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What You Need

Dragonhead Bangers. Bangers are the players of the game, intrepid souls eager to embark on epic quests into ages untold. This is you! Your armaments? A freshly printed character sheet, a pencil with a good eraser and a set of dice. Miniatures are optional. Imagination essential!

Dragonhead Master. The Master or DM represents the world the adventure takes place in and plays the part of the creatures you encounter. If you don't have a DM, everyone should roll a 1d20. The highest roller is your group's new Dragonhead Master. All hail the new DM!

Polyhedral Dice. For dice you need at least one set of polyhedrals containing a d4, d6, d8, d10, d12, d20 and d00. The game plays best with two sets of dice and three d6's.

If you don't know dice, the d stands for die and the number is the count of sides on that die. A d6 is your standard six-sided die. When a number appears before the d that is the number of times you roll it. A 3d6 means either roll a six-sided die three times or roll three six-siders and add them up. When it comes to the numbers used by the game, bigger is always better.

Percentile Dice. The d00 is known as the percentile die. Both it and the d10 have ten sides but the d00 has two numbers per side. Roll them together to create a number from 1 to 100. The d00 provides the tens digit. The d10 provides the ones digit.

d00 d10 Die Roll
50 2 52
00 1 1
00 0 100

That last one tends to throw people off, but rolling a 00 and a 0 is 100. When rolled separately, rolling a 00 on the d00 is 100 and rolling a 0 on the d10 is a 10.

Downloads. At the very least you are going to need the Character Sheet pdf which contains not just the game's character sheet but the dice table, placemat and a number of cheat sheets to help you play the game. Optional but also quite useful is our pack of Sample Characters and the Challenge Wheel which is used to help turn strengths into successes.

A Place to Play. Preferably a large table with nice seats in a room without much noise. If you can't hear what is being said you can't play the game. If snacks will be had, be sure to bring something to share or at least be ready to throw in for pizza.

Game Time. Time mentioned in the rules has nothing to do with time spent at the game table. Depending on what is happening, a few seconds for the characters might take a few minutes for the players, meanwhile a few months could pass in a matter of seconds. Game Time is supremely flexible.

The only time that matters for players is the Game Session. This is what we have to play with and can range from ten minutes to three hours. Once you hit that three hour mark you should either start a new game session or call it a night.

Yes there is a reason for that.

Concepts

These often trip people up when they don't know about them. So here they are. Watch your feet and consider yourself warned.

Exceptions. Many of the rules in this book are fairly cut and dry but all come with an unwritten caveat — unless something says otherwise — meaning there will always be exceptions. For example, you cannot sleep in your armor (unless something says otherwise). In the class description of the Dwarf it says that they can sleep in their armor so this rule does not apply to them.

Characters & Creatures. Bangers run Characters while the Master runs Creatures. Both are figments of your imagination defined by a bunch of stats on a page. They play by the same rules making the two terms interchangeable. Unless something says otherwise, what applies to characters also applies to creatures and vice-versa.

Always Round Down. The math in this game is nothing complex but every now and then it will leave you with a decimal point. When that happens simply lop it off, aka Round Down. A 7.1 as well as a 7.5 and 7.9 all round down to 7.

Threshold Tables. Many of the tables used in the game are Threshold Tables. Each entry starts with a single threshold number like so:

1: Hobgoblins.
4: Orcs.
6: Lizard Men.
9: Elves.

The number tells you where the entry begins. Roll a 1d12 with the table above and a 3 would have you encountering some Hobgoblins. A 4 would have crossed that threshold and met up with some Orcs. Anything with a 9 or higher is an encounter with some Elves.

A cool thing about threshold tables is that because we always count from low to high they can be arranged in ascending or descending order or even laid out on their side like so:

1: Hobgoblins.   4: Orcs.   6: Lizard Men.   9: Elves.  

Knowing The Rules. For many games you need to know the rules, if not memorize them, before you can play.

This is not one of them.

If you are short on time, borrow a character from someone at the table, explain to them that you have no idea what you are doing, and just play the game. RPGs are not competitive. They are collaborative. Everyone else will probably be more than eager to fill you in on how the game works, especially since they gain nothing from trying to outdo you and everything from helping you become a better player.

In truth, RPGs tend to be very simple systems that seem imposing because they cover a lot of territory. With Dragonhead the core of the game is this: you tell the table what you are doing, roll some dice and hope to roll high.

Real Playing Game. You thought the R stood for Role? Not in Dragonhead. Here the R stands for Real. While there is a decent amount of role-playing involved and many fantastic things can happen, at base we play by reality's rules hence the term Real Playing Game.

Ultimately, this is what separates all RPGs from other games. In Monopoly you can only move around the board in a clockwise direction. Your actions are limited to buying hotels, paying rent, drawing cards, etc. If Monopoly were Dragonhead you could cut across the board, break your friends out of jail and party like rock stars, trashing the hotels on Boardwalk.

You might not get away with it,
but you could try.

When it comes to what a character can or cannot do in a real playing game, we imagine it happening as if it were all really happening and go with what our imaginations show us, keeping things true to life.

The rules are not here to limit your actions.

The rules are here to make the fantasy seem real.

Mojos

Dragonhead is an Omniscient RPG. In it you and your friends are unacknowledged gods. Your characters are your chosen heroes. Sometimes you speak on their behalf. Other times you talk as if they were in the room with you. As a god you have a celestial currency known as the Mojo which allows you to assert your divine presence and pull the strings of fate in their favor.

Each game session officially begins with everyone — DM included — making a mojo roll at the exact same time to determine how many mojos they start with. What you roll depends on how many people are at the table. Anyone who shows up late to the game can still play but they get no mojo.

Players Mojo Roll
1 5d6
2 to 4 3d6
5 to 8 2d6
9 or more 1d6

Anything from quarters to checkers can be used as a mojos, but the plastic gold coins sold as Pirates Treasure work best. You will also need a bowl to collect them in as mojos are spent. During an adventure here is what they can do and how much it costs.

Fudge The Dice. 1 Mojo. Don't like what you rolled? Spend a mojo and re-roll the dice. This can be done up to three times per roll. You may not return to a better roll.

Rise Above. 1 Mojo. The character becomes filled with an inexplicable surge of energy. Each Mojo spent adds a +2 to the score being checked.

Divine Wind. 2 Mojos. A mysterious wind blows away 1d20 points of wear damage. Additional characters may be healed by the wind at a cost of 1 Mojo per character. Roll separately for each character.

Premonition. 3 Mojos. Retroactively, you grant a character a premonition allowing them to see the mess they are currently in and have done something about it beforehand.

Gift of the Gods. 5 Mojos. You bestow upon the party something they desperately need. This should not be a major game changer, such as an important villain found inexplicably tied up in the town square.

Resurrection. 7 Mojos. You bring a character back from the dead. The character will be as healthy as they had been during the last year of their life. They will have no idea what just happened or how or why they are alive again.

Dream Sequence. 9 Mojos. Everything that happened since the last time the characters slept was a bad dream of ill portents which the party just woke up from. Do they dare try it again?

Act of God. 12 Mojos. In the grand scheme of things, earthquakes, forest fires, and comet strikes happen all the time. This one just happened to happen right when the party needed it to.

Mojos can be spent on characters or creatures. You may even pool your resources to pull off something big like an Act of God. However, the only way to get mojos is to show up to the game on time, or play until the current session ends and a new one begins. Mojos do not carry over between gaming sessions so use them before you lose them!

Character

Every banger needs at least one character to give them a presence in the world. While there are rules for character creation in the Creation section, sometimes the quickest way to get going is to use one of the game's sample characters such as our favorite wanna-be warlord Megan Steelion.

Dragonhead character sheets are designed to be printed in landscape mode on the front and back of a single sheet of paper. Down the middle of the sheet is a thin silver line. Fold the sheet along this line and it divides the sheet into four smaller pages known as Character, Combat, Equipment and Experience.

Character

Character contains all of a character's abilities, class features, name, etc. The stuff you need outside of combat.

Existence is our name for the top three lines. The character's name goes on the first line. Character Level and class goes on the second line. Inclination and personality go on the third line.

Character Level encompasses the entire character and comes from the amount of XP spent on the character. We use it to pair characters with adventures.

Adventure Levels
Beginner 1 to 3
Intermediate 4 to 6
Expert 7 to 9
Hero 10 to 12
Master 13 to 15

Personality begins with an Inclination and ends with a few personality traits. Inclination tells us how a character is inclined to act:

LG = Lawful Good
NG = Neutral Good
CG = Chaotic Good
LN = Lawful Neutral
TN = True Neutral
CN = Chaotic Neutral
LE = Lawful Evil
NE = Neutral Evil
CE = Chaotic Evil

When a character has two inclinations separated by a slash the first is the character's Social Inclination. This is the face they show the world. It's how they want to be known and shows up in the way they dress, the way they talk, the friends they keep, etc. The second is their True Inclination. This is who they truly are, the face that only comes out when their guard is down. If the character has just one inclination then they are the same inside and out.

Megan is Lawful Neutral on the outside and Chaotic Good on the inside. She also tends to be Brave, Relentless and something of an Instigator. Personality traits are non-binding, meaning nothing will happen if you go against the grain, but we don't put them at the top of the sheet to be ignored.

Abilities. Streaming down the left side of the sheet are nine ability scores. Three are physical. Three are mental. Three are metaphysical. They are often known by the first three letters of each ability name.

Mus = Muscle, the meat that makes your body go.
Con = Constitution, your health and natural good looks.
Dex = Dexterity, your ability to move with speed and precision.
Int = Intellect, the sharpness of your mind.
Wis = Wisdom, your intuition and perception.
Cha = Charisma, the force of your personality.
Spi = Spirit, the source of will.
Mag = Magic, your natural talent with arcane forces.
Luc = Luck, the grace of the universe shining upon you.

Each ability comes with a score to tell us how potent it is. Characters start out average with scores of 6 to 14 and Megan is no exception. She is very charismatic, spirited and lucky, but don't let her near any magical items. Ultimately, a score can go as low as 1 and has no upper limit.

Awesome 15 to 18
Excellent 12 to 14
Average 9 to 11
Pathetic 6 to 8
Sad 3 to 5

Class. There are three different kinds of classes: Races, Callings, and Transformations. A race is something you are born into such as Elf or Dwarf. A calling is a direction in life you feel called to pursue like Warlord or Wizard. Transformations come from something happening to your character while out on adventure, such as being turned into a Vampire or Werewolf. Callings and transformations are human by default.

All classes come with a level to tell us how advanced the character is in the class. The more advanced you are the more potent you become:

Beginner 1 to 3
Intermediate 4 to 6
Expert 7 to 9
Hero 10 to 12
Master 13 to 15

While this is the same table used by Character Level, it is good not to confuse the two. Anything a class is good with gets a Class Bonus based on their class level. Megan is a 1st level character and a 1st level Warlord, so the difference doesn't matter. Later on she could become a 6th level character who is a 4th level Warlord. In that case her class bonus for Warlord is a +4, not a +6.

Classes also come with a number of special features commonly scribbled beneath the class name on the character sheet. Be sure to take a moment and read about your class and its features before the game begins.

Combat

The combat page contains everything you need during combat. The area at the top is used for taking damage. The area below it is for dishing it out.

Hit Points or HP tell us how much damage your character can take. Damage comes in two forms Wear and Tear and is recorded in the circles beneath your hit point count. Wear is like exhaustion. Take too much of it and you pass out. Tear is actual physical damage. Take too much of it and you die. Damage always comes with one of five damage types to help us turn wear into tear.

Type Ratio
Piercing 1:1
Sharp 2:1
Mixed 3:1
Blunt 4:1
Impact 5:1

ExampleWear always equals the amount of damage done. To record it draw a horizontal line through that many unworn damage circles. Tear damage depends on the wear damage. Go back to the first untorn circle and once again count out the wear damage but this time vertically strike a circle every time the ratio tells you to.

On your sheet there should be a line drawn between two damage circles marking the end of your hit points. Once wear damage crosses that line your character passes out. Keep recording the damage! Your character will remain unconscious until the wear damage somehow returns to the left side of that line. Once tear damage crosses the line your character dies. Time to roll up a new one.

AC / DC. These two dice rolls protect you from being hit in combat. AC is used against nearly everything. DC is used in surprise situations or any time you've been caught with your guard down. If there is only one die roll use it for both AC and DC. Otherwise the first roll is AC and the second roll is DC.

Stun is what it takes for a single blow to stun your character. Which basically means you lose your next action. Take double that amount and it will knock you off your feet.

Hinders is space for jotting down any maladies your character may be suffering from, such as Drunkenness.

Move is what you roll to see how much you move during combat.

Attacks lists all the different ways in which you can attack an opponent. Hit is what you roll to make the attack. The letter beside it indicates its damage type (its always the first letter of one of the five types). Megan's sword does 1d8+1 sharp damage. Her kick does 1d4+1 impact damage.

Aspects are tags that tell us something about the attack. Close means the attack can only be used against an opponent you are right on top of. 2hds means the attack uses two-hands. A complete list of aspects can be found in Adventure.

X is only used with magic spells. A number there is the spell's level. When it has been X-ed out that spell is no longer available.

Rests. A rest is when your character stops to catch their breath and recover some wear damage. It only takes about a minute, however you can only rest ten times a day. Mark them off as you use them.

Equipment

The third page is on the back of your character sheet. It lists all the stuff your character is carrying. Value is space for a value such as the base damage dealt by a weapon or the protection granted by armor. Move is a modifier that effects your move roll, usually due to a suit of armor or shield. Aspects is space for anything else you would like to jot down about the equipment.

Experience

The last page is primarily used to keep track of your experience points or XP. Unspent XP is what you have accumulated but have yet to spend. Spent XP lists what you have spent XP on. Total XP are the two numbers combined and determines your character level.

If you are artistically inclined, there is space for a picture of your character. Why on the back? So you can flip up the sheet and show it to other people at the table while speaking as that character.

The space below it is for anything else you would like to jot down. Campaign is the name of the campaign the character belongs in. Date Created is when you created the character.

Placemat

The character sheet pdf contains more than just a character sheet. The third page in particular is the game's Placemat, called as such because the idea is you print it out and lay it flat on the table under your character sheet.

Action contains the difficulty modifiers as well as the three Try Hard options. The Success Table stretches along the bottom of the sheet and is used to turn strength into success. Dice contains the most commonly used part of the dice table. In the center is a lined area for notes and doodles and such.

Creation

Characters are super easy to create. For your first one follow these instructions, reading each passage and doing what needs to be done. After that you should have no problem quickly creating characters using the character creation cheat sheet in the Character Sheet pdf.

For an even faster way to create a character check out the Character Creator on this website. Otherwise, print out a character sheet, wrangle up some dice, and let's get rolling.

1.) Abilities

Roll 3d6 for each ability and write them in the ability diamonds on your sheet. Any roll of 7 or less may be re-rolled but only after re-rolling the best score you have.

Ability modifiers are only used during character creation and do not need to be written down. Use the table below to find what you have for each ability. There is no upper limit to ability scores. Every additional 2 points of score is another +1 modifier.

Score Modifier
22 to 23 +6
20 to 21 +5
18 to 19 +4
16 to 17 +3
14 to 15 +2
12 to 13 +1
10 to 11 +0
8 to 9 -1
6 to 7 -2
4 to 5 -3
2 to 3 -4
0 to 1 -5

For the rest of character creation, unless something specifically asks for an ability score, what it wants is your ability modifier.

2.) Class

Go through the classes and choose one. Note the Best Abilities attached to each class, if those describe your character's best abilities then that is probably a good class for you. Write down the class name and a 1 for the level you start at.

Below it jot down any features the class grants. SA stands for Starts At and is the level you get the feature at. The warrior's Eye of the Tiger has SA 3 so you won't get it until third level is reached. You may leave out the SA, but other aspects such as Drain (the damage done by using a feature) should be included.

3.) Hit Points

Start with the best possible roll of your class hit die. Add your Muscle, Constitution and Spirit modifiers. The total is your Actual HP, meaning the actual amount of wear and tear your character can take. Should your abilities ever change your actual hp will change with it. If you ended up with less than one hit point then you died during character creation. Go back to step 1 and re-roll your character.

Actual HP = Class Hit Die + Muscle + Constitution + Spirit

Class HP is what you get from leveling up. Once for each level past first you get to roll your class hit die and add it in. Class HP is essentially plot armor. This is the damage you should have taken had not skill, moxie or good fortune somehow intervened.

HP = Actual HP + Class HP.

Combine the two and write this down as the HP on your character sheet. In the damage circles below it, count off that many circles and draw a line to the right of the last one.

Stun Point. Your stun point is your Actual HP divided by 2 with a minimum of 1.

Stun = Actual HP / 2

4.) Equipment

Each class comes with a starter pack of equipment. Jot it down on your sheet. You may swap out any item for another item of equal or lesser value. This helps when stylizing your character with different weapons and armor. Just be careful not to break any class restrictions against using certain kinds of weapons and armor.

When it comes to how much you can carry, we go with whatever seems right. Keep in mind though that some items (notably Armor and Shield) come with a Move penalty that may slow your character's movement considerably.

5.) Attacks

Weapons should be written in your Attacks list. The hit roll comes from adding together the weapon's Damage, an Ability Modifier, a Class Bonus and any Quality bonus the weapon possesses. Take the total to the Dice Table, turn it into a roll and write it down. If the weapon has any aspects attached to it, jot those down as well.

Hit = Damage + Ability + Class Bonus + Quality

Damage comes from the weapon itself and is a flat value that never changes.

Ability depends on the weapon and will always use either your Muscle modifier for muscle-powered weapons or Dexterity modifier for weapons that bring their own muscle (like a crossbow) or rely more on finesse.

Class Bonus depends on your class and what it has in its combat line. There are four different kinds of combat (Melee, Ranged, Thrown and Unarmed). If the weapon's Kind is listed in your class's combat line you get a full class bonus. If ½ has been tacked onto it you only get half a class bonus.

Quality is a bonus often found at the end of a weapons name (such as the +3 on a Mace +3). Brand new characters do not get quality items but someday they might.

6.) Defenses

Your defenses are found much like a weapon's hit roll. For AC add together the defensive values of your armor, helmet and shield. Include any quality bonuses they possess. Next add your Dexterity modifier. If your class mentions AC in Combat add its level to the total (or half when it's AC ½). Lastly, turn the total into a die roll and write it down.

AC = Armor + Helmet + Shield + Dexterity + Class Bonus + Quality

For DC do the same but without the shield, using Luck instead of Dexterity and with no Class bonus. If your DC is greater than your AC use it for both.

DC = Armor + Helmet + Luck + Quality

When it comes to Armor, Helmet and Shield your character can only wear one suit of armor, one helmet and carry one shield. The same goes for any magical items that supply some kind of AC/DC bonus. You get one of them. You can put a ring of protection on each finger of both hands but only the most powerful one will improve your defenses.

7.) Move

To find your Move score add your Muscle and Dexterity modifiers to your Class Move. Subtract any Move penalties brought on by equipment. Turn the total into a die roll.

Move = Muscle + Dexterity + Class Move - Equipment Move Penalty.

Locomotions. Move is your ability to walk. Some classes come with other forms of locomotion such as Swim 4. For these you should find them like your Move roll but with a different class move modifier. Write your different movement rolls next to each other like: Move 1d6, Swim 1d8.

8.) Magic

Classes that let characters use magic will have a Spells or Powers entry similar to Combat. It lists the different kinds of magic the character can cast with a full class bonus. A ½ tacked onto a kind means it can be cast with a half class bonus. Any isn't a kind of magic, it means any kind of magic.

Elves have Powers: Nature, Any ½. This means an elven character is a power-user who gets a full class bonus when casting nature spells and a half class bonus when casting any other kind of magic.

Spell Level Limit. All spells come with a level from 1 to 9 to show us just how big and powerful it is. The number of spell levels you can have ready to cast — aka your Spell Level Limit — is your Class Level plus Intellect modifier if the character is a spell-caster or Constitution if a power-user.

Spell Level Limit = Class Level + Intellect
Power Level Limit = Class Level + Constitution

Elves are power users so a 1st level elf with Constitution +2 can memorize three levels worth of magic. That could be three first level spells, a first and a second level spell, or even a single third level spell. Any combination that adds up to three.

ExampleStart At. Certain classes get the ability to cast spells on reaching a certain level. This will impact their spell level limit. It subtracts the level at which the magic starts from your normal spell level limit and adds 1.

Spell Level Limit = Spell Level Limit - Starts At Level + 1.

Spell-Casters. Spell-casters gain their powers by studying arcane tomes known as spellbooks. When you forget a spell, it takes one hour per spell level studying in your spellbook to get it back.

Newly created spell-casters get a spellbook containing as many spells as they can memorize. After that, while their spell level limit may go up, they do not gain any new spells. Those they need to acquire while out adventuring.

Should a spellcaster ever lose their spellbook then they lose the keys to their magical power. Eventually they will forget all their spells. Guard your spellbook with your life!

Power-Users. While the terms Spell and Power are largely interchangeable, a power-user is in no way a spell-caster and vice-versa! Power-users do not use spellbooks and often have no clue as to why they can do what they do or how to learn to do more. It just happens. While spell-casters are relatively rare, power-users make up that broad swath of magical beings with spell-like powers.

When a power-user levels up, their player gets to choose the powers they will have, possibly even dropping spells they no longer use. In the end, the character may have as many powers as their spell level limit allows.

The catch is that while a spell-caster can intentionally forget spells and replace them by studying their spellbook, a power-user can only change their powers when they level up. What you choose to use may be with that character for a very long time, so choose wisely.

Power-users do lose touch with their powers when they fully fail to cast them. The power gets scrambled in their head and they won't be able to unscramble it until an hour per spell level is spent sleeping or meditating.

Spell Hit. Spells and powers should be written into your Attacks list like weapons. To find a spell's hit roll add your Magic Score to your Class Bonus (adjusted for kind) and subtract the spell level. Lastly, turn the total into a die roll and write it down. Copy any Aspects the spell itself has in its description.

Hit = Magic Score + Class Bonus - Spell Level.

Be sure to write the spell's level under X. You can cast a spell or use a power over and over again until you fully fail at casting it. At that point you forget the spell and should X out its level to show it is gone. Once you recover the spell, erase the X and replace it with the spell level. Crash the casting of a spell and things really get crazy.

9.) Personality

Characters often come with two inclinations, the first is their Social Inclination. It should be one of the ones listed in their class. Character classes often represent cultures and they can be quite fickle when it comes to what they will allow.

The second inclination is the character's True Inclination. This is who they truly are and it can be any of the nine inclinations. On your sheet, if the two inclinations are different from one another, separate them with a slash.

LG = Lawful Good
NG = Neutral Good
CG = Chaotic Good
LN = Lawful Neutral
TN = True Neutral
CN = Chaotic Neutral
LE = Lawful Evil
NE = Neutral Evil
CE = Chaotic Evil

Traits. Characters, especially low-level ones, come with no guarantee that they will survive. For this reason we don't bother with backgrounds. That is something you can fill in later. For now choose three personality traits, one positive, one neutral and one negative. Write them in on your sheet next to your inclination. Personality traits are merely suggestions.

Name. Lastly your character needs a name. If you can't think of anything tack a — The — onto the character's class. Your barbarian becomes The Barbarian. Use that until something better comes along.

Advancement

A big part of the game revolves around acquiring XP and leveling up. Because this often involves changing everything about your character that uses a class bonus, we don't do it while the game is in session. Wait until the end of the night when everyone is starting to pack up and go home. The DM should be there to witness your hit die roll, but otherwise you don't need the presence of everyone you are adventuring with to level up.

Character Level. Character level is a number that gives us a general idea of how powerful your character is. Add up everything you have spent XP on, find your place in this table and it will give you your character level.

Level Starts at XP
1st 0
2nd 2,500
3rd 5,000
4th 10,000
5th 20,000
6th 40,000
7th 80,000
8th 160,000
9th 320,000
10th 640,000
11th 1,000,000

Once you reach a million points at 11th level the doubling stops and every level after it is another million points. So 12th level begins at 2,000,000, and 13th level begins at 3,000,000 and so on.

Traditionally, all characters start with a single class at 1st level and no ability increases. Depending on the class you choose you may actually start with a character level other than first.

When making a character to take on an adventure with a set range of levels, start at the lowest level of that range. If the adventure recommends levels 4 to 7 you should start at 4th level with a budget of 10,000 XP. Go back and increase your class or possibly your ability scores until you have spent just enough to reach that level.

Increasing Abilities. Ability scores are not fixed in stone. You may increase your scores using the following table:

Bonus XP
+1 1,000
+2 2,000
+3 4,000
+4 8,000
+5 16,000
+6 32,000

On the back of your sheet write down the total XP spent on each ability. If you increased your Intellect by +1 and then +2 at some other time, that's a +3 increase. You would write down Intellect +3: 4,000.

While the table above only goes up to +6, there is no limit on how far you can take an ability. The cost in XP doubles with each point. A +7 costs 64,000 points. A +8 costs 128,000 points, and so on.

Losing XP. This doesn't happen often but every now and then you will lose experience points. Instead of rolling back your level and forcing you to waste time recalculating everything that uses a class bonus, XP loss eats into your unspent XP, eventually saddling you with a deficit of points.

So if you have 500 unspent points and lose 2000 XP that will leave you with -1500 unspent points, all of which you need to regain before you can level up or increase any of your abilities again.

Action

The game begins. The DM tells you what kind of a mess your characters have gotten themselves into and you — the Dragonhead Bangers — carry it forward from there. You tell the DM what your characters are doing. You sneak down the corridor. You look around the crypt. You try to decipher the glyphs on a stone sarcophagus.

Why If all of it sounds doable you just do it and the DM describes what happens next. Otherwise, when uncertainty rears its ugly head, the DM will ask you for a check, saying something along the lines of "hmm, give me a Hard Dexterity check."

Difficulty. The Hard part of that check is its difficulty. This is a gut decision made by the DM about how challenging the check seems. Difficulty tells us how to roll the dice.

Easy Roll twice use Best.
Normal Roll the dice.
Hard Roll twice use Worst.
Heavy Roll three times use Worst.
Herculean Roll four times use Worst.

Difficulty is a ladder of sorts. If a check is described as Easy, Hard, Heavy, or Herculean that is where you start. When nothing is mentioned it's a Normal check. When something is described as making a check easier that moves you up a rung, while harder moves you down a rung. So a Hard check made easy becomes a Normal check. A Hard check made harder becomes a Heavy check. Nothing can be made easier than Easy or harder than Herculean.

Ability Score. The ability is chosen by the DM for how well it fits the situation at hand. With this check we are testing your character's Dexterity. Start with the score you have on your sheet under that ability.

Class Bonus. If what you are doing seems like something your class should help you with — mention it. Should the DM agree you get to add your class level to the score as a Class Bonus. Should the DM only somewhat agree you get half the class bonus. When the DM disagrees you get nothing.

Other Modifiers. Most checks boil down to — Ability Score + Difficulty + Class Bonus — and that's it. If you have any other modifiers which might effect the check, add them in. This is your last chance.

Tip The Dice Table. Take your score to the Dice Table and turn it into a die roll. If your score is a 10 you roll a 1d10. The dice table is pretty big so only a sample of it is pictured below. The whole dice table can be found in the Character Sheet pdf.

Try Hard. Characters are always trying to get things done but sometimes they need to try harder. Collectively known as Try Hard, this trades wear damage for an extra die to roll.

Level Damage Extra Die
Try Hard 1 wear +1d4
Try Harder 2 wear +1d8
Try Hardest 3 wear +1d12

Tell the table how hard you are trying, mark down the damage and add the die to your roll. If the damage done is enough to knock you unconscious, that happens immediately after you make the check. Even when you are down to your last hit point you may valiantly try your hardest and pass out afterward.

You may try hard once per check with anything except a Saving Throw or DC roll. All dice should be rolled at once. Sorry, no making a normal roll and then deciding if you want to try hard or not.

ExampleStrength & Success. Roll the dice. Add them up. The total is the Strength of your action. Strength is a measure of performance. It uses the table below to tell us just how successful you were.

Strength Success
17 to 20 = Triple
13 to 16 = Double
9 to 12 = Single
5 to 8 = Half Fail
1 to 4 = Full Fail

A sure-fire success happens with a 9 or better. Often a single success is all you need. Doubles and triples are there for special occasions. Although this table stops at 20, every four points above 20 is another success with no upper limit.

A 5 to 8 is a half-fail which is also a half-success. You almost made it. If you were jumping a crevasse a half-fail would leave you dangling by your fingertips on the other side. A 1 to 4 is a full fail and will definitely send you plummeting into the crevasse.

Snake-Eyes! When every die rolls a 1? That's Snake-Eyes. You get a strength of 1 and your action Crashes, which is a full fail with some added diabolical details provided by the DM or one of the game's random crash tables. Mojos cannot be used to fudge a snake-eyed roll.

You need at least two 1's to have snake-eyes. The +1 one on the end of a die roll doesn't count but a try hard die does. When rolling a single die, any roll of 1 is simply a full fail with a strength of 1.

Action Tables. Most of the time we leave it to the DM to interpret the outcome of an action, but there are also Action Tables peppered about the game like this one which is used for climbing.

Dexterity
1:You made it!
H:Almost. Make the check again.
F:Fall from half way up.
C:Fall from all the way up.

Dexterity is the ability to check. Numbered entries are successes. There is no 2 or 3 because all you need is a single success to make the climb. Lettered entries are failures. An H is a half fail. In this case you need to make the check again. An F is a full fail. With a 40 foot climb you would take a twenty foot fall. A C is a crash fail. With a 40 foot climb you reach the very top before falling forty feet. Damn you snake-eyes! Damn you!!!

Saving Throws. A saving throw is a test of character. It doesn't represent anything you actually do. More often than not you are making it because of something being done to you. The only way it differs from a normal check is that you cannot Try Hard with it.

When struck by a poison dart a Constitution Save determines whether you live or die. You cannot try hard to oppose the poison. Because it is nothing you actually do, you may make a dozen of these saves all at once and still have time left over to do something else. Let's just hope you never have to.

Challenges. A challenge pits the strength of your check against another strength. These are often expressed with a Vs between the two sides of the challenge. To break down a door you make a Muscle Vs Break challenge where Break is the strength of the door. Against a Break 12 you need to roll a 12 or better. But! A 12 vs 12 is a stalemate. Tied strengths need to be broken. To break a tie, roll any die. An even roll means you beat the strength. An odd number means you did not.

TipWhen success matters, winning the challenge grants you one success and another for every four points of difference between the two strengths. So with a Poison Vs Constitution Save if the poison wins with 18 vs 13 that's a 5 point difference and two successes, one for winning it and another for at least 4 points of difference.

When you fail to rise to the challenge and beat the strength that opposes you — that is a Defeat — this isn't the same thing as failing your check for which there may be consequences. With a defeat, nothing happens.

Competitions. With a competition you aren't trying to beat the other guy's strength so much as create the best strength possible. If you have ten characters running in a race, they would all make a Move roll and whoever produces the greatest strength wins it. When winners tie for first, they should each roll 1d100. Whoever rolls the largest number wins by a hair.

With teams of characters competing (as in a tug-o-war) forget strength values and focus on success. Every character should make the same check, trying hard when desired. Tally up the number of successes rolled. A full fail removes one success from the total. A crash removes two. In the end, the team with the greatest number of successes wins the competition.

Dungeons

A dungeon is any enclosed area — a decrepit castle, lost caverns, a haunted forest — any place where you might not want to linger for too long. In the days of yore, someone in the party would be designated the party Mapper and given a pad of graph paper to draw out a map of the dungeon on. A large chunk of the game was spent listening to the DM tell the mapper what to draw as the party wormed its way through the dungeon corridors.

This put the crawl into Dungeon Crawling.

Ghost Maps. To keep the game moving, Dragonhead uses Ghost Maps which are skeletal copies of the maps that the DM uses but with all the secret stuff erased. Ghost maps are disposable! They are made to be drawn on. A ghost map will give you the general layout of the dungeon but you won't actually know what lies within until you go there.

Marching Order. The first thing you should do is establish a marching order to show who is in front, who is in the middle and who is guarding the rear of the group. Use miniatures if you have them. Otherwise write the character's names down on a sheet of paper to show the arrangement.

Movement Speed. Pick an entrance to the dungeon on the ghost map and mark its square. A square represents 10 x 10 feet of space and is usually big enough for the entire party to fit inside. Next choose a speed for the party to travel at: Slow, Medium or Fast.

Speed Squares  Ramifications
Slow Move x 1  Searching / Hiding is Possible.
Medium Move x 2  No Searching or Hiding.
Fast Move x 4  Double Random Encounter Roll.

Dungeon crawling moves in Crawls, each of which is one minute as well as one combat encounter long. At the start of a crawl the slowest party member should make a Move roll to see how many squares the party can travel. Speed determines the number of times they roll, once for slow, twice for medium, and four times for fast. They may not try hard with this roll.

Slow speed is what you use when searching an area or trying to find a place to hide.

Medium speed is the party trying to move as fast as they can while still moving quietly. No searching or hiding is possible.

Fast speed is the party high-tailing it through the dungeon. Because fast travel makes a ton of noise, the DM will roll twice on the random encounter table and use the lower of the two rolls to see what you encounter. The lower a DM rolls on an encounter table the worse the encounters become.

Tracing A Path. The mapper uses a pencil to trace a line through the squares on the ghost map, keeping track of where the party has been. Moving diagonally takes two squares of movement to do. Draw a circle in the square where the crawl comes to an end.

Random Encounters. At the end of each crawl the DM rolls on the dungeon's random encounter table to see if anything happens. Random encounter tables vary from place to place but they all come with the possibility of nothing happening, so you won't always encounter something every time the dice are rolled.

When something does happen and it isn't obvious where the encounter is coming from the mapper should roll 1d8 with the following table. Roll 1d4 when left and right are not options. Roll a 1d6 at a t-intersection with Before turning into Right.

Roll Direction Distance
1 to 2 Behind 1d4
3 to 4 Before 1d8
5 to 6 Left 1d6
7 to 8 Right 1d6

Direction tells us where the monster is relative to the party on the ghost map. Distance tells us how many squares away it is. A roll of 1 means the monster is hidden and can attempt a surprise attack on the party.

No matter what happens, after the encounter the mapper should mark the circle where the last crawl ended with an X and start drawing out a new crawl from a square adjacent to it.

Room Encounters. Room encounters are planned encounters marked on the DM's map but left off the ghost map. Stumble into one and it happens, just like a random encounter, bringing your crawl to an untimely end. Mark that square with a circle and handle it. Once done, X out the circle and start a new crawl.

All of this assumes you are returning to where you last left off with the previous crawl after the encounter. If this is not the case, simply start crawling from wherever you are on the ghost map at the time you decided to start the crawl again.

Searching. You can only search an area while moving through it at slow speed. Everyone should make a Wisdom check, if anyone can beat the strength of something hidden in that area they spot it.

So when a secret door has been hidden with a strength of 13 anyone who can beat a 13 will spot it. Focusing your search by describing how you are searching, where you are searching or what it is you are searching for will usually make the check easier.

Traps. Traps are mechanical devices designed to make characters regret their life choices. They will often be hidden with a secret strength that needs to be beaten to detect it. When that happens the party can avoid the trap or intentionally set it off to disable it.

When the party doesn't find a trap, everyone should make a Luck Save. Whoever rolls up the worst strength gets hit by it. Just like a surprise attack from a monster, traps do a random roll of damage against the character's DC.

With pit traps, anyone fully failing the Luck Save falls into the pit. Anyone who half succeeds will catch themselves on the pit's edge but now be dangling there, hanging on by their fingertips. They need to make a Muscle check to pull themselves up and out. Pit traps do falling damage determined by their depth. When everyone makes their Luck Save the pit was missed and remains undetected.

Hiding. At the end of a crawl you can hide from a possible encounter, but only if you moved at slow speed during the crawl and told the DM you were looking for a place to hide. You cannot hide and search an area at the same time. It's one or the other.

Everyone should make a Wisdom check to find the strength at which they hid themselves. How much stuff there is to hide behind and describing how you are hiding may change the difficulty of the check.

Creatures rolled up by a random encounter should be given the chance to spot hiding characters by making a Wisdom check. If none can beat the character's hide strengths they won't notice them. The party may launch a surprise attack or let the creatures wander on by.

If the monsters notice the characters they may attack or intentionally decide to leave, possibly to go set an ambush of their own or run to gather reinforcements. While checks are often rolled out in the open, you should never know what the other party has rolled until it's too late.

Light. Some dungeons may be lit but most are not and require you to bring your own source of light. Torches, lanterns and such come with an aspect called Light which tells us just how many squares beyond the one the light source is in that its bearer can see into while dungeon crawling.

Torches have Light 3 which means you can see 30' off into the darkness. That would be 3 squares on a ghost map beyond the square the party is in. A candle with Light 0 only sheds enough light to see inside of the square the candle holder is in.

Keep in mind that other creatures lurking off in the darkness will have no problem seeing even a faint light source coming from miles away; however, they won't be able to make out what is holding the light until they get within range of it. Likewise, you might be able to see things moving in the shadows just beyond the range of your light but will have no idea what they are.

Doors. Doors often come with a number of stats in parenthesis, such as: Hidden Locked Door (secret 12, break 15, locked 13, hear 10). Typically one such door is used by the entire dungeon and exceptions to it are noted where they happen.

Secret = beat with a Wisdom check to discover the door.
Break = beat with a Muscle check to break down the door.
Locked = beat with a Dexterity check to pick its lock.
Hear = beat with a Wisdom check to listen through it.

Up to two characters can combine forces when it comes to breaking a door down but both make Hard Muscle checks to do so. With a battering ram up to six characters can combine forces in this way.

Lockpicks are required to pick the lock on a door. Anyone who purchased the picks should know how to use them. Anyone who just found the picks somewhere will not. Characters wearing helmets might want to take them off as it makes hearing through a door harder to do.

Resting. To take a rest you need to hold up in a secure location and spend a crawl doing nothing but catching your breath. The DM will roll for a random encounter. If something happens then your rest has been interrupted, otherwise everyone gets to make a Constitution Save and erase its strength from their wear damage.

If you do get to rest, be sure to mark it as a rest taken on your character sheet. The first three rests will be easy ones, the last three are hard ones, and you can only take up to ten rests per day.

Combat

Combat is action constrained by time. It moves in rounds, each of which is just three seconds long. In it your character can make one action — one thing you want to do — which can be anything we can imagine the character doing in three seconds or less. Most of the time this boils down to Move and Attack. First though, we need to figure out who goes first.

Initiative. When a fight breaks out roll 1d6 for Initiative. Roll even and the characters win it. Roll odd and the creatures do.

When the characters win the player sitting to the DM's left goes first and the game circles clockwise around the table with each player making their character's entire action for the round before the next player gets to go. The round ends with the DM's creatures retaliating against the characters.

When the creatures win, the same thing happens except now the DM's creatures begin the round and the player sitting to the DM's right ends it. Initiative should be re-rolled at the start of each round.

Move. When not using miniatures, tell the DM where you want to go and who you want to attack. Most of the time you just go there. Otherwise the DM will ask you for a Move roll. Roll what you have for Move, and you may try hard to go faster. The greater the roll the more likely you will get to where you are going. If you roll snake-eyes you trip over your own feet and fall flat on your face. You lose the rest of your action and will also need to spend another action standing back up.

Attack. Basically, you get 1 Attack per weapon or appendage per round. If all you have is a sword you get one attack with it. A sword and shield will likewise give you one sword attack (your shield will be busy defending yourself). A sword in each hand will give you two attacks, one with each weapon. A two-handed weapon can only make one attack.

What You Have Number of Attacks
One Weapon 1
Weapon & Shield 1
Weapon in Each Hand 2
Two-Handed Weapon 1

You can use your attack to do other things, such as sheath a weapon, draw a different weapon, remove a helmet, but you can only do one thing per appendage. Draw a sword and that is your attack for the round. You cannot actually attack with the sword until the next round.

Roll To Hit. Once you decide on an attack, roll what it has under Hit on your character sheet and that is the damage it does. You may try hard to increase it. The letter beside the roll tells us its damage type.

Letter Damage Type Ratio
p Piercing 1:1
s Sharp 2:1
m Mixed 3:1
b Blunt 4:1
i Impact 5:1

Be sure to mention the damage type, saying something like Eight Mixed for an attack doing eight points of mixed damage (mixed being a mix of sharp edges and blunt trauma). Forget to mention this and the attack does all wear and no tear.

Defend. After being hit by an attack, roll your AC / DC and subtract it from the incoming damage. AC is used against normal attacks. DC is used against surprise attacks, back attacks or any time you've been caught with your guard down. You may try hard with AC but not DC.

If any damage remains take it as wear and tear. The whole of the damage is taken as wear damage. The damage type ratio tells us how many points of wear it takes to do one point of tear damage. An attack doing 8 mixed would do 8 wear and 2 tear.

Attacks bearing the Scar aspect do scar damage. Instead of striking out torn circles you blacken them in. Scar damage does not heal naturally.

Stunned. Last but not least, when a single blow does your stun point or more in wear damage you lose your next immediate action to the shock of being hit. This could mean your action in this round if you have yet to go or the next round if you have already gone.

A stunned character trying to cast a spell will lose it. When grappling someone or desperately holding onto something you let go. A climbing or flying character plummets to the ground.

Taking double the stun point or more knocks your character flat. Now they lose one action to being stunned and need to waste another action standing back up.

On your character sheet mark a stun with an S next to your stun point. Mark a knock down with a K. Erase these letters as actions are spent recovering from them.

Monsters. Monsters fight just like characters except the DM may opt to use the middle of a die roll to speed the game along. The middle is the best the dice can roll cut in half. The best a 1d12 can roll is 12, half of that is 6.

Using the middle is not as much fun as rolling the dice but it helps when dealing with large numbers of creatures. Taking the middle should never be done by characters.

PCs always roll the dice!

Magic. Spell-casters can only cast one spell as their attack for the round. They need to use both hands and make a vocalization. If they can't do that they cannot cast the spell. Anyone using a magic item with spell-like powers has the same restriction. Power-users do not have any such restrictions but they can only use one power per round as their attack.

If something has a Time aspect that is the number of rounds it takes to cast the spell or use the item. Potions have Time 2 so it takes two rounds to open the bottle, guzzle it down, and be enchanted by the potion's effects. You may move around while doing this but you cannot attack.

Spells work a bit differently from weapons. Their hit roll tells us how successful the cast was. Spells designed to do damage will have an aspect called Dmg and that is what the spell does per success. Magic Missile has Dmg 1d6s so casting it with three successes does 3d6s for damage. AC/DC defends against it.

Spells not designed to do damage will often have a Save ability as an aspect. Whoever is hit by the spell should make a saving throw for that ability. If it can beat the strength of the spell it has no effect on them. Similar to this is the Def ability aspect. It works the same way as Save except you may try hard with this check.

No matter what a spell does, when you fully fail to cast it you forget it. X it from your attacks list and the spell can no longer be used.

Encounters. An Encounter is a very flexible length of time lasting as long as combat does or ten minutes, whichever comes first. There are 20 rounds in a minute and up to 200 rounds in an encounter. In truth, most fights are not going to last one minute, let alone ten of them. When a spell says it lasts for one encounter? That means it will last as long as you need it to or until the encounter is over. When dungeon crawling, each crawl is equal to one encounter, even though a crawl is only a minute long.

Minatures

You do not need miniatures to play Dragonhead but they do come in handy for combat. Here are a few things you might want to have on hand before getting started:

  • Miniatures — Paper, Plastic or Metal. One for each character and creature involved.
  • A Vinyl Battle Mat — Covered in 1-inch squares, designed to be drawn on using dry erasable markers.
  • Dry Erasable Markers — Do not use permanent markers. Sharpies are forever!
  • Paper Towels — For cleaning the mat after a battle.
  • A Small Tape Measure — For quickly measuring distances.
  • A Mini-Mag Light — For lighting up areas.

Now, when a fight breaks out, the DM should quickly sketch the area onto the battle mat. Each square is known as a Step and roughly equivalent to a yard or meter for the characters involved. Nine steps fit inside each 10' square on the ghost map.

Find where the party should be according to the ghost map and arrange their miniatures according to their marching order on the battle mat. Each mini should occupy a separate step.

Move. Now, when you make a move roll it tells us the number of steps you can take. You don't have to take every step you roll but that is the most you can move. You cannot move through any step occupied by another character or creature. It takes two steps to move diagonally. You may pivot up to 90 degrees without problem. Every turn of 90 degrees more than that will cost you another step of movement.

Melee Attacks. A melee attack can hit anyone you passed while moving about, meaning your opponent needs to have been within reach of a step you occupied. Normal attacks can reach into an adjacent step, including diagonally. Close attacks can only attack into a non-diagonal adjacent step. Reach weapons can reach over an adjacent non-diagonal step to make an attack. If an attack has Reach with a number attached to it, such as Reach 2, this is the number of steps it can reach over.

The step a character occupies is always step zero. In the example above, Carmin is adjacent to step 1 and could attack into it with her swords, but she cannot reach the Troglodyte. Had she brought a spear bearing the Reach aspect, she could reach over step 1 and attack into step 2 but still not reach the Trog. A Halberd has Reach 2. Using one of those she could reach over steps 1 and 2 and finally attack the Trog in step 3.

The problem with Reach weapons is that they suck up close. If your target moves inside the reach of your weapon you can still attack them but this hardens the hit roll. So if Carmin were using a halberd against the Troglodyte and the creature moved into step 2 it is now too close and a hard target to hit.

Ranged Attacks. A ranged weapon (such as a crossbow or bow) can attack anyone in the room just as long as you can draw a clear line of sight between your character and the target. Anyone standing in the way should make a Luck Save. If it succeeds the shot barely misses them. If it fails they will be hit instead of the target.

In a dungeon distances are often too short to matter, but outside they can make a significant difference. When measuring long distances use a tape measure, 1 inch = 1 step. Ranged weapons come with a range aspect, for example the short bow's Rng 20. Rng is short for range and 20 is its effective range.

Range Effective Hard Heavy Stunted
Point-Blank 5 10 20 0
Close 10 20 40 0
Short 20 40 80 0
Medium 40 80 160 0
Long 80 160 320 5
Extreme 160 320 640 10

Effective is the number of steps inside of which you can treat a ranged attack just like any other attack. A short range weapon is effective up to twenty steps away. If your target is inside that distance — forget about range — roll to hit and that is the damage done.

Hard begins where Effective leaves off. Inside this range your hit roll hardens. A short range weapon will have a hard time hitting anything between twenty one and forty steps away.

Heavy picks up where Hard leaves off. Inside this range you roll to hit three times and use the worst. Heavy is also the maximum range of an attack. A short range weapon enters heavy range at forty one steps and cannot hit anything more than eighty steps away.

Stunted only applies to long range attacks. Anything inside of this range becomes a hard target to hit. If an attack's Stunted range is zero you can ignore it.

Area Attacks. Area attacks are caused by spells like Fireball that bathe an area in damage. Their attack will have an aspect combining a shape with a radius. Fireball uses Blast 10. The shape of a blast is a full circle. Its radius is 10 steps.

To figure out who has been hit, hold your flashlight above the step the fireball detonates in. This is step zero. Now lift the light up while counting off the steps that the edge of the beam touches. Once you reach 10 horizontally, every mini in the light will be hit by the blast. AC defends against most area attacks.

Anyone straddling the edge of the beam should make a Luck Save. Succeed and they take no damage. A half fail takes half damage. A full fail takes full damage.

Stuns & Knock Downs. In addition to everything else that happens when a character is stunned or knocked down, with miniatures a stun will move a mini 1 step back from the blow. Spin their mini 180 degrees to remind us they are stunned. Spin them back around once they recover.

A knock down moves the mini back 2 steps and flips it on its side in the second step. When the character stands back up, their player gets to decide which direction they will face.

Back Attacks. Facing matters when dealing with miniatures! AC only protects the front and sides of a mini. DC protects their back. Of course, if a creature has no discernable front or back then AC is used for all of it.

Retreat! Trying hard to make your character move faster can only be done while moving in a forward direction. While you can back away from a fight, trying hard to flee from one requires turning your back to your opponents. Nothing changes except when they get to attack they will attack your backside.

Adventure

By now you should have a good idea of how the game is played. On the whole, we like to leave as much to the imagination as possible, but there are a few situations which call for some additional definition. That is what the Adventure section is for.

Keep in mind you do not need to know every rule to play the game, just a general understanding of how Dragonhead works and a willingness to look things up or make things up as needed.

Making Things Up. Believe it or not, but nobody was shot at to figure out the rules for Cover. We got out some characters, rolled a few dice, thought about it a bit, adjusted the rules, and thought about it some more. The process was repeated until finally something resolved which wasn't too convoluted and seemed about right.

That word Seem is important. It means that the ruling seemed right by way of what we know of reality and what the game mechanics will support. Think of it as your imagination's stamp of approval. If what you come up with seems right — that's a good sign — otherwise it's back to the drawing board.

No Do-Overs. With all of this said, keep in mind that our time at the game table is limited and the game only moves forward. If you suddenly realize a battle could have gone differently had you only known about Cover, no we cannot go back and do it again. Just try to remember it for next time. Through hindsight is how much of this is learned.

Area Attacks

An area attack floods a space with damage, such as dragon's breath or a fireball. Anyone caught in it will be hit by the same amount of damage. AC / DC does defend against it.

Area Shapes. Areas come in different shapes identified by a term such as Cone or Wall. When looking down from above...

Blast = hits a full circle.
Stream = a 15° angle.
Cone = a 45° angle.
Funnel = a 90° angle.
Curve = a 180° angle.
Pour = a 270° angle.
Cloud = a projected circle.
Dome = a bubble.
Cube = a full square.
Torus = a doughnut.

Area Size. The number attached to an area is its radius. This is the number of steps it extends beyond the step the attack originated in, for example:

0 = Dinky.
1 = Small.
3 = Medium
6 = Large.
12 = Big.
24 = Huge.
48 = Massive.

If the area doesn't have a size then its radius is equal to the damage done divided by 5 and rounded down. A Blast attack doing 30 points of damage has a radius of 6.

Blast. A blast is essentially a sphere radiating out in all directions. An explosion with Blast 0 is like a firecracker. It hits anything occupying the same step as itself. A Blast 2 would hit that step as well as everything two steps around it.

Stream. With miniatures, a streaming attack shoots forward in a line, hitting everything that crosses its path. Without minis a streaming attack can hit 2 different targets per success.

Cone, Funnel, Curve, and Pour. With these step zero is always directly in front of the character creating it. They attack an ever-widening area the farther they fan out.

Cloud. A cloud attack is like a Blast except instead of billowing out around the point of detonation this one projects forward one length of its radius and billows out around that point. This should protect the cloud's creator from being hit by it.

Cube. A cube forms a square space that is as high, wide and deep as its size. A Cube 3 starts with 3x3x3 as its dimensions but it can be scrunched into different shapes such as a wall with 4x4x1 or a beam with 1x1x7, just as long as the three dimensions add up to triple the cube's size in steps.

Torus. A torus is essentially a giant doughnut. It goes off like a blast but leaves step zero unharmed. This protected core can be widened without penalty but doing so does not change the overall size of the torus.

Dome. A dome is a sphere whose sides drape to the ground. It covers everything as tall as the sphere including the ground beneath it. Up in the air it forms a bubble. Domes are more often used for defense rather offense. You measure it to see who is covered by a spell rather than hit by it.

Aspects

Aspects are tags attached to attacks and equipment, short-hand reminders of how things work. Most but not all are combat related.

1shot. This item can be used once and never again.

2hds. It requires two hands to work.

Activation. The die roll you make to activate a magic item.

Ammo. This is the number of shots a weapon can take before needing a reload. Natural attacks that use ammo, such as dragon's breath, reload as the creature sleeps. Weapons that need to be reloaded every time they are used will not have an ammo count.

Bastard. A bastard weapon is a one-handed melee weapon made with an elongated grip so it can be used with two hands when needed.

When used with two hands it gains Damage +2. Using a non-bastard weapon with two hands only gives you Damage +1.

Turning a weapon into a bastard weapon increases its price by 25% and adds 1 lbs to its weight. Be sure to attach Bastard to its name, such as Bastard Sword or Bastard Mace.

Weapons that have Bastard as an aspect, such as the spear, are made for one-handed use but can easily be used with two hands for a +2 damage bonus.

Bal. Bal stands for balanced. Any melee weapon can be thrown at Point-Blank range but this hardens the hit. Balanced weapons suffer no such penalty.

Burst. This attack fires off a machine gun like burst. The die roll tells us the number of shots that hit its target, all doing the same strength as the first shot. Firing a burst always makes the weapon harder to hit with.

Close. This attack was made for fighting in close quarters.

Cold. This attack will flash freeze a character in place. The character needs to beat the strength of the attack with a Muscle check to break free. Using your weapon to hack away at the ice makes the Muscle check easier, but if you crash it you hit yourself with your own weapon.

Def. This is the ability you use to defend yourself when challenged by the attack.

Dur. Dur is short for Duration. It tells us how long something lasts. A number is a number of rounds. A PS stands for Per Success. A spell with Dur 5 PS lasts five rounds per success.

Dur Enc. This spell will last for an encounter or 10 minutes, whichever comes first. Basically, it will last until the fight ends.

Dur Conc. This spell lasts as long as its caster concentrates on making it last. Being stunned or trying to do something other than move around will dismiss it.

Elec. This indicates an electrical attack. Wearing metal armor or being sopping wet when hit by this attack will harden your AC/DC rolls.

Fire. This attack stands a chance of setting a creature on fire.

Fragile. This item is fragile. Any time a character carrying it falls or is knocked to the ground a Hard Luck Save should be made. Fail and the item breaks.

Grapple. This attack simultaneously does damage and grapples whoever it hits when desired.

Great. Like Bastard, this aspect is normally found attached to the name of a weapon. It is a one-handed Melee weapon made larger and two-handed. It gains Damage +4 and takes two hands to use.

Making a weapon great increases its price and weight by 50%. Be sure to attach Great to its name, such as Great Sword or Great Mace.

HAC. Half AC. Any AC/DC roll you make against this attack will be cut in half.

Light. This is the number of 10' squares a light source will illuminate beyond the one its bearer is in.

NA. No Activation. This item may be magical but it does not need an activation roll. It is always on.

NAC. No AC. AC/DC does not protect against this attack.

Poison. The number attached to this aspect is the strength of the poison. It may also be further described such as Poison Paralytic 14 for a poison with a strength of 14 that paralyzes whoever cannot defeat it.

Reach. These attacks have the benefit of reach. Weapons without it can only strike into an adjacent step. Reach can strike over 1 step of space. Reach with a number, such as Reach 2, can strike over that many steps of space. Unfortunately, reach weapons harden their hit rolls when used against opponents standing inside the reach distance.

Rng. Rng indicates a ranged attack. The number beside it tells us its effective range, that is the distance in side of which the attack operates like a normal attack. A weapon with Rng 20 has no problem hitting anything up to 20 steps away. At 21 steps the target becomes harder to hit.

Rld. Rld is short for Reload. Just a number tells us how many rounds it takes to reload the weapon.

Save. The ability following Save is what you use to make a saving throw against it, similar to Def.

Scar. This attack does scar damage. Every tear it does should be blackened in instead of struck.

SEP. Single Effect Power. A character can only be effected by this power once. Casting a spell like Haste on a character multiple times does nothing more than cause the most recent cast to replace the older ones.

SL. Size-Locked. This item is always medium sized.

SUP. Single Use Power. Future casts of this spell will dismiss earlier casts of it. The spell Curse lasts until its caster casts Curse again. The new spell dismisses the old one, freeing whoever the curse was cast upon.

Time. This is the amount of time it takes to cast a spell or commit some kind of action that cannot be pulled off in a single round. A number like Time 3 is a number of rounds.

During this time the character can do nothing but work on committing that action. If stunned or otherwise distracted the attempt will be lost and the character will have to start over.

Once the time requirement has been fulfilled a check for it can be made in the following round. So a spell with Time 1 can be cast every other round with the in-between rounds spent preparing for the next cast.

Touch. To use this power a character must physically come into contact, skin to skin, with what it effects.

Body Size

While characters and creatures come in thousands of different sizes, we narrow it down to fifteen different body sizes to make the matter easier to handle. This can get a bit mathy, so if you are new to the game it is best to stick to using medium-sized characters. Any class that doesn't mention a body size is medium-sized.

Size Mass Dmg Dis Hide
Tiny 0.3 0.3 0.6 +6
Teeny 0.5 0.5 0.8 +4
Small 0.75 0.75 1 +2
Medium 1 1 1 +0
Large 1.5 1.2 1 -2
Extra 2 1.5 1.2 -4
Big 4 2 1.5 -6
Huge 8 4 2 -8
Massive 12 6 4 -10
Enormous 20 8 6 -12
Humongous 40 10 8 -14
Colossal 60 15 10 -16
Gigantic 100 20 12 -18
Titanic 300 30 15 -20
Gargantuan 500 50 20 -22

Mass is a multiplier based on the size of the character. A Big creature has four times the body mass of a medium-sized character. Things made for it will weigh four times as much. A Teeny creature only has half the mass. Things made for it will only weigh half as much and be half as large.

Dmg multiplies damage. Any attack you make should have its hit score multiplied by Size Dmg right before being turned into a die roll. The same goes for your HP and Stun Point. Spells that do damage will have their damage rolls multiplied while the hit roll remains the same.

Dis multiplies distance. When figuring out your movement rolls you should multiply the score by Dis right before turning it into a die roll. Dis also multiplies AC/DC scores before they are turned into rolls.

Hide is a penalty that effects a character's attempt to hide. It also effects Diving For Cover to avoid an explosion.

Muscle scores are multiplied by Size Mass but only after a character has been created. If you are making a teeny character and rolled a 12 for muscle, you should use a 12 when finding your hit points, attacks and everything else. Once the character has been created, then you would multiply the muscle score by your Mass and write down Muscle 6 (12) on your character sheet, with 6 being the adjusted score and 12 as the actual score.

Ex is short for Exhaustion and is the amount of damage you take when trying hard. You take double that amount for trying harder and triple it for trying your hardest. Ex is your size Dmg multiplier. A huge character burns through 4 hit points every time they try hard, 8 when trying harder and 12 when trying their hardest. However! This does not apply to small, teeny and tiny characters who burn through hit points at the normal rate.

AC/DC checks are made Easy any time you are fighting someone with a body size that is larger than your own, providing you remember to do so. When a source of damage doesn't have a body size, such as a trap or a fall, it has no effect on AC/DC.

Slip Thru attempts are also made Easy when trying to move through a space occupied by someone bigger than yourself.

Burst Attacks

A burst attack is one that can fire off a machine-gun like volley of missiles. The die roll following its burst aspect is the number of shots that hit. For example:

Light = Burst 1d4
Small = Burst 1d6
Medium = Burst 1d8
Large = Burst 1d10
Heavy = Burst 1d12

After rolling to hit, roll the burst die and that tells us how many shots hit the target. Each shot doing the same amount of damage. A separate roll of AC/DC should oppose each shot, but for stun purposes it is all considered one attack. When ammo matters, the number of shots fired is equal to the best number on the burst die. A medium burst fires off eight shots.

Spreading the Burst. You can fan a burst out over an area but doing so will impact your burst roll:

Tight concentration (15° angle) = -1
Loose concentration (45° angle) = -2
Wide spread of fire (90° angle) = -4

A medium burst spread over a wide area rolls a 1d8-4. Any roll less than 1 spreads the burst so thin it misses everything. Everyone in that area should make a Luck Save. Each target takes one shot starting with the lowest luck strength and moving up through the rest until the burst runs out of shots. Run out of targets first and you should cycle back to the lowest luck strength and do it over again until every shot is accounted for.

Climbing

Climbing is a Dexterity check made hard or easy by just how intrepid the climb is, whether you have done it before, and if you are using climbing gear.

Dexterity
1:You made it!
H:Almost. Make the check again.
F:Fall from half way up.
C:Fall from all the way up.

So if you are trying to climb a 40 foot cliff it takes one or more successes to do it. The more successes you land the quicker you make the climb. With a half fail you slip but catch yourself and now need to make the check again. With a full fail you fall from half way up. With a crash you fall from all the way up.

Cover

Taking cover means hiding behind something to protect your character. You do this as part of your Move for the round. There are two levels of coverage, each effects the difficulty of anyone attacking you.

Partial Cover. All but a small part of your body is covered. You become a hard target to hit but may return fire with a ranged attack without problem.

Full Cover. You believe yourself to be completely hidden behind something. To maintain it you choose not to attack and become an double hard target to hit.

Diving for Cover. Against an area attack you use your action to dive behind what you hope will cover you and make a Dexterity or Luck check. The amount of stuff there is to hide behind will make this check harder or easier to perform.

Dexterity or Luck
4:No Damage.
3:Tenth Damage.
2:Quarter Damage.
1:Half Damage.
H:Full Damage.
F:Double Damage.
C:Triple Damage.

Success determines how much damage you take. AC/DC does protect against explosions.

Damage Type

Damage is a measure of force. Damage Type is what makes that force lethal.

  • Piercing focuses the force of the blow onto a point, like the tip of a spear or arrow.
  • Sharp focuses the force along the edge of a blade such as a sword or battle axe.
  • Mixed combines sharp edges with brute force. The morning star, a club covered in spikes, is a classic mixed weapon.
  • Blunt focuses that force onto a wide but blunt area, such as the head of a mace.
  • Impact spreads the force over an even wider or more pliable area, such as the shaft of a quarter staff.

Changing Damage Types. All weapons are designed to do a specific kind of damage, but you can change the way you use a weapon to change its damage type. Consider the spear. It does piercing damage by default, but you could slash with it to do sharp damage or hit with the blunt end to do blunt damage or even use it like a quarter staff to do impact damage. The drawback is that using a weapon to do a different type of damage will always make it harder to hit with.

Falling

The damage done by a fall is equal to the height of the fall turned into a die roll. What you land on determines the damage type.

Damage TypeSurface Examples
NoneWater, Snow, Hay.
ImpactGrass, Dirt, Mud.
BluntCobblestones, Slate Floor.
MixedBroken Timber, Jagged Rocks.
SharpBroken Glass, Pile of Weapons.
PiercingSpikes, Stalagmites.

Fall 10 feet into a pit full of spikes and you take 1d10p in damage. DC protects against it. If you don't know what the surface is, make a Luck Save to find its damage type.

Luck Save
3:None.
2:Impact.
1:Blunt.
H:Mixed.
F:Sharp.
C:Piercing.

Falling While Flying. Characters who are stunned while flying or climbing will plummet to the ground. If we don't know how high they were flying, roll 1d100. That is the number of the feet fallen as well as the damage taken.

Above a hundred feet a flyng character should be given a Spirit Save. When successful the character shakes off the shock and resumes flying before hitting the ground. Otherwise roll 2d100 for damage.

Fire

Anyone hit by an attack bearing the Fire aspect should make a Luck Save to see if the character has been set on fire.

Luck Save
1:Nothing Happens.
H:Fire Damage 1d4b per round.
F:Fire Damage 1d8b per round.
C:Fire Damage 1d12b per round.

Fire damage should be rolled once at the end of each round until the blaze is extinguished, this includes the round that started the fire. DC protects against it. Being Fire-Resistant reduces the damage by half.

Using your action to do a stop, drop and roll lets you remake the Luck Save once per round. Diving into something like a pool of water puts the flames out instantly.

Grappling

A grapple is when you grab an opponent and wrestle them into submission. Make a Muscle check as your attack, adding a class bonus for unarmed combat if you have it. Whoever you are grappling should make a Muscle or Dexterity check in an attempt to escape it. They also get a class bonus for unarmed combat if they have it.

Muscle Vs Muscle or Dexterity.

If the strength of the grapple can beat the strength of the escape then the grapple succeeds. Both characters are stuck there, unable to move or do anything for as long as the grapple is held. DC defends against any attack headed their way.

Round After Round. After the grapple is set the grappled character may try to escape it once per round. The grappler does not need to do anything to continue holding the grapple at its current strength. They may try to reset the grapple, hoping to get a better strength, but by doing so they give their captive another chance to escape.

Dog Piling. Grappling isn't always between just two characters. Multiple characters may enter the fray. Have everyone make a Hard Muscle check and count the number of successes. A full-fail loses one success. The side with the greatest number of successes controls the grapple.

Healing

Wear damage is easily healed. Stop to rest for a minute, make a Constitution Save and its strength is the amount of wear damage you get to erase from your damage circles. Be sure to mark it down as experience points 1 Wear = 10 XP.

The catch is that you can only do this ten times a day. Note the letters inside the rest circles of your character sheet. The E stands for Easy and your first three rests will be easy ones to make. The H stands for Hard and your last three rests will be hard to make. Mark them off as you use them.

In combat it takes 10 rounds of doing nothing to rest, making it very hard to rest during combat unless you have been knocked unconscious. Unconscious characters start to rest as soon as they hit the floor.

Sleep. A full night of sleep (eight hours) recovers all wear damage and clears out your rest circles. Such sleep can only be had in a relatively safe place and you cannot sleep in your armor. Ignore either of these and you only recover half of your wear damage and rest count. Ignore both and you get nothing.

Long Term Healing. Tear damage is far harder to heal. You need to spend a week convalescing — doing as little as possible — and at the end of it make a Constitution Save. With a half fail or better the strength of the save is the amount of tear damage you recover. A full fail will cause your strength in tears to scar over. Blacken them in. They will never heal naturally. A crash fail means you died of gangrene.

Magical Healing. The quickest way to heal damage is with magic. Everything that does so works like an attack in reverse. If a potion heals 3d6m that means you should roll 3d6 like a mixed attack and that is the amount of wear and tear it heals. You gain XP for magical healing, and it does not count as taking a rest.

Magic can be used to heal scars but all other tears need to be healed first and then it takes 5 tears worth of healing to heal 1 scar.

While using magic to heal wear damage feels pretty good, using it to heal tear damage hurts like hell. Magic quickly sears together open wounds. This feels a bit like rubbing salt in a cut, dousing the salt in kerosene and lighting it on fire. It is double hard to do anything for at least a minute while having magic heal tear damage. Often a white discoloration will cover the skin where it happens and it may take a couple of months for those patches of skin to return to their normal color. Beware those who come streaked in white!

Like Lightbulbs. You cannot recover wear damage from a torn circle. To this extent, damage circles are a bit like lightbulbs. Wear damage causes the bulb to dim, but this is easily fixed with a sudden influx of energy. Tear damage burns the bulb out. The bulb itself needs to be replaced before it will burn again. How many clerics does it take to replace a lightbulb? Hopefully just one. Scar damage takes a hammer and smashes the bulb as well as the socket it sits in. Nothing short of magic will replace that bulb and get it burning again.

Kicks

Sometimes you kick, and sometimes you get kicked!

Kicks are a bit different from other attacks. They still abide by the 1 attack per appendage rule, but if you moved during the round then you used your legs and cannot make a kick. If you didn't move then you still need one leg to stand on and can only make one kick as your entire action. Your arms will be either busy holding a shield or helping you keep your balance.

Kicks & Grapples. When caught in a grapple, you may make a kick attack (possibly kneeing an opponent or stomping on their foot) but it will always be a hard one. If you are maintaining the grapple and fully fail with your kick you let go of the grapple.

Trample. Creatures with more than two legs can simply run an opponent over as their attack. This hits with a hard kick from every leg. For stun purposes, add up all the damage done and compare it to the character's stun point as if just one attack had been made.

Leaping

To leap over something substantial make a Muscle or Dexterity check minus any Move penalty you might get from your equipment. Difficulty comes from just how far you have to jump and how intrepid the leap is. There is a big difference between jumping over puddles and leaping between roof tops.

Muscle or Dexterity - Move Penalty
3:You make it with a back flip or two.
2:You make it in style.
1:You make the leap.
H:You are on the other side dangling by your fingertips.
F:GAHhhhhhhhhhhhhhhhhh-hhh!!!!! Splat.

Any character who is dangling by their fingertips will need to make a successful Muscle check to pull themselves up. Others who are already on that side can help pull the character up with a Hard Muscle check. The strength of this check will add to the dangling character's own.

Magic Items

Items bearing a quality bonus, such as the +1 on a Sword +1, are not necessarily magical and will add that bonus never failing. Those that do something magical, such as a Wand of Fireballs or Potion of Healing need to be activated every time they are used.

Activation! Point it in the right direction, say its incantation, roll to hit and hope for the best. Success determines just how much magic comes pouring out. Nothing helps with this roll. Use your Magic ability score plus any quality bonus the item possesses.

Magic + Quality
1:It Works!
H:Nothing Happens.
F:Item Breaks.
C:Item Destroyed!

Fragile Things. With a half fail nothing happens. Try again next round. Fully fail the activation and the item goes Pfzzt! and will never work again. With a crash not only does the item break but there is a crash table for what happens next, which is never a good thing.

Magic Weapons. If the item is a magic weapon, such as a Sword of Flame, write it in your Attacks list with the hit roll it uses as a weapon. In aspects include its Activation roll as a separate die roll.

Now when you go to use it, spend the first round activating the item, lighting up the sword with an Activation roll. In the rounds that follow you would use its Hit roll to make attacks with it. Nothing happens when these rolls fail. Any crash is treated like a normal crashed attack.

Potions & Scrolls work once and that is it. Two rounds of dedicated action are needed to consume a potion or read a scroll aloud. A half or full fail reveals the item to be a dud. Crashing does much worse.

Identifying Magic Items. Most magic items do not come with a tag to tell us what they do. Those that do should not be trusted. To properly identify a magic item you need to take it to someone who does this professionally. Usually, identification takes 1d10 minutes and costs 2d6 silver pieces per item.

Intellect
2:Knowledge with absolute certainty!
1:Identifier is fairly certain what it is.
H:Hasn't a clue.
F:Believes it to be something it is not.
C:Accidentally breaks the item.

Picking Pockets

When picking a pocket, the Mark is whoever is being pick-pocketed. Beat the mark's wisdom strength and you lift a single item off of their person. The more successful you are the longer it takes for them to notice the thing is gone.

Dexterity vs Wisdom
4:Notice in 1d6 days.
3:Notice in 1d6 hours.
2:Notice in 1d6 minutes.
1:Notice in 1d6 rounds.
H:Fail to snatch the item.
F:Fail and be caught trying to steal it.
C:Owner gets to make a surprise attack!

Fail! With a defeat or half fail you do not grab the item. With a full fail the mark catches you in the act. With a crash the mark not only sees you coming but can make a surprise attack on you as you go in for the grab — no wisdom check needed!

Factors. This check is made hard by just how well protected the item is. Maybe it is overly large or hanging around a person's neck. If the item is too big, watched, or securely attached it cannot be lifted.

Distraction. Having someone distract the mark makes their Wisdom check harder to make. Gamewise, whoever is making the distraction should make a Charisma check. Describing some creative way in which the character is distracting the mark should make the distraction easier to do.

Charisma
1:Each success hardens the Wisdom check.
H:Nothing happens.
F:The mark gets suspicious and makes an Easy Wisdom check instead.
C:The gig is up! The mark cannot be pick-pocketed!

Poison

Poisons come with a strength that needs to be beaten with a Poison vs Constitution Save. The kind of poison determines what happens when the poison wins.

Lethal Poison. The character falls unconscious and will die in 1d6 hours minus 1 hour for each success. At less than an hour the character dies instantly.

Knock-Out Drug. The character is knocked unconscious for 1d6 hours per success. No actual damage is taken.

Paralytic Poison. The character will be immobilized yet still aware of all that is happening for 1d6 hours per success.

Hallucinogen. The character trips through wild dreams, barely conscious of the actual world. It lasts 1d6 hours per success.

Intoxicant. For each success the character gets a Drunk hindrance (ex: Drunk x3 for three successes) which makes everything the character does harder to do. Every two hours that passes will remove one of them.

Venom. Poisons are imbibed while venom is injected — snake bite, scorpion sting, a poisoned dagger — all of these need to do at least 1 tear of damage to deliver a dose of venom.

Antidotes. An antidote is a reverse poison. If administered within 10 minutes of a poisoning and if its strength can defeat the strength of the poison it will neutralize the effect. The antidote will bring back from the brink of death anyone "killed" by a lethal poison.

Dosage Size. Some poisons come with a dosage size, such as Huge Paralytic Poison. Every body size a character is larger than the dose will make the Constitution Save easier. Every body size smaller makes the save harder.

Larger = 1 Easy per size difference.
Smaller = 1 Hard per size difference.

When no size is mentioned the dose is Medium by default. Unless it is produced by a creature. In which case the dosage size matches the size of the creature. A huge scorpion delivers a huge dose of venom.

Push

Sometimes all you want to do is push the other guy around. With a Trip, Throw or Tackle your opponent will be knocked to the ground and need to spend 1 action standing back up again. Any damage taken is fall damage. Damage type depends on the landing. Getting thrown to a stone floor does blunt damage. A bed of spikes does piercing damage. DC protects against it. Taking part in any of these counts as your action for the round.

Trips. You knock your opponent on their butt. This is a Dexterity Challenge doing 1d4 damage per success. You cannot trip anything with a body size that is more than two sizes larger than your own.

Throws. You pick your opponent up and slam them down. This is a Hard Muscle vs Muscle or Dexterity challenge doing 1d8 per success. Your opponent can be thrown up to 1 step per success in a direction of your choosing.

Tackles. A tackle slams your opponent to the ground. It uses Muscle vs Muscle or Dexterity and does 1d6 per success.

Rushes. With a rush you try to push your opponent around. This is a Muscle Competition. No damage is done. The winner pushes the loser a number of steps equal to the difference between the two muscle strengths.

Scrums. A Scrum is where two groups band together in an attempt to push the other group around. Everyone makes a Hard Muscle check and we count the successes. Each full fail reduces the team total by 1. A crash reduces it by 2.

The side producing the greatest number of successes wins it. Find the difference between the two success counts and that is the number of steps the losers get pushed in a direction of the winner's choosing. When the count ties, the scrum goes nowhere.

Push Check Damage
Trip Dexterity vs Dexterity 1d4?
Throw Hard Muscle vs (Mus or Dex) 1d8?
Tackle Muscle vs (Mus or Dex) 1d6?
Rush Muscle Competition none
Scrum Hard Muscle Competition none

Role Playing

Role-Playing is where you assume the persona of a character and say what that character might say given the current situation.

While this sounds simple enough, many choke on it because of all that the imagination has to leap over to make it work. The role-player may not look or sound anything like the character they are portraying, and you will probably be sitting around a table instead of standing on a stage filled with elaborate set pieces or wearing a costume. It often feels a bit goofy but it can be done.

Easier Than It Looks. It is good to remember that we are not expecting Shakespeare so much as a campfire skit. You do not need to talk in a funny voice to portray a character. Often it is better when you don't as that gets exhausting after awhile. The DM can, but the DM may only be portraying a creature for a minute or two. There is no telling just how long your character will be around. Do you really want to spend hours upon hours talking like that?

Switching Characters. To switch between characters try doing what authors do. Verbally introduce the character by name before speaking as them. Say something like, "Well, Megan says to the guard..." and with that established you go on to speak as Megan and continue speaking as her until she is finished or you switch to a different character by saying, "And Ralph is like...," at which point you speak as Ralph. Once you stop speaking you go back to being yourself.

The Power Word Like. The word Like may not seem like much, and if you remember the valley girls of the 1980's then you know it can be abused, but Like is a powerful word. It introduces you as doing something more than just speaking on a character's behalf. You think like them. You emote like them. When you wave your hands around it is easy to imagine the character doing something just like that.

So don't use the word Like too often, but do realize that it is key to unlocking what role-players truly crave. Acting like a character takes you closer to being that character, at least for a brief moment in time.

Reaction Rolls

Most creatures will see the party as a threat and attack on sight. If there is no obvious reason to attack the DM may call for a Reaction Roll. This is a charisma check made by whoever is first to open their mouth and try to talk to the creature. Inclination differences between the two may harden the check. Similarities may ease it. If there is no parlay between characters and creatures roll a 1d12 to find the reaction.

Charisma
3:Ecstatic!
2:Friendly.
1:Indifferent.
H:Belligerent.
F:Attack!
C:Destroy!!!

Ecstatic! This means the creature is enamored of you, willing to bend the rules for you, but nothing crazy or suicidal.

Friendly. The creature thinks you're pretty cool. Don't ask for too much and you might just get it.

Indifferent. The creature doesn't care one way or another and is probably just hoping you will go away.

Belligerent. Openly antagonistic, they will attack you if you seem like an easy kill.

Attack! You really ticked them off. Unless doing so you seems suicidal they will attack.

Destroy!!! Something you said struck a nerve. Not only are they going to attack but they have just made your destruction their life purpose.

Reloading

Any weapon that fires a missile needs to be reloaded before it can be fired again. If the weapon has an aspect like Rld1 that is the number of rounds it takes to reload the weapon. A crossbow with Rld5 needs five rounds to be reloaded. The character can do nothing except reload the weapon during this time.

Although the bow needs to be reloaded, it has no Rld number. This means it quickly reloads every time you shoot it.

Slip Thru

Normally, you cannot move through a step occupied by another character or creature. However, if you are dexterous enough, you may be able to sneak past them with a Slip Thru. This is you ducking under, sliding past, or possibly even vaulting over whoever is in the way.

The check uses your Dexterity minus any Move modifier brought on by your equipment. Trying to get past an ally is an Easy check. Slipping past an enemy is a Hard check. Trying to get past someone who is simply in your way is a normal check.

Dexterity - Move Mod
1:You make it thru!
H:Lose the rest of your movement.
F:Stunned.
C:Knocked Flat!

A half fail means you can't get past them and lose the remainder of your movement in trying to. A full fail means you run into them and are stunned as if hit in combat. A crash fail knocks you flat on your back and now you need to spend an action standing back up again. Defend with DC against attacks.

Back Attacks. A slip thru is considered a part of your movement. You can make as many of them as you can and it won't effect the attack part of your action (unless you screw it up). One reason you might want to do a slip-thru is to make a back attack on an opponent. Succeed and you end up behind them. They defend with DC instead of AC.

Surprise Attacks

A surprise attack is an ambush. No initiative is rolled. Instead, everyone who is hiding makes a Wisdom check to see how well they are hidden. Those about to be ambushed also make Wisdom checks to see if they notice it. When the worst strength of the ambushers can beat the best strength of the ambushees a surprise attack happens.

Worst Ambusher > Best Ambushee = Surprise Attack

The party launching the surprise attack gets one round where they can attack and the surprised party can do nothing. Stupefied, they defend with DC. If there is another round after this one it continues as normal combat.

Sweep Attacks

An attack is often not a single blow but a flurry of blows that can be spread out across multiple opponents with a sweep attack. You rolled up 16 points of damage? You could put it all on one opponent, or split it to do 10 against one opponent and 6 against another, or divvy it between three opponents doing 5, 5 and 6. Any combination that adds up to what you rolled.

Of course, your sweep attack does need to make sense.

Melee attacks need to reach your opponents while your were moving around. A crossbow can only fire one quarrel, so you cannot make a sweep attack with it, not unless your opponents decide to conveniently line themselves up belly to back and let you skewer them with a single shot. Bows, on the other hand, have no reload time. You can fire multiple arrows with a single attack and sweep your enemies with them.

Vision

There are four levels of light in this game: Daylight, Normal, Dim, and Dark. Daylight is bright and cannot be replicated by artificial means. Normal light is the kind of light you get from torches, lanterns and candles. Dim light is darker with muted colors, like the light of a full moon. Dark is a complete absence of light. How different levels of light effect your character depends on the kind of vision they have.

Normal vision works well in daylight and normal light but checks become hard in dim light and heavy in complete darkness. Anyone who doesn't have ultravision will have normal vision by default.

Infravision sees heat patterns. It cannot see colors or be used to read, but it can see in all levels of light. Unfortunately the resolution is not good and all checks become hard ones. Infravision can be blinded by large sources of heat. It also tends to miss anything whose body heat is the same as the ambient temperature of the room. For this reason, infravision cannot see undead creatures. It takes one combat round to switch between infravision and normal vision.

Ultravision sees the minute traces of radiation that everything gives off. It is good enough to read with but colors come across as garish and weirdly flourescent, like seeing the world through a blacklight poster. Ultravision is the reverse of normal vision. It works best in complete darkness and dim light. Normal light makes for hard checks. Daylight creates heavy ones. Sunlight is especially painful to the users of ultravision and will eventually blind them if exposed to it for too long.

While all of this may seem like a lot, it is pretty easy to keep track of using the table below.

Vision Daylight Normal Dim Dark
Normal     Hard Heavy
Infravision Hard Hard Hard Hard
Ultravision Heavy Hard    

Cardinal Rules

Once you understand them, all the rules can be changed to your liking. There are only three that cannot be modified or over-ruled. These we call the Cardinal Rules.

What Seems Real Is Real. Reality is a big and beautiful thing. To capture it in all of its glorious detail with every single oddity, conundrum and contradiction perfectly set in place would require the creation of a gaming system that is as vast as the universe itself. As it is we have a small fast-moving game that runs on pencils, paper, dice and imagination.

When you come across an absence in the rules, an oversight or something just that doesn't make any sense? Think about it. Try to see the adventure as if it were really happening and listen to your imagination.

What seems real is real.

The DM is Always Right. Even when dead wrong. Deciding what is real about spaceships, magic and elementals is no small task, so no matter how off-center, irrational or glaringly bad a DM's decision may be the Dragonhead Master is always right. In every debate the DM has final say.

This is not because we believe your DM to be infallible but because games only suffer when people waste time arguing about what one thing or another actually means. The DM always has a good reason for doing whatever the DM has done and is under no obligation to explain it. Just take it on faith that it will all make sense in time. Of course, any DM who abuses this privilege had better be prepared to find a new gaming group sometime soon.

The DM is always right.

Always Play to Win. There are no winners or losers in RPGs. This sage old advice is utter nonsense. These games can be won and they can be lost, but not in the way that most might think.

You will know you are losing when boredom sets in. When conversations stray from the adventure at hand. When people start playing with their phones rather than their characters.

You are winning when the air crackles with laughter and excitement. When eyes widen and people wish the adventure would never end.

That is winning!

And winning is the responsibility of everyone at the table.

We all win or we all lose.

Always play to win!

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These are the rules the game plays by. Click on the buttons to see a menu of links for a specific section. Click a link to go to it. Click Ctrl + F to search for a specific term.

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