ADragonGame v1
ADragonGame v1
1
Contents
Doing Stuff 3
Health 5
Class 6
Race 6
Violence 7
Magic 8
Ritual Generator 9
Advancement 10
Adventuring 11
Credits
Everything by Chris Bissette
Loot The Room takes no responsibility for any legal claims against
your product.
2
Doing Stuff
3
The ABCs of adventuring
You have three stats that dictate how you interact with the world.
Agility: Dodge things, tumble & climb, make ranged attacks, run.
Brawn: Hit things, lift and push, make melee attacks, resist.
4
Health
Roll 1d6 and add half your Brawn score (rounded down) to
determine your starting health. This is also your maximum health
unless you improve it when you advance a level.
If you reach 0 health for any reason, roll 1d6 to find out what
happens.
1: You die
2-3: You’re unconscious and bleeding out. You die in 1d6 rounds.
4-5: You’re unconscious but stable. You wake on 1 hit point in 1d6
hours.
6: You’re still standing and can function as normal, but every time
you take damage you roll again.
5
Class
You’re an adventurer.
Race
No.
6
Violence
You’re made of meat and when people poke holes in you you
bleed and die. If you’re going to fight you have to be prepared for
it to be to the death, and you should be sure you’re going to win
before you draw your blade.
When you attack something, pick which stat you’re using. Unless
you can come up with a good reason why it should be different, use
Agility for ranged attacks, Brawn for melee attacks, and Cunning
if there’s magic or trickery involved.
To hit, roll under the relevant stat on a d20. Deal the result of your roll
as damage. If you roll exactly your stat your enemy is temporarily
stunned and you get to make another attack immediately. If you
roll over your stat, you miss.
When an enemy attacks you, say how you try to evade it and roll
under the relevant stat. Take the difference between your roll and
your stat as damage. If you roll over your stat, take the result of
your roll as damage. If you roll exactly your stat you don’t take
any damage and can make a free attack against the enemy.
Roll morale for enemies when they reach half health to see if they
stay and fight or try to flee.
7
Magic
You can start with as many Rituals as you dare to learn. If you
overextend yourself and your health or any stat reaches 0, make a
new character.
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Ritual Generator
Rituals are made up of three parts - the Ritual Type and two words
that are combined to create the Ritual’s effect. Interpret your spells
as you see fit and put them to creative use. You’ve paid the price
to learn them; now they work for you.
2. Sigil
3. Ceremony
2. Entropic 2. Life
3. Corrupting 3. Love
4. Shifting 4. Hate
5. Rotting 5. Light
6. Preserved 6. Darkness
7. Violating 7. Silence
8. Desecrating 8. Noise
9. Summoning 9. Violence
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Advancement
Characters start at 1st level. When it makes sense for your characters
to get better, increase your level by 1 and then either increase your
maximum health by 1d6 permanently or try to improve your stats.
If you try to improve your stats, roll 2d20 against each one in turn.
If only one die rolls over or under the stat, nothing happens.
For each die that rolls the stat exactly, increase your maximum
health by 1d6.
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Adventuring
Use this game with your favourite adventure game modules and
see what happens.
To convert monsters, double their hit dice and treat them as d10s.
If you want to treat AC as damage reduction that will probably
work, or at least won’t break anything. Try to give monsters
something interesting to do that isn’t just a basic attack, because
rolling to see whether you take damage each turn is boring.
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