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DIY RPG

RULES
Playtest Document 1.0
Edition Date: 4/11/2020
By Mike Evans
Why A Playtest

Heyyo! Thanks for downloading the playtest version of DIY RPG Rules!

So why a playtest? Truthfully, I just do not have the bandwidth to run many games anymore…
and I want to take some time to work out any kinks, issues or whatever that I may not have
thought of while writing this thing. Also, it’s great to get the perspective of others and see things
differently, so insert forest for the tree colloquialism here.

This is a no-frills document and not pretty to look at and I apologize for that. I didn’t see the
point going crazy with doing layout when I’m still shifting and tweaking (and sometimes
crying… but that’s only at night and under my bed, so whatever!).

Once this book is complete, it will be released under OGL with an SRD and word document for
ease of use and hacking on my blog. There will be a free PDF edition (no art) and one that I
make all purdy and put up for sale.

So please if you have any constructive feedback on the rules, I would love to hear them. When
the document is completed and put up for sale, if you have sent in constructive feedback, your
name and those of all your players that participated (please email me those as well), will be
added to a Playtester Page in the book.

Thank you so much for reading this and I hope you enjoy!

Mike Evans
DIY RPG Productions, LLC

Please email diyrulesplaytest@gmail.com with any thoughts on the playtest

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Warning: This book uses foul language, embraces fuck-all attitudes, and encourages common
sense and critical thinking. If any or all of things offend you… best to turn back now.

Preface
When I started pondering writing my own rules, I examined the roadblocks my groups and I
were encountering and what I could do to rectify them. I observed what made my groups happy
and excited, what made them frustrated, what they paid attention to, and what they didn’t (I
looked at all that shit for myself as well but you get the point). Time and time again I noticed
things that emerged through play, be it events, new abilities gained, or magical items- these were
impactful and exciting anything else.

I tend to believe that us gamers who are now in the throes of adulthood are chasing the Big Red
Dragon. We constantly itch to reclaim that magical feeling of gaming when we were kids or
teenagers, only to be met with frustration and disappointment… and you know what? I’m not
immune to these feelings. Much to my consternation, one trend I noticed was members of my
groups forgetting their character’s powers, modifiers, spells, etc… but then I sat back and
noticed that they were only forgetting all the stuff shoved in during character creation, all that
stuff that was generically generated. However, that Bone Dagger of Swelling and Pus they
“relieved” from the leader of the Fetid Bandits? Yeah, they remember that.

After further ponderings (and plenty of beer), I started stripping away mechanics until I was left
with the barest essence of what I felt was needed to run a game; the flavor and fun of OSR-style
systems viewed through a modern day adult life lens. Modifiers? Gone. They slow the game
down- watching players frantically scan their character sheets while counting their toes as their
eyes roll back in their head is not fun. Additionally, modifiers and fluctuating target numbers are
the number one culprit for needless escalation in RPGs in my opinion. I nixed character classes.
Most of the time, classes are shoehorned a setting and they don’t make sense or create weird new
mechanics and bloat. Why have an Assassin class with a bunch of mechanics when it could be
something learned through play by infiltrating the Assassin’s guild? If you boil down the
mechanics of most OSR-style Assassin classes, the main themes are increase sneak/back attack
damage and no longer can poison oneself when applying toxins to blades, potions, or food. All
the other stuff is just filler and needless bloat.

For example, let’s say the player’s character- a lithe mage- got in good with the Assassin’s Guild
and learned their ways. That character learns to deliver a lethal strike and can’t accidentally
poison themselves. No need to cross-class, multi-class or whatever. And it’s something the
player will most likely remember as they gained these abilities through emergent storytelling.

Finally, I give MAJOR credit to The Legend of Zelda: Breath of the Wild for really reigniting my
desire to create my own ruleset. If you haven’t played it, I highly recommend it. Simply put
this game is freedom. It is emergent storytelling at its finest. All the tools you need to play and
explore are given right at the beginning. There is no handholding, you have to figure shit out and
strategize (especially at the beginning) and you learn and grow through play. No complex fluff
or boring exposition; it throws you in and engages you immediately.

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What I’ve tried to do here is mix what I love about Breath of the Wild, the many rogue-likes I
tend to enjoy, and my own proclivity for OSR-style games and create a pretty tasty breakfast
sandwich. Hopefully I’ve been successful here and people enjoy it. At the very least I hope it
doesn’t give you the shits when you’re done reading this.

Anyways, enough preamble. I hope you enjoy these rules and find some use for them!

“Grab some friends, grab some dice, keep rollin’!”

Mike Evans

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Table of Contents

What is DIY RPG Rules Pg 7


The Meat Grinder Pg 7
Post-Meat Grinder Pg 9
Creating a Character Pg 10
Equipment Pg 19
Weapons and Armor Info Pg 24
The Rules Pg 26
Combat Pg 26
Other Combat Stuff Pg 29
Other Bits Pg 31
Summary of Rules Pg 32
Magic Pg 33
Spells Pg 34
Enemies Pg 38
Optional Rules Pg 64
Races Pg 64
Classes Pg 66
Experience Pg 68
Appendix A- Alchemy Pg 69
Appendix D- Diseases Pg 71
Appendix M- Modern Stuff Pg 81
Appendix N- Inspiration Pg 83
Appendix O- Organizations Pg 85
Appendix R- Rewards Pg 90
Appendix T- Traps Pg 100
Compatibility Use Pg 103
OGL Pg 104

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WHAT IS DIY RPG RULES?
As mentioned in the preface, DIY RPG Rules is a rules-lite role-playing game that captures the
flavor and fun of OSR-style systems viewed through a modern-day adult life lens. In the main
rules you’ll find no classes, no modifiers, and an emphasis on characters growing and changing
through emergent play VS starting overloaded with a bunch of numbers, skills and abilities.

But let’s start and the fun first part… The Meat Grinder.

THE MEAT GRINDER


The Meat Grinder philosophy is simple: get to playing right away without having to go into a
bunch of bullshit. The Meat Grinder aspect of DIY RPG Rules is laid out so a GM can run a
game with a bunch of “nobody” characters, kill most of them mercilessly, and everyone can
create a cool story together. Too often the first session is bogged down with rules, explanations,
and fluff that cause players (especially new ones) eyes to glaze over.

Now while this book contains a full ruleset, the second part of the Meat Grinder philosophy is:
You don’t have to use DIY RPG Rules to use the Meat Grinder. Maybe you want to play a 5th
edition Dungeons and Dragons™ game or Savage Worlds™ or Mothership™ or Shadowrun™.
With the Meat Grinder you can have that level 0 experience without any hassle. Once the session
is over, the group moves on to create/flush out their character per their preferred ruleset.

This philosophy arose, mechanically and thematically, from inspiration of the character funnel
the from Dungeon Crawl Classics by Goodman Games. If you are familiar with DCC, you’ll
feel right at home here. If not, totally ok! It’s super easy and fun! The players each control the
actions their 1 to 4 wet behind the ears Player Characters (PCs). During combat, on their
initiative, the player can choose to have any number of their PCs act, taking a movement and
action each. When a PC is reduced to zero hit points, they are toast and dead.

Aside: Seriously, I highly recommend scoping out Dungeon Crawl Classics (it’s fun as hell) and
its awesome level zero funnels. Sailors of the Starless Sea by Harley Stroh is a perfect place to
start. You can find these books on Drivethrurpg.com or goodman-games.com

GETTING STARTED
Each player starts with 1 to 4 PCs, give them each a fun name, and that’s it. There aren’t any
attributes, special abilities, or whatever at this point.
STARTING HIT POINTS
Each PC has 4 hit points. The player will decide which of their surviving characters will become
their main character at the end of the Meat Grinder adventure and will follow character creation
rules outlined by their chosen system. If the group is using DIY RPG Rules, they can do so
starting on page 10.

DOING STUFF
Characters in a Meat Grinder have “Idiot’s Luck” meaning that when performing an action or
making a test such as attempting to scale a building, pick a lock, dodge an explosion, etc. they

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have a 50/50 chance of succeeding. The player rolls 1d20 with 10-20 being a success and 1-09 a
failure. A roll of a 20 is considered a Critical while a 1 is a Fumble.

For simplicity and to get to playing immediately, enemies in Meat Grinders follow Idiot’s Luck
as well. If the enemy is really cool or scary, they get roll with Advantage on all test.

ADVANTAGE AND DISADVANTAGE


A GM may decide that a particular course of action or that a character is performing has a higher
or lower chance of success. The GM will ask a player to roll an additional d20 when making a
test. Tests that are easier will be given Advantage and the higher result is used. Harder or more
complicated tasks, on the other hand, suffer Disadvantage with the lower result being used.

WEAPON DAMAGE
During the Meat Grinder, unless specified in an items description all PCs deal 1d4 damage with
a weapon. Fists deal 1 points of damage.

SNEAK ATACK
Anyone can sneak attack. The target must be unaware of the attacker, who receives Advantage
to their attack roll. If the attack succeeds, the attacker deals 1d4 damage+1.

INITIATIVE
Each round the GM and a called-on player each roll 1d20. If the player rolls higher, they go
first. Then it proceeds round-robin to each of the players; or the players can go in any order
during their turn, their decision and then all enemies go at the same time, in whatever order the
GM desires. If the GM wins then just switch it.

ZERO HP
In a Meat Grinder, PCs that are reduced to zero HP are dead and done for. There is no saving
them or revival. They are mashed to a bloody pulp (or some other grisly fate) and removed from
play.

You are now ready to run your first Meat Grinder session! Put those soft squishy characters
through an ordeal and see who (if any) emerge victorious.

MEAT GRINDER IDEAS


• The dead rise from the grave and start attacking the village.
• The group is part of a caravan traveling to another area and something goes awry.
• A horde of orcs, goblins, or whatever are preparing to attack the village and regular
citizens must stand up to protect it.
• A strange infestation is causing people to become frenzied and aggressive. The
townsfolk must solve the problem.
• A spaceship is adrift in space and the crew decides to investigate, not ready for the
horrors they encounter.
• A seemingly unstoppable creature hunts the group down one by one and they must figure
out a way to kill it or escape.

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POST-MEAT GRINDER- What Happens Next?
The group either moves on and makes characters per their preferred ruleset or they continue on
and use DIY RPG Rules which is described in detail in this book. The rules that were discussed
in the Meat Grinder section form the backbone of DIY RPG Rules. There isn’t much more, just
embellishments. Think of these embellishments as bedazzles on a pair of apple-bottom jeans

With that weird image planted firmly in your brain… Let’s get started!

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DIY RPG RULES
QUICK NOTE ON DESIGN PHILOSOPHY
This is the basic mechanic behind DIY RPG Rules. These are designed to facilitate fast
play rather than getting bogged down with modifiers and scaling escalation. It’s only
important to know if the player succeeded at the task or not.

CREATING A CHARACTER
After the Meat Grinder the player chooses one of their characters to become their adventurer,
hooligan, riffraff, hero, or whatever term floats their fancy and follows the steps below to flush
them out. All other surviving characters become hirelings or NPCs.

ATTRIBUTES AND EDGES (and Skills- Optional)


There are four attributes and three edges in DIY RPG Rules. At character creation, each player
chooses two attributes they have prowess in and writes 8+ next to them. The remaining two
attributes, they write 12+. The player then chooses one edge they have prowess in and writes 8+
next to it and 12+ next to remaining two. Attributes are used for tests to resist effects, avoid
damage, perform tasks, etc. while edges are used for melee and ranged attacks and magic to cast
spells. When the GM asks for a test, the player rolls 1d20; the PC must roll equal to or over the
number next to that attribute, be it 8 and above or 12 and above. This is the basic mechanic
behind DIY RPG Rules.

ATTRIBUTES
Body (BOD)- Measures physical prowess and well-being, ability to resist poisons and diseases,
and some spell effects.
Agility (AGI)- Measures agility, grace, quickness, ability to dodge explosions and traps, some
and spell effects.
Rapport (RAP)- Measures attitude and ability to schmooze and resist charm and beguiling
effects.
Focus (FOC)- Measures mental capacity, knowledge, perception, insight, and resist illusions
and enchantment effects.

EDGES
Melee- Roll to make a melee attack against an enemy.
Ranged- Roll to make a ranged attack against an enemy.
Magic- Roll to cast a spell that the character knows.

INCREASE HP
After PCs survive the meat grinder, they increase their HP to 12. All PCs start with 1 Hit Dice
(HD) of hit points on top of the 4 they received during the Meat Grinder. When/if characters
gain more HP, they roll 1d8 or can opt to gain 4 HP instead of rolling (more on Hit Dice on page
31). Most of the common rabble found in civilized areas have 4-12 HP.

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SKILLS (Optional)
Some groups prefer to have a list of skills to pull from rather than just relying on attributes as the
whole vehicle (especially if playing a modern/futuristic game, it seems). If that is the case,
switch DIY RPG Rules attributes to saves only for situations like catching yourself from falling,
resisting poison, fighting a creature’s mind control, dodging an magical attack, etc. and use skills
to perform tests such as climbing, hacking a computer, looking for traps and so on.

At character creation each player chooses four skills that they have prowess in, jotting an 8+ next
the name. The rest of the skills, the PC writes down 12+.

Here is a sample list of skills, but feel free to add more as desired.

Acrobatics Knowledge (Choose one):


Animal Handling Dungeoneering; engineering;
Appraise geography; history; local;
Climb magic; monsters; nature; nobility;
Deception politics, occult; religion, etc.
Diplomacy Linguistics
Disable Device Medicine
Disguise Perception
Drive (Choose one): Automobiles, Persuasion
boats, chariots, helicopter, planes, Pick Lock
etc. Ride Animal
Escape Artist Sense Motive
Gambling Sleight of Hand
Intimidation Stealth
Streetwise
Survival
Swim

LUCK POINTS
Instead of relying on cumbersome modifiers, this system uses Luck Points to add a bit of flavor
to the character. At the beginning of each session players start with 3 Luck Points. During the
session, the player can spend a Luck Point to roll with Advantage (spending a Luck Point
overrides Disadvantage, pg 31). These Luck Points refresh each session (or sooner if a long
stretch of time passes in game, GM’s call).

ALIGNMENT/PERSONALITY (whatever the hell you want to call it)


DIY RPG Rules doesn’t use the standard alignment found in many OSR-style games. Instead,
just create a cool unique personality for your character. Think of how that personality will meld
and mesh with the other PC’s and the fun adventures that will happen and all that. Just remember
one important thing: DON’T BE A DICK. Don’t argue with others or lone wolf shit when this is
a collaborative game. Don’t be disruptive to the group’s plan just because, “that’s what my
character would do.” Create a persona that will enhance yours and the group’s enjoyment. Your
character can be mysterious and sulky and yet a team player in a way that makes sense.
Remember to have fun and most importantly, remember: DON’T BE A DICK.

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UNIQUE ABILITIES
Each character has an ability that makes them slightly more unique and interesting than the
common folk. Maybe this ability is both a boon and a curse or maybe it is a gift from some
higher being- that’s for the player and the GM to work out.

Unique Abilities
Roll 1d20 Result
1 Junk Collector: You absentmindedly pick up stuff that most people
consider junk or useless- you just can’t help it. When a situation
arises, you can make a Luck roll (pg 31) to see if you have some
“useful” mundane item on your personage. This could be a hairpin, a
single crossbow bolt, a ration or waterskin, a bell, etc. The item must
be mundane and the GM has final arbitration on what is acceptable.
2 Medium: Make a Focus test to speak to the lingering specter of a
deceased humanoid. You understand them regardless of language.
Messages may be unclear or cryptic or the specter straight up doesn’t
know. Spirit remains for 1 minute before disappearing.
3 Quick Healer: You recover faster than others. Once per combat regain
1d8 HP.
4 Scroll Reader: After casting a spell from a scroll roll 1d20, if the result
is a 16-20 the scroll is not consumed and can be cast again.
5 Lucky: When the PC makes a Luck roll (pg 31), 08-20 favors them
instead of 11-20.
6 Opportunist: You know how to hurt a target. You roll damage with
Advantage on a successful sneak attack.
7 Spirit-Friend: Make a Focus test to see and speak to the spirits of the
world. They don’t always give a truthful answer and oftentimes like
playing tricks. Many also want payment or tribute for their help. The
effect lasts for one conversation (about 10 minutes).
8 Jaunt: You can teleport yourself up to Not Close Enough distance. You
can do this twice per day.
9 Nine Lives: Once session, if you are reduced to 0 HP during combat,
make a Body test. If successful, you catch a break and have 1d4 HP.
10 Lycanthrope- You are a lycanthrope. You transform into a half
man/half beast creature on full moon and when gravely wounded. When
at half or below HP, you must succeed a Focus test to resist transforming.
Gain bite or claw attack per round or can use full action to attack with
both claws, rolling damage with Advantage. Gain Resistance (pg 28) to
all damage except magical attacks and silver. Lasts 1 hour or until
knocked unconscious. Lasts all night on the full moon. Focus test each
round to avoid attacking allies.

For type of beast roll 1d8: 1-4) werewolf; 5) werebadger; 6) werebear; 7)


werecougar; 8) wereboar.

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11 Defensive Fighter: Once per combat you can state an attack that
successfully hit you did not, including Critical attacks (must decide
before damage is rolled).
12 Magic-blooded: You were born with a strange mark on your body. You
can naturally cast a single spell (pg 34) once per day at no risk (see
casting spells, pg 33). If a GM wishes, they can allow the player to create
their own unique spell, but it is recommended the spell is roughly the
same power as the spells in DIY RPG Rules.
13 Shapeshifter: Somehow you can transform into a dog, house cat, fox, or
lynx. You have distinctive marking and look the same each time. You
can change into the animal and back on your action.
14 Haunted: A ghost is somehow linked to your existence, lingering just
out of sight. It plays tricks on you, knocks over books, vases, causing a
ruckus, etc. Sometimes it messes with you, causing you to end up in
interesting situations. While it hassles you, it also protects. When you
drop to 0 HP, make a Luck roll (pg 31), if it favors you the ghost appears
to defend you. The ghost remains for two rounds before disappearing
again.

For more information on ghosts, see page 45. It has all the standard
abilities and one unique ability. If the ghost is dropped to 0 HP it
vanishes and will manifest again in one month. So long as you are alive
the ghost cannot truly be killed or banished.
15 Night Terrors: At night you receive strange visions of what may happen
the next day. To get a good night’s rest you must succeed a Focus test.
Failure means you do not sleep well and do not regain HP (pg 30). Each
night you see 1d3 visions. Mechanically this means you can turn a
success into a failure or a failure into a success for you or any target in a
room in which you are present.
16 Demon-Bound: You were possessed by a demon when you were young.
While the demon was expelled from you, a contamination lingers. You
hear the faint whisperings of demons in your head constantly and you can
make a Focus test to sense if a demon is within 150’ of you; ignore 1
point of damage from demons; once per day your hands become
enshrouded in shadow and you can deliver a touch attack that deals
1d8+1 damage with each hand and is considered magical for overcoming
Resistance. However, you suffer Disadvantage to Focus tests to resist
further possession against demon.
17 Unnaturally Charming: People just naturally like you. Make all
Rapport checks when attempting to schmooze with Advantage.
18 Family Heirloom: You have inherited a rare magical item. It is bound to
your family line. If taken from you or lost, it will reappear at your side
when you wake up in 1d3 days. If you die, it will disappear and manifest
by the bedside of someone who shares your bloodline within 1d6 months.

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Magical Item- roll 1d8: 1) Amulet of Misfortune (pg 92); 2) Bag of
Holding (pg 93); 3) Weapon of Bane (pg 99- player chooses weapon and
Bane); 4) Spellcaster’s Ring (pg 98); 5) Boots of Agility (pg 94); 6)
Bracelet of the Body (pg 94); 7) Cap of Focus (pg 94); 8) Cape of
Rapport (pg 94).
19 Animal Companion: You have a faithful animal at your side. This
could be a wolf, eagle, vulture, deer, etc. The creature has 1 HD (8 HP)
and can make 1 attack per round (1d8 damage). If your companion dies,
you can gain the trust of another one by spending 1d6 days with the
creature and succeeding on a Rapport roll.
20 Master Fighter: Your fighting ability is considered second to none. You
make two attacks per round and a critical success for you is 19-20 instead
of the normal rules.

STARTING MONEY AND GEAR


PCs start with whatever gear and money they found during their Meat Grinder session and can
purchase new equipment with money found during that adventure. If the GM does not start with
the Meat Grinder and/or wants the group to be a little more well equipped after they run a Meat
Grinder, PCs start with the equipment listed below:

All PCs start with 3d6x10 gold pieces (GP).

Starting Gear
All PCs start with the following (weapons and armor info, pg 24):
• Three weapons of player’s choice.
-or-
• Two weapons of player’s choice and a light shield or light armor.
-or-
• One weapons of player’s choice, light armor, and a light shield.
-or-
• One weapon of player’s choice and medium armor.

-and-
• Rations x6
• Waterskin
• Torch x6
• Adventurer’s Clothing
• Cloak
• Flint and Steal
• Bedroll
• Healing potion (1d8 HP)

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UNIQUE TRINKET
Each PC starts with a special trinket. These can be fuel for plot hooks, be magical in nature, or
just strange mundane items (GM’s call). Roll 1d100 and consult the list below:

Unique Trinket
Roll 1d100 Result
1 Small music box that winds up backwards.
2 Metal rod which glows under the full moon.
3 Tin of carnivore teeth.
4 Silver snuff box.
5 Silver necklace that is always warm to the touch.
6 Pair of expertly knitted mittens.
7 Book of deranged ramblings.
8 Diary written in an unknown language
9 Jar that always keeps water cool.
10 Coin from a forgotten empire.
11 Shrunken head, hums when you sleep.
12 Naughtily illustrated deck of playing cards.
13 Portrait of family and scenic view in a tarnished brass frame.
14 Expertly crafted violin.
15 Box with 2d3 blood samples in vials.
16 Finely crafted sword that once belonged to a famous relative.
17 Silver canteen/flask engraved with a dragon and skull.
18 Necklace made of wolf teeth.
19 Severed paw of a large beast.
20 Fancy hat.
21 Vial of perfume that never runs out.
22 Crumbling treasure map.
23 Collection of old love letters- a soldier at war writing to the love of their life.
24 Sapphire that vibrates when held.
25 Stuffed squirrel.
26 Set of rusted blood-stained manacles.
27 Book of artistic animal sketches.
28 Small glowing orb.
29 Snow globe with real snow inside.
30 Ornate urn with ashes that glow silver at night.
31 Flute made of bone.
32 Painting of dead mermaid.
33 Painting of skeletons at a tea party.
34 Small turtle statue, shell covered in semi-precious gems.
35 Death mask of a family member.
36 Ceremonial knife with ivory handle.
37 Sealed vial of elemental fire.
38 Sealed vial of elemental water.
39 Soft ball that relaxes you when squished.

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40 Petrified honeycomb
41 Small mirror that shows reflections out of focus.
42 Battered helmet once said to belong to a famous warrior.
43 Set of colorful juggling balls.
44 Small chest that has never been opened.
45 Catalogue book with several dried flowers.
46 Box of 10 delicate decorative glass orbs.
47 Petrified chicken egg. Sounds as if something is tapping from within.
48 Pair of really warm socks.
49 Spyglass once said to belong to a famous pirate.
50 Impressively-made headdress of antlers and horns.
51 The bottled first laugh of a baby.
52 Dagger made of the fang of a large snake.
53 Candle that never melts.
54 Collection of fine soap.
55 Gentlemen’s walking cane.
56 Container of glowing green ooze.
57 Beautiful picture from a foreign nation.
58 Sigil ring from a noble family.
59 Ancestor’s skull. You hear their voice whispering in your head.
Bag that dyes any clothing placed in it: roll 1d6- 1) grey; 2) blue; 3) green; 4)
60 orange; 5) red; 6) purple.
61 Expensive monocle.
62 Small metal sculpture made of strange metal.
63 Ancient gear and clockwork cube.
64 Cape of long bird of prey feathers.
65 Finely crafted winter blanket.
66 Panpipes made from the bones of a monster.
67 Small wooden statue with unsettling presence.
68 Chunk of strange rock that warm and tingly to the touch.
Small coin bag which sometimes has a random mundane item in it when
69 opened.
70 Small jar that is always full of ground cinnamon.
71 Marble-sized orb swirling energy and lighting crackles within.
72 Brass scepter said to once belong to a powerful wizard.
73 Exotic food cookbook.
74 Adventurer’s diary. Becomes more frantic and incoherent at the end.
75 Bracers beaded with human teeth.
76 Locket with strands of blonde hair kept within.
77 A handkerchief embroidered with the emblem of the royal crest.
78 Symbol from a forgotten religion.
79 Noose used to hang a terrible criminal.
80 Mummified corpse of a cat.
81 Children’s doll that always seems to be looking at you.
82 Small pouch of blue powder with unknown properties. Smells like soap.

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83 Ventriloquist doll.
84 Pieces of weapon said to have delivered fatal blow to a powerful enemy.
85 Necklace with a single dragon scale.
Small picture of old woman in rocking chair. Picture moves, shows her
86 rocking slowly and reading.
87 Fake eye made of ruby and onyx.
88 Tanned length of flesh with strange and unsettling runes etched across.
89 Small mechanical cockroach.
Book which records the date, time and cause of death of those you know after
90 they die.
91 Chunk of wood with green glowing runes carved into it.
92 Small glass orb that shows the constellations in the sky.
Simple, but well-crafted wedding ring. Inscription within reads, “With you,
93 forever and a day.”
94 Skull of a dog that constantly whines.
Ancient book that when opened, predicts the day’s weather with fair
95 accuracy. Book is otherwise blank.
Staff with large brass and copper rings looped through top. Said to have once
96 belonged to a highly respected priest.
97 Set of lead miniatures from a popular wargame.
98 Glass bottle, miniature baby doll inside.
99 Jar of flies. They never seem to die.
100 Fist-sized crystal. Provides some light in the dark.

WHY AM I ADVENTURING (Optional)


Each PC has a reason they have left the comfortable safety of civilization, risking life and
limb to venture into unknown for riches and power. Each player roll 1d8s and consults
the list below and fills in the blanks with what makes sense for their character.

1- Family
2- Debt
3- Wanted
4- Obsession
5- Betrayal
6- Duty
7- Exile
8- Quest

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So to recap for Character Creation:
• Each player chooses one of their surviving characters from Meat Grinder to be their main
character.
• Increase that character’s HP from 4 to 12.
• Write down the attributes Body, Agility, Rapport, Focus and the edges Melee, Ranged,
and Magic.
o Select two attributes and one edge the PC has prowess in.
▪ Aptitude in an attribute or skill means you succeed rolls with an 8 or
above instead of the normal 12.
• Jot down that the PC has 4 Luck Points.
• Create a fun personality- DON’T BE A DICK!
• Roll 1d20 for PC’s unique ability (pg 12).
• Write down starting money and gear (pg 14).
o All weapons deal 1d8 damage unless specified, shields absorb the full damage of
a specified number of attacks before breaking, and armor absorbs a small amount
of damage from an attack.
• Roll 1d100 for fun unique trinket (pg 15).
• Roll 1d8 to generate the reason PC is adventuring (pg 17).

Now get to playing!:)

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EQUIPMENT
IDEA- BREAK THIS UP INTO “SHOPS”- SO HAVE IT BE THE WEAPONS AND
ARMOR SHOP, THE GENERAL STORE, THE APOTHECARY, THE HORSE AND
TACKLE, AND THEN HAVE CUTE ILLOS FOR EACH SHOP ABOVE OR AROUND
THIS.

CURRENCY
DIY RPG Rules, like many other RPGs, uses gold as the main currency:

10 copper pieces (CP) is equal to 1 silver piece (SP) and 10 SP is equal to 1 gold piece (GP).

Players like to buy frivolous stuff they like to claim is “for their survival” so here’s a large
equipment list.

ENCUMBERANCE
A PC can carry up to 20 items and not be encumbered. Equipped weapons and armor all count
as an item. Over-encumbered PCs suffer Disadvantage to all physical rolls until they lighten
their load. A backpack allows the character to carry an additional five items. Small items of the
same kind can be “stacked” in quantities of 6 and are counted as a single item. These are items
such as torches, potions, rations, etc. GM has final arbitration on what can stack and what
cannot.

ENCUMBERANCE (Optional): It’s also perfectly reasonable to handwave


encumbrance away. If your group doesn’t give a crap about that stuff, then don’t bother.
If a player is carrying around three sets of armor and 10 weapons and a bag of
candelabras, they nicked from the noble’s mansion… then you can call BS and make
them buy a mule or something.

Equipment
Item Cost Notes
Weapons
One-handed Weapons 15 gp Roll damage as per normal.
Ranged Weapons 20 gp Roll damage as per normal. Attacks
reach Not Close Enough Distance.
Ammunition for 5 gp Gain x10 ammunition (arrows, bolts,
Ranged Weapon polished rocks, throwing knives, etc.)
Two-handed Weapons 50 gp Roll damage with Advantage.
Cannot use shields or cast spells.
Armor and Shields
Light Armor 15 gp Absorbs 1 point of damage per attack.
Medium Armor 150 gp Absorbs 2 point of damage per attack.
Heavy Armor 600 gp Absorbs 3 point of damage per attack
and suffer Disadvantage to all
Agility-type tests and casting spells.
19
Light Shield 15 gp Absorbs the full damage of a single
attack.
Heavy Shield 40 gp Absorbs the full damage of two
attacks.
Adventuring Gear
Backpack (empty) 2 gp Allows carrying of 5 additional items.
Barrel (empty) 2 gp
Basket (empty) 4 sp
Bedroll 1 sp
Bell 1 gp
Blanket, winter 5 sp
Block and tackle 5 gp
Bottle, glass 2 gp
Bucket (empty) 5 sp
Caltrops 1 gp
Candle 1 cp
Canvas (sq. yd.) 1 sp
Case, map or scroll 1 gp
Chain (10 ft.) 30 gp
Chalk, 1 piece 1 cp
Chest (empty) 2 gp Can hold 20 items (no larger than a
one-handed sword).
Crowbar 2 gp
Firewood (per day) 1 cp
Fishhook 1 sp
Fishing net, 25 sq. ft. 4 gp
Flask (empty) 3 cp
Flint and steel 1 gp
Grappling hook 1 gp
Hammer 5 sp
Hourglass 25 gp
Ink (1 oz. vial), standard 8 gp
Inkpen 1 sp
Jug, clay 3 cp
Ladder, 10-foot 2 sp
Lamp, common 1 sp
Lantern, bullseye 12 gp
Lantern, hooded 7 gp
Lock
Decent 20 gp
Expert 120 gp Suffer Disadvantage when attempting
to pick the lock.
Manacles 15 gp
Manacles, expert 50 gp Suffer Disadvantage when trying to
escape from these.

20
Mirror, small steel 10 gp
Mug/Tankard, clay 2 cp
Oil (1-pint flask) 1 sp
Paper (sheet) 4 sp
Parchment (sheet), standard 2 sp
Pick, miner's 3 gp
Pitcher, clay 2 cp
Piton 1 sp
Pole, 10-foot 5 cp
Pot, iron 8 sp
Pouch, belt (empty) 1 gp
Ram, portable 10 gp
Rations, trail (per day) 5 sp
Rope, hemp (50 ft.) 1 gp
Rope, silk (50 ft.) 10 gp
Sack (empty) 1 sp
Sealing wax 1 gp
Sewing needle 5 sp
Shovel or spade 2 gp
Signal whistle 8 sp
Signet ring 5 gp
Sledge 1 gp
Soap (per lb.) 5 sp
Spyglass 1,000 gp Objects in field of view are magnified
to twice their size.
Tent 10 gp
Torch 1 cp Burns for 1 hour.
Vial, ink or potion 1 gp
Water clock 1,000 gp
Waterskin 1 gp
Whetstone 2 cp
Kits and Magical Supplies
Alchemy kit 200 gp Needed to make alchemical items (pg
69).
Artisan’s tools 5 gp For blacksmithing, armorsmithing,
etc.
Disguise kit 50 gp Gain Advantage on Rapport roll when
creating a disguise. 10 uses.
Ink (1 oz. vial), magical 20 gp Needed to scribe spells on scrolls.
Can scribe 20 scrolls before running
dry.
Holy symbol (wood) 1 gp
Holy symbol (silver) 25 gp

21
Magical essence 100 gp Needed to scribe scrolls. There is
enough essence in a bottle for three
scrolls.
Magnifying glass 100 gp
Mountaineering kit 80 gp Gain Advantage on Body rolls for
climbing.
Musical instrument 5 gp
Parchment, magical (sheet) 100 gp Thick expertly crafted paper. Used to
scribe magical spells.
Scroll case 5 gp Holds up to five scrolls.
Thieves’ tools 30 gp Needed to pick locks.
Foodstuffs
Ale
Gallon 2 sp
Mug 4 cp
Banquet (per person) 10 gp
Bread, loaf of 2 cp
Cheese, hunk of 1 sp
Inn Stay (per day)
Good 2 gp
Common 5 sp
Poor 2 sp
Liquor
Bathtub (half bottle) 2 sp
Craft (bottle) 10 gp
Meals (per day)
Good 5 sp
Common 3 sp
Poor 1 sp
Meat, chunk of 3 sp
Wine
Common (pitcher) 2 sp
Fine (bottle) 10 gp
Alchemy Stuff*
Acid (flask) 100 gp Permanently reduces armor by 1
point. Deals 1d8 damage.
Alchemist's fire (flask) 100 gp Fiery explosion. Deals 1d8 damage
to target directly hit. All targets
standing next to target suffer 1 point
of damage.
Antitoxin (vial) 200 gp Heals 1d8 HP and ends the effects of
most poisons.
Healing potion 150 gp Heals 1d8 HP.

22
Purified water (flask) 25 gp Deals 1d8 damage to demons and
undead. Roll damage with
Advantage.
Smelling salts 75 gp Make Luck roll with Advantage when
kicking over an unconscious
character to determine their fate (pg
30).
Stun Bag 150 gp Deals 1d8 damage and stuns target
for 1 round unless they succeed a
Body test.
Clothing
Artisan's outfit 1 gp
Cold-weather outfit 8 gp
Courtier's outfit 30 gp
Entertainer's outfit 3 gp
Explorer's outfit 10 gp
Noble’s outfit 75 gp
Peasant's outfit 5 gp
Priest’s vestments 1 sp
Royal outfit 200 gp
Scholar's outfit 5 gp
Traveler's outfit 1 gp
Mounts and Related Gear
Armor for mounts
Medium creature ×2 Increase the cost of desired armor by
2.
Large creature ×4 Increase the cost of desired armor by
4.
Bit and bridle 2 gp
Dog, guard 25 gp 8 HP.
Donkey or mule 8 gp 8 HP.
Feed (per day) 5 cp
Horse, heavy 200 gp 12 HP.
Horse, heavy (combat trained) 300 gp 12 HP. Do not roll attack rolls with
Disadvantage while on this mount.
Horse, light 75 gp 8 HP.
Horse, light (combat trained) 110 gp 8 HP. Do not roll attack rolls with
Disadvantage while on this mount.
Pony 30 gp 8 HP.
Pony (combat trained) 45 gp 8 HP. Do not roll attack rolls with
Disadvantage while on this mount.
Saddle 10 gp
Saddle, Exotic 35 gp
Saddlebags 4 gp
Stabling (per day) 5 sp

23
Transportation
Carriage 100 gp
Cart 15 gp
Galley 30,000 gp
Keelboat 3,000 gp
Longship 10,000 gp
Rowboat 50 gp
Oar 2 gp
Sailing ship 10,000 gp
Sled 20 gp
Wagon 35 gp
Warship 25,000 gp

*Note that these Alchemy items are in line with optional rules found in Appendix A: Alchemy
(pg 69) and can be incorporated with those or not.

WEAPON AND ARMOR INFO


WEAPONS
Weapon Damage: Unless specified in an item’s description all PCs deal 1d8 damage with any
weapon (attacking with a bare fist deals 1d4 damage). See Attacking for full details (pg 26).

Example One-handed Melee Weapons


Axe, club dagger, flail, hammer, mace, short spear, sickle, and sword.
Pros: Dual-wield*, use a shield, cast a spell (not in the same round as an attack), take a
potion, dig through backpack easily.
Con: Middle of the road.

Example Two-handed Weapons


Great axe, great sword, maul, polearm, scythe, spear, staff, and two-handed chain.
Pros: Potential to deal more damage*.
Con: Can’t hold anything in offhand. Must drop weapon to dig through backpack, take
potions, etc.

Example Ranged Weapons


Bow, crossbow, short spear, sling, and throwing dagger.
Pro: Have the option to attack a target from a distance and keep relatively safe. Can
shoot from cover (pg 28).
Con: Can’t hold anything in offhand. Possibly strike friend (shooting into melee, pg 28).
Must drop weapon to dig through backpack, take potions, etc.

* Dual-wielding and: Roll damage twice and take the higher of the two.

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ARMOR
Light Armor: Has 1 Armor Point- meaning it absorbs 1 point of damage per attack.
Type of Armor: Cloth and leather.

Medium Armor: Has 2 Armor Points- meaning it absorbs 2 points of damage per attack.
Type of Armor: Chain and scale.

Heavy Armor: Has 3 Armor Points- meaning it absorbs 3 points of damage per attack but the
wearer suffers Disadvantage to all Agility-type roll. Type of Armor: Plate.

SHIELDS
All characters can use shields. Mechanically shields do not increase the amount of damage being
absorbed by armor. Instead a shield can absorb the brunt of an attack (determined by the player).
Once the shield has absorbed its maximum number of attacks, it is shattered and rendered
useless.

Light Shields: Blocks the full damage of one attack before breaking.

Heavy Shields: Blocks the damage of two full attacks before breaking.

25
THE RULES
DOING STUFF
Attributes are used for tests to resist effects, avoid damage, perform tasks, etc. Skills are used
for attack rolls, be it melee or ranged, or casting any spell.

When the GM asks for a test, the player rolls 1d20. If the PC has prowess in the attribute or edge
they must roll 8 or higher. If not, they must roll 12 or higher. A roll of a 20 is considered a
Critical while a 1 is a Fumble.

Note: To Roll or Not to Roll and Random Encounters


GM’s should only ask a player to roll when an outcome is uncertain. Making a Body test
to avoid the effects of a snake’s poison, an Ranged test to strike a goblin with an arrow,
or a Rapport test to resist a vampire’s charm are all applicable.

What about things like picking a lock or checking a room for traps or searching for secret
entrances? Instead of just making a player roll for success, offer them a choice: The
player will automatically succeed on picking a lock because they are taking their time to
do so, but you will roll for a random encounter or event (say roll 1d6 and a 1 or 2 means
something interesting happens). A random encounter doesn’t always mean combat, but
something that is less than ideal for the group. If the group decides they want to rush,
that’s when an Agility test should be rolled to see if the player is successful. Failure
means the lock is beyond their skills and access to the room (or treasure chest) must be
gained another way- like with an axe (but that will definitely alert others in the area).

ATTACKING
For physical attacks, PCs and monsters make a Melee/Ranged test. If the PC fails their roll, their
attack does not land. They can still take their movement action if they haven’t already and their
turn is over.

If the Melee/Ranged roll is successful, the attack lands and the PC deals 1d8 damage (bare fists
only deal 1d4 damage). The roll of a 20 is considered a Critical, allowing the PC to do
something cool and deal 2d8 damage. The result of a 1 is a Fumble, meaning the enemy can
make a free attack (roll to hit) and/or something complicated, horrible, or embarrassing happens
to PC.

A PC can spend a Luck Point when making a Melee or Ranged test.

NARRATIVE FAILURE (Optional)


This is good rule for shorter games or for groups that just want to do stuff and have a
great time and not have the constant stench of whiffing in their games. If a player’s
attack misses, the GM will ask them if they want their attack to land but with a
consequence; something happens to the PC that is less than ideal but not as harsh as a
Fumble (I mean this could be used as a fumble list as well). Enemies do not get to utilize
this rule as they have abilities and minions to balance this out.

26
The GM can create something fun on the fly based on the situation or have the player roll
1d12 and consult the table below:

Narrative Consequence Quick List


Roll Result
1d12
1-2 PC slips and stumbles but nothing else.
3-4 PC is nicked by the enemy and suffers 1d3 damage.
5-6 PC slips. Make an Agility test or fall prone.
7-8 Something in the environment breaks free and falls on character. Agility test to avoid
or suffer 1d6 damage and be knocked prone.
9-10 Enemy gets a free attack on PC at the exact same time.
11 The enemy buffets (or headbutts) the PC. Focus test or suffer -2 to all Focus, Rapport
and Magic tests for 1d6 rounds.
12 PC strains themselves. Body test or suffer -2 to all Body, Agility, Melee, and Ranged
tests for 1d6 rounds.

DESCRIPTIVE COMBAT STYLE (optional)


PCs want to do fun things in combat like kicking an opponent into a chair, knocking them
over, or shooting a weapon out of a madman’s hand before he murders a child, or
swinging from a chandelier and kicking a goblin, knocking them over. A player can
sacrifice their movement to do something cool, affecting the environment/situation.
What this does to the situation is up to the GM… for ease, mechanically it could mean
getting Advantage on a combat test or it sets up another PC to get Advantage on an
attack, maybe it staggers the enemy and they only can attack or move in that round, etc.
The affected enemy/creature must make a successful test to resist. If they fail to do so,
the character’s goal is achieved. If the enemy is successful, the player’s goal does not
come to fruition, but the character can still use their attack roll.

Example 1: Greg’s character, Bubble the Blower, is fighting two wasted hooligans, each
armed with a broken bottle and a mighty mean sneer. Greg declares that Bubble kicks a
barstool under the feet of the closest hooligan. The GM rolls 1d20 and gets a 16. The
hooligan catches the barstool with his foot and chuckles menacingly as the continue to
move toward Bubble.

Example 2: Stefanie’s character, Maggie the Con, is fighting two goblins. Stefanie
declares her character picks up a vase and smashes it on a goblin’s head. The GM rolls
1d20 and gets a 3. The GM describes the vast smashing on the goblin’s head and being
staggered and says Stefanie or another player this round can get Advantage on their
attack roll against that goblin. Stefanie decides to let another player beat the pulp out of
the staggered goblin and instead casts Hold Person (pg 35) on the other goblin.

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DAMAGE (Rule of Thumb)
For characters and most monsters, the standard damage done by an attack is 1d8 damage.
Secondary damage, like fire, falling, poison, bleeding, etc. is generally 1d6 damage.

NOTE: that if a target falls from Not Close Enough distance (pg 29), they suffer 1d6
damage. Falling any higher than that, the character should suffer 4d6 damage or be out
right dropped to 0 HP (or outright dead) unless they have some tools and tricks up their
sleeve.

RESISTANCE
Some creatures and abilities grant Resistance to a certain type of damage (or all types of
damage). With Resistance, the target only takes half damage (round down) from that source
(this can equal 0 damage). This info will be given in the creature/item description.

THE DANGERS OF RANGED ATTACKS


Characters firing at opponents engaged in melee combat, risk striking another if their Ranged roll
is a failure. If the test is a failure, the attacker must make a Luck roll. If it does not favor them,
roll randomly which character in melee is struck and roll damage.

AIMING
Characters firing at opponents engaged in melee combat can sacrifice their movement action to
aim; meaning a failed test does not result in a chance to hit their others.

COVER
If a person is behind any cover, ranged attacks against them are made with Disadvantage.

SNEAK ATTACK
Anyone can sneak attack. The target must be unaware of the attacker, who receives Advantage
to their attack roll. If the attack succeeds, the attacker deals 1d8+1 damage.

DESTROYING A WEAPON
A character can attempt to attack another target’s weapon, destroying it. The attack is made with
Disadvantage. If the attack lands and the weapon is of normal construction, it is destroyed. If
the attacker is attempting to destroy a magical item/weapon, they must be using a magical
weapon or spell themselves. Even if the attack lands, a Luck roll must be made. If it favors the
attacker, then the weapon is destroyed. Attacking a weapon deals no damage to the defender. A
GM can rule that certain magical items/weapons are too powerful to be destroyed by these
means.

28
OTHER COMBAT STUFF
SURPRISE
Come across enemy without warning? To avoid being surprised, the targets must succeed a
Focus test or cannot act during first round of combat.

INITIATIVE
Each round the GM and a called-on player each roll 1d20. If the player rolls higher, they go
first. Then it proceeds round-robin to each of the players; or the players can go in any order
during their turn, their decision and then all enemies go at the same time, in whatever order the
GM desires. If the GM wins then just switch it.

MOUNTED COMBAT
When attacking from atop a mount, attack rolls are made with Disadvantage. Riding on a mount
that is combat trained negates Disadvantage.

ACTIONS
A character can take a movement action and a main action. Movement actions are moving,
drinking a potion, digging through a backpack, etc. Main actions are performing things like
attacks, reading a scroll/casting a spell, using a special ability or magical item, etc.

MOVEMENT
Distance is broken down into three categories in DIY RPG Rules: Close, Not Close Enough, and
Too Far.

Close: is considered anything you can move to and attack with a melee weapon (or move
and attack with a ranged weapon, if desired) in a single round.

Not Close Enough: takes the character’s full action to reach the destination (the
character cannot attack that round). Next round the character is considered Close and can
move and attack in that area. Ranged weapons can reach Not Close Enough distance.

Too Far: is quite distant and takes one full round to get Not Close Enough distance and
two full rounds to reach before it is considered Close distance.

PASSAGE OF TIME
Time passes as the GM wants, be it hours, weeks, or even months. In combat, two durations of
time are important to note. The first is a round, which equals roughly 6 seconds; the second is a
turn, which equals one minute (or 10 rounds).

29
DEATH SAVING THROWS
When a PC reaches 0 HP, they are considered “In Danger” and must make a Death Saving
Throw. Roll 1d20, 11-20 is a success and 2-10 is a failure. Rolling a 1 means instant death.

Failure: The PC is unconscious and their fate unknown. When someone kicks over the PC’s
body to examine them, the player makes a new test. If successful, they are alive with 1 HP and
can be healed. Failure means the character has died.

Success: The PC is alive and conscious but is still at 0 HP and In Danger. The PC can make one
movement or main action per round, but not both. If the PC rolls a 20, they rally and instantly
regain 2d4 HP and can act normally.

If the PC takes any more damage while at 0 HP, repeat the above process, but the test for staying
conscious is made with Disadvantage from now on.

There are many abilities that are detrimental those that are In Danger, instantly killing them,
corrupting them, etc. Some allow a test to avoid while others do not. These are called Nasty
Outcomes and are listed in the description of each enemy, spell, or magical item.

HEALING AND RECOVERY


Short Rest: Once per day the characters take a moment to catch their breath. Characters can rest
for an hour and only perform light activity during this time. At the end of the hour, each PC
regains 50% HP.

When resting for an hour, GM’s are encouraged to roll on to see if a random encounter happens
or not (roll 1d6 and on a 1 or 2 something interesting happens).

Long Rest: The characters need to sleep and take it easy, performing no strenuous activities and
cannot be on guard duty more than two hours. In the morning, the PCs regain all lost HP.

30
OTHER BITS
ADVANTAGE AND DISADVANTAGE
A GM may decide that a particular course of action or that a character is performing has a higher
or lower chance of success. The GM will ask a player to roll an additional d20 when making a
test. Tests that are easier will be given Advantage and the higher result is used. Harder or more
complicated tasks, on the other hand, suffer Disadvantage with the lower result being used.
There are several ways a character can gain Advantage (note that this list is not exhaustive): 1)
the task is super easy (in the case is a roll really needed? But whatever); spending a Luck Point
(pg 11); strategizing/planning with the group and/or working together; 3) something aids them (a
large bunch of bushes makes it easier for the PC to hide, thus they gain Advantage on their
Agility roll; 4) a magic item, potion, or spell grants it.

Disadvantage and Advantage do not cancel each other out. Instead Disadvantage always
overrides Advantage except in two circumstances: 1) using a Luck Point will allow a character to
make a straight roll instead of rolling with Disadvantage; 2) magic items and spells that grant
Advantage always win and means the PC rolls with Advantage.

LUCK ROLLS
Sometimes there is a degree of randomness or chance that falls outside of a save or is something
(an action) that is governed by luck (such as, does the zeppelin found crashed in the jungle still
work?). When these situations occur, roll 1d20. A roll of 11-20 favors the players, a roll of 1-10
is not so good for the players. The GM has final arbitration on what a die roll and its result mean
for the players.

“LEVLING UP” HIT POINTS AND HIT DICE


DIY RPG RULES doesn’t have a leveling up system. When the group finishes a major
adventure, or whatever reason the GM feels is adequate, they increase their Hit Dice (HD) by 1
and roll 1d8 and add that amount to their HP. A player is free to choose not to roll and increase
their HP by 4. It is not recommended to have PCs go above 10 HD.

Hit Dice are used to gauge the general heartiness of a character or creature; the more HP a
character is, the harder they are to defeat.

Other than the HP increase, characters do not gain anything else. PCs gain additional HP,
special abilities, Luck Points, etc. in the same manner as treasure and magic items: through
adventure!

For example, rescue a Wind Spirt from the clutches of a demon and she will grant an extra Hit
Dice to each of her rescuers. Instead of a HP, maybe she’ll grant them the ability to glide on the
wind like a flying squirrel for a few moments. It’s the GM’s call to be creative with rewards.

For additional ideas see Appendix R- Rewards (pg 90).

31
OK… LET’S SUMMARIZE IT DOWN TO THE BAREST OF ESSENCE
When you boil DIY RPG Rules down to the minimal parts, it’s this:
• If you’re good at something, roll 1d20. If you roll 8 or higher, you’re successful.
• If you’re not good at something, roll 1d20. If you roll 12 or higher, you’re successful.
• If you successfully attack something, roll 1d8 damage.
• If a test is easy (or you’re strategizing), you gain Advantage. Roll 2d20 and take the
higher of the two.
• If a test is hard (or you’re hindered in some way), you suffer Disadvantage. Roll 2d20
and take the lower of the two.
• Each round you get a movement and attack action. You can sacrifice your attack action
to move twice.
• When you are hit in combat- subtract that amount from your HP.
o Look at your armor and take amount that off the damage dealt then subtract the
remainder from your HP.
• If you reach 0 HP, you’re in danger of dying and have to make a Body test to stay
conscious.

32
MAGIC
CASTING A SPELL
Anyone can learn a spell from a scroll or spellbook. When learning a spell, the character must
study the text for 8 hours. After that the player knows the spell and can cast it per the normal
rules. When learning from a book or scroll, the object is consumed.

A character can cast any spell they know but must pass a Magic test. Success: the spell goes off
without a hitch and the caster suffers 1d4 damage (this represents the cost of utilizing magic).
Failure: the spell is successful, but the caster suffers 1d8 damage. Critical success: the spell
goes off spectacularly- roll damage twice and double the duration (if applicable) and the caster
does not suffer any damage. Critical failure: something interesting happens and the character
suffers 2d8 damage.

Here are some examples interesting happenstance:


*a tear in reality opens up and dreams come crashing through; *a demon (pg 42) appears and
attacks; *the opposite effect occurs; *the magic empowers an enemy; *the caster is
damaged/cursed.

The GM should come up with fun situations that arise from critically failing on a spell.

A player can use a Luck Point to roll with Advantage on Magic tests.

Note: If a GM desires to use spells from a different role-playing game, the rule of thumb is 1st
and 2nd level spells suffice as spells/scrolls.

READING FROM A SCROLL


Anyone can cast a spell from a scroll. To cast a spell from a scroll, the character chooses from
the scrolls in their inventory and “casts” the spell. No Magic roll is needed and there is no HP
drain. The spell goes off as if the Focus test was successful for casting a spell normally, no need
to roll. Once the spell is cast, the scroll is reduced to ash in a flash of arcane energy.

WRITING SCROLLS (Optional)


Here are some rules for GMs that allow characters to write scrolls of spells they know. Writing
down a spell on a scroll takes four hours, requires a special piece of parchment and magical ink,
and magical essence. Magical essence can be bought at special stores and found within some
monsters. Info on the special parchment, magical essence and ink are found on page 22. The PC
does not need to roll to successfully cast the spell, but they do suffer 1d8 HP drain as per normal
casting rules.

NOTE: There are some spells that are too powerful to be crafted by these means and must be
purchased by a highly skilled scribe who has spent countless hours writing down the spell.

33
SPELLS
This spell list is not meant to be exhaustive and GM’s should come up with new fun spells for
their games.

Aid: The spell releases energies that bolster all Close allies. Each affected ally gains Advantage
to their next 1d4+1 rolls.

Animate Dead: Summons forth either a skeleton (pg 58) or zombie (pg 63). The caster can use
this spell again (or use a scroll) to summon more skeletons/zombies. The locals might not take
kindly to someone walking around with a troupe of undead. Duration:10 minutes or until
destroyed.

Animate Object: The spell imbues a Close object with motion and simple
intelligence. Duration: 10 minutes.

Banish: After the spell is cast the caster must succeed a Focus test to force out a ghost, fae,
spirits, or demon, that is occupying a target’s body, releasing them. The possessed target must
succeed a Focus test or be stunned for 1 round. The creature cannot occupy another target for
1d4 rounds after they have been forced out.

Blast: This spell releases a bolt of energy at a target up to Not Close Enough for 1d8+1 damage
(ignoring armor). This spell hits automatically and will even go around corners to strike the
target.

Change Shape: The caster transforms themselves or a willing target into another creature such
as a bird, wolf, fox, goblin, etc. A good rule of thumb for acceptable creatures is if they have
less HD than the caster, considered living and of animal or above intelligence, however a GM
has final arbitration on what is good for their game. The character gets any special abilities the
creature has. Duration: 10 minutes.

Charm: The spell beguiles a single target that is Close unless they succeed at a Rapport
test. The target obeys any command of the caster. If the caster gives a command that would
directly result in the target’s death or is out of their character, they receive another Rapport test
to break the effect. Duration: Lasts for 10 minutes.

Confusion: The spell befuddles the mind of a chosen target for 1 minute unless they succeed at a
Focus test. Each time the affected target attempts to act they must roll 1d8: 1-4) Do nothing; 5)
Act normally; 6) Attack ally; 7) Flee for 1d4 rounds (do not roll during this time); 8) Attack self.

Cure Disease: The caster draws a wave of pure energy and touches a target, removing a single
disease from them.

Cure Wounds: Healing energy encases the caster’s hands. A touched living target recovers 2d8
hit points.

34
Darkness: The spell releases an inky cloud of smoke that covers a Close area which blocks all
types of vision (all melee attacks suffer Disadvantage and ranged attacks miss
automatically). Duration: 1 minute.

Dispel Magic: Immediately cancels a magical spell effect on a target (no save) or dampens a
magical item’s power for 1d4 hours; must touch target/object. Casting Dispel Magic on a scroll
will destroy it.

Float: The caster touches a target (including self), granting them the ability to float down from
great heights (roughly 60’) and land on the ground safely. Duration: 10 minutes.

Force Field: The caster conjures a protective bubble that encases them. The bubble has 2d6 hit
points. The bubble must be destroyed before the caster takes further damage. The protective
bubble does not inhibit the caster from interacting with the world around them. Duration: Lasts
for 1 hour or until consumed.

Hold Person: The caster uses magic to paralyze 1d3 Close targets that are near one another.
Targets are allowed a Body test to avoid this effect. Targets with 4 HD or more are immune to
this effect as well as powerful monsters. Duration: 1 initial round and then a new test each
round until successful.

Invisibility: The caster can turn themselves or a willing touched creature invisible. This does
not mask sounds or hide tracks made. When a target is invisible and makes an attack on an
unsuspecting target, they make the roll with Advantage. Duration: Lasts until the target attacks
or 10 minutes.

Mist Form: The caster transforms into mist and can float around, up to Not Close Enough high,
and back as a movement action. While in this form the caster can move through cracks,
keyholes, etc. They move slowly and can’t get past Close distance per round. Only magical
attacks can harm the caster while in this form and they cannot communicate, manipulate
or interact with objects, or use magic while in this form. Duration: 10 minutes.

Morph Object: The caster uses magic to transform a mundane object (or weak magical items-
GM’s call on what that is and those receive a Luck roll) into something else. For example, an
enemy’s crossbow can be turned into a stick or a metal girder transformed into manacles that
bind a target. The effect is permanent and cannot be reversed.

Neutralize Poison: Energy flows from the caster and encases a target, removing any poison
from them. If the target is not under the effects of a poison, they are now immune to poison for
10 minutes.

Plague: The caster summons a blight upon the ground within Close radius. All targets must
succeed a Body test. If targets fail, they suffer 1d4 damage per round for the next 1d6 rounds
(ignores armor). Targets are covered in boils, sores, and have a clammy, pallid appearance for 1
day after the spell ends.

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Silence: Magical silence dampening all noise in a Close radius around the cast object or
target. Duration: 10 minutes.

Sleep: A blue mist swirls around up to three targets standing next to one another that are Close to
the caster putting them in a magical sleep unless they make a successful Focus test. Creatures
with 4 HD or more are immune to this effect as well as some powerful monsters. Duration: 10
minutes. Loud noises or damage will rouse affected targets.

Summon Fae Friend: Summon an ally from the Fae-Realm- roll 1d4: 1) Zloop- claws (1d8
damage), 8 HP; casts a spell (player’s choice) once per day; 2) Gloop- wooden club (1d8
damage) and small wooden shield, 8 HP, rolls Body tests for defense with Advantage; 3) Droop-
bow (1d8 damage) and leather armor, 8 HP, rolls Agility tests for defense with Advantage; 4)
Plarp- claws (1d8 damage), 8 HP, casts Neutralize Poison (pg 35) and Cure Wounds (pg 34)
each once per day. Each of these characters has their own personality and will obey the caster so
long as it doesn’t go against their personal beliefs. Duration: Remains for 1d10 minutes.

Summon Fireball: The caster can summon 1-3 balls of fire that rest in their hands. The caster
can fling these fireballs at a single target or multiple but must succeed a Ranged test to hit. Each
fireball deals 1df1d6 points of damage until the fire is extinguished.

Summon Ice Shards: A hailstorm of needle-like icicles spew from the caster’s hands. Any
target that is in a line in front of the caster in a Close range must pass an Agility test or suffer 1d8
damage. Targets that fail must also succeed on a Body test or become frozen and can only move
at half speed and take a single action per round. Duration: Lasts until a new Body test is passed.

Summon Lightning: The caster releases a bolt of lightning from their fingertips that strikes a
target up Not Close Enough away (no roll needed to hit), suffering 1d8 damage. If there is
another target within 5’ the lightning will arc and strike them, dealing 1d8 damage. The lighting
will arc a total of three times if there are enough enemies in close proximity but will not strike
the same enemy twice.

Summon Rock Armor: The caster encases themselves in a layer of rock that acts like shield.
Roll 1d4, that is the number of attacks that can be absorbed by the rock armor before it crumbles.
Duration: 1 hour or until consumed.

Stunning Orbs: The spell conjures 1d4 balls of light that can be directed at any targets up to Not
Close Enough away. The orbs automatically hit and each target must succeed a Body test or
become stunned for 1d4 rounds. Targets of 3 HD or more are immune to this effect.

Teleport: The caster uses magic to teleport themselves up to 150’ away or themselves and one
other target up to 75’ away.

Terrify: The caster conjures an image that is terrifying to all living creatures with animal
intelligence or higher that gaze upon on it in a Close radius. All targets, including allies, must
succeed a Focus test. Success means the target is rattled and suffers Disadvantage on all rolls for

36
1 round. Failure means the target drops whatever they are holding and flee from the illusion as
fast as they can for 1d4 rounds and suffers Disadvantage to all rolls for the duration.

True Sense: The caster can see through enchantments and illusions and see things as they truly
are. Duration: 10 minutes.

Wall of Fire/Ice/Stone/Energy: The caster summons a wall that encompasses a Close


area. Duration: 1d10 minutes (see description). There are four types of Wall spell and this must
be chosen at the time casting the spell or scribing the scroll:
• Fire: Targets that are within 5’ of the wall take 1d6 fire damage per round until they get
further away. Running through the flames results in an extra 1d6 damage and they have a
2-in-6 chance to catch on fire.
• Frost: Targets that are within 5’ of the wall take 1d46 frost damage per round until they
get further away. Targets become frozen and can only take a partial action (either move
or attack) per round while near the wall and an additional round after. Running through
the frost results in an extra 1d46 damage.
• Stone: Thick stone wall bars passage. The wall is 10’ tall and will only crumble if 50
points of damage has been done to it.
• Energy: Yellow swirling energy bars passage and will even block magical attacks and
effects.

Wave: This spell releases a wave of energy centered around the caster that deals 1d6+1 damage
to any target up that is in a line in front of the caster. Targets must succeed an Agility test or be
knocked prone.

Web: Thick, gooey spider webs spew from the caster’s fingertips and will encompass a Close
radius centered in front of the caster. Any in this area must make a successful Agility test or
become stuck. Each round a stuck creature can make a Body test with Disadvantage to break
free. A target can be cut free as well (4 points of damage to the web will free a single target). If
freed, movement is reduced to one quarter of normal. Target must make a new test each round to
remain free. Duration: 10 minutes.

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ENEMIES
This book contains 34 enemies, each with their own motivations and goals, for a GM to throw at
their players! Many of these enemies have special abilities that are challenging, some are
downright devastating. If a GM wants to roll an enemy’s reaction to the PCs, see the NPC
Reaction table, pg 78.

ATTACKING
For physical attacks, PCs and enemies make a Melee/Ranged test. If the PC fails their roll, their
attack does not land. They can still take their movement action if they haven’t already and their
turn is over.

If the Melee/Ranged roll is successful, the attack lands and the PC deals 1d8 damage (bare fists
only deal 1d4 damage). The roll of a 20 is considered a Critical, allowing the enemies do
something cool and deal maximum damage. The result of a 1 is a Fumble, meaning the
opponent can make a free attack (roll to hit) and/or something complicated, horrible, or
embarrassing happens.

HD/HIT POINTS
Enemies with 1 HD have 8 HP. Creatures with higher HD are heartier have more special
abilities. If a GM wants to avoid the “bloat” of high HP values, simply half the max value (a
troll has 20 HP instead of 40, etc.). An enemy’s damage is increased with the more HD they
have. See the Enemy HD table on pg 39.

CHALLENGING/EASY ENEMIES
To show growth and skill, when players are fighting against enemies that have fewer HD than
them by 2 or more the PC’s roll all tests with Advantage. Likewise, when the PCs are facing off
against a monster with 2 HD or more, they suffer Disadvantage to all tests. Some powerful
enemies (dragons, anyone?) always are treated as higher HD than players, causing Disadvantage
to all (or certain) PC test rolls.

MOOKS
Mooks are enemies that only have 4 HP (same as a level zero character). They may hit hard,
dealing high damage or have powerful special abilities, but they go down easy.

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Enemy HD Table
HD Max Halved Weapon
HP HP Damage
1 8 4 1d8
2 16 8 1d8
3 24 12 1d8
4 32 16 2d8
5 40 20 2d8
6 48 24 2d8
7 56 28 2d8
8 64 32 3d8
9 72 36 3d8
10 80 40 3d8

Want to Roll HD Randomly:


Roll 1d20 and consult the list below to find out how many HD a creature has.
Roll 1d20: 1-5) 1; 6-10) 2; 11-12) 3; 13-14) 4; 15-16) 5; 17) 6; 18) 7; 19) 8; 20) 9-10;

ATTRIBUTES AND EDGES


Each enemy is proficient in a certain number of attributes and edges as noted in their description.
The entry will list the first letter of each attribute and edge (Magic is listed as “Ma”) the enemy
is proficient in, which means if they are required to roll a test, the TN is an 8 instead of the
normal 12.

ENEMY MORALE
When a fight is not going how an enemy anticipated (and let’s face it, they rarely do), they are
likely to turn tail and run… maybe they’ll try to ambush the PCs later or bring bigger(er) and
badder(er) “friends” to the party.

Rather than rolling on a table to determine whether an enemy is routed and flees, the GM should
decide based on what’s going on at the table. Would a dragon flee if it was near death…?
Absolutely, unless there was a reason to stay (say to protect its eggs or something). Would an
animated statue or zombie flee? Most likely not? Goblins and gnolls? At the first real sign that
the battle isn’t going their way.

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ENEMY DESCRIPTIONS
Animated Statue
HD: 1d6 Damage: Based on HD
HP: Based on HD Weapons: Fists, stone/metal weaponry
Attributes: B Armor: 3 (heavy- made of rock or metal)
Edges: M

Description: Animated statues were created to guard important items and/or locations. Their
mundane and unassuming natures means they are perfectly suited to deal with unwanted
intruders.
Special Abilities: Construct: Animated statues are immune to poisons, illusions, mind-altering
effects and critical attacks.
Smash: When an animated statue lands a critical, they deal double damage and knock a target
prone. The target must succeed a Body test or be stunned for 1 round.
Shape and Movement: Roll 1d6 for each column (or choose) on the table below.

Statue Sculpture and Movement


Roll Sculpture Movement
1d6
1 Extremely muscular humanoid. Smooth and graceful.
2 Humanoid shape, but with a head Janky and jittery.
on its abdomen, one at shoulder
area, and another where a head
normally is.
3 Infant-looking. Slow and grinding.
4 Human body, but animalistic head. Lithe and fluid, almost serpent-
like.
5 Rotund and demonic looking. Strangely as the body parts rotate
360° constantly.
6 Humanoid, but indecent and eerie. Skittering on all fours, like a crab
or spider.

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Bandit
HD: 1-2 Damage: 1d8
HP: 8 or 16 Weapons: Any
Attributes: A, R Armor: 1 (light- cloth or leather)
Edges: M or R

Description: Bandits are ruffians that lurk close to trade routes between communities, picking
off easy marks to get riches and food to survive.
Special Abilities: Dirty Fighting: Bandits can attempt to throw off their opponents with tricks
and guile. Once per combat a bandit can attempt to throw off their target who must succeed on a
Focus test to avoid the effects. Failure means the target suffers Disadvantage to all rolls for 1d4
rounds.

Blood Vulture
HD: 3 Damage: 1d8
HP: 24 Weapons: Talon or beak
Attributes: B, A Armor: 1 (light- natural)
Edges: M

Description: These disgusting creatures, with gnarled beak, sickly ill-working wings, and
distended sloshing belly, are bringers of plague, famine, and strife. These heralds of dark times
cause entire towns to panic for they know something dark is on the horizon.
Special Abilities: Puke: The Blood Vulture will vomit on a target that is in melee. That target
must pass a Body test or become infected with Blight Rot. The ground where the vomit falls
becomes blighted, nothing will grow in that area for a long time (about 1 year).
Blight Rot (Disease): A target afflicted with this disease watches as their flesh becomes
blackened and slimy as their innards liquify. At the start of each day, the afflicted character must
pass a Body test. If the target makes three successes before they roll three failures, they are
healed and are now permanently immune to Blight Rot. Three failures results in the character’s
death. A Fumble on the Body rolls means the afflicted dies instantly and a Critical means they
are healed instantly. While under the effects of Blight Rot, targets can never go beyond half
their maximum HP.

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Carnivorous Plant
HD: 1 Damage: 1d8
HP: 8 Weapons: Maw
Attributes: F Armor: 1 (light- natural)
Edges: M

Description: These plants can be found in almost any climate, but prefer hot, humid areas like
jungles and swamps. They blend in with their surroundings and strike when a target is unaware,
oftentimes when they are asleep. Most carnivorous plants reach the size of a medium-sized dog,
however there are some that can get to be the size of a house (increase HD as desired).
Special Abilities: Hidden in Plain Sight: Targets suffer Disadvantage when attempting to spot
this plant.
Poison: A target struck by the plant’s tendrils must succeed a Body test or become paralyzed for
1d4 rounds. The plant will then wrap 2d3 additional tendrils around the target and begin pulling
them towards its maw. A plant can attack with one tendril per round.

DEMONS
Demons are cruel beings that reside in a realm of evil, where pain and pleasure constantly teeter
in a bizarre balance, like an eternal dance of ecstasy and agony. Demons usually come in three
flavors: Schemers: those demons with grand machinations to dominate humankind, often
possessing, coercing, and/or partnering with mortals (as long as it suits their needs) to achieve
their goals; Brutes: these demons love carnage and fighting. They live for combat and
destruction. Brutes have a rigid hierarchy and are vicious dictators but are quite impulsive and
constantly fear uprisings, quelling even the smallest quibble with unwonted violence; Terrors:
These demons enjoy torturing their victims as much as possible before moving in for the kill,
making sure the spirit is just as broken as the physical body. They are a cat sadistically playing
with its food for hours, even days. These demons are chaotic and enjoy sowing discord and fear
wherever they go.

Demon
HD: 2 plus powers Damage: Based on HD
HP: Based on HD Weapons: Claws or weapon
Attributes: See Demon Armor: See Demon Type
Type
Edges: See Demon
Type

Special Abilities: Possession: The Demon attempts to take control of an individual who is
allowed a Focus test to resist. If the target is successful, they cannot be possessed for 24 hours.
If the target fails, the demon disappears and possesses them. Possessed targets are aware of their
surroundings and what is occurring but can do nothing to stop it. The demon can utilize any
powers, special abilities, or magic items of the possessed. All damage dealt affects the host and
not the demon. Duration: Permanent, however each day the possessed target can make a new

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Focus test with Disadvantage to force out the demon. Certain spells and magical items can break
the possession as well.

Demonic Type: Choose the type of Demon:


• Schemer: Attributes: R; F. Edges: Ma; Armor: 2 (medium); immune to mind-altering
effects; Dominate: Once per day the demon can attempt to beguile a single target that is
Close, unless they succeed at a Rapport test. The target obeys any desire of the demon.
Only if the command that would directly result in the target’s death do they receive
another Rapport test (with Disadvantage) to break the effect. Duration: Permanent,
however each day the dominated target can make a new Focus test with Disadvantage to
break the demon’s control. Certain spells and magical items can break Dominate as well.
The demon can dominate one target while possessing another.
• Brute: Attributes: B; A. Edges: M; Armor: 3 (heavy); when attacking, roll damage
twice and take the higher of the two; Deflect: Once per round the demon makes a Luck
roll after being struck by an attack. If it favors the demon, the attack didn’t actually land.
• Terrors: Attributes: A; R. Edges: M; Armor: 1 (light); immune to critical attacks and
fear effects; Unsettling: Terrors are truly irrepressible creatures filled with malice. They
keep fighting even if limbs are hacked off, bones are broken, guts are spilling out, feeling
no pain or remorse. Every other round, the demon will do something vile to upset their
opponents. Each target that is Close most pass a Focus test or be rattled, suffering
Disadvantage to all rolls for the round.

Demonic Powers
Each demon starts with one of the Unique Abilities listed below. More powerful demons can
wield more than one ability. For each additional ability, increase the demon’s HD by 1 to a
maximum of 10 HD.

Bio-control: The demon takes control of 1d6 HD worth of creatures that are Close
(increase Schemer’s to 2d4 HD). Each target must pass a Focus test or fall under the
demon’s control. Targets move in a strange janky, clumsy manner causing all physical
rolls including attacks to be made with Disadvantage. Demons usually make affected
targets attack their allies or attempt to injure themselves. Each round the target can make
a new save to break free. Target’s with less HD are affected before higher HD targets.
Duration: Until a new save is passed.

Bone Spurs: Nasty jagged bones jut from the demon’s flesh. Any target that deals melee
damage to the demon suffers 1d4 damage.

Charm: The demon attempts to beguile a single Close target, unless they succeed at a
Rapport test. The target obeys any desire of the demon wishes. Only if the command
that would directly result in the target’s death do they receive another Rapport test to
break the effect. Duration: Lasts for 1 hour.

Consume Life: The demon’s claws siphon life away from a target. Anyone attacked by
a demon must pass a Body test or permanently lose 1d4 HP. The demon is healed for
double the amount of damage.

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Death Explosion: When the demon dies their body erupts in in a fiery toxic miasmic
cloud. All in a Close area around the demon’s remains must pass a Body test or become
sickened and suffer 1d8+1d6 damage.

Dragged to Hell: The demon opens a portal to Hell underneath a character. Dozens of
burnt, raw horrible hands snatch and claw and the character, attempting to pull them
down to eternal torment. The character suffers 1d8 damage and must succeed at an
Agility test to move out of the area. If they fail, they suffer damage on the next round
and can attempt another Agility test. Nasty Outcome: If the character is reduced to 0
HP, they are dragged down into the pit, screaming in agony as their flesh burns away (no
save).

Fear Aura: Once per combat the demon radiates an aura that causes abject terror in any
Close target. The target(s) must succeed a Focus test or stop what they are doing, drop
anything they are holding and flee as fast as they can away from the demon. Duration:
Until new save is made plus 1 round.

Festering Wound: Wounds caused by demons become infected with disease and rot.
Maggots, flies, and ooze drip from the wounds. Any damage by a demon cannot be
healed by magical means and only 1 HP is recovered per day. When the afflicted is back
to maximum HP, they have beat the infection.

Flesh Bloat: The demon causes a target’s flesh to bloat, stretch, and swell if they fail at a
Body test. The target is in extreme discomfort and can only move or attack in a round.
The affected target suffers an additional 1d8 damage when damaged by any means.
Duration: 1 hour.

Fly: Whether the demon has wings or uses the power of their mind, they can fly. When
flying they can move to a Not Close Enough distance in a single round.

Noxious Blood: The blood of the demon is fetid and rotten. When the demon takes
damage the wound spews forth in a noxious sickening cloud. All Close targets must
succeed a Body test or become sickened, suffering Disadvantage to all rolls until out of
the cloud and one round after. If a target critically fails their Body test, they suffer 1d8
damage and are unconscious for 1d4 hours.

Protective Slime: The demon is coated in slime. The demon has Resistance to all
sources save spells and magical weapons.

Spellcaster: The demon knows 1d3+1 spells (pp. 34-37).

Spider-climb: The demon can climb any surface like a spider.

Summon Hooked Chains: The demon summons 1d4 barbed chains ending in long
vicious hooks from the depth of the earth. These chains will lash out at a target, who

44
must succeed at an Agility test to avoid becoming snagged. A snagged target suffers
Disadvantage to all physical rolls and suffers 1d4 damage per round (ignores armor).
Each additional chain that is snagged on a target increases damage to the next die to a
max of all four on one target dealing 1d10 damage. A snagged target or others can
attempt to break free by passing a Body test.

Teleportation: The demon can teleport themselves and a touched target up to Not Close
Enough on their action. The touched target can either be willing or unwilling. Unwilling
targets can make an Agility test to avoid being touched.

Vicious Strike: The Demon scores a Critical when they roll 18-20 on their attack roll.

Ghost
HD: 1 plus powers Damage: Based on Hd
HP: Based on HD Weapons: Claws
Attributes: R, F Armor: 0
Edges: M or Ma

Description: Ghosts are found in moldering old ruins of houses, palaces, graveyards, and
dungeons. Ghosts linger in the land of the living due to resentment or unfinished business.
Special Abilities: Drain: Anyone attacked by a ghost must pass a Body test or permanently lose
1d4 HP. Nasty Outcome: A person that is at 0 HP and takes damage from a ghost is instantly
killed. There is a 5-in-6 chance they will rise as a ghost in 1d4 days unless their remains are
cremated, the ashes laid to rest in consecrated ground.
Ethereal: Ghosts are immune to damage from mundane weapons. Only magic weapons and
spells can hurt them.
Invisible: Ghosts can become invisible as per the spell (pg 35) on their action.

Ghost Powers
Each ghost starts with one of the abilities listed below. More powerful ghosts can wield more
than one ability. For each additional ability, increase the ghost’s HD by one.

Bio-control: The ghost takes control of 1d6 HD worth of creatures that are Close. Each
target must pass a Focus test or fall under the ghost’s control. Targets move in a strange
janky, clumsy manner causing all physical rolls including attacks to be made with
Disadvantage. Ghosts usually make affected targets attack their allies or attempt to injure
themselves. Each round the target can make a new save to break free. Target’s with less
HD are affected before higher HD targets. Duration: Until a new save is passed.

Charm: The ghost attempts to beguile a single Close target. The target must succeed at a
Rapport test or obey any desire of the ghost wishes. Only if the command that would
directly result in the target’s death do they receive another Rapport test to break the
effect. Duration: Lasts for 1 hour.

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Chill-touch: The ghost’s touch is ice-cold, causing wracking pain. The touch deals
standard damage and ignores armor. Touched targets must pass a Body test to avoid
becoming chilled for two rounds. Chilled targets can only move or attack single action
per round.

Ectoplasm: The ghost can release a torrent of viscous substance known as ectoplasm at a
single Close target. A target doused in ectoplasm must succeed a Body test or become
sickened, suffering standard damage and making all physical rolls with Disadvantage.
Duration: 10 minutes. A ghost can release ectoplasm once per hour.

Magical: The ghost knows 1d3 spells (pp. 34-37).

Possession: The ghost attempts to take control of an individual who is allowed a Focus
test to resist. If the target is successful, they cannot be possessed for 24 hours. If the
target fails, the ghost disappears and possesses them. Possessed targets are aware of their
surroundings and what is occurring but can do nothing to stop it. The ghost can utilize
any powers, special abilities, or magic items of the possessed. All damage dealt affects
the host and not the ghost. Duration: Permanent, however each day the possessed target
can make a new Focus test (with Disadvantage) to force out the ghost. Certain spells and
magical items can break the possession as well.

Pyrotechnics: The ghost can control flames. The ghost can cause a fire the size of a
campfire or less to extinguish immediately or cause a flame to get incrementally bigger
each round. A candle to a torch, a torch to a campfire, a campfire to a roaring blaze, etc.

Scream: Ghosts that possess this terrifying ability are often called Banshees. Any Close
living target that hears this scream must pass a Focus test or be dropped to zero HP.
Nasty Outcome: If the target is already at zero HP, they are immediately dead (no save).
A ghost can use Scream once per day.

Telekinesis: A ghost can lift objects (or people) with their mind. A ghost can lift an
object up to 300lbs and fling it anywhere Close. If the object is thrown at a living target,
they are allowed an Agility test to avoid being struck. Damage from flung objects is 1d8
per 100 pounds.

Teleportation: The ghost can teleport themselves and a touched target up to Not Close
Enough on their action. The touched target can either be willing or unwilling. Unwilling
targets get an Agility test to avoid being touched. If touched the ghost’s Drain ability still
occurs.

Unlucky Aura: The ghost releases a choking blue-purple miasma that lingers around
them, issuing from where their feet/legs should be. Any living target in this aura must
make a Rapport test or be stricken with terrible luck. All rolls are made with
Disadvantage (including damage) while they are in this miasma and for 1 hour after.

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Ghoul
HD: 2 Damage: 1d8
HP: 16 Weapons: Claws
Attributes: B, A Armor: 1 (light- natural)
Edges: M

Description: Ghouls are hairless undead with red eyes, long thin tongues, and sharp, jagged
claws. The skin of a ghoul is slimy and covered in stinking necrotic lesions. Ghouls, preferring
carrion, lurk on the fringes of society near graveyards and battlefields but are not above eating
fresh meat or taking captives to eat at their leisure.
Special Abilities: Undead: Immune to critical attacks and mind-altering affects.
Paralysis: A target touched by a ghoul’s claws must succeed at a Body test or become paralyzed
for 1d4 rounds. After that the target can make a new Body test each round.
Ghoul Fever: A target that is struck by a ghoul’s claws and fails the initial Body test to avoid
becoming paralyzed is infected with Ghoul Fever. Each day the target must roll a Body test to
fight off the infection running through their body. If the target succeeds at three Body tests
before they roll three failures, they beat the fever. If they roll three failures first, they die and
will rise up as a Ghoul that evening.

Giant Beetle
HD: 1 Damage: 1d8
HP: 8 Weapons: Bite
Attributes: B, F Armor: 2 (medium- carapace)
Edges: M

Description: Giant beetles can be found all over the world, building large hive colonies of mud,
rotten wood, and in ancient ruins. Giant beetles prefer to eat vegetation, offal, and the carcasses
of dead animals, but will eat living creatures if pressed for food. Giant beetles are territorial and
will attack any creature that gets near their hive. Giant beetles are roughly the size of a large
dog, such as a Great Dane.
Special Abilities: Mandibles: A giant beetle’s mandibles are extremely tough. When a character
is the subject of a critical fumble against a giant beetle, the creature latches on and shreds their
armor, permanently destroying it.

Giant Beetle (Fire)


HD: 2 Damage: 1d8
HP: 16 Weapons: Bite
Attributes: B, F Armor: 2 (medium- carapace)
Edges: M

HD: 2; HP: 16; Damage: 1d8 (Bite); Armor: 2 (Medium- carapace)


Attribute(s): B; F
Description: Fire beetles resemble their lesser kin but have subtle red dots on their carapace.
When a fire beetle becomes agitated the dots begin to glow like smoldering embers and thick

47
mucous drips from their mandibles. Their belly glows softly and the heat that radiates from
these beetles is enough to scorch the ground.
Special Abilities: Mandibles: A giant beetle’s mandibles are extremely tough. When a character
is the subject of a critical fumble against a giant beetle, the creature latches on and shreds their
armor, permanently destroying it.
Spew Flame: Once per hour the fire beetle can release a line of a tacky substance at anything
Close by making a Ranged test. The substance begins to smoke and at the start of the next
round, bursts into flame, dealing damage and catching the target on fire, dealing an additional
1d6 damage per round until extinguished (can use something like flour or paste to extinguish or
it goes out in 1d6 rounds).
Heat: Any target that is standing next to a fire beetle suffers 1d4 damage per round from the
heat.

Giant Spider
HD: 1-3 Damage: 1d8
HP: Based on HD Weapons: Bite
Attributes: B, A Armor: 1 (light- carapace)
Edges: M

Description: The ultimate hunters: patient, lightning quick, vicious, and deadly. Giant Spiders
prefer to hide in dark areas and wait for prey to fall into their webs. Burrowing spiders will build
funnel webs in a small tunnel, waiting for a meal to get near their den. When the prey gets near
the tunnel, the spider will jump out and attack, dragging them back into their den, never to be
seen again. Whereas Gladiator spiders lurk up in the darkness and bunging themselves down on
their webs to ensnare victims in a premade web-cocoon held in their four front legs. The victim
is immediately entangled; the spider disappears with their new meal into the darkness.
Special Abilities: Surprise: Spiders are cautious and stealthy. Targets in their den must pass a
Focus test (oftentimes with Disadvantage) to not be surprised by these agile hunters.
Web: The web of a giant spider is thick and sticky and capable of holding a creature larger and
heavier than a human in it. Targets stuck in the web must make an Agility test each round to
move through it. Failure means they become snagged. A snagged target can break free with a
successful Body test. A critical failure on a check means they have become entangled and can
only get free if someone else assists them. Movement through a web takes twice as long. Webs
are flammable and catch on fire easily and can be burned away. All in the web area will suffer
1d6 fire damage.
Spider Venom: A victim of a giant spider bite must succeed at a Body test or fall victim to their
venom. For venom effect, choose one or roll on the table below.

Venom Effect
Roll Effect
1d6
1 Sluggish: All Agility rolls are made with Disadvantage for 1d6 hours.
2 Necrotic: The flesh of the victim blackens and rots, eventually falling off. The target
suffers Disadvantage to Rapport tests due to the look of the skin and the smell until it
falls off and heals (roughly two months).

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3 Minor Paralysis: The victim is paralyzed until they make a successful Body test.
4 Major Paralysis: The victim is paralyzed for 1d4 hours.
5 Damaging: The venom of the spider liquefies the innards of those bitten. Target
suffers 3d8 damage. Nasty Outcome: If a target is reduced to 0 HP (or already is at
0), their innards completely liquify and they die gurgling and twitching.
6 Impregnating: The venom of the spider carries hundreds of eggs. After 1d3 days, the
host suffers 2d8 damage as a deluge of baby spiders force their way from the host’s
flesh and skitter away.

Giant Swamp Crab


HD: 1 Damage: 1d8
HP: 8 Weapons: Pincers
Attributes: B, F Armor: 3 (heavy- thick shell)
Edges: M

Description: The blueish-green shell of a giant swamp crab blends in perfectly with their
environment, making them great hunters. Giant swamp crabs love to feed on the carrion of
larger creatures (deer, elk, horses, people, etc.) but if an ample food source wanders nearby, they
will attack, excited for a fresh meal.
Special Abilities: Lying in Wait: Giant swamp crabs wait just beneath the surface of the water or
in a bit of algae or flotsam and spring up to surprise their foes. Targets suffer Disadvantage to
noticing these predators.
Pincers: The claws of a giant swamp crab are sharp and jagged. When a crab attacks they roll
damage twice and take the higher of the two. Nasty Outcome: A target reduced to 0 HP from
the damage of a Giant Swamp Crab is cut in half and dies.
Thick Shell: The shell of a giant swamp crab is thick and offers additional protection. Treat
their shell as a heavy shield (pg 25).

Giants
Description: Giants are tall hulking humanoids that can be found all over the world. There are
six known clans of giants, each has a different culture, personality and politics.

Giant, Cloud
HD: 8 Damage: 3d8
HP: 64 Weapons: Any
Attributes: B, R, F Armor: 3 (heavy- plate)
Edges: M

Description: Cloud giants have light, soft hair with skin of pale blue, green, or grey, dressing in
gawdy, extravagant fashion and jewelry. Some are kind and benevolent, viewing the world as a
puzzle to solve or a philosophy to ponder while others are malevolent and cruel, viewing the
world and its inhabitants as tools to used and discarded when broken or have served their
purpose.
Height: 20’-25’; Weight: 5,000 lbs

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Special Abilities: Huge: Giants are massive creatures. Anyone smaller than a giant suffers
Disadvantage to attack rolls.
Hurl: Giants can pick up massive objects (up to half their weight). Thrown objects deal 8+2d8
damage instead of 3d8. If targets are clumped together, they all suffer damage. Nasty
Outcome: If a target is reduced to 0 HP, they are a bloody smear on the ground.
Mist Form: Cloud giants can cast Mist Form (pg 35) an unlimited amount of times per day.
Wind Wave: This functions like the Wave spell (pg 37) but damage is increased to 3d6+1 and
the target affects any target that is Close to the giant. Cloud giants can cast this spell three times
per day.

Giant, Fire
HD: 6 Damage: 2d8
HP: 48 Weapons: Any
Attributes: B, A, F Armor: 3 (heavy- plate)
Edges: M

Description: Orange hair and beards that glow softly, almost as if they were alight, and flesh
resembling smoldering wood, Fire giants live for battle and conquest and are always dressed for
a combat; their culture is strict and militaristic. They follow the law and decrees of their High
King without hesitation or question.
Height: 15’-20’; Weight: 7,000 lbs
Special Abilities: Huge: Giants are massive creatures. Anyone smaller than a giant suffers
Disadvantage to attack rolls.
Hurl: Giants can pick up massive objects (up to half their weight). Thrown objects deal 8+1d8
damage instead of 3d8. If targets are clumped together, they all suffer damage. Nasty
Outcome: If a target is reduced to 0 HP, they are a bloody smear on the ground.
Fire Immunity: Fire giants do not suffer damage from any source of fire, including magical but
do suffer double damage from ice/cold.
Summon Fireball: As per the spell (pg 36) but increase damage to 2d6. A Fire giant can cast
this spell three times per day.
Wall of Fire: As per the spell (pg 37) but increase damage to 2d6 per round. A Fire giant can
cast this spell once per day.

Giant, Frost
HD: 6 Damage: 2d8
HP: 48 Weapons: Any
Attributes: B, R, F Armor: 3 (heavy- plate)
Edges: M

Description: Ice blue skin, white hair and beards, and cold fierce eyes, frost giants are cruel,
ruthless, and destructive. Frost giants are known (and feared) for their bloodlust, desire for
conquest and treasure. The sight of a Frost giant charging towards an encampment while
wielding a massive great axe is enough to chill the bravest warriors’ blood.
Height: 12’-15’; Weight: 3,000 lbs
Special Abilities: Huge: Giants are massive creatures. Anyone smaller than a giant suffers
Disadvantage to attack rolls.

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Hurl: Giants can pick up massive objects (up to half their weight). Thrown objects deal 8+1d8
damage instead of 3d8. If targets are clumped together, they all suffer damage. Nasty
Outcome: If a target is reduced to 0 HP, they are a bloody smear on the ground.
Cold Immunity: Frost giants do not suffer damage from any source of ice/cold, including
magical but do suffer double damage from fire.
Summon Ice Shards: As per the spell (pg 36) but increase damage to match the frost giant’s
HD. A Frost Giant can cast this spell three times per day.
Wall of Ice: As per the spell (pg 37) but increase damage to 2d4 per round. A frost giant can
cast this spell once per day.

Giant, Hill
HD: 4 Damage: 2d8
HP: 32 Weapons: Any
Attributes: B Armor: 1 (light- cloth or leather)
Edges: M

Description: Hill giants have thick ruddy skin and course hair. Their eyes are usually dull
shades of brown and their teeth flat and boulder-like. Hill giants are not known for their smarts
or battle tactics. Most hill giants are nomads and travel around plains, mountains, and forests
looking for a cave to occupy for a period. Some rare hill giants, who prefer the company of
others, will build simple wooden houses near human settlements. When in combat, hill giants
prefer to attack from a high point, tossing and rolling boulders at their adversaries.
Special Abilities: Huge: Giants are massive creatures. Anyone smaller than a giant suffers
Disadvantage to attack rolls.
Height: 12’-15’; Weight: 1,100 lbs;
Hurl: Giants can pick up massive objects (up to half their weight). Thrown objects deal 8+1d8
damage instead of 3d8. If targets are clumped together, they all suffer damage. Nasty
Outcome: If a target is reduced to 0 HP, they are a bloody smear on the ground.
Stomp: A hill giant can stomp its foot hard on the ground. Any target in melee with the being
must make an Agility test or fall prone.

Giant, Stone
HD: 5 Damage: 2d8
HP: 40 Weapons: Any
Attributes: B, F Armor: 2 (medium- hide)
Edges: M

Description: With grey skin that has aa texture and appearance resembling rock, a stone giant
that stands perfectly still against rockface blends in perfectly. Targets suffer Disadvantage when
attempting to spot a stone giant. Stone giants prefer seclusion, save for communicating and
trading with their kin. When pressed into combat, stone giants prefer to fling rocks at their
enemies but are not afraid of melee and will wade into the fray swing great stone clubs.
Height: 15’-20’; Weight: 1,500 lbs
Special Abilities: Huge: Giants are massive creatures. Anyone smaller than a giant suffers
Disadvantage to attack rolls.

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Hurl: Giants can pick up massive objects (up to half their weight). Thrown objects deal 8+1d8
damage instead of 3d8. If targets are clumped together, they all suffer damage. Nasty
Outcome: If a target is reduced to 0 HP, they are a bloody smear on the ground.
Summon Rock Armor: As per the spell (pg 36). A stone giant can cast this spell once per day.
Wall of Stone: As per the spell (pg 37). A stone giant can cast this spell once per day.

Giant, Storm
HD: 10 Damage: 3d8
HP: 80 Weapons: Any
Attributes: B, A, R, F Armor: 3 (heavy- plate)
Edges: M, R

Description: Storm giants resemble muscular humans with finely chiseled features, almost as if
their kind were the models for all marble statues. Storm giants can be welcoming and gregarious
one moment and quick to anger and wrathful the next. Storm giants form tight-knit enclaves,
with the strongest, most capable warrior being the chieftain. Storm giant enclaves consider
themselves rulers and take protecting their territory, and those who live there (should they follow
the rules) seriously.
Height: 20’-30’; Weight: 10,000 lbs
Special Abilities: Huge: Giants are massive creatures. Anyone smaller than a giant suffers
Disadvantage to attack rolls.
Hurl: Giants can pick up massive objects (up to half their weight). Thrown objects deal 8+2d8
damage instead of 3d8. If targets are clumped together, they all suffer damage. Nasty
Outcome: If a target is reduced to 0 HP, they are a bloody smear on the ground.
Summon Lightning: As per the spell (pg 36) but increase the damage to 2d8. A storm giant can
cast this spell three times per day.
Summon Storm: The storm giant can conjure a full-blown violent storm with a snap of their
fingers. Lightning, thunder, strong winds, rain and hail pelt an area 10 miles in diameter.
Visibility is reduced to half and attacks with ranged weapons are impossible. Movement is
reduced as well (meaning it takes two full rounds to get from Close to Not Close Enough).
During the storm a storm giant can summon a lightning bolt to strike a cluster of targets standing
next to one another or location, dealing 3d8 damage. Targets are allowed an Agility test for half
damage. A storm giant can summon three lightning bolts but only one per round. The storm
lasts for 1d4 hours before dissipating. A storm giant can summon a storm once per week.

Gnoll
HD: 2 Damage: 1d8
HP: 16 Weapons: Any
Attributes: B, A Armor: 2 (medium- chainmail)
Edges: M, R

Description: Gnolls resemble humanoid hyenas and are cruel, vicious, and depraved. While
skilled fighters, they prefer utilizing trickery, traps, and sabotage before wading into the fray. If
a battle does not go their way, gnolls will retreat and regroup. Gnolls are hedonists, lazy, and
gluttons. Oftentimes hyenas are kept as pets/companions but all other animals are considered
food. Gnolls are slavers and enjoy inflicting pain and misery on their property.

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Special Abilities: Traps: Gnolls create sinister and clever traps to ensnare or harm prey. Targets
suffer Disadvantage when attempting to spot a gnoll-laid trap or disable it. Even targets taking
their time must make a test to spot this trap (pg 100).
Scent: Gnolls have keen noses. Targets suffer Disadvantage when attempting to hide from a
gnoll.
Shaman: There are some gnolls that have learned the ways of alchemy and/or have learned a
few spells along the way. These gnolls have 4 HD, are considered leaders of the pack, and can
cast 1d4 spells. Additionally, they have 1d3 Alchemy items (pg 69) on their person. These
gnolls are change Ranged for Magic for their edge.

Goblin
HD: 1 Damage: 1d8
HP: 8 Weapons: Any (but pretty much always crappy)
Attributes: A Armor: 1 (light- crude cloth or leather)
Edges: R

Description: Goblins are strange beings. They are always chaotic and lawless but some are kind
and inquisitive while others are cruel, vindictive, and vile. Often goblins are pushed to the
fringes of society and serve as minions for bandits, orcs, and ogres.
Special Abilities: Swarm: When more than one goblin attacks a single target, the defender
suffers Disadvantage on roll.
Chaotic: At the beginning of each round roll 1d6, if the result is a 4 or higher, one or more of the
goblins do something unexpected before getting right back into the fray: roll 1d10: 1) laugh at
their fallen comrade; 2) stop and picks nose; 3) attacks something not threatening (tree stump,
rock, backpack, etc.); 4) swears a blood oath against PCs to avenge the fallen; 5) begins dancing,
believing they are casting a spell; 7) all start singing a song… a song about what kind of magic
spell to use and the power of a baby; 8) the goblins start beatboxing dubstep; 9) the goblin pulls a
puny bomb (1d8 damage) from its underwear and throws it at a PC; 10) the goblin pulls a potion
from its underwear and drinks it… what does it do?!
Oozekeeper: The Oozekeeper are considered prophets and heralds. The Oozekeeper will
dissolve living creatures, most often other goblins and divine events from the bubbling and
melting of the flesh. These goblins have 3 HD and have a jar containing an ooze (pg 56). The
Oozekeeper is the one target the ooze will not attack or attempt to consume due to their strange
relationship. In combat, these goblins will release their ooze from its bottle to join the fray.
These goblins also have 1d4 bottles of acid on them.

Gremlin
HD: 1 Damage: 1d8
HP: 8 Weapons: Claws or any weapon
Attributes: R Armor: 0
Edges: M

Description: Gremlins are mischievous creatures that bring bad luck and woe to those around
them. Their bumpy toad-like skin, batlike ear, and overlarge orblike red eyes give a sense of
insidious intent.

53
Special Abilities: Unlucky Aura: Any target in a Close area to a gremlin makes Luck rolls with
Disadvantage. This aura even cancels out magical effects and takes precedence.
Really Unlucky: While in the gremlin’s Unlucky Aura, if a target makes a Fumble, they must
take that and cannot burn a Luck point (pg 11) to reroll. Additionally, if they make a Critical, it
must rerolled and the new result taken (could be another critical).

Lycanthrope
HD: 4 Damage: 2d8
HP: 32 Weapons: Claws or bite
Attributes: B, A Armor: 1 (light- natural)
Edges: M

Description: It is said that the start of lycanthropy occurred after a human scorned the love of a
powerful spirit who, in a fit of rejected rage, cursed the human to always have the feral beast
lurking just beneath the surface. For type of beast roll 1d8: 1-4) werewolf; 5) werebadger; 6)
werebear; 7) werecougar; 8) wereboar.
Special Abilities: Transform: A lycanthrope transforms into their form on full moon and when
gravely wounded. When below 50% HP the creature must make Focus test to resist transforming
(NPCs do not need to make this test). Lasts 1 hour or until knocked unconscious. Lasts all night
on the full moon. Focus test each round not to attack friends.
Immunity: Ignore all damage except from magical attacks and silver.
Natural Weapons: Can make a bite or claw attack per round.
Shred: If the lycantrope does not move they can make an attack with both claws in one round,
rolling damage with Advantage.
Swift: Can move Not Close Enough per round.

Mushroom Person
HD: 1 Damage: 1d8 damage
HP: 8 Weapons: Any
Attributes: B, F Armor: 1 (light- natural)
Edges: R

Description: Mushroom people are a strange folk that form a colony, preferring the company of
their own and tend to view all others as intruders and potentially as food.
Special Abilities: Spore: Once per day a mushroom person can release a spore that coincides
with their properties (see below).
Properties: Each tribe of mushroom people has a special property that occurs when they are
consumed by living creatures or when they use their Spore ability. When harvesting a
Mushroom Person, 2d4 chunks can be collected.

Properties
Roll Result
1d8
1 Sickening: Mushroom People’s flesh is grey and slightly tacky to the touch.
Consumed: When consumed, target must succeed a Body test or come down with flu-

54
like symptoms for 1d3 days, suffering Disadvantage to all rolls for the duration; Spore:
Any target in a Close area to the mushroom person must succeed a Body test or
become nauseated and distressed for 2d3 rounds, suffering Disadvantage for the
duration.
2 Hallucinogenic: These mushroom people are puffy and doughy in appearance. There
are streaks of green, purple, and blue in their brown skin. Consumed: Targets that
consume this go on a psychedelic trip for 1d4 hours (no save). They must make a
Focus test with Disadvantage to gather their wits and concentrate on something;
Spore: The mushroom person releases a cloud of green-blue dust from their cap in a
target’s face. The target must pass a Body test to avoid the effects listed in Consumed,
but the duration is doubled.
3 Toxic: These sickly-green mushroom people have yellowed veins, jaundiced eyes, and
boogery, runny noses. Consumed: Targets must succeed a Body test or suffer 2d8+1
damage immediately. Nasty Outcome: Those that are reduced to 0 die painfully with
horrendous muscle spasms; Spore: A spew of mucous streams from the mushroom
person’s nose at a target that is next to them. The target must pass a Body test or suffer
2d8 damage. Nasty Outcome: Those that are reduced to 0 die painfully with
horrendous muscle spasms.
4 Sleepy: Description: The flesh texture of these mushroom people is dry and dusty;
Consumed: Targets must pass a Body test or fall into a powerful sleep that lasts 1d4
days; Spore: The mushroom person shivers, releasing a cloud of spores that falls on
any target next to them. Targets must pass a Body test or fall asleep for 1d8 hours.
5 Mutagenic: Description: These mushroom people have strange nodules and growths
bursting from their flesh. Some have additional arms, heads, legs, or split caps;
Consumed: The target gains a random mutation (No save- GM’s choice what it is);
Spore: The mushroom person peels off one of their growths and flings it at a target.
The target must pass a Body test or gain a random mutation (GM’s choice what that is).
6 Painful: Description: The flesh of these mushroom people is red and angry, covered
in painful sores that ooze sap; Consumed: Target makes a Body test or suffers
unbearable pain. The target suffers 2d8 damage and an additional 1d8 damage per
minute for 3 + 1d6 minutes or until healed/dead; Spore: The mushroom person slaps
one of their open sores, spraying a target with their noxious sap. The target must pass a
Body test or suffer unbearable pain. The target suffers 1d8 damage per round for 1d6
rounds or until healed/dead.
7 Healing: Description: These mushroom people have sticky flesh that is the color of
pink cotton candy and smells sickly sweet; Consumed: Targets that consume the flesh
are healed for 2d8 HP; Spore: The mushroom person release a spray from the top of
their crown that smells like a sweet candle and looks like globs of liquid glitter.
Targets standing next to the mushroom person are healed for 2d4 HP.
8 Slimy: Description: These mushroom people have flesh that resembles a caramel
covered apple, sticky and runny; Consumed: The bits act like a strong acid, dealing
2d8 damage and permanently reducing armor by 2; Spore: The mushroom person can
collect a glob of their flesh and fling it at a target, dealing 1d8 damage and permanently
reducing armor by 2.

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Ogre
HD: 5 Damage: 2d8
HP: 40 Weapons: Any- prefers clubs. Always large weapons
Attributes: B Armor: 2 (medium- crude chainmail)
Edges: M

Description: Ogre’s are large creatures with overlarge arms and stumpy legs that cause their
knuckles to drag on the ground. Ogres teeth are flat, chipped, and decayed. Their eyes are
constantly covered in rheum. Their hair matted and filthy with bits of bone, rotting meat, and
twigs tangled between. Ogre’s follow their Den Mother loyally and almost without question.
Ogres love setting up ambushes to capture their prey and have a special love for human flesh.
Special Abilities: Huge: Ogres are massive creatures. All targets suffer Disadvantage to their
attack rolls when battling them.
Fling: An Ogre can take a full action to pick up a creature human-sized or smaller and toss them
like a rag doll. Targets must make an Agility test to avoid being scooped up. If they fail, the
Ogre tosses them around, dealing 2d8 damage, and the target is prone until the start of the next
round.
Flattery: Ogre’s like being told they are beautiful and receiving shiny gifts, especially the Den
Mother. It is possible to parlay with ogre’s should suitable gifts be brought.

Ooze
HD: See color Damage: See color
HP: See color Weapons: See color
Attributes: None Armor: 0
Edges: None

Description: These creatures resemble a puddle of slime or ooze. It is unknown if they have an
intelligence or consciousness. The only thing that is for certain is they are hard to kill and have a
seemingly insatiable appetite. These creatures do not see or hear but can sense vibrations and
movement of others within 1,000 feet.
Special Abilities: Acid: All oozes deal acid damage to their targets to break them down for
digestion. The acid of the ooze has special properties based on its color. Nasty Outcome:
Targets that suffer damage at 0 HP melting into a puddle of goo.
Immunities: Oozes are immune to all mind-altering and fear effects. They cannot be charmed
or reasoned with. They exist to consume.
Color: The color of an ooze determines its special abilities. Choose from below or roll 1d8.

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Ooze Color
Roll Result
1d8
1 Clear: HD: 2; HP: 16; Damage: 1d8 (Pseudopod); Special: Transparent: Targets
suffer Disadvantage when attempting to spot this ooze; Engulf: As a full action the ooze
can engulf a target that is large or smaller. The target suffers damage each round they
are engulfed and can attempt to get free on their initiative, if they are not paralyzed,
with a successful Agility test (with Disadvantage). Paralyze: A target hit by the ooze’s
pseudopod must succeed a Body test or be paralyzed for 2d4 rounds.
2 Yellow: HD: 3; HP: 24; Damage: 1d8 (Acid spray); Special: Sickening Acid Spray:
The ooze releases a spray of stinking, mucous-like acid that coats any target standing
next to it. Targets must pass a Body test or become sickened for 2d8 rounds, suffering
Disadvantage to all physical rolls.
3 Green: HD: 3; HP: 24; Damage: 1d8 (Noxious bubbles); Special: Noxious Bubbles:
The ooze releases a flurry of foul-smelling boogery bubbles. Close targets must pass an
Agility test to avoid being hit. Failure results in a bubble popping on them, causing
damage and the target must pass a Body test or become sickened making all physical
tests with Disadvantage for 1d6 hours.
4 White: HD: 2; HP: A; Damage: 1d8 (Pseudopod); Special: Mental Frailty: A target
hit by the ooze’s acidic pseudopod must pass a Focus test or suffer Disadvantage to all
Focus tests for 1d4 hours.
5 Grey: HD: 3; HP: 24; Damage: 1d8 (Acid Fling); Special: Acid Fling: The ooze can
fling acid at a target up to Not Close Enough distance, dealing damage and reducing
armor by 1 point permanently; Magic Resistance: All magical attacks and weapons
only deal half damage to the Ooze.
6 Black: HD: 5; HP: 40; Damage: 2d8 (Pseudopod); Special: Split: Any physical
damage to the ooze causes it to split into two. Both copies have the same HP, which is
equal to the remaining HP of the attacked ooze. Magical damage does not cause this
ooze to split; Climb: This ooze can climb any surface with ease (albeit slowly). These
creatures like to hide on ceilings and drop on unwary prey.
7 Violet: HD: 3; HP: 24; Damage: 1d8 (Pseudopod); Special: Engulf: As a full action
the ooze can engulf a target that is large or smaller. The target suffers damage each
round they are engulfed and can attempt to get free on their initiative, if they are not
paralyzed, with a successful Agility test (with Disadvantage); Reflect Magic: Any
magic cast at the ooze is reflected back on caster. Corrosive Acid: The acid of the ooze
permanently reduces Armor Value by 1.
8 Red: HD: 2; HP: 16; Damage: 1d8 (Fling or Pseudopod); Special: Fiery: The ooze
can fling its flaming goo at a target up to Not Close Enough or strike them with a
pseudopod. Targets struck with the goo suffer damage and have a 2-in-6 chance to
catch on fire, suffering 1d6 damage per round until extinguished.
9 Orange: HD: 4; HP: 32; Damage: 2d8 (Pseudopod); Special: Magnetic: The ooze can
forgo its movement and instead pull a single metal object that is Close towards itself. A
Body test must be passed to keep holding on to the item. If the ooze pulls a target’s
armor, the Body test is made with Disadvantage. Slap: Once per round, the ooze
retaliates against the first target that successfully strikes it with a melee weapon, striking
the target automatically (no roll needed).

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10 Prismatic: HD: 5; HP: 30; Damage: 2d8 (Prismatic Cloud); Special: Prismatic Cloud:
The ooze releases a spray of rainbow acid. Any target that is in melee with the ooze
must make a Body test or become blinded for 1 round and then suffer the effects of
Confusion (pg 34).

Orc
HD: 2 Damage: 1d8
HP: 16 Weapons: Any
Attributes: B, A Armor: 2 (medium- chainmail)
Edges: M, R

Description: Orcs are vicious creatures, respecting only blood, battle, and pain. Many orcs
practice ritual scarification to show off their horrendous (but to them brave) battles and the foes
they have slaughtered.
Special Abilities: Fearless: Orcs are immune to any fear effects. Period.
Rage: Orcs have a nasty temper and lose it quite frequently. When an orc rages their gain
Resistance to all physical damage and attacks deal +2 damage on all physical attacks. They also
gain Advantage to any Body tests. Their rage lasts for 1d6+1 rounds.

Shard Monster
HD: 2d4 Damage: Based on HD
HP: Based on HD Weapons: Claws
Attributes: B Armor:
Edges: M 1d3 (varies- rock skin)

Description: A creature seemingly made of thick crystal. These creatures roam the world drawn
to areas of magic resonance. Whether these creatures have a higher intelligence or not isn’t
really known. What is known is shard monsters have a voracious appetite for magical energy.
Special Abilities: Consume Magic: These creatures consume any magical spell or scroll cast
when it is Close to the caster or if they are they target. The spell heals the Shard Monster for 1d8
HP.
Shard Explosion: When a shard monster is reduced to 0 HP, it explodes, releasing a violent hail
of crystal shards. All Close targets suffer damage but are allowed an Agility test to take half
damage.
Crystal Gems: When a shard monster dies it crumbles to a heap of rubble, most of the crystal
turns to sandstone and calcium. However, a person can find a number of crystal gems equal to
1d4 per HD of the creature. These shards are worth 1d100 gp each- roll for each gem found.

Skeleton
HD: 1 Damage: 1d8
HP: 8 Weapons: Claws or any
Attributes: B Armor: 1 (light- leather)
Edges: M

Description: The animated skeletal remains of a creature that has died. Skeletons can be found
lurking the halls of forgotten runes, restless and resentful of their death- seeking to harm any

58
living creature they come across. While others have been created to serve as minions to
powerful foes.
Special Abilities: Undead: Immune to critical attacks and mind-altering effects.
Bag of Bones: Skeletons take half damage from all sources save magic.
Bone Chuck: Once per combat a skeleton can snap off up to three ribs and throw them at one or
multiple targets on their action. Targets must succeed an Agility test to avoid being hit. Deals
standard damage.

Spirits
HD: 1d10 Damage: Based on HD
HP: Based on HD Weapons: Claws/fists or weapon (staff usually)
Attributes: Choose 2 Armor: 1 unless ability states otherwise
Edges: Choose 1

Description: Spirits hail from the Spirit World, which lurks just outside the mortal realm. Most
humans only hope and dream to see this strange and magical place. Spirits come in all shapes,
sizes, and colors.
Special Abilities: Magical: Spirits have Advantage to resist any spell or magical effect aimed
against them.
Glamor: Once per day a spirit can create an illusion to beguile a target (who must succeed at a
Focus test to resist). This effect lasts for 1d4 hours.
Phase: Many spirits are shy and wary of humans. If they so choose, a spirit can exist in a place
just outside of human perception. Only when they choose to reveal themselves to talk, cast a
spell, or attack will they become visible. A PC with the Spirit-Friend ability (pg 12) can see
invisible spirits.
Spirit Abilities: Roll on the chart below for a spirit’s form and special ability.

Spirit Abilities
Roll 1d10 Form and Special Power
1 Tree-shaped: Can cause plants and vines to attack and
ensnare all in a 15’ radius. Treat as Web (pg 37). Can do this
3x/day.
2 Anthropomorphic (cat, bear, fox, goat, pig, etc.): Can sniff
out a target easily. Has claws and teeth to bite, speak with
animals easier than other spirits.
3 Rockflesh: Treat as wearing plate (absorbs 3 points of
damage) and deals 1d8+1 damage on attack.
4 Bird-like: Can fly up to 30’ a round and has a sharp beak they
can attack with.
5 Rotund Bat-Creature: Can fly up to 30’ around, see in total
darkness, and cast Darkness spell 2x/day.
6 Slug-like: Their flesh is slimy. Melee weapons that strike the
spirit become slick and before each attack wielder must
succeed an Agility test keep ahold of the weapon. Salt deals

59
additional 1d8. Can spit a glob of acid at a target (1d8
damage, ignores armor).
7 Vegetable/Fruit Creature: Can summon a feast of fruit and
vegetables 1x/day. Always knows where the freshest fruit
grows.
8 Beautiful Humanoid: Extremely gorgeous. Has Advantage
on all Rapport rolls and cast Charm 2/xday.
9 Old and Withered Humanoid: Extremely ugly and bitter.
Has Disadvantage on all Rapport rolls when haggling, can
cast 2d3 spells. The result is also how many spells they can
cast per day.
10 Elemental (choose Type): Earth- Can cast Summon Rock
Armor; Fire- Can cast Summon Fireball; Ice- Can cast
Summon Ice Shards; Lightning: Can cast Summon
Lightning.

Additionally, the Spirit can cast Wall of Fire/Ice/Stone/Energy


which fits their elemental type.

The Elemental Spirit casts their spells a cumulative number of


times equal to half their HD+1.

These spells are located on pg 37 & 37.

Swarms
Small creatures (insects, snakes, lizards, rats, crows, etc.) can form a swarm that can easily
overwhelm their opponent through sheer numbers. Instead of each creating having their own, a
swarm has one pool of hit points, initiative, armor (GM’s choice here), and damage. Swarms are
immune to critical hits and any effect that targets only individuals. Due to the sheer number of
creatures in a swarm (anywhere between 100 to 2,000) all attacks against them are made with
Disadvantage. Swarms take half damage from all sources save area affect damage (magic, acid,
explosions, etc.) and bludgeoning weapons. Swarms do not roll damage, instead they deal a set
amount of damage per round to all targets in their area (no defense save allowed).

Most swarms occupy a Close radius but massive ones may occupy a Not Close Enough radius.
When large swarms are reduced to half their HP, their radius shrinks to Close.

Some swarms have special abilities in conjunction to their damage (poison, fire damage, disease,
webbing, etc.).

Swarms
HD Damage
1 1
2 2
3 3

60
4 4
5 5
6 6
7 7
8 8
9 9
10 10

Examples of Swarms: Spiders, rats, beetles, leeches, snakes, centipedes, rabid ferrets, zombie
beavers, fire rats, etc.

Thug
HD: 2 Damage: 1d8
HP: 16 Weapons: Club, maul/hammer,
Attributes: B, A Armor: 1 (light- leather)
Edges: M

Description: Thugs are thick-headed brutes that use their muscles to intimate and thrash those
that get in their way. Thugs are often muscle-for-hire.
Special Abilities: Meaty Stature: Thugs are tall and beefy and can use a two-handed weapon
one-handed. Additionally, thug’s fists do normal damage and not 1d4.

Troll
HD: 5 Damage: 2d8
HP: 40 Weapons: Claws or club
Attributes: B, A Armor: 2 (medium- hide)
Edges: M

Description: Trolls are vile, bloodthirsty creatures that enjoy cruelty, savagery and chaos. They
bully lesser beings into their fold (like orcs, goblins, and ogres). Trolls have disgusting sharp
claws and gagged tusks they use to inflict horrible damage against their foes. Trolls love trinkets
and baubles and possibly bribed with a sufficient amount of gold or shiny objects to let people
pass unharmed.
Special Abilities: Troll Blood: Trolls regenerate 1d8 HP per round except from acid and fire
damage.
Huge: Trolls are massive creatures. All targets suffer Disadvantage to their attack rolls when
battling a troll.
Vicious: If a troll rolls an 8 on one or both of their damage dice, reroll and add the new amount
to the total. If the result is another 8, reroll again and keep adding.
Hatred Priest: These horrible creatures breed anger and bitterness. The very land seems to take
on a visage of woe and agony. Hatred Priests rule over lesser creatures, forcing them to do their
bidding. They know 1d6+3 spells. Increase their HD by 2 and add Ma as an edge. Hatred
Priests emanate a field of negative emotions, causing Rapport and Focus tests to be made with
Disadvantage. When a reaction roll is needed (pg 78), treat the number as 1 result lower on the
table. If the result would be less than 2, the NPC flies into a blind rage and attacks.

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Venomous Hive Fly
HD: 1 Damage: 1d8
HP: 8 Weapons: Tongue/Swarm
Attributes: A Armor: 2 (medium- thick carapace)
Edges: R

Description: This mastiff-sized fly constantly craves blood and buzzes around looking for fresh
prey. When near a living creature, the venomous hive fly will attack prey with its tongue,
releasing an enzyme that paralyzes those it touches. Once prey has been paralyzed, or the fly has
been injured, it releases its hive from its abdomen to feast blood and return.
Special Abilities: Poison: A target struck by the spiked tongue must succeed at a Body test or
become paralyzed for 2 rounds. After that the paralyzed target may attempt a new Body test
each round until successful.
Swarm: Released from the abdomen, a swarm of biting larva, fly towards prey and start to drain
it of blood. See Swarm rules (pg 60) and treat 2 HD swarm. Nasty Outcome: A target that is
reduced to 0 HP from this swarm is fully consumed, leaving behind a desiccated husk.

Wight
HD: 4 Damage: 2d8
HP: 32 Weapons: Any usually rusty and blood-soaked
Attributes: B, A, F Armor: 1 (light- natural)
Edges: M

Description: At first glance a wight resembles a zombie, yet a closer look shows flesh twisted
by hatred and evil, red burning eyes, and jagged claws dripping a smoking black ichor. Wights
are undead brought back by powerful necromancy or from a malignant spirit bonding with a
corpse.
Special Abilities: Undead: Immune to critical attacks and mind-altering effects.
HP Drain: The touch of a wight drains the vitality of living creatures. A target hit by a wight
must pass a Body test or permanently lose 1d3 HP.
Create Spawn: Nasty Outcome: When a target is reduced to 0 HP by a wight and fail on their
Body test (Death, pg 30), they become a Wight in 1d4 rounds.

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Witch
HD: 2d8 Damage: Based on HD
HP: Based on HD Weapons: Claws, staff, sickle or scythe
Attributes: R, F Armor: 0
Edges: Ma

Description: Witches live on the fringes of society or in desolate locations. Most of the time
witches are bitter and inhospitable but when they need something, they are more than happy to
entertain guests. All witches serve some dark force and work towards making their master’s will
a reality.
Special Abilities: Spells: A witch knows the Charm or Plague spell and three other spells from
the following list: Animate Dead, Animate Object, Blast, Change Shape, Confusion, Darkness,
Hold Person, Morph Object, and Sleep. A witch can cast three spells per day. For each
additional spell a Witch knows, increase her HD by 1 and she can cast an additional time per
day. Spells are found on pp. 34-37.
Master Potion Brewer: Witches love making potions, almost as if it is a compulsion. They can
make potions that no other creature or mortal can. These can be granting beauty, long life,
incredible strength, etc. but it these powers always come with a cost… some overt, others hidden
(and oftentimes both).
Familiar: A witch always has a loyal animal with which they have an unnerving and creepy
attachment to and control over. Roll 1d8: 1) Cat; 2) Toad; 3 Bat; 4) Vulture; 5 Snake; 6)
Crow/Raven; 7) Lizard; 8) Fox. A witch can see through her familiar’s eyes and communicate
telepathically with the creature.

Zombie
HD: 1 Damage: 1d8
HP: 8 Weapons: Fists, nails and teeth
Attributes: B Armor: 0
Edges: M

Description: The fleshy animated remains of a creature that has died. Zombies appear in
various states of decomposition and seem to take forever to rot once animated. Zombies haunt
battlefields, graveyards, or other areas surrounded by death and dark magic. Zombies are often
summoned to guard riches or magic items or as cannon fodder for invaders.
Special Abilities: Undead: Immune to critical attacks and mind-altering effects.
Horde: When more than one zombie attacks a single target, the defender suffers disadvantage on
rolls.
Ceaseless: Unless killed by magical means, there is a 50% chance a zombie will rise up with 1d8
HP 1 round after being reduced to 0 HP.

OPTIONAL RULES
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Note: Not every group will desire to play in a humancentric, classless, experienceless
setting/system, so here are three optional rules for just those things: All three are
designed to be modular, so you can use each one separately from another.

If a GM decides to use the races listed below, players do not get to roll for the unique
ability on page 12. Only humans get that.

RACES
While the assumed setting of DIY RPG Rules is humancentric, here are some quick baseline
rules if a group desires other races in their settings/games. There are no descriptions of where
each race comes from, personality, lifespan, politics, etc. as it is assumed: 1) the GM knows
who/what these races already are based on other works, be it RPG or fiction, and; 2) The GM
is/will be creating their own world or is an already published setting and utilizing the DIY RPG
Rules.

HUMAN
Human Luck: Humans seems to always be on their side. Humans start with four Luck Points
per session.
Ability: Humans come from all walks of life. Roll (or choose) on pg 12 for a unique ability.

DWARF
Stout: Dwarfs are a hardy people and roll with Advantage on all tests against poisons. Dwarves
start with an additional 4 HP at character creation (after the Meat Grinder, pg 7).
Strong: Dwarves are known for their incredible strength. Twice per session a dwarf can
automatically succeed on a Body test when it comes to lifting or attacking with a melee weapon.
However, the GM can rule that something is too heavy and only by rolling a critical success is it
possible.

ELF
Pass Without Trace: When walking in natural surroundings, elves leave no tracks.
Choose One: Magic Blooded: The elf was born with a magical gift. They can naturally cast a
single spell (pp. 34-37) at no risk twice per day (see casting spells, pg 33). If a GM wishes, they
can allow the player to create their own unique spell, but it is recommended the spell is roughly
the same power as the ones listed.

-or-

Archer: The elf has studied long and hard with a bow. They can make two attacks per round
with their bow or a single attack and roll damage with Advantage.

HALFLING
Sneaky: Halflings are small creatures and are harder to spot. They roll with Advantage on any
test to hide and move silently.
Halfling Luck: Halflings have a strange affinity with luck. Twice per session when a roll does
not favor the halfling, they can reroll and take the better result.

64
HALF-ORC
Orc-Blooded: Half-Orcs are hard to rattle. They roll Focus tests with Advantage against fear
effects.
Rage: While not as volatile as their full-blooded kin, half-orcs are still known for their temper.
When a half-orc rages, they gain Resistance to all physical damage and +1 to all physical
damage and Advantage to Body tests. Their rage lasts for 1d6+1 rounds. A half-orc can rage
twice per day.

CLASSES

65
DIY RPG Rules does not have classes. Instead the PCs each start with a unique ability (pg 12)
and then all other rewards, powers, etc. are gained through exploration and play rather than an
experience/reward-based system. However, some groups prefer an archetype to build their
character from, so here are three base classes. Each one starts with two abilities. If the group
desires to handle progression as described in the book (pg 31, 90) they are free to do so. If they
are looking for a little bit more structured progression, see the optional rule, Experience (pg 68).

ADVENTURER
Description: Adventurers forge their own destiny. Many delve into forgotten ruins looking for
treasure, others become scouts guiding caravans from place to place, and others become
wheelers and dealers, operating professional businesses or trade on the black market.
Special Abilities: Choose two from the following list:

Sneaky: When you successfully sneak attack, you roll damage with Advantage.
Skilled: Once per session you roll with Advantage on an Attribute or Skill of your choice.
Stealth: You’ve learned to hide more efficiently. You can hide in less concealed places and
shadows that others could not.
Survival: You have spent quite a bit of time in wilderness. You can identify harmful plants with
ease and can survive longer on less in the wilds. Foraging for food takes you half the time when
you make a successful Focus test.
Luck: Once per session if a trap goes off and deals damage to you or affects you in anyway, you
can state that it actually missed you.
Second Time’s a Charm: When you meet an NPC and have to make a reaction roll, if you do
not like the result you can reroll the 2d6 (pg 78) and choose the better result.

FIGHTER
Description: Fighters are frontline defenders, sneaky archers in the wings, or scouts surviving in
the wilderness. They are known for their prowess with weapons and shield and their bravery.
Preferred Weapon: You have trained with a specific weapon for some time, growing fond of it
and even giving it a name. When wielding your preferred weapon, you deal +1 to damage and
once per session declare an attack an automatic success.

The Fighter can choose a new weapon to become their favorite but this takes one month of in-
game time studying and practicing with the weapon (sounds like a good time for a montage).

Defensive Fighter: You know how to use a shield better than others. Increase the number of
attacks a shield can absorb by 1. Additionally, you can make a second attack with the shield. If
successful, the attack deals 1d8/2 damage (this can result in 0 damage).

MAGIC-USER
Description: Harnessing the power of magic is second nature to Magic-Users. Whether through
some Faustian deal, magic ancestry, or constant studying in a dimly lit library, Magic-Users can
harness magic in ways that others cannot.
Spells: You begin play knowing three spells (pg 34-37) of your choice.

66
Magical Affinity: Magic runs through your blood. When you make a successful Magic test to
cast a spell you suffer no damage and when you fail the roll you only suffer 1d6 damage instead
of the normal rules (pg 35). You still suffer 2d6 damage from a Critical Failure. Additionally, if
someone casts a spell on you that you yourself know, you make any tests to avoid harmful
effects with Advantage.

67
EXPERIENCE

While gaining powers, abilities, weapons, health, etc. as outlined on page 31 and 90, some
groups prefer an experience system to gauge their strength and progression. Here is a simple
point buy system to insert into your game(s).

EXPERIENCE POINTS
At the end of the session each player receives 1 experience point (XP). If a player was
particularly creative and/or did something cool to help the GM or something, they receive
another 1 XP. If the group fought a particularly challenging battle during the session and/or
completed a monumental task, they receive another 1 XP.

When the player has accumulated enough XP to purchase an “upgrade” they may do so,
subtracting that amount from their XP total.

10 points- Roll to increase hit points (pg 31).


10 points- Become proficient in playing a musical instrument, a new language, etc.
15 points- Become more proficient with a particular weapon, increasing critical attack to 19-20.
15 points- Add another known skill (if using optional rule, pg 11).
20 points (optional)- Gain a new ability (pg 90).

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APPENDIX A- ALCHEMY
Instead of creating a huge list of potions (which is totally encouraged), DIY RPG Rules uses this
quick way to create a potion. Potions are broken down in tow three categories: Damage,
Healing, and Utility

BREWING A POTION
Any person can brew a potion. The base time to brew a potion is 2d4 hours. The base
ingredients (reagents) is 25gp plus the additional cost of whatever additional effects the brewer
decides, which is factored into the prices below. There is no need to roll to see if creating the
potion is successful. The character pays in time, patience, and gold.

DAMAGE POTIONS
Bombs- straight explosive damage.
Deals 1d8 damage- 50gp
Deals 2d8 damage- 125gp
Deals 3d8 damage- 225gp

SECONDARY DAMAGE STUFF (choose one)


STUNNING
Choose a descriptor- this adds flavor to the bomb: freeze, shock, sleep, petrify, etc. The target
must succeed a Body test or be stunned for 1 round.

For each additional round for the target to potentially be stunned, add 50gp to the cost. Affected
targets make a new Body test each round for the duration. If they succeed, they can move and
attack. The next round they must make a test again.

-or-

ONGOING DAMAGE
Choose a descriptor- this adds flavor to the bomb: fire, acid, poison, necrotic, swarm of bees, etc.
Each round the target must succeed a Body test or suffer an 1d6 additional damage on the next
round.

For each additional round of damage (up to six rounds) add 50gp to the cost. Affected targets
make a new Body test each round for the duration. If they succeed, they do not suffer damage
that round. The next round they must make a test again.

69
HEALING POTIONS (choose one)
RESTORATIVE
Weak Healing Potion- heals 1d8 HP- costs 125gp.
Healing Potion- heals 2d8- costs 250gp.

Optional- cures poison- additional cost 50gp.

-or-

TEMPORARY HIT POINTS


Weak- Gain 8 temporary hit points- cost 200gp.
Standard- Gain 8+1d8 temporary hit points- costs 300gp.

Note: any damage taken by the character is removed from these first. Once temporary HP is
consumed damage is subtracted from HP as normal (pg 28).

UTILITY (choose one)


SOMETHING NOT NORMAL
Do something not normally allowed- choose effect when brewing: breathe underwater, see in the
dark, become immune to a type of damage, fly, walk through walls, become smoke, float etc.
Base time is 1 turn and costs 125gp. Increase by 50gp per additional turn.

GRANTS BOON
Gives extra Luck Point (attribute is declared when the potion is brewed). Luck Point remains
until consume- Costs 200 gp.

HINDERS AN ENEMY
These potions slow an enemy down and keep them from moving although they can usually
attack and defend themselves- choose a descriptor: spider webs, tar, wind, etc. Base cost 100gp
and lasts 1 round. For each additional round (up to six rounds) add 25gp to the cost.

SOMETHING USEFUL
These potions create an effect that is useful- create fire, light, smoke bomb, etc.
Lasts 1 turn. Base cost is 50gp. For each additional turn (maximum of six turns) add 10gp.

Note Buying/Selling Potions from NPCs: Potions take time and patience and special
ingredients (narratively speaking). Buying a potion from a vendor or shop generally costs
an additional $100gp. Selling a potion to a vendor usually nets the player the cost of the
potion and an additional 50gp.

70
APPENDIX D- DISEASES
Diseases are fun little things to throw at your players. Diseases shouldn’t be just about dealing
damage or debilitating PCs… That happens in real life (ever eaten a bad burrito…?) and it’s not
really something people want to relive in a world filled with dragons and dungeons, fairies and
goblins.

The point of these diseases is that they are punishing (because let’s face it, diseases suck) and
evoke a few laughs or some emergent storytelling. Having the good-looking and charismatic
character come down with Husk Flesh or the tough silent mercenary come down with Cutsie
Pootsie will definitely create some interesting moments.

Here are a few fun diseases to throw at your players.

Disease Name: Ant Lung


Delivery: A juvenile Queen Ant crawls up your nose and travels into your lung and makes her
home.
Onset: 24 hours.
Effect on Successful Test: You have a hard time breathing for the next day.
Effect on Failed Test: Small ants start eating away your lung tissue, creating a hive. You suffer
Disadvantage to all Body tests and have an extremely hard time breathing. Sometimes you
cough up a pile of the small little buggers. Each morning you must succeed at a Body test, if
failed permanently lose 1 HP.
Recovery: Inhale caustic vapors created by a witch (pg 63). All HP lost from damage remains
gone.

Disease Name: Blisters of the Sun


Delivery: Injury.
Onset: 1 hour.
Effect on Successful Test: The sun bothers you more than normal and you sweat while out in it
for one week.
Effect on Failed Test: You develop extreme sun sensitivity. You are nearly blinded in the sun’s
light and if you stand in direct sunlight 2d10 huge painful blisters appear on your skin. When
popped, each deals 1 point of damage.
Recovery: All blisters must be popped and drained. A salve can be created by grinding 4 night
geckos, peppermint, vodka, and oats into a paste and spreading it all over the body of the
afflicted.

Disease Name: Bone Goo


Delivery: Bite from Marrow Spider.
Onset: 1d3 days.
Effect on Successful Test: Red welt where the bite occurred.
Effect on Failed Test: Your bones become gelatinous and rubbery, causing you to move slower.
You can only move or attack per round and it takes two rounds to move through a Close area.
Recovery: Three consecutive Body tests- one made per day.

71
Disease Name: Calcium Cysts
Delivery: Inhalation.
Onset: 10 minutes.
Effect on Successful Test: You have the taste of warm milk in your mouth for an hour.
Effect on Failed Test: You develop 1d4 large calcium cyst that ruptures after one week, dealing
1d4 damage each. A few calcium crystals protrude and liquid scale oozes from the wound.
Anyone Close to you must pass a Body test or become infected.
Recovery: Must run its course.

Disease Name: Cold Snap


Delivery: Injury.
Onset: 1 day.
Effect on Successful Test: Feel cold and achy for 24 hours.
Effect on Failed Test: Your flesh turns a pale blue and you shiver constantly as if you are
freezing to death. Your teeth chatter and it’s hard to move. You can either move or attack in a
round and it takes you two rounds to move a Close distance. When you are struck with a weapon
there is a 1-in-6 chance that the damage shatters off a limb- roll 1d4: 1) Right leg; 2) Left leg; 3)
Right arm; 4) Left arm.
Recovery: 1d3 days.

Disease Name: Cutsie Pootsie


Delivery: Breathing in the fart of a fairy.
Onset: Immediate.
Effect on Successful Test: Your stomach gurgles and you really have to fart.
Effect on Failed Test: When you get wet you turn into an adorable pink little butterball with
large black eyes, wide mouth and a tiny button nose. When you take in a big inhale, you can
float around the air (about 7’ high) for 2 rounds. You can blow the air out and a target must
succeed an Agility test or fall prone. Lasts for 1 hour after dried off.
Recovery: The fairy that farted must apologize… and fairy’s HATE apologizing. Note: If Cure
Disease is cast on the afflicted, they must make a Luck roll. If the roll does not favor them, the
spell will not work.

Disease Name: Fungal Colony


Delivery: Inhalation of a Blue Mushroom spore.
Onset: 1 week.
Effect on Successful Test: Everything tastes like mushrooms for one week.
Effect on Failed Test: 2d10+10 large mushrooms grow out of your back, causing you to
painfully hunch over and walk slowly. These mushrooms are highly sought after by renowned
chefs as well as potion makers (fetching roughly 10gp per cap).
Recovery: Each cap must be cut off, dealing 1 point of damage to the host. This can be done
over several days. However, if not all cut off in 3 days’ time, the caps grow all grow back.

Disease Name: Husk Flesh


Delivery: Inhalation or touch.
Onset: 1d6 days.
Effect on Successful Test: Become dehydrated and fatigued for 24 hours.

72
Effect on Failed Test: The target’s flesh becomes a dried husk, cracking and breaking with
movement, oozing blood from the wounds. They can’t talk and their physical form becomes
mummified. Their HP is reduced by half, but they gain Resistance to all physical damage. Fire
deals an extra 1d6 damage.
Recovery: Permanent.

Disease Name: Maggot Blood


Delivery: Bite from the Retched Corpse Fly.
Onset: 1 day.
Effect on Successful Test: You have an acidic stomach and digestive troubles for 24 hours.
Effect on Failed Test: The eggs of the retched corpse fly travel through your bloodstream for 24
hours before hatching. When they hatch into maggots, these nasty creatures writhe around in
your flesh, munching on you periodically, causing you to suffer 1d3 point of damage per day.
After three days, 1d100 small Retched Corse Flies emerge from the host’s flesh (dealing 1d8+1
damage) and zooming away.
Recovery: Must run its course.

Disease Name: Revenge of Nature


Delivery: Cursed by a dying Druid or Dryad. Powerful magical creatures and the non-living are
immune to this disease.
Onset: 1 week.
Effect on Successful Save: Your hair turns into grass and your fingernails into tree bark.
Effect on Failed Save: You transform into a plant creature. A small tree grows from the top of
your head and your body hair turns into fine grass. Your skin takes on a toughened bark-like
texture granting 2 armor, but you cannot wear any further armor. Small bushy shrubs grow out
of your fingernails (which you can eat when hungry). You have a 2-in-6 chance of catching fire
and fire deals an extra 1d6 damage to you.
Recovery: Permanent. Note: If Cure Disease is cast on the afflicted, they must make a Luck
roll. If the roll does not favor them, the spell will not work.

Disease Name: Sour Flesh


Delivery: Bite from a diseased rat
Onset: 1 day.
Effect on Successful Save: Take on a clammy pallid appearance for 1d3 days.
Effect on Failed Save: Your flesh becomes slick and slimy, like raw chicken. You smell of
rancid meat and spoiled milk. All Rapport tests are made with Disadvantage when schmoozing
with people.
Recovery: Must run its course over two weeks.

73
Disease Name: Weeping Blight
Delivery: Touch.
Onset: One day.
Effect on Successful Save: Suffer 1d6 damage and all tests are made with Disadvantage for 1d3
hours.
Effect on Failed Save: Your flesh becomes red and you have a fever. You cough and splutter,
your breaths coming in raspy heaves. Each day you must pass a Body test or suffer 2d6 damage
and weep thick bloody tears (these are highly contagious).
Recovery: Three Body saves over five days- one made per day. If the afflicted hasn’t passed
three Body tests to beat the disease, on the 6th morning they permanently lose 1d8 HP are
blinded.

74
APPENDIX H- HIRELINGS AND NPCS
HIRELINGS
Hirelings are adventurers (or the desperate) who are willing to tag along with the PCs should
they be adequately compensated and treated fairly. Here are a few sample hirelings for the GM
to use. Each is given the vital information needed and a few tidbits for character motivations.

Name: Uncle Brick (12 HP, 1d8, 1 AP)


Attributes: B, R; Edges: M
Description: Tall and thick. Boring brown hair with unflattering bowl cut. Deep voice.
Quirk: Hums and scat sings when bored.
Why Are They Adventuring: Several years ago, Uncle Brick lost his temper and killed his own
brother over a silly reason. He was exiled from village and family as punishment.
Special: Really Strong- Advantage to Body tests for strength.
Gear: Two-handed maul, light leather armor, traveler’s cloak, bedroll, torches x6, rations x6,
waterskin, jug of ale x2, and 1d20 gp.
Cost Per Day: 3 gp.

Name: Ok Annie (16 HP, 1d8, 2 AP)


Attributes: B, A; Edge: M
Description: Athletic and heavily scarred with patch over left eye. Red hair, usually in braids.
Jovial laughter. Has seen her share of combat and adventure.
Quirk: Chews on a toothpick incessantly.
Why Are They Adventuring: Annie’s lover and partner betrayed her, stealing their entire
fortune. Annie has vowed to get revenge on her.
Special: Death’s Friend- Anytime Annie is dropped to 0 HP, she makes her Body rolls with
Advantage to avoid death. She ain’t died yet!
Gear: Javelin x2, Flaming longsword (see below), chainmail, light shield, box of toothpicks,
traveler’s cloak, bedroll, torches x6, rations x6, backpack, and 3d10 gp.
Cost Per Day: 10 gp.
Flaming Longsword: Appears normal, but once per hour can be activated and will be wreathed
in magical flame, dealing an extra 1d6 damage per day for the next three successful attacks and
then goes out.

Name: Felix the Filcher (12 HP, 1d8, 0 AP)


Attributes: A, R; Edge: R
Description: Thin, slightly stooped posture. Thin dirty blonde hair, usually in a manbun.
Sniveling demeanor.
Quirk: Rolls a coin between knuckles.
Why Are They Adventuring: Felix’s baby sister is ill and needs medicine made of rare (and
expensive) herbs.
Special: Light Fingers- Once per session Felix automatically succeeds an any test to steal
something. He also rolls with Advantage on stealth rolls.
Gear: Daggers x4, club, backpack, smoke bomb, bedroll, torches x6, rations x6, waterskin, jug
of ale x2, and 1d6 gp.
Cost Per Day: 2 gp.

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Name: Bad News Betty (12 HP, 1d8, 1 AP)
Attributes: B, F; Edge: M
Description: Thick with large muscular arms. Blonde hair in a no-nonsense ponytail. Terse
language.
Quirk: Tends to openly sneer at those talking to her.
Why Are They Adventuring: Bad News Betty took out some gold from a loan shark for a big
card game she thought she could win. She didn’t and now she’s in deep.
Special: Unlucky Habit- Once per hour Betty makes someone roll with Disadvantage on a roll of
her choosing.
Gear: Brass knuckles x2, hand axe x2, light leather armor, light shield, torches x6, rations x6,
waterskin, cheap whiskey x2, and 1d100 gp.
Cost Per Day: 4 gp.

Name: Pipsqueak (4 HP, 1d4, 0 AP)


Attributes: A; Edge: NA
Description: Young. A boy not yet a man. Brown hair, cold blue eyes, and freckles.
Quirk: Picks nose and examines boogers absentmindedly.
Why Are They Adventuring: Pipsqueak’s father offended the wrong person; a witch! She
transformed him into a talking chair! And while it does give sitting chairside by the fire an
entirely different meaning, Pipsqueak is on a quest to find a way to reverse the curse.
Special: Small- This young lad can fit into spaces most cannot, helping adventurer’s gain access
to new areas of dungeons and ruins!
Gear: Dagger and sling. Backpack, torches x6, rations x6, waterskin, and 1d4 gp.
Cost Per Day: 1 gp.

Name: Elle the Knowledgeable (12 HP, 1d8, 0 AP)


Attributes: R, F; Edge: Ma
Description: Dark skin with piercing amber eyes. Enjoys wearing thick robes. A placid smile
rests upon her face.
Quirk: She talks to herself, sometimes at length, about problems or thoughts.
Why Are They Adventuring: Elle is obsession with the occult and ancient history and is
seeking out old dusty tomes wherever she can.
Special: Well-educated- Elle can speak four languages (GM’s choice) and is an expert on ancient
history. When making a Focus test to understand a language or history, she rolls with
Advantage.
Gear: Staff with hook, hand crossbow, bolts x10, scroll of Aid (pg 34), scroll of Dispel Magic
(pg 35), thick robe, backpack, The Way the World Once Was (history book), torches x6, rations
x6, waterskin, 3d10 gp.
Cost Per Day: 7 gp.

Name: Gobbles the Snear (goblin, 12 HP, 1d8, 1 AP)


Attributes: A; Edge: R
Description: Small stature. Forest green skin and blue eyes (rare for a goblin). Sharp teeth and
bat-like ears.
Quirk: Does a weird little chant before about to strike.

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Why Are They Adventuring: Gobbles was exiled from his goblin clan because he refused to
adhere to their chaotic code. After being rejected, Gobbles was accepted into the Assassin’s
Guild and was taught the tricks of the trade.
Special: Gobbles has been trained in the ways of the Assassin and has access to those abilities
(pg 85).
Gear: Dagger x2, throwing knives x 5, hand crossbow, bolts x10, light leather armor, sleeping
poison (2 uses) x1, smoke bomb, torches x6, rations x6, waterskin, 3d8 gp.
Cost Per Day: 10 gp.

Name: Darcy (12 HP, 1d8, 1 AP)


Attributes: R, F; Edge: R
Description: Tall. Cool sharp eyes that scan her surroundings. Thick brown hair with alabaster
skin.
Quirk: When annoyed she makes a sucking noise by putting her tongue against her front teeth
and baring them.
Why Are They Adventuring: A noble family abused her family, taxing them and eventually
confiscating their farm. She sought revenge and killed the patriarch of the house. Now she’s on
the run with a bounty on her head.
Special: Good With a Bow- If Darcy spends one round studying her target, her attack deals an
additional 1d8 damage if hit is successful.
Gear: Short sword, bow, quiver x2 (10 arrows each), light leather armor, tent, bedroll, torches
x6, rations x6, waterskin, 2d6 gp.
Cost Per Day: 4 gp.

Name: Quar the Barbarian (16 HP, 1d8, 2 AP)


Attributes: B, A; Edge: M
Description: Muscular. Brown eyes. Long black hair. Deep voice and obnoxiously loud laugh.
Quirk: Slams his fits on the table when talking to emphasize his points.
Why Are They Adventuring: Quar’s little sister fell ill and in a moment of desperation, the
family turned to the talents of a witch to heal her. The witch performed the ritual, but it came
with a terrible price. Quar owes a small fortune to the hag.
Special: Leap Attack- Quar has powerful legs; look at those Quads! At the beginning of combat
Quar can move and then can leap at a target up to Not Close Enough distance and smash into
them with a weapon or shield, dealing damage with Advantage.
Gear: Two-handed axe, hand axe x2, light shield, scale armor, traveler’s cloak, bedroll, torches
x6, rations x6, waterskin, jug of ale x2, and 1d20 gp.
Cost Per Day: 10 gp.

Name: Sasha the Sorceress (12 HP, 1d8, 0 AP)


Attributes: R, F; Edge: Ma
Description: Gruff. Wild, matted hair. Athletic and lithe. Green eyes.
Quirk: Has to do 100 push-ups, sit-ups, squats, and crunches every morning or she’s grumpy.
Why Are They Adventuring: Sasha was taught by an order of hedge wizards about her sacred
duty to seek out and slay evil, wherever it may lurk. A duty she takes very seriously.
Special: Spellcaster- Sasha knows the following spells: Banish, Blast, Mist Form, and True
Sense. Spells are found pp. 34-37.

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Gear: Scythe, sickle, scroll case, parchment x10, ink x1, scroll of Cure Wounds, bedroll, thick
fur-lined cloak, torches x6, rations x6, waterskin, bottle of wine x1, 4d20 gp.
Cost Per Day: 15 gp.

NON-PLAYER CHARACTERS
These are characters that the GM controls, be it the local weaponsmith, the creepy gravedigger,
the corrupt noble, or a band of goblins. The GM gives them whatever personality they desire
and interacts with the PC in an action/reaction back and forth.

If a GM desires to have an NPC have a random reaction to the PCs, roll 2d6 and consult the chart
below:

Reaction Table
Roll 2d6 Reaction
2 Terrible!: Immediately attack, grievously insulted, etc.
3-5 Bad: Will hinder the PCs, insulted, call for friends/reinforcements, etc.
6-8 Neutral: Accepting, possibly cautious, indifferent, etc.
9-11 Good: Helpful, will offer trade, advice, info, etc.
12 Fantastic!: Immediately friendly, extremely helpful, offer secrets, etc.

Sometimes a GM needs to come up with a NPC quickly. Here are a few possibilities. Just roll
1d20 and consult the table below.

Quick NPCS
Roll Result
1d20
1 Name: Billy the Mongrel; Description: Short and fat. Tends to be filthier than is
acceptable and loves his pigs; Desire: Bill wants his pig farm to really be successful
and become the kingpin of pork in town.
2 Name: Angie the Keen; Description: Thick brown hair and freckles. Prefers the
comforts of nature over decadence; Desire: Known for tinkering with alchemy and
creating strange and powerful concoctions. Wants to open a potion shop.
3 Name: Edward Alderbrook (aka Weird Ward); Description: Short brown hair. Tends
to wear simple clothing. Talented musician; Desire: Believes spirits can
communicate through musical notes and desires to build a device that will allow them
to speak!
4 Name: Ceaseless Calypsa; Description: Tanned, skin weatherworn. Wears clothing
from her seafaring days. Used to captain a small frigate vessel; Desire: To go on a
few more adventures before she dies of boredom!
5 Name: Marty the Meek; Description: Stooped demeanor. Thin yellow hair.
Insufferable simpering. Known as a shifty poison maker; Desire: Wants to find
someone who will love him or at the very least get rich off of someone else.
6 Name: Sophia the Bard; Description: Known for her fiery personality and ability to
captivate an audience with her song and stories. Curly black hair. Blue eyes. High
cheekbones; Desire: To open her own tavern/theater.

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7 Name: Nate Gruss (AKA Monkeyboy); Description: Short brown hair. Tall and
lanky. Tends to be quiet and introspective; Desire: Loves to climb things. The higher
and more complicated, the better. If it gave him a rush, he’d climb over your grave.
Considered well-versed in mountaineering.
8 Name: Sami the Kind; Description: Athletic. Dreaded and matted hair. Wears
mostly thick hide. Takes care of and trains dogs; Desire: To find out what happened
to her husband, who went missing three months ago.
9 Name: Liam of the Books; Description: Tall. Wears spectacles. Considered an
academic. Knows how to cast two spells (GM’s choice). Brags he’s a better caster
than anyone; Desire: Liam’s hunger for knowledge is insatiable. He seeks to learn
more spells and gain more knowledge and power.
10 Name: Emma the Nimble; Description: Lithe. Short brown hair, usually in a
ponytail. Arches an eyebrow when talking to people. Known for her ability as a
performer on trapeze and silks; Desire: Emma seeks to blow town and join a traveling
band of actors and perform across the lands.
11 Name: Jamie the Watcher; Description: Tall. Reddish hair that is cut short.
Spectacles and beard. Nods head thoughtfully when listening. Ponders what others
say and do and philosophies on it; Desire: To write a book about the deep dark inner
workings on the human mind.
12 Name: Lightning Liquid Katie; Description: Red hair in a bob haircut and shaved on
right side. Wears scarves of green and turquoise. Owns tavern/inn called Nightmare
Fuel; Desire: Katie wants to move into a broader clientele base and is seeking
membership to the Black Market.
13 Name: Kevin the Decrier; Description: Mop of thick brownish-black hair. Scruffy
beard. Beetle black eyes. Fights propaganda and seeks freedom. Operates a small
printing press and passes out pamphlets; Desire: To fight the authoritarian regime and
free the people from oppression! And also- to open a smoked meat stand.
14 Name: Valerie of the Flowers; Description: Long blonde hair. Pale blue eyes.
Wears ironical smirk on face. Known for her green thumb and love of plants; Desire:
Longs to see the ocean and feel the waves splash on her legs.
15 Name: Todd (Just Todd); Description: Tall. Muscular. Calves the size of
basketballs. Nods and states, “be well” when he leaves. Great fighter.; Desire: Todd
has seen a strange shimmering in the depths of a nearby lake and longs to find out
what it is.
16 Name: Annabelle Grimoutlook; Description: Old woman. Dour. Long straggly grey
hair. Has an ornately carved wooden cane; Desire: To find someone who can
exercise the spirit of her husband from her house. She put up with him while he was
alive, she doesn’t need to do it now he’s dead.
17 Name: Michael the Lamentable; Description: Shaved head. Perpetual scowl.
Tattoos all up arms and back. Seeing this poor sod is horrible luck. If any are
gambling around him, they suffer Disadvantage to rolls (save the dealer); Desire: To
become an alpaca herder and be left alone in the mountains.
18 Name: Ileana the Jewel Cutter; Description: Mousy. Straight, non-descript brown
hair. Plain clothes. Ability to cut and shape gems is second to none; Desire: To find
a rough Flame Ruby and craft it into amazing jewelry.

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19 Name: Jacob the Fierce; Description: Sharp grey eyes. Kind but haughty
mannerisms. Merchant of the bizarre, strange, and tantalizing. Shrewd businessman;
Desire: To locate the “Tick Tock Man” and find out what makes it tick and tock and
then make a better more beautiful one.
20 Name: Brittany the Bright; Description: Thick shoulder-length blonde hair. Super
happy and smiles a bunch. Town healer and surgeon; Desire: To find a cure for a
hideous disease, Bloody Boils, that is running through the town.

NPC RELATIONSHIPS
Need a relationship for the NPCs, roll 1d10: 1-3) Neutral; 4) Likes; 5) Hates; 6) Needs something from;
7) Wants dead; 8) Knows a secret about; 9) Is in love with; 10) Lifelong friends.

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APPENDIX M- MODERN STUFF
Some groups like to play with modern weaponry in their game. Here’s an idea how weapons
function in DIY RPG Rules.

FIREARMS
Firearm Damage RoF Range Ammo Notes
Handgun 1d8 2/round Not Close 18 (clip)
Enough
Revolver 1d8+1 1/round Not Close 6 (individual)
Enough
Shotgun 1d8+1 1/round Close 5 (slugs) Point blank damage is rolled
with Advantage.
Machine 1d8 1-3 Not Close 30 (clip) Full Auto: attack up to 3
Gun Enough enemies in a round. Each
attack is made with
Disadvantage. Can use on a
single target. Roll attack
normally and if successful,
deal 2d8 damage.
Rifle 1d8+1 1/round Far Away 12 shots
(individual)

EXPLOSIVES
Explosive* Damage Radius Notes
Grenade 3d8 Close Target and all next to them take 3d8 damage. All others
in the radius take 1d8 damage. Agility test for half
damage.
Stun Grenade 1d8 Close Explosive concussive force and a bright flash of light.
Body test or be stunned for 1d4 rounds, suffering
Disadvantage to all rolls.
Phosphorus 2d8 Close Releases super-heated chemicals. All targets in the
Grenade radius suffer 2d8 damage on the first round and 1d6
each round for 1d6 rounds. Agility test for half damage
on initial explosion.
*If the Ranged roll misses, roll 1d8 for which direction it goes.

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OTHER STUFF
Night Goggles: Can see in the dark up to Not Close Enough distance. Can be blinded by bright
lights for 1 round unless succeed a Body test. Effects from items such as stun grenades, the
duration is doubled.
Protective Vest: Comes in varying degrees protection against bullets or edged weapons (this is
decided at time of purchase/what’s available): Light- 1 AP; Medium 2 AP; Heavy- 3 AP. There
are versions that offer protection to both and are more expensive. Double the price.
Armor Piercing Rounds: These bullets can be put in handguns, revolvers, machine guns, and
rifles. Armor piercing rounds have a rating of 1, 2, and 3. This is the amount of armor they
ignore.

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APPENDIX N- INSPIRATION
This list is not exhaustive and those familiar with my other books may notice missing inspirations
in this list. These entries below are what I feel are constant inspirations for one reason or
another.

The beautiful storytelling, imagery, and high octane no-holds barred action in Mad Max: Fury
Road is always with me and I try to put that in my combat. The joy, adventure, characters and
story from Adventure Time constantly makes me smile and something strive for in my
games. The action, kick ass monsters, overt simplicity, and crazy environments
from Thundarr the Barbarian fuels my fire to the heights that I had to write a book about it. The
sheer joy of discovery and exploration in The Legend of Zelda: Breath of the Wild was so awe-
inspiring to me that it shifted how I viewed tabletop RPGs and mechanics. Tank Girl’s whacky
off-kilter humor is wonderful and ends up in my games all too often. Horror and humor are
wonderfully mixed together in just the right amounts in The Evil Dead series and something I try
to channel every time I run a game. Punk music reminds me to not compromise on any aspect of
my passions and life and to always DIY.

Anyways- you get the idea…

Movies and TV Shows Music


Adventure Time (TV) Anthrax
Blade Runner (Movie) B-52’s
Blade Runner 2049 (Movie) Bad Religion
Bram Stoker’s Dracula Black Keys
Dredd (Movie) Caravan Palace
The Evil Dead Series (Movie and TV) Dead Weather
Firefly (TV) and Serenity (Movie) Distillers
Goonies (Movie) Ella Fitzgerald
Gremlins (Movie) Hobosexual
Hellraiser 1 and 2 Joywave
Hot Fuzz (Movie) The Kills
Killjoys (TV) KMFDM
Mad Max Series (Movie) Louis Armstrong
Thundarr the Barbarian (TV) Minor Threat
Shaun of the Dead (Movie) Marilyn Manson
Star Trek: Next Generation (TV) Metallica
Star Trek: DS9 (TV) Nine Inch Nails
Star Wars IV-VI (Movie) Nirvana
Stranger Things (TV) Pantera
John Carpenter’s The Thing (Movie) Pennywise
Rancid
RKL
Slayer
Smashing Pumpkins
Soundgarden

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The Gits Eberron (WotC, Keith Baker)
TOOL Feral (Jez Gordon)
Type O’ Negative Gathox Vertical Slum (DIY RPG
White Stripes Productions, David Lewis Johnson)
White Zombie Hubris: A World of Viscral Adventure (DIY
RPG Productions, shameless self-
Comic Books promotion)
B.P.R.D. Into the Odd (Chris McDowall)
Coda Hot Springs Island (Swordfish Islands,
Copperhead Various)
Empty Zone Lamentations of the Flame Princess (LotFP,
Headlopper Various)
Heavy Metal Magazine Mothership (Tuesday Night Games, Sean
Hellboy McCoy, Donn Stroud)
Judge Dredd Sailors Under the Starless Sea (DCC, Harley
Rat Queens Stroh)
Skullkickers Scenic Dunnsmouth (LotFP, Zzarkov Kowal
Tank Girl ski)
Teenage Mutant Ninja Turtles Shadowrun 1st-3rd Edition
Books Warhammer Fantasy Role-playing Game
Alice in Wonderland and Through the 1st and 2nd Edition (Games Workshop,
Looking Glass by Lewis Carroll Various)
Conan the Barbarian, Kull, and Solomon
Kane by Robert E. Howard Video Games
Dying Earth series by Jack Vance Elder Scrolls: Skyrim
Goblins in the Castle by Bruce Coville Fallout 1-3 and New Vegas
H.P. Lovecraft stories Final Fantasy IV, VI, VII, and X
Harry Potter series by J.K. Rowling Hollow Knight
Scary Stores to Tell in the Dark series by Hyperlight Drifter
Alvin Schwartz Inside
Legend of Zelda games ESPECIALLY
RPG Books Breath of the Wild
Black Hack (David Black) Limbo
Cyberpunk 2020 (Mike Pondsmith) Mass Effect 1-3
Dungeon Crawl Classics (Goodman Games, Silent Hill 1 and 2
Various) Witcher 3

84
APPENDIX O- ORGANIZATIONS
Organizations are a great way to get a group of players immersed in the world. Not only do
these organizations have NPCs for players to interact with, information to relay, and quests/jobs
for the group to do, each one has a few abilities and powers to impart on the lucky few who have
proven their worth and loyalty. Allowing players into an organization is a great reward (pg 90)

ASSASSINS’ GUILD
The Assassin’s Guild operates in the shadows, dealing in death and pain. After one proves their
worth (and contributes enough coin) they are taken as an apprentice and taught the ways of the
assassin.

Apply Poison: Assassins know how to apply poison to their weapons with efficiency. Assassins
cannot accidentally poison themselves when applying toxins to their weapons.

Lethal Strike: Assassins know how to strike an unaware target with lethal accuracy. If the
assassin spends one full round studying the target, their attack deals 2d8 damage (this stacks with
sneak attack damage, pg 28). This can be ranged or melee attacks.

Guild Locations: The knowledge of guild locations has been passed to you. These hideouts
have supplies that can be purchased at a discount and assassination contracts that can be
acquired. Contract- roll 1d6: 1) Very Easy- 25 gp; 2) Easy 50 gp; 3-4) Average- 100 gp; 5)
Hard: 200 gp; 6) Deadly- 500 gp.

DRUIDS
Hermits, protectors of nature, animal lovers, tree huggers; call them what you will but there is no
denying these people have a strange kinship with the natural world and those who inhabit it.

Druidic Training
Druids are trained the ways of survival for hunting and tracking or in handling and caring for
animals in the wild. Based on choice the druid makes tests concerning survival or handling
animals with Advantage.

Woodland Stride: A druid is one with nature and can move through obstructions like thorns,
brambles, roots, thick branches, and the like as if they were water. A druid suffers no damage
from troubles like natural thorns. A druid also leaves no tracks when walking in nature.

Druid’s Curse: When the druid is slain, they can issue a final curse, The Revenge of Nature (pg
73) on the one that slayed them.

and

Druidic Power (choose one):


The Beast Master: The druid bonds with a faithful animal; this could be a wolf, eagle, vulture,
deer, etc. The creature has 1 HD (8 HP) and can make 1 attack per round (1d8 damage). On the
druid’s turn they can occupy the creature’s mind and gains all their senses and can act as the
creature. Any damage the animal sustains while the druid occupies their mind, affects them as

85
well. If the companion dies, the druid can gain the trust of another one by spending eight hours
with the creature and succeeding on a Rapport roll.

The Insect Summoner: Once per day a druid can summon forth a swarm of insects from the
surrounding area to converge on them. The druid can then direct the swarm to attack and
consume anything in their path. Roll 1d4 for the HD of the Swarm (see page 60 for Swarm
rules). The insects remain for 2d4 rounds or until killed.

THE DUNGEONEERS’ GUILD


The Dungeoneers are known for their bravado in the face of danger and poking around in
moldering ruins looking for treasure and forgotten knowledge. They accept members from all
walks of life into their organization, so long as they got moxie.

Underground Navigation: Members of the guild are immediately trained to orient themselves
when underground. Dungeoneers’ roll with Advantage to know direction underground.

Nimble Footing: Knowing where to place one’s foot is paramount to a Dungeoneer. While in a
ruin/dungeon, if a Dungeoneer fails an Agaility test to avoid a trap, slips on a ledge, etc. they can
reroll the Agility test, but must take the new result, even if it’s worse.

Rough Understanding: While in dungeons, one will surely come across a plethora of strange,
often forgotten languages. Dungeoneers know hints and portends are often found in ancient
languages. When coming across a language that the PC does not know, make a Focus roll with
Disadvantage. If successful, you can decipher the language enough to get the gist of it.
Additionally, any further tests for that language are rolled normally from now on.

Passing the Torch: Dungeoneers believe in sharing knowledge and the wealth (to a certain
extent). A new member is given a scroll case which contains a rough map to a ruin/dungeon that
has yet to be explored. Good luck!

KNIGHTS OF THE HOLY ORDER


These knights not only serve their kingdom, they serve a higher power. Acolytes swear an oath
to serve the order and their deity above all else. Once accepted the acolyte undergoes a strange
and secret ritual imbuing them with holy powers.

Knowledge of Faith: Knights of the Holy Order have a keen understanding of the various
religions in the world. They make any Focus test concerning knowledge of religion with
Advantage.

Resilient: The ritual imbues the knight with strength to resist diseases. Knights roll all Body
tests to fight diseases with Advantage.

Orders of the Faith (choose one):


Order of Healers: The knight is imbued with the power to heal with their touch. Once per day
the knight can touch a living creature (including self) and heal the target for 50% of recipient’s
max HP.

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Order of the Wall: Once per day the knight channels divine energy into their shield,
strengthening it. The imbued shield gains an additional absorption point (pg 25). If the shield’s
energy hasn’t been used to absorb an enemy’s attack, the knight can release the energy in a flash
of bright light. All Close enemies must pass a Body test or be blinded for 1d3 rounds.

Order of the Blood: Once per day the knight channels divine energy into their weapon. The
next their attack is considered a success (roll in case of Critical, pg26). Their next three
successful attacks after the first deal +1 damage against enemies.

ORDER OF THE TATTOOED MONKS


Tattooed Monks come from all walks of life and behaviors. Those that wish to join the order
must prove their worth by overcoming many obstacles meant to challenge their emotional and
physical prowess. Once accepted the initiate begins intense training.

Iron Fist: The monk’s feet and hands deal 1d8 damage instead of the normal 1d4.

Zen: Monks train rigorously to calm their minds. These monks roll with Advantage on tests to
calm emotions or resist fear effects.

Tattoo (choose one): Those accepted into the order are given a tattoo inscribed with magical
ink. The tattoo contains a special power that the monk can tap into once per day. A monk can
get additional tattoos, but these are expensive (roughly 1,000 gp or more) and the monk must
pass another set of rigorous tests to prove their worth.

Spider: The monk can climb walls and sheer surfaces like a spider for 10 minutes; Dragon: The
monk can breathe flame at a target that is Close for 1d8+1 damage. The target has a 2-in-6
change to catch fire; Fish: The monk can swim in water up to Not Close Enough distance per
round and breathe underwater for 10 minutes; Bear: The monk’s hands grow claws, increasing
damage with their fists to 1d8+1 damage. They also gain resistance to all physical damage.
Effect lasts 10 minutes; Owl: The monk can see in complete darkness up to Not so Close
distance and have Advantage on tests to avoid surprises and sneak attacks. Effect lasts 10
minutes; Hummingbird: The monk can move quickly and is hard to track. The next two attacks
automatically miss the monk. Effect lasts for 1 hour or until consumed (which ever happens
first); Stag: The monk becomes heartier, gaining 8 Temporary HP (pg 70). Effect until Temp
HP is consumed or 1 hour (which ever happens first); Wind: The monk can channel the power
of the wind. Once per day they summon a strong gust of wind that can hit a target up to Not
Close Enough. Any in the line of wind must pass an Agility test or be knocked prone and suffer
1d4 damage; Ghost: The monk becomes ethereal and can walk through solid objects. Normal
attacks deal no damage, but spells, supernatural abilities, and magic items deal normal damage.
The monk cannot attack or cast spells in this state. Effect lasts for 10 minutes; Frightening
Mask: The monk conjures a spectral mask that is terrifying to gaze upon. All Close enemies
must pass a Focus test or become frightened, suffering Disadvantage on all rolls for the next 1d3
rounds; Wolf: The monk lets out a spine-tingling howl that inspires allies in Close radius. Allies
gain Advantage on the next two tests. Effect lasts until consumed.

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THIEVES’ GUILD
Where there are rich and affluent, there are the desperate and downtrodden. When folks gather
there is always one with keen eyes looking for an easy mark. And where there is money to be
had, a thief is there trying to take it.

Fence: Those who filch must sell their goods to vendors who don’t ask questions. The thieves’
guild has a fence that will buy stolen goods from members at a higher amount (roughly 50 to
75%, depending). The Fence will happily take hot items off the thief’s hands, and best yet-
won’t inform the local law enforcement.

Guild Locations: The knowledge of guild locations has been passed to you. These hideouts
have supplies that can be purchased at a discount and contracts on various deeds a thief may be
needed for that can be acquired. Activity- roll 1d6: 1) Theft; 2) Collect debt (blackmail,
protection, gambling debt, etc.); 3) Ruff someone up; 4) Spread misinformation; 5) Spy on
target- possibly follow them; 6) Bribe guards/officials in certain area. Reward- roll 1d6: 1) Very
Easy- 25 gp; 2) Easy 50 gp; 3-4) Average- 100 gp; 5) Hard: 200 gp; 6) Deadly- 500 gp.

Stealth: Thieves at the guild become experts on hiding and moving silently. A thief of the guild
makes all Agility rolls to hide and move silently with Advantage.

Shadowjump (highest level): This technique is taught by the Guild Master to those who have
proven their extreme worth to the organization. Once per day the thief can manipulate the very
darkness itself and create a portal that allows them transport to another spot of darkness or
shadow that up to Not Close Enough distance. Using this ability is a movement action.

UNDEAD SLAYERS
Undead Slayers are a special brand of crazy. Where most people flee before zombies and
skeletons, and shy away from the vampire’s lair, Undead Slayers actively seek these horrors out
to destroy them.

The Code: Those who swear allegiance the Undead Slayers know there is no going back once
welcomed into the fold. Undead Slayers live by a code to hunt and destroy undead and to protect
the living from these fiends. Failure to do so will often be met with the harshest of reprisals from
others in the order.

Equipment: Fresh members are granted a special blade: a sliver longsword. Additionally, they
receive two vials of holy water, a hand crossbow with 10 bolts, five stakes, and an alchemist’s
fire (pg 22).

Tainted Blood: Not only do these individuals swear an oath to always hunt and destroy undead,
but they drink a concoction created from the blood of several undead monsters. The potion is
highly toxic and not everyone survives (be nice, let the PCs survive). Those that do are full-
fledged members of the Undead Slayers. These individuals can sense undead in a Not Close
Enough radius should they concentrate for one minute, although they do not know what type of
undead they are sensing. Additionally, any test to resist an undead special effects or powers is
made with Advantage.

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Undead Knowledge: Tomes and stories of undead are passed between the Slayers. Focus tests
are made with Advantage to recall information or identify an undead.

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APPENDIX R- REWARDS
While gold, riches, and relics are obvious rewards for a job well done (and are encouraged in
DIY RPG Rules), offering other rewards are just as, if not more, important. As stated on page
31, DIY RPG Rules does not use a normal leveling or class structure, granting the players
magical items and abilities they gain through adventuring becomes more exciting, crucial, and
emergent. Below are some examples of rewards a GM can dole out to players.

ABILITIES
Note: It is recommended to keep the Unique Abilities (pg 12) for character creation but can be
given to a player as a reward through play.

Alchemist: When brewing potions, you can do it in half the time rolled and you shave 50gp off
the needed costs (pg 69). Additionally, you know how to squeeze a few extra drops out of
ingredients. Roll 1d6, if the result is a 1, you make a second potion at no cost.

Projectile Catcher: Once per round, when you are attacked by an enemy using a ranged weapon
such as a bow and arrow, crossbow, throwing knives, or sling you can make an Agility test. If
you successful, you catch the projectile and suffer no damage. If you critically succeed at the
Agility test, you catch the projectile and can throw it back at the enemy, automatically hitting
them and dealing damage.

Blind Fighter: You do not suffer Disadvantage on rolls melee attacks or physical tests when
blinded.

Blood Magic: You have been taught the dark arts of using the blood of others to fuel your spells.
Select a living target with blood; they must succeed a Body. If the target fails, blood is pulled
their body, dealing 1d8 damage. This blood can be consumed immediately, fueling a spell cast
the next round. Mechanically this means the caster does not need to succeed a Focus test to cast
the spell and suffer HP damage as per the normal rules (pg 33). Additionally, you can store the
blood in a special lead-lined jug to use at a later date. These jugs can hold enough blood to
channel for two spells and the blood stays fresh for 1 month in this jug. These jugs are found in
the shadiest of shops around the world and cost $250 GP.

If the target succeeds their Body tests, they are immune to this effect for 24 hours.

Knife Throw: You have been taught to toss throwing knives with great efficiency. You can
throw three separate throwing knives at up to three different targets in front of you. You must
roll for each.

Familiar: You have formed a mystical bond with a particular animal such as a dog, cat, crow,
squirrel, fox, rat, parrot, etc. This bond creates a telepathic link between the two of you and you
can communicate and feel one another’s emotions and intentions. If the animal dies, you can
form a bond with a new one in one month.

Leaf on the Wind: You can float on the wind like a sugar squirrel. You can float to Close in
one round and Not Close Enough in two, before you come to the ground.

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Healing Touch: You can touch another target (or self) and heal them for 1d8+4 HP once per
day.

Immunity: You have immunity to a type of damage or effect such as: bleeding, fire, ice,
electricity, fear, poison, illusions, etc. Should not be as generic as physical or spell damage.

Magical Shield: Once per day you can place a protective barrier around you. Make a Luck roll
against the first spell that targets you specifically. If the roll favors you, it is deflected back at
the caster.

Pick Pocket: You have been taught the tricks of the trade (or perhaps just naturally gifted) of
light-fingered lifting. When picking a person’s pocket or nicking a small item off a shelf, roll the
Agility test with Advantage.

Stunning Attack: Three times per day you can channel your energy into your melee attack. If
you successfully strike a target, they must pass a Body test or be stunned for 1 round.

Summon Spirit: A ghost travels with you. Occasionally it might make itself known to others,
but usually only you can see it- which means you look like you’re talking to yourself often.
Once per day it can do two special abilities: First- it bestows you with an additional Luck point
(pg 11); Second- it can create a wall of force that deflects the damage of one attack against you.

Telepathic Link: You are linked to another living intelligent creature and can communicate with
them as long as you both on the same plane of existence.

Transform: You can transform into one of the following creatures: Cat, rat, dog, sparrow, wolf,
hawk, chicken, iguana, fox, goat, or pot-bellied pig. You can do this on your action and it takes
a full round to transform.

Vitality: Roll 1d8 or take +4 and permanently increase HP by that amount.

Whirlwind Attack: If you do not move this round you can make a spinning attack against a
target. You roll with Disadvantage but if successful you hit all enemies that are immediately
around you. Roll damage once.

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MAGIC ITEMS

Note on Equipping Magic Items: A person can have as many items like arrows, rods, and
potions as they can carry (pg 19) and these items won’t interact with one another in any negative
way. The same goes when wearable items are being carried. When equipped a person can only
have one of each type equipped (one set of armor, boots, cape, cap, shield, etc.). The exception
is a person can have a magic ring on each hand and as many magic weapons as they can carry.

Amulet of the Misfortune: This amulet is crafted from gold. The amulet has a spectral ghost
screaming on it. Once per day the wearer can designate a target. Every round the target rolls
1d4 and 1d10. If the result is a 1 on the d4, look at the number on the d10 and consult the table
below. Duration: 1 turn.

Amulet of Misfortune
Roll Result
1d10
1-2 Deal 1d6 damage to target and heal wearer of amulet for that amount.
3-4 Calcified nodes burst from the joints of the target, causing them to suffer Disadvantage
to all Agility and Body tests and move at half speed for 1d4 rounds. If rolled again,
increase to 1d4 hours.
5-6 A horrifying specter passes through the target, they suffer Disadvantage to all Rapport
and Focus tests.
7-8 Black goop leaks from the target’s eyes, blinding them for 1d4 rounds. If rolled again,
increase to 1d4 hours.
9 A horrifying specter passes through the target and then to the wearer. The target
suffers Disadvantage to their next 1d4 rolls while the wearer gains Advantage on the
same number of rolls.
10 Deal 2d8 damage to target. If this damage kills target, a small gem pops out of target’s
chest and rests on the ground. The amulet’s wearer can consume this later and be
healed for 1d8+1 HP and they roll Advantage on a test of their choosing in the next
hour.

Armor of Resistance: Once per day the wearer can become Resistant (pg 28) to physical
damage for the next successful 1d3 attacks against them.

Armor of Spell Resistance: Once per day the wearer can become Resistant (pg 28) to any
magical damage from the next 1d3 spells.

Armor of Vitality (Lesser): The wearer of this armor gains 4 Temporary HP (pg 70) at the start
of each day. This resets each day but does stack with other effects that grant Temporary HP.

Armor of Vitality: The wearer of this armor gains 8 Temporary HP (pg 70) at the start of each
day. This resets each day but does stack with other effects that grant Temporary HP.

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Armor of Vitality (Greater): The wearer of this armor gains 12 Temporary HP (pg 70) at the
start of each day. This resets each day but does stack with other effects that grant Temporary
HP.

Arrow (Dark): A magical arrow infused with the power of darkness and death. A target struck
by the arrow suffers 1d8+1 damage. Targets weak against darkness or death, they instead suffer
2d8 damage and are dazed- suffering Disadvantage to all rolls for 1 round.

Arrow (Fire): A magical arrow with an arrowhead of burning flame. A target struck by the
arrow suffers 1d8+1 damage and has a 1-in-6 chance of catching on fire, suffering an additional
1d6 damage per round until extinguished. Targets weak against fire (or doused in accelerant)
instead suffer 2d8 damage and have a 4-in-6 chance of catching on fire.

Arrow (Ice): A magical arrow with an arrowhead of enchanted ice. A target struck by the arrow
suffers 1d8+1 damage and must succeed a Body test or become frozen and can only move at half
speed and take a single action for 1 round. Targets weak against ice (or are sopping wet) instead
suffer 2d8 damage and make the Body test with Disadvantage.

Arrow (Lightning): A magical arrow with an arrowhead of crackling electricity. A target struck
by the arrow suffers 1d8+1 damage and must succeed a Body test or become stunned, unable to
act for one round. Targets weak against electricity (or in water) suffer 2d8 damage and are
stunned for 1d4 rounds if they fail their Body test.

Arrow (Light): A magical arrow infused with the power of life and light. A target struck by the
arrow suffers 1d8+1 damage. Targets weak against light or life instead suffer 2d8 damage and
are dazed- suffering Disadvantage to all rolls for 1 round.

Bag of Holding: These rare bags are made of a thick leather that has become magically
enhanced. The bag is 2ft in diameter at its mouth and 4ft in length. The insides of the bag exist
in a different area of space. It can hold up to 40 items. When looking for an item, a person just
reaches their hand in and thinks about it and it will appear in their grip.

Bark Armor: Crafted from an Elder tree. Once per day the wearer can transform their flesh into
tree bark, gaining Resistance (pg 28) to all damage save fire, which deals an extra 1d6 damage
and the wearer has a 3-in-6 chance of catching on fire.

Bell of the Carriage Master: An ornate carriage and powerful horses are intricately carved into
a small silver bell. Once per day when rung a spectral dilapidated carriage appears. Attached to
the carriage are two spectral horses and driver. Their visages are emaciated and mummified.
Duration: 8 hours or until dismissed.

Book of Comprehension: Once per day a person opens the book and flip the pages about
pretentiously and now comprehend any language for the next hour.

Book of Magic: This tome holds enough pages to scribe three spells. When a spell is cast, the
spell fades from the pages instead of consuming them like a normal scroll. On the morning after

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a spell is cast, the owner makes a Luck roll, if it favors them the spell has recharged and can be
cast again. If not, they can try again the next day. They do this for each spell. New spells can
be scribed on the blank pages, taking the old spell’s place.

Boots of Agility: These boots enhance the agility of the wearer. Each morning the wearer taps
into the boots’ power. Roll 1d4; the result is the number of Agility tests the PC will
automatically succeed on, no rolling necessary. The wearer chooses when to utilize this power.

Boots of Sprinting: The wearer’s movement speed is greatly increased. They can move to Not
Close Enough per round instead of just Close (pg 29).

Bracelet of the Body: This bracelet enhances the strength and endurance of the wearer. Each
morning the wearer taps into the bracelet’s power. Roll 1d4; the result is the number of Body
tests the PC will automatically succeed on, no rolling necessary. The wearer chooses when to
utilize this power.

Bracer of the Phantom Knives: This black wrist sheath is embroidered with a simple silver
stitched emblem of a throwing knife. Once per day, the wearer can release a hail of phantom
knives that fly out in all directions. All targets in Close range must pass an Agility test or suffer
1d8 damage.

Cap of Focus: This cap enhances the intelligence and willpower of the wearer. Each morning
the wearer taps into the cap’s power. Roll 1d4; the result is the number of Focus tests the PC
will automatically succeed on, no rolling necessary. The wearer chooses when to utilize this
power.

Cape of Invisibility: This lightweight cloak is constructed of silk made from the Dream Worm.
Three times per day the wearer can lift the hood of this cloak which acts as the Invisibility spell
(pg 35).

Cape of Rapport: This cape enhances the likeability and charisma of the wearer. Each morning
the wearer taps into the cape’s power. Roll 1d4; the result is the number of Rapport tests the PC
will automatically succeed on, no rolling necessary. The wearer chooses when to utilize this
power.

Dazzling Mask: This mask has a domed helm and a mirror face plate. While wearing the mask
the wearer can see in darkness once per day for 1 hour. Additionally, once per day the wearer
can cause the mask to release a blinding light. All in a Close range must pass an Agility test or
be blinded for 1d4 rounds.

Death Mask: This tarnished iron mask has been carved to resemble a horrific skeletal visage,
jaw open in a silent scream, tendons and sinew intricately detailed. Once per day the wearer can
cast Terrify (pg 36). With the mask on, the wearer is immune to fear effects and suffers
Disadvantage on Rapport tests.

Deathguard: This magical item is either an amulet or ring. When the wearer is killed (see

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death, pg 30), they are instantly healed for 2d4 HP and the Deathguard crumbles to dust.

Enchanted Boomerang- This boomerang was crafted with enchanted wood. It will strike two
targets standing next to each other. Must make a Ranged test for each target. Returns to owner
on the next round.

Feather Necklace of the Eagle: Ornate necklace of eagle feathers. Once per day the wearer can
transform into an eagle and fly around, hunt, see, etc as the animal does. Duration: 10 minutes.

Fighting Shield: This shield cannot be equipped as normal. Instead it is dropped on the ground
and after a good kick arms, legs, and a head unfold from the backside. This automaton will fight
for the owner. The automaton has a sword (1d8 damage) and can take the damage of 1d3 attacks
before transforming back into a shield. This can be done once per day.

Fish Armor: Scaled and iridescent, the wearer can swim in water and travel Not Close Enough
distance per round and breathe underwater.

Glutton’s Canned Goods: This magically enchanted food paste is delicious and when eaten,
the consumer is satiated and full for 24 hours. Each can single use.

Grappling Shot: This device covers the wearer’s hand like a gauntlet. At the end is a jagged
spearhead. The spearhead is attached to a small chain that is coiled within the cylindrical
chamber of the device. When the wearer squeezes the trigger that lies within the gauntlet, the
spearhead shoots out of the cylindrical chamber at a target that is within Not Close Enough
distance. The wearer must succeed a Ranged test to hit. If successful, the attack deals 1d8
damage. The Grappling Shot can also be used as its name sake, a grappling hook. If the
spearhead digs into a solid surface (GM’s call or maybe an Agility roll), the wearer releases the
trigger and the chain starts to recoil back into the cylindrical chamber, zooming them to the new
location immediately (counts as movement).

Hangman’s Mask: This black cloth mask is stained with sweat, saliva, and blood. Once per day
the wearer can summon a noose that appears right above a human-sized target and fastens to
some support structure (tree, beam, etc.). The target must succeed an Agility test to avoid the
noose tightening around their neck and lifting them into the air. Target suffers 1d8 damage until
cut down or dead.

Healing Shield: This light shield is made of special metal. After the wielder has used the shield
to deflect the damage of an attack (pg 28), it is badly damaged, but not gone. Every day the
wielder makes a Luck roll, if it favors them the shield has repaired itself. If not, they can try
again the next day.

Magic Key: These rare keys will automatically unlock any lock. Charges: If unused, starts with
four charges. If used, starts with 1d3 charges.

Mask of Dancing Skeletons: This mask is carved from bone and features two skeletons facing
one posed in a type of dance. Once per day the wearer activates the mask, causing the two

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carved skeletons fall from the mask and grow to human size instantly. These two skeletons (pg
58) will serve the wearer for 1 turn before crumbling to dust. The mask is featureless, save for
eye and mouth holes until the next morning when the skeleton carvings reappear.

Mask of the Tree Spirit: This wooden mask depicts a serene scene of a tree with a few animals
around it. Once per day the wearer can transform into an elm or evergreen tree. They can stay in
this form as long as they like, being perfectly comfortable. Their aging also slows to that of a
tree while in this state.

Mirror Shield: This shield has a gorgeous ornate mirror on the front that can reflect light. Once
per day the wielder can point the shield at an intelligent living target who must succeed a
Rapport test or see their weaknesses and faults, becoming stunned until their next successful test.

Monster Masks: Monster Masks are carved to resemble a specific monster (goblin, orc,
venomous hive fly, zombie, etc.). Once per day the wearer can transform into that monster,
gaining all their special abilities. Duration: 1 turn. Most Monster Masks resemble enemies with
3 or less HD. However, there are rumors of the existence of much more powerful masks.

Ring of Consuming Fire: Unassuming wooden ring. Once per day the wearer can point at a
wooden object up to the size of a small pine tree (or toolshed) and instantly reduce it to ash.

Ring of Darkness: Ring made of onyx. The wearer gains Resistance to dark damage while
wearing it.

Ring of Fire: Wrought iron band with a central ruby gem. The wearer gains Resistance to fire
damage while wearing it.

Ring of Healing: Golden ring with filigree pattern and central emerald gem. Once per day the
wearer can heal themselves for 2d8+1 HP.

Ring of Ice: Brushed silver ring with central blue sapphire gem. The wearer gains Resistance to
ice damage while wearing it.

Ring of Light: Delicate golden right that glows softly. The wearer gains Resistance to light
damage while wearing it.

Ring of Lightning: Brushed steel with central yellow sapphire gem. The wearer gains
Resistance to lightning damage while wearing it.

Ring of the Spectral Hand: The ring is crafted of silver with an opal at its crest. Pointing the
opal at a Close object, that weighs 5 pounds or less, causes smokey spectral hand attached to an
elongated arm appears from the ring and grabs the object. The wearer can move the object,
albeit very slowly (one to two rounds to move Close distance depending on the situation).
Duration: Lasts as long as the wearer concentrates and spectral arm is in their field of view.

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Rod of Fire: This rod acts as the Summon Fireball spell. The wielder summons 1d3 balls of fire
that fly at a single target or multiple but must succeed at an Agility test to hit. Each fireball deals
1d8 damage and a target that is hit has a 1-in-6 chance to catch on fire, suffering 1d6 points of
damage until the fire is extinguished. Charges: If unused, starts with 20 charges. If used, starts
with 8+1d10 charges.

Rod of Ice: This rod acts as the Summon Ice Shards spell. A hailstorm of needle-like icicles
spew from the end of the rod. Any target that is in a line in front of the wielder in a Close range
must pass an Agility test or suffer 1d8 damage. Targets that fail must also succeed on a Body
test or become frozen and can only move at half speed and take a single action per round. This
lasts until a new Body test is passed. Charges: If unused, starts with 20 charges. If used, starts
with 8+1d10 charges.

Rod of Lightning: This rod acts as the Summon Lightning spell. The rod releases a bolt of
lightning from its end that strikes a target up Not Close Enough away (no roll needed to hit),
suffering 1d8 damage. If there is another target within 5’ the lightning will arc and strike them,
dealing 1d8 damage. The lighting will arc a total of three times if there are enough enemies in
close proximity but will not strike the same enemy twice. Charges: If unused, starts with 20
charges. If used, starts with 8+1d10 charges.

Rod of Teleportation: Once per day the user can teleport themselves or another willing target
up to Too Far distance. Charges: If unused, starts with 20 charges. If used, starts with 8+1d10
charges.

Rod of Wonder
This strange rod summons a random effect each time it is used. The wielder can concentrate on
the wand and make a Focus test to see what the next effect is (rolling then), however almost as if
the rod is upset at being figured out, pouts, and can only be used once for the whole day. This
poutiness remains until that effect remains until cast. Charges: If unused, starts with 20
charges. If used, starts with 8+1d10 charges.

The Rod of Wonder


Roll Result
1d20
1 Bubbles: Summons 1d100 bubbles that split and grow into more bubbles until there is
4x the original amount. The bubbles remain for 10 minutes before all popping very
loudly at the same time.
2 Shrink: A human-sized target must succeed a Body test or be shrunk down to the size
of a gopher. Duration: 10 minutes.
3 Teleport: The wielder is teleported Too Far distance in a random direction (roll 1d8).
4 Spell: The rod casts a random spell from pp. 34-37.
5 Give Life: Grants life and conscious to an inanimate object up to the size of a couch.
It can move on its own accord. Duration: Permanent.
6 Animal Summoning: Summon a random animal: roll 1d8: 1) Sparrow; 2) Cat; 3)
Badger; 4) Dog; 5) Wolf; 6) Mouse; 7) Boa constrictor; 8) Elephant. Duration:
Permanent.

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7 Butterflies: Summons 1d100 x10 butterflies that flutter and fill Close radius. All
targets suffer Disadvantage to attacks. Duration: 1d4 rounds.
8 Lightning Bolt: A bolt of lightning blasts from the rod’s end at target for 3d8 damage.
The target can make an Agility test for half damage.
9 Change Weather: The weather in a 1’ radius changes to the opposite season of what
the area currently is in. Duration: 1d4 days.
10 Plant Life: Plant life grows around the caster in a Close radius. Grass, flowers, shrugs,
and a tree will burst from the ground- even indoors. Duration: Permanent.
11 Enlarge: A human-sized target must succeed a Body test or be enlarged to the size of a
troll. Duration: 10 minutes.
12 Tiny Cabin: A house the size of a doll house appears and teleports the wielder and up
to six others inside for a night of safe respite. Duration: Until the wielder vacates the
house. Each person that leaves grows back to normal size and cannot get back in.
13 Feast: Summons a grand feast for eight people.
14 Blast: A ball of hot steam issues from the rod and flies at a target up to Not So Close
distance. The target must succeed an Agility test or suffer 1d8 damage and be knocked
to the ground, losing their next action.
15 Refresh: The wielder can heal themselves or another target back to full health. If they
are already at full health, they gain 2d8 temporary hit points that last until consumed.
16 Confusion: The wielder must pass a Focus test or fall under the effects of the
Confusion spell (pg 34).
17 Water Geyser: 1d4 geysers erupt from the ground in a Not So Close Radius. This will
damage buildings, structures, etc. For anyone in the area, make a Luck roll. If it
doesn’t favor the target, a geyser opens beneath their feet. They must succeed an
Agility test or be thrown in the air, suffering 1d8 damage upon landing and losing their
next action.
18 Stone to Mud: The stone floor in a Close radius turns to thick wet mud that is 3’ deep.
All movement is halved in the area.
19 Invisibility: The wielder has Invisibility cast on them (pg 35).
20 Spew of Worms: A gout of a thousand slimy flatworms issues from the rod, covering
a straight line in front of the wielder in a Close distance. Anyone that attempts to move
through the worms must succeed an Agility test or slip and fall, losing their next action.
Duration: 2d4 rounds.

Shadow Armor: Black armor fitted with spikes and sinister leather straps. Twice per day the
wearer can create a thick shadow big enough for them to hide in. They receive Advantage to
their Agility test to hide. Duration: 1 turn.

Shield of Nullification: This mundane-looking shield belies its unique power. When equipped,
any spell cast Close to you, the caster must make a Luck roll. If it favors the caster, the spell
goes off as normal. If it doesn’t not favor the caster, the energies of the spell are absorbed into
the shield. Creatures with 5 HD or more are immune to this effect.

Spellcaster’s Ring: If the wearer rolls a critical success on their Magic test when casting a spell
they know, they can cast another spell immediately without needing to roll or drain any HP.

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Staff of Moldoo: Once per day this sleek futuristic-looking staff summons an opaque yellow
disc that hovers horizontally, roughly 3ft above the ground. The disc is 3ft in diameter and 1
inch thick. The disk can hold up to 500 pounds. The disc can only hover over solid ground
(including bridges) and will not move over water or any pit deeper than 2ft. The disc moves
slowly, taking two rounds to move through Close distance. Duration: 1 hour.

WEAPONS
Here are a few powers than can be attached to nearly any type of weapon the GM chooses to
dole out to their players.

Bane: The weapon deals +2 damage to a specific enemy type (goblins, orcs, dragons, zombies,
etc.). These weapons also glow when they are Not Close Enough distance from their specific
enemy.

Blast: Roll 1d6 with the weapon when attacking. If the result is a 1, a huge blast of wind issues
out in a front arc with the attack. All Close human-sized or smaller targets in that arc must make
an Agility test or be knocked prone, losing their next action to get up.

Flaming: This weapon is wrapped in dancing orange and blue flames. Targets struck by the
weapon suffer an addition 1d6 damage and have a 1-in-6 chance of catching fire.

Head Lopper: When using this weapon and scoring a Critical Success (pg 26) the attack
immediately decapitates the enemy.

Luck: Once per combat turn a failed attack roll into a success.

Piercing: The edge or point of these weapons are extremely sharp. These weapons ignore
armor.

Returning: These lightweight weapons can be thrown at an enemy and will return to the
owner’s hand immediately.

Vicious: This weapon’s wounds are horrible and nasty. Targets struck by this weapon suffer 1
point of damage per round (ignores armor) until healed or dead (this does not stack).

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APPENDIX T- TRAPS
Traps are devices set up to deter intruders from advancing into a location, warn defenders of
hostiles, or guard valuable objects and locations.

Unless expertly crafted, traps always have telltale signs of being present. Whether it’s holes
lining the wall that will release poison darts, the slightly raised spot on the floor that is a pressure
plate to trigger a spike trap, or the off-color section of the floor that will fall away revealing a pit
trap, all are noticeable if the PCs are taking their time and examining their surroundings.

However, taking time to look for traps means there is a chance of a random encounter (pg 26). If
the group is running blindly down a hall, then they must succeed at a Focus test to notice the
trap.

PCs should be encouraged to come up with clever solutions to disarm a trap, but if tinkering is
desired characters can disarm a trap with a successful Focus check.

Assign the traps the following quantifier: Easy, Medium, Hard, Deadly. This determines damage
and the impact on saves against the trap. Remember, not every trap needs to deal damage,
sometimes it’s fun just to have a fun challenge or effect.

Trap Difficulty
Difficulty Damage Test
Easy 1d8 Normal
Moderate 2d8 Normal
Difficult 3d8 Disadvantage
Deadly 4d8 (or other) Disadvantage

SAMPLE TRAPS

Magical Whistle Trap


Difficulty: Easy.
Signs: Faintly glowing violet runes where spell has been cast.
Deactivate: Dispel Magic spell (pg 35) will cancel the trap or characters can risk setting it off.
Effect: A high-pitched whistle goes off, alerting enemies of character's presence.

Rudimentary Snare Trap


Difficulty: Easy.
Signs: Piles of leaves or rubbish hide the noose while a thick rope is nestled against a tree or
pillar.
Deactivate: Cut cord or throw something onto noose to spring trap.
Effect: Caught target must succeed an Agility test to avoid having the noose tighten around their
ankle and be hoisted upside down.

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Rudimentary Floor Pit
Difficulty: Easy.
Signs: Part of the floor is slightly off color. Looking closely reveals a square seam around that
section.
Deactivate: Throw something onto floor to spring trap.
Effect: Target must succeed an Agility to avoid falling into the pit.
Damage: 1d8 (plus falling damage based on height, pg 28).

Wall Dart Trap


Difficulty: Easy.
Signs: Holes dot both sides of the hallway walls. A slightly raised tile on the floor could be the
pressure plate.
Deactivate: Throw something onto the pressure plate to set off trap.
Effect: Target must succeed an Agility test to avoid being hit with a dart. There are 5 pressure
plates per hallway.
Damage: 1d8.

Fungal Explosion
Difficulty: Moderate.
Signs: Two dead bodies are on the ground, covered in strange mushrooms.
Deactivate: Light the bodies on fire. Any living thing that gets too close causes the mushrooms
to release spores.
Effect: Target must succeed a Body test to avoid the effects of the spores. If successful, suffer
1d8 damage. If fails, roll 2d8, if it is more than the target’s HP, they are infected and will lose
consciousness within 1d4-1 hours. Mushrooms will start to grow within minutes as the life is
leeched from their body.
Damage: 2d8

Sloth Poisoned Wall Dart Trap


Difficulty: Moderate.
Signs: Holes dot both sides of the hallway walls. A slightly raised tile on the floor could be the
pressure plate.
Deactivate: Throw something onto the pressure plate to set off trap.
Effect: Target must succeed an Agility check to avoid being hit with a dart. There are 5 pressure
plates per hallway. If a target is hit, they must succeed on a Body test or become sluggish and
suffer Disadvantage to Agility tests for 1d4 hours.
Damage: 2d8.

Squishing Boulder
Difficulty: Moderate.
Signs: Scuffs and dents on the floor where the boulder has impacted before. Strange portal of
sunlight in hallway.
Deactivate: Use something to reflect the light back from the holes on the wall. Passing through
one without reflecting blocks the light and sets off the trap.
Effect: Target must succeed an Agility check to avoid being squished by a large boulder.
Damage: 2d8. Nasty Outcome: Targets reduced to 0 HP are squished and dead.

101
The Old Switcheroo
Difficulty: Difficult.
Signs: The wall shimmers when near the trap.
Deactivate: Dispel Magic (pg 35) can cancel the trap or two animals can be pushed towards the
wall.
Effect: When a living creature passes within 5’ of the wall they must pass a Focus test with
Disadvantage or have their consciousness ripped from their body. The target’s consciousness
travels to the nearest living creature within Not Close Enough range and is swapped (no save).
Damage: NA.

The Shredder
Difficulty: Difficult.
Signs: Small thin gaps in the wall, floor, and ceiling.
Deactivate: Cutting the trip wires or jamming something thick in the gears hidden in the walls.
Effect: A dozen giant saw blades spin from the thin gaps, slicing and dicing any target in the
Close area. The area takes two rounds to get through. On the 2nd round targets can make an
Agility test (with Disadvantage) to avoid damage.
Damage: 3d8.

Wracking Pain Poisoned Wall Dart Trap


Difficulty: Difficult.
Signs: Holes dot both sides of the hallway walls. A slightly raised tile on the floor could be the
pressure plate.
Deactivate: Throw something onto the pressure plate to set off trap.
Effect: Target must succeed an Agility check to avoid being hit with a dart. There are 5 pressure
plates per hallway. If a target is hit, they must succeed on a Body test or be wracked with pain,
suffering 1d8 damage per hour for 1d8 hours.
Damage: Described above.

102
Compatibility Use

More info coming upon completion of the book

103
DESIGNATION OF PRODUCT IDENTITY
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Evans, 2019 and Product Identity. Licensed artwork are the copyright and Product Identity of the respective artists, used with permission. The Name DIY
RPG Rules and all artwork (in DIY RPG Rules) are Product Identity and owned by Mike Evans.

DESIGNATION OF OPEN CONTENT

OPEN GAME LICENSE Version 1.0a


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1. Definitions: (a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b) "Derivative Material"
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E.
Gary Gygax and Dave Arneson.

COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy
Collins, David Noonan,
Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
DIY RPG Rules, Copyright 2020 DIY RPG Productions; Author Mike Evans

104

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