s the “Target Number”? The Player needs to roll a dice and add his or her character’s Magic score to the total. If the number is equal to or higher than the spell’s Target Number, the spell works. Spells that don’t work aren’t lost – the wizard can try again the next round. Any other rules I should know about? Magic always fails on a roll of 1. The wizard doesn’t lose the spell from his or her daily total, but must try again next round (or at some later me). What’s “Range”? Somemes a spell works by touch (such as when healing or opening a lock), other mes it works on a target within a certain range (in metres). What spells can a character pick? Starng wizard characters get spells from the following list – the Gamekeeper can either ask for a roll, to see what spells they get; or allow the Players to pick from this list: Starng Spells 1. Confuse  – This spell cause one of the opposion to be confused. If successful, the opponent may not aack for the next two combat rounds. Range: 10 Target: 5 2. Open – This spell opens any lock, however complex (though a magical lock raises the Target by 2). Range: Touch Target: 5 3. Find Path – If lost or looking for a specific locaon, this spell causes a glowing arrow to appear on the ground, poinng in the right direcon. Range: 30 Target: 5 4. Heal  – If successful, roll a dice and the person being touched gets back the resulng number of Health points. Range: Touch Target: 5 5. Light  – Makes a small object (or person’s hand) glow for an hour. Useful

57

Chapter 2 - Gamekeeper Section  for exploring dark places. Range: Touch Target: 5 6. Magic Bolt  – If successful, a magic bolt hits an opponent. Roll the dice – the result equals the number of Health Points the opponent loses. Range: 20 Target: 6 Intermediate Spells At Level 2 and 4  any character with Magic 3 or more can roll for/pick one spell from this list: Note: If the wizard has Magic above zero but below 3, he or she can pick an extra spell from the Starng Spells list instead. 1. Andote – This spell cures any disease or poison. Range: Touch Target: 8 2. Breathe Underwater  – Allows the recipient to breathe underwater for an hour (he or she can sll breathe air normally too). Range: Touch Target: 8 3. Charm  – If successful, roll the dice – whoever is affected will be completely under control of the caster for a number of combat rounds equal to the result. Range: 5 Target: 9 4. Greater Heal   – If successful, the Health of the person touched is completely restored. Range: Touch Target: 7 5. Magic Spear   – If successful, a magic spear hits a member of the opposion. Roll a dice, mulply the result by two, and remove that number from whoever has been hit’s Health. An extra Magic Spear can be generated (to hit the same target, or another in range), but that adds 2 to the Target Number difficulty of the spell (and a failure means neither missile is created). Range: 20 Target: 7/9 6. Toughen – If successful, raises a person’s Defence by 2 points for 1 hour. Range: Touch Target: 8 Advanced Spells At Level 6 and 8 any wizard with Magic 4 or more can roll for/pick one spell from this list: Note: If the wizard has Magic above zero but below 4, he or she can pick an extra spell from the Starng Spells list instead (or the table immediately above, if he or she has 3 Magic). 1. Lightning  – Causes a magical lightning bolt to strike an opponent. If

58

Chapter 2 - Gamekeeper Section  successful, roll a dice, and mulply the result by four to calculate damage to opponent’s Health. Range: 30 Target: 9 2. Fair Winds – Increases the Quick of a sailing ship (by filling its sails with wind) by 3 for one hour. Range: 15 Target: 9 3. Fireball   – Roll a dice and mulply the result by two – anyone in the fireball’s path (friend or foe) receive the result as damage to their Health. The fireball is 2 metres in diameter. If the caster wants to fire an extra fireball, the Target Number difficulty increases by 2 (and a failure means neither missile is created). Range: 20 Target: 10/12 4. Mass Heal  – Heals all friendly forces within range. Roll a dice and restore all the recipient’s Health by the result. Range: 3 Target: 9 5. Sharpen – Turns one weapon (blade, bludgeon or arrow) into a Magic Weapon for two hours and adds 3 to the score to hit when using that weapon. Range: Touch Target: 10 6. Shield  – Raises one recipient’s Defence by 3 for 2 hours. Range: Touch Target: 9 Creatures

OneDice Creature Stascs are usually presented as follows: Creature’s Name , S  (Strong),C  (Clever),Q   (Quick),M  (Magic, if it has some), H (Health), D  (Defence),Mv  (Move),Sk  (Skills, if any),Sp  (any special abilies), Tr (the amount of treasure the creature is likely to carry), X (the amount of Experience awarded for killing the creature).

Here are a few of the creatures that might inhabit a fantasy seng: Goblin, S 2, C 1, Q  2, H 6, D 6, Mv 20, Sk Blades 2, Archery 2, Tr One dice worth of Gold, X 15 Orc, S 5, C 1, Q  2, H 12, D 9, Mv 20, Sk Blades 2, Bludgeon 3, Tr One dice worth of Gold x 10, X 40 Troll, S 7, C 1, Q  1, H 15, D 12, Mv 10, Sk Bludgeon 4*, Sp Regeneraon**, Tr One dice worth of Gold x 50, X 150

59

Chapter 2 - Gamekeeper Section   * Trolls use giant clubs that do 5 damage. **Trolls regenerate 2 lost Health per combat round 

Ratman, S 1, C 2, Q  4, H 3, D 9, Mv 40, Sk Blades 2, Archery 3, Tr One dice worth of Gold x 5, X 30 Skeleton, S 2, C 1, Q  3, H 6, D 6, Mv 20, Sk Blades 2, Archery 2, Tr One dice worth of Gold, X 25 Zombie, S 4, C 1, Q 1, H 9, D 9, Mv 10, Sk Bruiser 3, Tr One dice worth of Gold x 2, X 25

Skin Two – Super Heroes  Character Creaon Notes All skills from pp.10-11 are permied. Add the following skills as an opon: Weird Science (Clever) – Good at experimenng, designing and invenng things using weird science. Modern equipment is appropriate for the genre – although a character may build or find advanced or weird science technology. Starng money is in dollars. Most characters start with one dice x 100 dollars, millionaires start with...millions. Super Heroes oen have a civilian identy, as well as their hero one (e.g. Reggie Foley is the civilian secret identy of Camelboy). Heroes usually want to keep their powers secret in civilian life. Super hero characters are all permied to have one major and one or two minor (Gamekeeper’s choice) special powers from the following lists: Note: Powers may not be stacked  – so Stronger cannot be stacked with SuperStrong, etc. Any Ability or skill can only be enhanced once. Also Gamekeepers should consider allowing Players to suggest powers of their own, as long as they are comparable in strength to the exisng ones. Minor Photographic Memory – Character can totally recall whatever he or she has seen. Stronger  – Character has big muscles (+3 to Strong).

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Chapter 2 - Gamekeeper Section  Cleverer  – Character is a super-brain (+3 to Clever) Quicker – Character is speedy (+3 to Quick). Chameleon – Character can blend into surroundings (+3 to Sneaky rolls). Maral Arst – Character is an expert at a parcular fighng style (+3 to Bruiser). Tough Skin  – Character has naturally tough hide (+3 to Defence). Informaon Processor  – Character can read a book, scan a computer archive, etc., and process the informaon, in seconds. Wall Scrambler – Character is good at climbing (+3 to Climb). Projecle – The character can throw a certain form of projecle (damage 3) either as a natural weapon or the result of using a Weird Science gadget. Fly – Character can fly. Major SuperStrong - Character has superhuman strength (+6 to Strong). SuperClever – Character has superhuman intelligence (+6 to Clever). SuperQuick  – Character has superhuman speed and reflexes (+6 to Quick). Invisible – Character can become invisible at will. Fire – Character can control fire, is immune to fire and can take on a fire form. In fire form, character can shoot fire projecles (damage 5). Ice – Character is immune to cold, can take on an icy form, and in ice form can shoot icicle projecles (damage 5). X-Ray Vision – Character can see through solid objects. SuperWall-Scrambler  – Character is a superhuman climber (+6 to Climb). Doppleganger – Character can almost flawlessly disguise him or herself as another person (+6 to Disguise). Mighty Punch – Character can pack a massive punch (+ 6 to Bruiser and can aack vehicles as if a Huge creature). SuperTough Skin  – Character has an incredibly tough hide (+6 to Defence). SuperScienst – Character has a superhuman talent for invenng weird and powerful technology (+6 to Weird Science). Telekinesis – Character can move and throw objects (size limit determined by Gamekeeper) using his or her mental powers (and +3 to Throw, when throwing using mental powers).

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Chapter 2 - Gamekeeper Section  Incredible The following abilies are probably too powerful to allow Player’s characters to possess, but might be possessed by somebody in the world (or from another world!). Here are some sample Incredible powers: Invulnerable  – Character cannot be harmed. Character is vulnerable to one substance, which strips him or her of powers. Blink of an Eye  – Character can travel to wherever he or she pleases almost instantly. Stop Time  – Character can stop me for as long as he or she wants. Breathe Life – The character can kiss a recently slain person and restore him or her to life. Weakness You may also want all Player heroes to choose a weakness. Here are some examples: Vulnerable – Character is vulnerable to a certain rare material (an exoc type of food, an exoc type of flower, a rare metal, etc.). Powers are lost when in close proximity to the substance. Emoonal Wreck – Character is carrying emoonal damage (perhaps as a result of losing a loved one, difficult childhood, etc.). Obsession – Character is obsessed with something – revenging lost loved ones, jusce, defeang a nemesis, etc. Blue Funk – Character is prone to down moods and, when in such a state, is unwilling to do anything. Lovelorn – Character is madly in love, but the situaon is difficult – the object of his or her affecons may not be interested, super hero work gets in the way, he or she is too shy to say anything, etc. Vice – Character has a vice, such as being unable to prevent him or herself eang, drinking, etc., when feeling unhappy. Incarnaon Disaster – Whatever caused the character to develop super powers also caused emoonal pain, loss of human appearance, etc. Out of Control – When in hero form, character finds it difficult to control temper and will oen smash things!

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Chapter 2 - Gamekeeper Section  Hunted  – Hero identy wrongly suspected of a serious crime. Rouse the Beast  – Hero powers are only acvated in certain situaons (when under stress, if aacked, etc.). Some Background Templates Most super heroes have a secret identy, along with their hero identy. Here are some examples: Journalist: Invesgaon 1, Negoaon 1, Research 1 + any 3 skills of choice. Store Clerk: Trade 1, Dodgy 1, Sneaky 1 + any 3 skills of choice. Millionaire: Gambling 1, Negoate 1, Trade 1 + any 3 skills of choice. Doctor: Medicine 2, Science 1 + any 3 skills of choice. Teacher: Teaching 1, Research 1, Inmidate 1 + any 3 skills of choice. IT Specialist: Computers 2, Science 1 + any 3 skills of choice. Private Invesgator: Invesgaon 1, Psychology 1, Research 1 + any 3 skills of choice. Some Sample Characters Dr Marcie Johns/Gripper Girl, Strong 5, Clever 2, Quick 2, Health 15, Defence 15, Move 20 Medicine 2, Research 1, Science 1, Weird Science 2, Telekinec Throw 3 Powers: Strong, Fly, Telekinesis Weakness: Hunted (Gripper Girl is wrongly accused of being the Phantom Strangler). Civilian Employment: Medical Doctor  Equipment: Hospital pager and dingy rented apartment; $600

Gavin Peddley/Glue Hands, Strong 2, Clever 2, Quick 5, Health 6, Defence 15, Move 50 Invesgaon 1, Negoaon 1, Research 1, Swim 1, Entertainer 1, Climb 7, Sneaky 3 Powers: SuperWall Scrambler, Quicker, Chameleon Weakness: Lovelorn (In love with Gripper Girl, but does not know her

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Chapter 2 - Gamekeeper Section  civilian identy). Civilian Employment: Journalist  Equipment: Notebook and whiskey; $600 Super Villains Super Villains should also have super powers – along with a reason for being villainous. Oen characters will fight hired thugs, employed by a super villain, but at the end of most adventures, they will fight the villain him or herself. Example Professor Carnival, Strong 2, Clever 5, Quick 2, Health 6, Defence 6, Move 20 Lore 2, Research 2, Weird Science 8 Powers: Cleverer, SuperScienst  Weakness: Obsession (with controlling the city). Equipment: Hidden laboratory and weird science equipment; Raygun (6 damage). Professor Carnival employs plenty of hired thugs to do evil and criminal deeds for him. The thugs are usually all dressed in a carnival uniform. Hired Thug S 3, C 1, Q  1, H 9, D 9, Mv 10, Sk Bludgeon 1, Shoong 1, Bruiser 1, X 30

Skin Three – Space  All skills from pp.10-11 are permied. In addion the following skills can be added: Cybernecs (Clever) – Good at designing, building and repairing cybernec technology. Hyperdrive  (Clever) – Good at repairing and programming hyperdrives. Robocs (Clever) – Good at designing, building and repairing robots. Sensors (Clever) – Good at working sensor systems. All modern and futurisc technology is permied. Laser weaponry has a stun opon , where damage is not lethal. When an opponent is hit by a weapon on stun, they fall unconscious or are

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Chapter 2 - Gamekeeper Section  temporarily immobilised (roll a dice to calculate the number of combat rounds ll they regain consciousness/movement). Starng characters roll a dice and mulply the result by 1000 to find out their starng money (1,000-6,000 Credits). Some Background Skill Templates This skin assumes everyone is a human, serving on a large starship, in the service of UnitedSpaceOrg. There are three service arms to choose from: Command: Command 1, Navigaon 1, Pilot 1 + any 3 skills of choice. Science: Lore 1, Research 1, Computers 1 + any 3 skills of choice or; Medicine 1, Cybernecs 1, Psychology 1 + any 3 skills of choice or; Science 1, Robocs 1, Research 1 + any 3 skills of choice or; Computers 1, Hyperdrive 1, Engineering 1 + any 3 skills of choice. Security: Invesgaon 1, Security 1, Sensors 1, Shoong 1 + any 2 skills of choice. Some Sample Characters Example 1 Captain Helana Carver, Starship Captain, Strong 2, Clever 2, Quick 2, Health 6, Defence 6, Move 20 Command 1, Navigaon 1, Pilot 1, Computers 1, Psychology 1, Bruiser 1 Equipment: Captain’s Uniform; a hand laser; communicaon device; 6000 Credits Example 2 Officer Ramlin Fleck, Chief Science Officer, Strong 1, Clever 3, Quick 2, Health 6, Defence 6, Move 20 Science 2, Research 1, Computers 1, Lore 1, Cryptology 1 Equipment: Science Officer’s uniform; a hand laser; communicaon device; 4000 Credits Example 3 Officer Fiona Strang, Security Officer, Strong 3, Clever 2, Quick 1, Health 9, Defence 9, Move 10

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Chapter 2 - Gamekeeper Section  Invesgaon 2, Sensors 1, Shoong 2, Sneaky 1 Equipment: Security Officer’s Uniform; a hand laser; communicaon device; 6000 Credits Sample Ships Remember – The following ships have Abilies in relaon to each other (so a ship’s Quick of 5 is many mes the Quick of a character with 5). A Crew number has been added for each ship – to show the usual number of people aboard. When smaller ships aack, use: ship’s Strong + firer’s Shoong skill + one dice vs target’s Defence. With larger ships, the aack represents one round of the whole ship’s weapons array used, so use the chief gunner’s (or whoever else is direcng the firing) Arllery skill as a modifier, as follows: ship’s Strong + gunner’s Arllery skill + one dice vs target’s Defence. Example 1 Two-person Fighter Cra, Strong 3, Quick 6, Health 6, Defence 8, Move 12, Crew 1 or 2 The lasers on this small cra do 2 damage and can be upgraded with an assisted firing mechanism (to make the to hit roll Ship’s Strong+ Shoong +2). Example 2 Trader, Strong 4, Quick 2, Health 9, Defence 7, Move 9, Crew 5 This medium trader can carry six torpedoes – each does a dice of damage on impact and the to hit roll is at +3 (due to the guidance system). It also can be upgraded with mounted lasers, which do 3 damage. The vessel has a hyperdrive capable of making one jump to the next solar system (where it must recharge before making another). Example 3 Starship, Strong 7, Quick 4, Health 20, Defence 12, Move 15, Crew 500 This large starship is the best UnitedSpaceOrg has to offer. With a large well-trained crew, a teleportaon room (capable of transporng a small

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Chapter 2 - Gamekeeper Section  party to a nearby ship or planet), a hyperdrive capable of jumping several solar systems away, strong sensors (+3 to any Sensors roll) and a smart AI (+3 to any computer rolls). Its mulple missile tubes and laser mounngs allow it to fire twice per combat round. Quick Starship Crew Rule  – For every Health Point this starship loses in bale, 20 members of the crew are put out of acon. Aer the bale, roll one dice for each 20 crew put out of acon, to see if they suffered minor injuries (on a result of 1 or 2) and can quickly return to service; major injuries (on a result of 3 or 4) which will put them out of service for a dice roll of days; or have been killed (on a 5 or 6). An Alien Species One of the first alien species UnitedSpaceOrg encountered, on their discovery and colonisaon mission, was a hosle insectoid species. Since making contact, this species (the Skr’kk’kki) have been at war with humans. Creatures Skr’kk’kki Drone, S 3, C 1, Q  1, H 9, D 9, Mv 10, Sk Bludgeon 3, Cra 1, Computers 1, X 15 Skr’kk’kki Soldier, S 4, C 1, Q  1, H 12, D 12, Mv 10, Sk Bludgeon 3, Shoong 2, Blades 1, Bruiser 1, X 30 Skr’kk’kki Scienst, S 1, C 4, Q  2, H 3, D 6, Mv 20, Sk Science 3, Computers 1, Sensors 1, Hyperdrive 2, X 10 Skr’kk’kki Officer, S 3, C 3, Q  2, H 9, D 9, Mv 20, Sk Command 2, Pilot 1, Navigaon 1, Blades 3, X 40 Skr’kk’kki Ships Example 1 Small Assault Ship, Strong 4, Quick 5, Health 10, Defence 9, Move 15, Crew 20 With guided lasers (+2 to hit) and a small teleportaon room, these aack vessels are a thorn in the side of UnitedSpaceOrg.

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Chapter 2 - Gamekeeper Section  Example 2 Mothership, Strong 8, Quick 4, Health 25, Defence 11, Move 15, Crew 1000 Motherships have large teleportaon rooms, egg chambers (so any dead crew can be replaced in a hurry), torpedo tubes (dice of damage on impact) and mounted lasers. They can also carry 4 small assault ships, slung under the hull. The hyperdrive is capable of traversing several solar systems. A Mothership can aack twice per combat round. Quick Mothership Crew Rule  – For every Health Point the Mothership loses in bale, 50 members of the crew are put out of acon. Aer the bale, roll one dice for each 50 crew put out of acon, to see if they suffered minor injuries (on a result of 1) and can quickly return to service; major injuries (on a result of 2 or 3) which will put them out of service for a dice roll of days; or have been killed (on a 4, 5 or 6).

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Chapter 3 Sample Adventures 

The following quick adventures are designed to get you started with the OneDice  rules. The first is a fantasy adventure for you to run as Gamekeeper for some friends, there are three ready-made characters provided for your players to use. The second is a short solo space adventure.

The Hollow Horror  This adventure takes place in a fantasy seng. Players should not read the following adventure, but may select one of the readymade Adventurer characters provided. There are three ready-made characters for you to give your Players to use as Adventurers: Readymade Adventurer 1 Lemzip Cradlebark, Human, Druid, Strong 1, Clever 2, Quick 2, Magic 2, Health 3, Defence 6, Move 20, Bludgeon 2, Lore 1, Percepon 1, Survival 1, Track 1, Druid Magic Spells: Swarm*, Aid Animal** *A swarm of insects buzzes around the vicm’s head (or equivalent), for 1 dice x combat rounds, causing a -2 to all rolls by the vicm. Range: 15 metres Target: 6 **The caster causes an ordinary animal (bear, wolf, cat, dog, badger, etc.) to be calmed and healed (restore 1 dice of Health). Range: 5 metres Target: 5

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Chapter 3 - Sample Adventures  Lemzip can cast each of the above spells twice a day. She must roll 1 dice + Magic (2) score and beat the spell Target Number to successfully cast a spell – on a failure the spell is not lost and can be cast another me (in a later combat round). Quarterstaff (Damage 3), Bedroll, Druid robes, 10 Gold  Readymade Adventurer 2 Fragr the Brute, Human, Barbarian, Strong 3, Clever 1, Quick 3, Health 9, Defence 9, Move 30, Blades 2, Bruiser 2, Climb 1, Throw 1, Rage* *Once per day, a barbarian can invoke primordial rage. For one dice worth of combat rounds, the barbarian will only receive half damage and may add +2 to his or her aack rolls. Greatsword (Damage 4), Bedroll, Dagger (Damage 2), 20 Gold  Readymade Adventurer 3  Alana Janx, Human, Assassin, Strong 2, Clever 2, Quick 3, Health 9, Defence 10*, Move 30, Sneaky 2, Blades 1, Climb 1, Pickpocket 1, Security 1, Called Shot** *Includes Very Light Armour. **At the beginning of any fight, as long as he or she has not been detected by the enemy, an assassin can make a called shot (with whichever combat skill that’s appropriate), which gives a +4 bonus to the roll to hit. Bow + 20 Arrows (Damage 3), Bedroll, Dagger (Damage 2), Very Light Armour, 20 Gold 

In Brief  The Adventurers are on the edge of the Trargle Woods. They have been summoned there by Crygaz the Druid. First, they must travel for a couple of miles to Crygaz’s grove. Then he will send them on a mission to hunt down a horror, infesng a hollow in a nearby glade. If the party destroy the horror, Crygaz will reward them.

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Chapter 3 - Sample Adventures  Travelling To Crygaz’s Grove It’ll take about an hour trudging through the dense woodland thicket to reach Crygaz’s grove. Even Lemzip the druid will struggle – it’s as if the woodland is trying to prevent the Adventurers finding a path – every me a trail seems to be found, it tails off into nothing. Luckily, Lemzip will have been told the right direcon to travel in by her druid enclave.

Set the scene by reading or paraphrasing the following:  As you head into the woods, it seems there aren’t even animal trails to  follow. You know you have to head two miles east, but it’s tough going as thorns snag your cloaks, roots trip you up, and brambles drag along behind you. It’s a sunny day high above the trees, but it’s dark, gloomy and heavy going down below. Aer the Adventurers are about halfway there (a mile into the woods), make them make Percepon rolls (Target Number 7). If they failed, read or paraphrase the following: From out of the surrounding thicket, four toad-like humanoids come rushing at you. Squat, with malevolent eyes, they carry sharp spears which they launch at you, before pulling out rusty daggers and jumping in to finish you off! The toads will get a free aack, before Iniave is rolled, because they have surprised the Adventurers. If some or all of the Adventurers were successful in their Percepon tests, read or paraphrase the following:  Just in me you spot four squat toad-like creatures, clutching spears, ready to ambush you.

It’s me to roll Iniave (Quick + 1 dice for each combatant. Highest goes first, lowest last). 4 x Tough Toad Guards S  (Strong) C   (Quick) H 2 (Clever) Q 1  2  (Health) D 6 Sk (Skills) Blades 2 (Rusty Daggers 2 Damage), (Defence) 8 Mv (Move) 20 Throw 1 (Shoddy Spear 2 Damage) Tr (Treasure) 1 dice x 5 Gold Each F (Friendliness) Hosle X (Experience) 17

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Chapter 3 - Sample Adventures  Whether they have the advantage of surprise or not, the toad guards will throw their spears (roll 1 dice + Quick (2) + Throw (1) for each toad guard) on their first aack; then draw their rusty daggers to be used the next combat round (roll 1 dice + Strong (2) + Blades (2) for each toad guard). The survivors will aempt to run away if two of them are killed. Crygaz’s Grove Once the characters have dealt with the toad guards there will be no further incident unl they reach the Druid’s grove. When they arrive there, read or paraphrase the following: Finally you leave the thicket and enter a clearing. There is a large standing stone, and sat, leaning against it, is a wizened old man with a long beard, a tall slender frame and withered legs. He looks up when he sees you and waves you over as if he has been expecng you...and you’re late!

Crygaz will seem distracted and irritable when talking to the party, aside from when giving them their mission. If they menon the toad guards, he will shrug and agree that they are pests. If any of the party are badly injured, he will grudgingly hand them a herbal Healing poon (restores 1 dice worth of Health when consumed). Crygaz will not be travelling with the party, so his stascs haven’t been provided. Safe to say, despite his advanced years and immobility, he is a formidable spellcaster – and the Adventurers had beer not cross him! He is much more interested in woodland wildlife than he is in humans. He can walk, though it causes him great pain. If the Adventurers ask him to accompany them, he will he point out his relave immobility and also get extremely cross!!! He explains that his woodland friends have informed him that there is a wicked spirit inhabing a nearby hollow. He has sent for the Adventurers, to ask them to defeat the creature. If they manage the task, he will give them a (small) reward. Lemzip cannot really refuse – to do so would risk her losing her druid magic! Crygaz will give the party direcons to the hollow (which is another mile away, this me to the northeast). If the party insist on receiving more help,

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Chapter 3 - Sample Adventures  he will grudgingly give them a herbal Healing poon (restores 1 dice of Health when consumed), but explain he can do nothing more for them. Journey To The Hollow It won’t take the Adventurers long to reach the hollow, but there will be one event on the way. Read or paraphrase the following: Something is crashing through the woods towards you – it’s obviously big,  from the sound it’s making. It’s a large bear! And it’s angry and bleeding – there is a large metal shard embedded in it’s cheek. It stands up tall, towering over you, roaring.

The party can help the bear if Lemzip casts aid animal – in which case the bear will not aack (it’s used to druid magic) and once treated will head off into the woods. Otherwise, aer a couple of combat rounds have gone by, roll 1 dice – on a 1-3, in its pain and confusion the bear aacks the Adventurers; on a 4-6, the bear drops onto all fours and slinks away. Bear S (Strong) C 6 (Clever) 1 Q (Quick) 4 H (Health) 15 D (Defence) 8 Mv (Move) 40 Sk (Skills) Bite/Paw Slash 3 (Damage 4), Stealthy 1 F (Friendliness) Neutral X (Experience) 75 The Hollow Aer dealing with the bear, the Adventurers can make their way to the hollow. Once they are there, read or paraphrase the following: You arrive at what must be the hollow. Standing in front of a fallen tree, at the boom of a shallow slope, are two figures. They look like elves, but something about them is... unnerving. Then you see the beast you are stalking. It’s a curious creature, humanoid and human-sized, but made enrely from what looks like a twisted combinaon of wood and metal. It  points towards you, and the strange elves move to aack. The Horror of the Hollow S  5 C 2 Q 4 H 12 D 9 Mv 30 Sk Shoot Shards 2 (Damage 3, Range 15), Bash 2 Sp Enthrall Elves Tr 1 dice x 20 Gold; roll 1 dice, on a 6, 1 minor magic item F (Friendliness) Hosle X (Experience) 120

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Chapter 3 - Sample Adventures  Enthralled Elves S C2 2 Q 2* H 6 D 6 Mv 20 Sk Blades 2 (Sword Damage 3) Tr 1 dice x 10 Gold F Hosle (Friendly)** X 20 The elves are normally quicker and have a bow skill, but in their entranced state they have a Quick of 2 (rather than 3) and can only use their swords (with, nonetheless, alarming skill!). **The elves are normally friendly, but enthralled as they are, they are mere puppets of the Horror of the Hollow. If the Horror is killed first, they will be released from their enthralment and will be extremely grateful. If however one of them has been killed and the other survives, the survivor will declare the party enemies of the elves, before darng off into the woods. The Horror of the Hollow will try to fight from a distance, shoong shards at the party, leng the eves get in close. However, should the party corner it (or simply kill the elves first), it will fight to the death – it can’t run, it’s bound to the hollow. Returning To Crygaz Assuming the Adventurers deal with the spirit of the hollow and its entranced followers, they can return and report to Crygaz. He will reward them with a gem each (value 50 Gold) and may offer them some more herbal healing poons as well (3 poons, each will cure 1 dice worth of damage when consumed), if they have not already had them all. He will be extremely distressed to hear that either of the enthralled elves or the wounded bear were killed by the Advnturers, shaking his head, and saying “there must have been another way.”  He will not want the party to hang around for long, unless severely wounded, and will be very pleased to see the back of them if they hurt the bear or elves! Ending The Adventure That is the end of this adventure. If playing using experience points, then each adventurer will receive 25-35 XP for successfully compleng the adventure, as well as a share of the XP for defeang any creatures encountered.

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Chapter 3 - Sample Adventures 

Solo Adventure  The following solo adventure is set in space – the readymade character has been dropped on the planet Graxlek 5 and asked to check out an unknown facility which seems to be giving off strange readings. Start at the first entry (1.) and follow the instrucons provided to play the game. Remember – you have 3 Stunt Points and can use them as described on p.27. Readymade Character Choose a name for your readymade Adventurer and then begin. Security Officer, Human, Strong 2, Clever 2, Quick 2, Health 6, Defence 6, Move 20, Stunt Points 3 Invesgaon 2, Computers 1, Shoong 2, Sneaky 1 Equipment: Security Officer’s Uniform; hand laser (damage 3); communicaon device; teleportaon band; 6000 Credits

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Chapter 3 - Sample Adventures 

RAID ON GRAXLEK 5 1. You materialised close to the strange facility. You entered the metal bunker, but the door shuts behind you and shows no sign of opening any me soon. Your communicator has stopped working and your teleportaon band seems to have no signal. You are in a small metal chamber with a corridor stretching ahead of you to the north. It is the only way to go. You advance along towards an open door, which you can see at the end of the corridor. Although the walls and ceiling look clean and shiny, there is a vague dunglike smell in the air. Do you: Sneak towards the door, if so go to 6. Just walk through the door, if so go to 17. 2. You let off a shot. You have completely surprised the Skr’kk’kki, so you get a free aack. If the Skr’kk’kki is not dead aer your first shot, roll for Iniave (your Quick (2) +1 dice vs the Skr’kk’kki’s Quick + 1 Dice; highest wins, and, in a draw, you win).

The Skr’kk’kki has the following stascs: Skr’kk’kki Scienst, S 2,C 4, Q 2, H 6, D 6, Mv 20, Sk Mandibles 1 (2 Damage), Science 2, Computers 1, Sensors 1, Hyperdrive 2 X 20 The Skr’kk’kki will need to roll a 4 to breach your Defence (6) (it’s Strong (1) + Mandibles (1) + 4+). You will need to roll a 2 to breach the Skr’kk’kki’s Defence (6) (your Quick (2) + Shoong (2) +2+). Aer each hit, take damage (damage = to hit roll minus target’s Defence + weapon damage rang) from the target’s Health score unl either you or the Skr’kk’kki reaches zero. If you win the fight, go to 18. If you lose the fight , the Skr’kk’kki nibbles on you for a bit, before calling its hive mates to inform them of your demise. They will send a ship to deal with your friends above, but you won’t be alive to witness the outcome of that bale...it’s Game Over (though you could always try again!).

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Chapter 3 - Sample Adventures  3. You try to zap the Sculenugget. Make an Iniave roll (your Quick (2) +1 dice vs the Sculenugget’s Quick + 1 Dice; highest wins, and, in a draw, you win). If you win Iniave, go to 8. If you lost Iniave, go to 9. 4. You manage to sneak past the creature and head down the corridor to the east. Go to 10. 5. You connue down the long eastern corridor and eventually reach another small chamber. There is a large pressure door at the far side of the chamber  – but it seems to be fused shut. There are no other exits. Along the lehand wall are large computer banks and a small operator console. Do you: Use the computer console , if so go to 11. Smash the computer banks , if so go to 21. 6. You try to sneak. Make a Challenging (TN 6) Sneaky roll. Roll 1 dice and add your Quick (2). (You need to roll a 4+). If you succeeded, go to 12. If you failed , go to 19. 7. You examine the console. Make a Hard Computer roll using your Clever (2) and Computers (1) (Target Number 8). (So you will need to roll a 5 or 6). If you succeed, go to 13. If you fail , go to 10.

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Chapter 3 - Sample Adventures  8. The Sculenugget has a Defence of 8. Roll to hit – you roll 1 dice + your Quick (2) + Shoong (2) (so you will need a 4 to get the total of 8 needed to hit the Sculenugget). If you hit, go to 14. If you miss, go to 9. 9. Your laser beam misses the creature and bounces off the metal walls, unl it dissipates somewhere along the corridor. The creature takes its chance and scoots off between your legs and off to the west, before you can catch it. It rounds a turn in the corridor and is out of sight. You’ll have to: Connue down the corridor , go to 20. 10. You head down the eastern corridor. It stretches on for a long way, twisng and turning, but eventually you round a bend... and see a small crab-like metal creature in front of you. It makes a whirring sound, its head spins 360 degrees, then it begins to whizz off, away from you. Do you: Aack the Sculenugget, if so, go to 3. Allow it to depart , if so go to 20. 11. You try to use the console to hack into the computer. You need to make a Mildly Challenging Computer roll using your Clever (2) and Computers (1) (Target Number 6). (So you will need to roll a 3 or above). If you succeed, go to 23. If you fail, go to 22. 12. You sneak into the chamber ahead. It is a small room, with just one exit (aside from the direcon you have come in) to the east. There is a large insectoid in the room! It is one of the Skr’kk’kki – an intelligent and aggressive insect race, with whom humanity is at war! The creature has its back to you. Do you:

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Chapter 3 - Sample Adventures  Shoot the Skr’kk’kki, if so go to 2. Try to negoate with the Skr’kk’kki with your gun raised , if so go to 16. Try to sneak past the Skr’kk’kki, if so go to 4. 13. You don’t learn much – aside from the fact that if you can find the main computer room, you will need to use the console there to release the entrance doors that closed behind you, and to disable the automated defences in this remote staon. If you tamper with the computer banks in the main computer room before you have used the console to remove their defences, it is liable to get very nasty. Go to 10. 14. Your laser beam fries the lile droid. It whirrs a final me, then lies there smoking. Go to 5. 15. It tries to bite you with its sharp mandibles, screeching and clicking as it snaps its jaws. You try to laser it before it can eat you! Roll for Iniave (your Quick (2) +1 dice vs the Skr’kk’kki’s Quick + 1 Dice; highest wins, and, in a draw, you win). The Skr’kk’kki has the following stascs: Skr’kk’kki Scienst , S 2, C 4, Q 2, H 6, D 6, Mv 20, Sk Mandibles 1 (2 Damage), Science 2, Computers 1, Sensors 1, Hyperdrive 2 X 20 The Skr’kk’kki will need to roll a 4 to breach your Defence (6) (it’s Strong (1) + Mandibles (1) + 4+). You will need to roll a 2 to breach the Skr’kk’kki’s Defence (6) (your Quick (2) + Shoong (2) +2+). Aer each hit, take damage (damage = to hit roll minus target’s Defence + weapon damage rang) from the target’s Health score, unl either you or the Skr’kk’kki reaches zero. If you win the fight , go to 18. If you lose the fight , the Skr’kk’kki nibbles on you for a bit, before calling its

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Chapter 3 - Sample Adventures  hive mates to inform them of your demise. They will send a ship to deal with your friends above, but you won’t be alive to witness the outcome of that bale...it’s Game Over (though you could always try again!). 16. You aempt to reason or inmidate the creature, but it is having none of it. Go to 15. 17. You walk through the door into a bright chamber. It is a small room, with  just one exit (aside from the direcon you have come in) to the east. There is an insectoid creature peering at a console, but it hears you and turns. It is a Skr’kk’kki – an enemy of humanity. It moves to aack... Roll for Iniave (your Quick (2) +1 dice vs the Skr’kk’kki’s Quick (2) + 1 Dice; highest wins, and, in a draw, you win). If you win, turn to 18. If you lose, it’s Game Over (although you could always try again!). 18. With the Skr’kk’kki dead and sll smoking from the burns inflicted by your laser, you can either: Examine the console it was working on , if so go to 7. Or leave via the exit to the east , if so, go to 10. 19. You fail to sneak past the creature, and hearing your claering feet, it turns to face you! Go to 15. 20. You carry on along the corridor a long way, unl you eventually see another chamber ahead. You head towards it, but you are disturbed by laser fire! There are two Skr’kk’kki’ soldiers behind you! You are going to have to fight it out! Roll Iniave (your Quick (2) +1 dice vs the Skr’kk’kki’s’ Quick (2) + 1 Dice;

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Chapter 3 - Sample Adventures  highest wins, and, in a draw, you win). The Skr’kk’kki soldiers have the following stascs: 2 x Skr’kk’kki Soldiers , S 3, C 1, Q 2, H 8, D 7, Mv 20, Sk Bludgeon 1, Shoong 1 (Laser pistol, Damage 2), Blades 1, Bruiser 1 X 25 The Skr’kk’kki will each need to roll a 3 to breach your Defence (6) (their Quick (2) + Shoong (1) + 2+). You will need to roll a 3 to breach the Skr’kk’kki’s Defence (7) (your Quick (2) + Shoong (2) +3+). Aer each hit, take damage (damage = to hit roll minus target’s Defence + weapon damage rang) from the target’s Health score, unl either you or both Skr’kk’kki’s reach zero. If you win, go to 5. If you lose, the Skr’kk’kki munch on you a while, before calling in to report your presence. A Skr’kk’kki ship is dispatched to aack the human ship above, but you are half-chewed and dead – such maers are no longer yours to worry about! ...it’s Game Over (though you could always try again!). 21. You smash the computer console. The good news is that you have caused a major setback to the Skr’kk’kki remote base... The BAD news is that the door you came in from has snapped shut and the automated defences have kicked in. A toxic gas streams into the room, and you fall unconscious. Everything goes black...Game Over (though you could always have another go!). 22. You spend too long trying to access the console. A Skr’kk’kki soldier comes into the chamber and tries to shoot you! Roll Iniave (your Quick (2) +1 dice vs the Skr’kk’kki’s Quick (2) + 1 Dice; highest wins, and, in a draw, you win). The Skr’kk’kki soldier has the following stascs: Skr’kk’kki Soldier , S 3, C 1, Q 2, H 8, D 7, Mv 20, Sk Bludgeon 1, Shoong 1 (Laser pistol, Damage 2), Blades 1, Bruiser 1 X 25 The Skr’kk’kki needs to roll a 3 to breach your Defence (6) (its Quick (2) +

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Chapter 3 - Sample Adventures  Shoong (1) + 2+). You will need to roll a 3 to breach the Skr’kk’kki’s Defence (7) (your Quick (2) + Shoong (2) +3+). Aer each hit, take damage (damage = to hit roll minus target’s Defence + weapon damage rang) from the target’s Health score, unl one side reaches zero. If you win the fight , go to 11. If you lose, then your corpse lies on the floor of the computer room... at least, unl it is dragged away to become Skr’kk’kki larvae food! The Skr’kk’kki soldier alerts it’s hive mates and a Skr’kk’kki ship is sent to destroy the human ship that you travelled here in. Game Over...though you could always try again. 23. You manage to hack into the main computers, via the console. You disable the staon’s defences, open the entrance-way you came in on, transfer secret files to a hacksck, and smash the Skr’kk’kki main computers – the remote Skr’kk’kki base has been delivered a major setback. You leave the staon unmolested. Once you have been teleported back to your ship, you are sure to be awarded a service medal, promoon and cash bonus!!! Game Over...Congratulaons, you won!!!

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