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    Character Creation1. Put d12 in your Class trait.

    2. Distribute 1d10, 2d8, 3d6, and 1d4 among your other traits (one die per trait)

    3. Choose your weapons, if applicable.

    4. Choose your Alignment.

    5. Give your hero a suitably fantastic Name.

    Turns and DiceWhen you take action, say the move your hero performs. The GM will tell youwhich trait to roll.

    Add up to 3 Danger dice (black d6s) to your roll if your heros action is risky ordangerous. Say what makes it dangerous by adding details to the scene.

    You can ask the GM and other players to give you up to 2 more Danger dice.Theyll add in details to make things even more dangerous. You can roll up to5 Danger dice total.

    Roll all of your dice.

    D Each die that shows 4+ is a success.D Each die that shows 1-3 is a failure.

    If your action was an attack, each success you rolled does a Hit to the threatyoure fighting. Low-level threats are defeated by just one or two hits, but high-level threats can take much more abuse than that before falling. The GM probablywont tell you the threats level (but he may drop hints).

    Increase the level of your Danger meter by one for each failure you rolled.

    The GM will tell you the results of your action, then make a threat move based onhow many failures you rolled.

    Once the players have taken their turns (in whatever order desired), the GM makesany extra threat moves with any threats that were ignored during the round. Thenanother round starts.

    HelpingTake an action to set up another hero, or use your next turn to jump in and helpsomeone whos acting now. Test a trait of the GMs choosing, and add your Hits tothe other players roll.

    Danger MeterWhen the level of your Danger meter hits a dragon icon ( ), you get an XP.Spend one XP to:

    D Add +1 hit to a rollD Activate a Racial Ability or Class FeatureD Reduce a Hit

    HitsWhen the GM tells you to take a Reduced Hit, mark any lower Hit box on yourDanger meter to the left of its current level (where the paperclip is). When the GMtells you to take a Full Hit, mark a box at the current level of your Danger meter.

    Stunned and Injured

    When youre Stunned, a success is 5+. When youre Injured, reduce the size ofthe trait die youre rolling by one (e.g. d10 to d8, d6 to d4, d4 to nothing) when theinjury inhibits your action.

    Bonus DiceA bonus die is written asp on the Culture and Class sheets. When you addbonus dice to your roll, the first one is a d10, the second one is a d8, and the thirdis a d6. You cant have more than three bonus dice on a single roll.

    InterludesWhen all the threats have been defeated, the Action Scene is over and theInterlude begins. An Interlude is a short moment of roleplaying or narration ofaction by a player, and should be short and punchy no more than a minute ortwo.

    D Include your hero, plus another hero and/or an NPCD Say where you are (or ask for ideas) and whats happening when it starts

    D Roleplay! Reveal your relationship with the other charactersD Refresh 3pD Optional: Introduce a clue, plot point, or possible future threatD Optional: Reduce your Danger meter by 5 steps. Heal any Hit boxes in the

    highest section of the Danger meter where you have harm

    Suspense ScenesThese are for figuring out (and inventing) whats going on by asking questionsand attacking them. Do enough Hits to a question and the GM or the player whoasked it provides a definitive answer.

    Dangers & Dragons: Rules Summary

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    Unflagging ConstitutionYoure built like a stone fortress. You suffer no penalties for marking aStunned or Injured Box.

    Name:

    Dwarven

    Assassin Bard Cleric Fighter

    DungeoneerWhen underground, you can use your awareness of the environment toadd +1 Hit to an action roll. Also, up to 3 Danger you get on your rollbecomes bonus dice you can use in the future.

    Stonecraft ppRooted to the Earth pp

    Cast-Iron Stomach p

    Darkvision p

    DangerXP

    Spend an XP to:DDo +1 HitDReduce a HitDActivate a Power

    Bashed

    Stunned

    SilentAll of your gear is concealable and silent.

    DeadlyAs long as youre in disguise, using a cover identity, or being stealthy,you can add your Assassin trait die (d12) to any roll. The GM can threatenyour cover or stealth by introducing threats like They see through yourDisguise! or Caught!

    Alignment: Chaotic

    Assassin

    Magic-User Paladin Ranger Thief

    BackstabYou know how to take advantage of a distracted enemy. Add +3 Hits to anallys action roll against a nearby threat. These additional Hits ignore thetargets resistance, if it has any.

    Garrote and Hollow Knife ppSecret Techniques ppConvincing Disguise p

    Poison p

    x2 x3

    Injured

    Dead

    Incapacitated

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    Nomad of the PlainsYou can reroll any failed dice involving horsemanship or hunting bynarrating a brief flashback to your nomadic roots.

    HunterDo +1 Hit against beast threats.

    Name:

    Eastern

    Assassin Bard Cleric Fighter

    Hunting PartyCoordinate your allies against a combat threat. Until the threat is defeated,you and your allies roll double trait dice against it. Use on only one threat

    at a time.

    Survival Instincts ppAnimal Kinship pp

    Born Tracker p

    The Wind in my Hair p

    DangerXP

    Spend an XP to:DDo +1 HitDReduce a HitDActivate a Power

    Bashed

    Stunned

    Arcane EnergiesMagic and danger are inextricably linked. If a magic-related roll results inthree or more failures, immediately refresh ap.

    Alignment:

    Magic-User

    Magic-User Paladin Ranger Thief

    Fireball!Make an action roll using Magic-User and apply all Hits obtained againstall threats. Each ally in the area takes a Full Hit. For each such ally includedin the blast, do +1 Hit to a threat.

    Arcane Lore ppRing of Wizardry p

    Spellbook p

    x2 x3

    Injured

    Dead

    Incapacitated

    ShieldIgnore a Reduced Hit or turn a Full Hit into a Reduced Hit. Advance yourDanger meter by one.

    Magic MissileDo +2 Hits to a threat that can be destroyed.

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    Elven VersatilityIf your Class isnt Fighter, fill in the blank ability below with the Fighter pow-er Critical Hit. If your Class isnt Magic-User, fill in the blank ability belowwith a Magic-User power of your choice (Fireball, Shield, or Magic Missile).

    Forest DwellerDouble your trait dice during Suspense Scenes in wilderness areas.

    Name:

    Elven

    Assassin Bard Cleric Fighter

    Keen Senses

    Do +2 Hits on a roll involving your senses or archery.

    Infravision ppAncient Songs and Tales pp

    Graceful p

    Light Step p

    DangerXP

    Spend an XP to:DDo +1 HitDReduce a HitDActivate a Power

    Bashed

    Stunned

    Gather InformationDuring Suspense Scenes, do +1 Hit and take -1 Danger on all rolls as longas they involve speaking or negotiating with people. When you roll multipleHits during a Suspense Scene, you can spread them between multiplequestions, as long as they could all be answered by just asking around.

    Alignment: Neutral

    Bard

    Magic-User Paladin Ranger Thief

    Applied KnowledgeNarrate a brief flashback to a time when you heard a rumor, read a legend,or sung a song relevant to the challenge at hand. Do +1 Hit on your nextroll, and each ally gets +1 Hit on their next roll as well.

    Well-Worn Lute ppStories & Legends ppSword p

    Silver Tongue p

    x2 x3

    Injured

    Dead

    Incapacitated

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    Halfling LuckWhen you mitigate a disaster, you only take a Reduced Hit instead of a FullHit, and you arent trapped by whatever threat is spun off from the disaster.In addition, a little of your luck rubs off on your allies, who each do +1 Hiton their next roll.

    Name:

    Halfling

    Assassin Bard Cleric Fighter

    Natural TalentsDo +2 Hits on a roll involving hiding in a natural setting or using a thrownweapon.

    Fortunes Favor ppSmall and Unobtrusive pp

    Plump and Resilient p

    Mischievous p

    DangerXP

    Spend an XP to:DDo +1 HitDReduce a HitDActivate a Power

    Bashed

    Stunned

    DivinationDouble your trait dice in Suspense Scenes when your knowledge of thegods would be relevant.

    Divine FavorWhen your action roll results in three or more failures, immediately refreshap.

    Alignment:

    Cleric

    Magic-User Paladin Ranger Thief

    Turn UndeadDo +3 Hits against an undead threat. This can only be used once per

    Action Scene.

    Mace and Breastplate p

    Prayers and Sacrifice p

    Holy Symbol p

    x2 x3

    Injured

    Dead

    Incapacitated

    Cure WoundsHeal all Hit boxes in the highest section of the Danger meter where you oran ally has harm.

    BlessReplace one Danger die (yours or an allys) with a d10.

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    Cold-ForgedThe harsh conditions of your homeland have made you into an exceptionalspecimen of humanity. Raise two of your d6 traits to d8 and one of your d8tratis to d10.

    Name:

    Northern

    Assassin Bard Cleric Fighter

    Flesh is StrongReduce a Hit you just took and do +1 Hit on your next combat roll.

    Cat-Like Reflexes p

    Ready For Battle p

    Fearless p

    Superstitious p

    DangerXP

    Spend an XP to:DDo +1 HitDReduce a HitDActivate a Power

    Bashed

    Stunned

    Rough-Hewn Barbarian pp

    Chivalric FortitudeDo +1 Hit when fighting to protect someone. If youre Dead, you can keepfighting until the scene is over (at which point you suffer the full effects ofwhatever made you Dead).

    Alignment: Lawful Good

    Paladin

    Magic-User Paladin Ranger Thief

    Get Behind Me!Interpose yourself between a threat and an ally. Take a Reduced Hit toreduce a Hit they just took. The ally gains +1 Hit on their next roll.

    Holy Sword ppPlate Armor and Shield ppHoly Symbol p

    Honor and Duty p

    x2 x3

    Injured

    Dead

    Incapacitated

    Lay on HandsHeal one Hit box in the highest section of the Danger meter where you oran ally has harm. If used on an ally, that ally does +1 Hit on their next roll.

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    Howl of VictoryFeral energy surges through you with each blow you land. When you do 4Hits at once to a threat, you heal one Stunned or Bashed box. When youdo at least 5 Hits at once to a threat, you heal one Injured, Stunned, orBashed box.

    CrudeDo +1 Hit in Suspense Scenes when speaking or negotiating withmonstrous humanoids.

    Name:

    Orc

    Assassin Bard Cleric Fighter

    BloodlustWhen you eliminate a threat in combat, activate this power to immediatelydo 3 Hits to another nearby threat.

    Bred for Battle ppIntimidating Presence pp

    Chaotic Tendencies p

    Vicious Tusks p

    DangerXP

    Spend an XP to:DDo +1 HitDReduce a HitDActivate a Power

    Bashed

    Stunned

    Weapon MasterWhen you use ap thats a weapon, increase its die size by one step(from d10 to d12, d8 to d10, or d6 to d8).

    18/00Do +1 Hit against non-combat threats when you rely on sheer strength.

    Alignment:

    Fighter

    Magic-User Paladin Ranger Thief

    Critical HitUse this power in combat when you score at least one Hit against acombat threat. Do +2 Hits to the threat and refresh ap.

    Pick Three Weapons:

    ppp

    Mail Armor and Shield ppTactics p

    x2 x3

    Injured

    Dead

    Incapacitated

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    Steeped in MagicDo +1 Hit against magical, extra-dimensional, or etheral threats.

    Name:

    Southern

    Assassin Bard Cleric Fighter

    Tainted BloodYou give in to the latent eldritch energies of your forebears, but at whatcost? Do +3 Hits on an action roll and take a Reduced Hit.

    Unsettling Manner ppSharp Mind pp

    Mysterious Origins p

    A Dark Bargain p

    DangerXP

    Spend an XP to:DDo +1 HitDReduce a HitDActivate a Power

    Bashed

    Stunned

    Flurry of ArrowsWhen you roll multiple Hits using your ranged weapon, you can spreadthose Hits among multiple threats as long as theyre all in the same area.

    OutdoorsmanDo +1 Hit against weather or natural threats, and roll double trait dicewhen tracking.

    Alignment: Good

    Ranger

    Magic-User Paladin Ranger Thief

    Covering FireYou use a concentrated barrage of missile fire to protect yourself or an ally.

    Reduce a Hit they just took and give them +1 Hit on their next action.

    Pick One Ranged Weapon: pp

    Trained Tracker ppHand Axe and Knife p

    Woodcraft p

    x2 x3

    Injured

    Dead

    Incapacitated

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    Together We StandYou can allow an ally to reroll three or more failed dice in a roll bydescribing how your teamwork has helped them. If you do so, advanceboth of your Danger meters by one.

    CivilizedDouble your trait dice during Suspense Scenes in civilized areas.

    Name:

    Western

    Assassin Bard Cleric Fighter

    Reliable RumorsYou remember a snippet of pub talk thats surprisingly relevant to your

    current situation. Do +1 Hit on an action roll, and up to 3 Danger you geton your roll become bonus dice you can distribute between one or moreallies later.

    Adept Haggler ppUrbanite pp

    Suspicious Nature p

    No Stranger to Intrigue p

    DangerXP

    Spend an XP to:DDo +1 HitDReduce a HitDActivate a Power

    Bashed

    Stunned

    Cautious BurglarYou may do +1 Hit and take -1 Danger on rolls made against trap threatsin exchange for advancing everyones Danger meter by one.

    Seasoned PickpocketOnce per scene, when attempting to steal something, you can reroll thefailed dice by explaining an especially favorable circumstance.

    Alignment: Chaotic

    Thief

    Magic-User Paladin Ranger Thief

    Acrobatic EvasionReduce a Hit you just took in combat, and redirect 1 Hit to another combat

    threat in the scene.

    Nimble Fingers ppLockpicks ppDaggers p

    Right Place, Right Time p

    x2 x3

    Injured

    Dead

    Incapacitated