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Interior Illustraons: Bob Brown, David Powell and Gary Buckland Interior Illustraons: Bob Brown, David Powell and Gary Buckland

Playtesters: Eldie Syamsul, Lewis Travers, Jodie Lever, Jordan Dean and Molly Playtesters: Eldie Syamsul, Lewis Travers, Jodie Lever, Jordan Dean and Molly

Brimecombe Brimecombe

Copyright: OneDice Universal ©2014-2017 by Peter Cakebread. All rights reserved. Reproducon of this work

Copyright: OneDice Universal ©2014-2017 by Peter Cakebread. All rights reserved. Reproducon of this work

by any means without the permission of

by any means without the permission of the publisher is expressly forbidden. This material is protected underthe publisher is expressly forbidden. This material is protected under

the copyright laws of the

the copyright laws of the United Kingdom.United Kingdom.

DEDICATION DEDICATION

To the fantasc Sunday Junior Gamer Group – Edlie, Lewis, Jodie, Jordan and Molly. To the fantasc Sunday Junior Gamer Group – Edlie, Lewis, Jodie, Jordan and Molly.

ACKNOWLEDGEMENTS ACKNOWLEDGEMENTS

Aaron Huss, Adrian Gawain Jones, David Underwood, Nick Clements, Gary Buckland, Aaron Huss, Adrian Gawain Jones, David Underwood, Nick Clements, Gary Buckland, Peter Kastberger, Luca A. Volpino, Herb Severson, Bob Brown, Bil Bas, Pete Murphy, Peter Kastberger, Luca A. Volpino, Herb Severson, Bob Brown, Bil Bas, Pete Murphy, David Powell, Ian Stead, Edlie Syamsul, Lewis Travers, Jodie Lever, Jordan Dean and David Powell, Ian Stead, Edlie Syamsul, Lewis Travers, Jodie Lever, Jordan Dean and

Molly Brimecombe. Molly Brimecombe.

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Introducon

Introducon 33

About

About this this book book 33

Chapter 1 – 

Chapter 1 – 

The Rules

The Rules 66

Making

Making a a Character Character 66

Abilies 8 Abilies 8 Skills 10 Skills 10 Fights 19 Fights 19 Iniave 20 Iniave 20 V

Vehicle ehicle Combat Combat 2424

Stunt

Stunt Points Points 2626

Equippi

Equipping ng YYour our Character Character 2929

Finis

Finishing hing TTouches ouches 3434

Experience

Experience and and Levels Levels 3434

Example

Example of of Play Play 3636

Chapter 2 – 

Chapter 2 – 

Gamekeep

Gamekeeper er SeconSecon 4141

Game

Game Styles Styles 4141

Hazards 44

Hazards 44

Mooks

Mooks and and Minions Minions 4545

Sanity

Sanity Loss Loss 4747

Awarding

Awarding Experience Experience 5353

Skins 54

Skins 54

Skin

Skin One One – – FantFantasy asy 5555

Skin

Skin TwTwo o – – Super Super Heroes Heroes 6060

Skin

Skin Three Three – – Space Space 6464

Chapter 3 – 

Chapter 3 – 

Sample A

Sample Adventurdventureses 6969

The

The Hollow Hollow Horror Horror 6969

Solo Adventure –

Solo Adventure –

Raid

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OneDice

OneDice is an easy, quick and flexible Roleplaying Game (RPG) system. is an easy, quick and flexible Roleplaying Game (RPG) system.

Whether you want to design worlds where you play mighty barbarian

Whether you want to design worlds where you play mighty barbarian

heroes exploring a fantasy land, rebels on the run in outer space,

heroes exploring a fantasy land, rebels on the run in outer space,

superheroes fighng supervillians, or anything else, the

superheroes fighng supervillians, or anything else, the OneDiceOneDice system system

has been developed

has been developed to be easily to be easily adaptable for your games.adaptable for your games.

 About

 About

this

this

book 

book 

This book contains everything you need to get started with the

This book contains everything you need to get started with the OneDiceOneDice

system.

system.

The Introducon

The Introducon – is what you are read – is what you are reading now.ing now.

Chapter 1

Chapter 1 – has all the rules you need to know to play the game and an – has all the rules you need to know to play the game and an

example of

example of playplay..

Chapter 2

Chapter 2 – has  – has some ps for Gamekeepers, some oponal rules and threesome ps for Gamekeepers, some oponal rules and three

sample sengs (skins) to illustrate how to use the rules

sample sengs (skins) to illustrate how to use the rules to make your ownto make your own

worlds.

worlds.

Chapter 3

Chapter 3 –includes a couple of sample adventures – –includes a couple of sample adventures –The Hollow Horror The Hollow Horror , an, an

This revised edion of

This revised edion of OneDice Universal OneDice Universal  is essenally the same game as is essenally the same game as

the original edion (with only minor rules revisions), but various oponal

the original edion (with only minor rules revisions), but various oponal

rules have been

rules have been gathergathered together from othered together from other OneDiceOneDice releases and added releases and added

to this tome for your convenience.

to this tome for your convenience.

What’s different in this edition?

What’s different in this edition?

hat’s different in this edition?

hat’s different in this edition?

What’s different in this edition? 

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Graxlek 5.

At the end of the end of the book there is a character sheet for your personal use.

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

What is a Role-Playing Game? 

Role-playing games (RPGs) are a kind of “Let’s pretend” – but you don’t need to dress up and run around, you all play around a table, using your imaginaons to tell the story.

Players play a character in the imaginary world – and you describe what your character says and does.

You can say exactly what you want to say (as long as its the kind of thing your character would say), get your character to aempt to do whatever you want him or her to do, and the Gamekeeper is there to tell you what happens next.

When you want your character to act in the game, the Gamekeeper will somemes get you to roll a dice to see if your character succeeds

or fails in what he or she is trying to do. The Gamekeeper is in charge – it’s only fair, they have to present a story, apply the rules and keep the game moving.

A game can last as lile as two or three hours, but you might want to play a long adventure, that carries on week to week, like a TV series – the characters gaining experience and skills as they go along, defeang old villains, meeng new ones

OneDice to Rule Them All

neDice to Rule Them All

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What will I need to play? 

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

Rolling the bones 

A six-sided dice is the only dice you need to play the game. When you want your character to do something that is risky (such as have a fight, climb a steep cliff, etc.), the Gamekeeper will give you a Target Number and ask you to roll a dice to beat it. You’ll roll a number between one and six – which you might get to add a bonus to. What you rolled, including bonuses, is compared to the Target Number. If you equal it or beat it, your character succeeds in what he or she was trying to do, if you don’t, your character fails.

If you fail, you might need to spend some Stunt Points to save your character. Everyone has some Stunt Points at the start of each game session. You can use these to perform cool stunts or avoid disaster.

So it’s simple – you roll your dice, add any bonuses, and find out if your character has had a success or failure.

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

More on Gamekeepers and Players

ore on Gamekeepers and Players

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

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

Making a Character 

To make a character, you will need to:

Decide your character’s background – your race, naonality, hometown, home planet, etc. This will depend on the seng you are playing in.

Decide your character’s abilies – the abilies are Strong, Clever, Quick (and somemes another ability, such as Magic, if you can be a spell-caster in your game).

Calculate your Health, Defence and Move – These are calculated based on your character’s abilies.

Give your character some skills – your character is allowed up to 6 skills to

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Give your character some spells – but only if they have some magic!

Give your character some stuff  – give your character some starng money and equipment and let them buy some extras.

Give your character some finishing touches – including a name and 6 Stunt Points (more on them later!).

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

Your Character’s Background 

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

Example 1

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

Example 2

In a space seng, all characters might be able to decide their abilies as they see fit, but only those coming from a Noble background are allowed to be officers in the Space Navy.

The Gamekeeper should decide what backgrounds are available in his or her game, according to the chosen seng – there are some examples of seng specific backgrounds later in this book.

 Assign Abilities 

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

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

 Abilities 

All characters and creatures have a set of abilies as follows:

Strong – How strong your character is. This is good for when you want to li, carry, push, pull, thump enemies with your fists or kick them with your foot, hit someone with a sck or other hand weapon, threaten someone to get what you want, etc.

Clever – How clever and sharp your character is. This is good for when you want to read a map, aim and shoot a gun, read a difficult book, work out how to use an object you’ve never seen before, negoate with someone to get what you want, etc.

Quick – How quick your character’s reacons are and how nimble your character is. This is good for when you want to climb, go first in a fight, fire a bow, throw a dagger, scramble out of quicksand, sneak about, hide from an enemy, etc.

Magic – Your game might not have magic. If it does, this is how much your character is auned to, or knowledgeable about, magic.

When you have decided on your character’s background, you will spend ability points to give them a Strong, Clever, Quick (and possibly Magic) score between 1 and 3.

Example Modern Character

 Angela Smith, Spy, Strong 2, Clever 2, Quick 2

 Angela was an army surgeon, when she was recruited by SpyBranch to go undercover with a team of operaves.

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Remember: At the start of the first game, no ability can start higher than 3 or be lower than 1

(Unless you are using Magic, in which case some character backgrounds might not have it, while others will.)

Everyone usually starts with 6 ability points.

Health – Show how healthy your character is. If your character has an accident or gets hurt in a fight, he or she will lose Health. Health can be restored, so you should always keep a note of your character’s maximum Health. Maximum Health is your character’s Strength mulplied by 3.

Defence – The score an aacker needs to roll to injure you. Defence is three mes your character’s Strong or Quick (whichever is higher). You can buy armour to raise this score.

Move – How far your character can run in metres in a combat round. Move is ten mes your character’s Quick.

Example Modern Character

Having worked out Angela’s basic abilies, her Player can also work out the character’s Health, Defence and Move. The character now looks like this:  Angela Smith, Spy, Strong 2, Clever 2, Quick 2, Health 6, Defence 6, Move 20

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Skills 

All characters have some specialist skills. Somemes these are natural talents, other mes they are things that the character has learnt along the way.

Every starng character receives 6 skill points, which can be spent on buying skills.

Like Abilies, skills are given a number – you may spend no more than two points on any starng skill.

It’s best to have skills which fit with what you want your character to do (for instance, if you want a gambling minstrel, you’ll want to choose something in Gambling and Entertainer).

The following is a list of example skills:

Acrobacs (Quick) – Good at acrobac moves.

Archery (Quick) – Good with bows.

Arllery (Clever) – Good at firing arllery weapons.

Art(Clever) – Good at creang art.

Blades (Strong) – Good at hand-to-hand fighng with a bladed weapon (sword, axe, laser-sck, etc.).

Bludgeon (Strong) – Good at hand-to-hand fighng with a blunt weapon (hammer, club, cosh, etc.).

Bruiser  (Strong) – Good at unarmed fighng (punching, kicking, head bung, etc.).

Climb (Quick) – Good at climbing.

Command (Clever) – Good at giving orders.

Computers (Clever) – Good at building, repairing and using computers

Cra (Clever) – Good at making and repairing things.

Cryptology (Clever) – Good at creang and breaking codes.

Disguise (Clever) – Good at carrying off a disguise.

Dodgy (Clever) – Good at dealing with criminals and being streetwise.

Drive (Quick) – Good at driving an automobile, hover-car, horse and cart, etc

Engineering  (Clever) – Good at building, repairing and understanding engines.

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Entertainer  (Quick) – Good at entertaining others (by singing, dancing,  juggling grenades, etc.).

Gambling (Quick) – Good at gambling (and cheang).

Inmidate (Strong) – Good at bullying others.

Invesgaon (Clever) – Good at looking for and analysing clues.

Language  (Clever) – Good at speaking a language (other than the character’s own). Each language is a separate skill.

Lore (Clever) – Good at knowing stuff.

Medicine (Clever) – Good at healing people. Only people with medicine (or magic) can restore Health.

Navigate (Clever) – Good at reading maps and following them.

Negoate (Clever) – Good at talking their way out of trouble.

Percepon (Quick) – Good at nocing and hearing things.

Pilot (Clever) – Good at pilong an aircra, sea cra or spaceship, etc.

Pickpocket (Quick) – Good at picking pockets.

Psychology  (Clever) – Good at reading people’s emoons and nocing when they are lying.

Research (Clever) – Good at researching a topic (using libraries, computer archives, etc).

Science (Clever) – Good at science.

Security (Clever) – Good at creang or picking locks; arming or disarming traps; etc.

Shoong (Clever) – Good at firing a gun.

Sneaky (Quick) – Good at creeping up on people or hiding from them.

Survival (Clever) – Good at surviving in the wilderness.

Swim (Strong) – Good at swimming.

Teaching (Clever) – Good at geng basic concepts over to others.

Throw (Quick) – Good at throwing weapons (such as axes, daggers, etc.).

Track (Clever) – Good at finding and following tracks.

Trade (Clever) – Good at spong a bargain, selling and negoang a good price.

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

Creating new Skills 

You might want a skill that is not listed above. New skills can only be created by the Gamekeeper or with the Gamekeeper’s permission. When coming up with a new skill there are two things to check:

1. Check it isn’t already covered by another skill.

2. Check it is reasonable – a skill should be useful, but not more powerful than all the other skills.

Example

In a game where everyone plays a scienst, you may wish to have separate skills for Biology, Physics, Archaeology, etc., rather than the standard Science skill.

Example Skill Choices 

The role your character has in a seng might make it necessary for you to pick certain skills.

Example 1

 A Dwarven Fighter might need to pick skills as follows: Blades 2, Mining 1 + 3 Points to spend on any other skills.

Example 2

 A Space Ranger might need to pick skills as follows: Pilot 1, Navigaon 1,  Arllery 1 +3 Points to spend on any other skills.

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Example 3

Let’s go back to our modern day spy. We already know she is an army medic-turned-spy, so her Player decides to give her Medicine 2 and Survival 1 (from her days in the army) and Computers 1, Invesgaon 1 and Sneaky 1 (more recently learned skills). The character now looks like this:

 Angela Smith, Spy, Strong 2, Clever 2, Quick 2, Health 6, Defence 6, Move 20 Computers 1, Invesgaon 1, Medicine 2, Sneaky 1, Survival 1

She also has 6 Stunt Points, ready for the first game session.  All Angela needs now is some money and equipment.

Skill Use 

There are three occasions when you might be asked to roll your dice to make a skill check.

When you want your character to perform an acon

Examples: When you want your character to climb a rope, track a trail, navigate using a map, etc.

When your character is trying to perform an acon and someone is working against him or her

Examples: When your character enters an arm-wrestling contest, wants to sneak up on somebody, is negoang a trade, is hacking an account, etc.

When the Gamekeeper wants to see whether something happens to your character

Examples: When the Gamekeeper wants to see if your character has resisted a poison, has spoed an object, has fallen unconscious, etc.

Note: Stunt Points can be spent to gain an automac success on a non-combat skill check (see p.26).

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How To Use Skills To Perform Actions 

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

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

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

Difficulty Target Number (TN) Example  No roll needed 3 6 8 10 12+ Roune Mildly Challenging Challenging Hard Very Difficult Nearly Impossible

Driving on a wide quiet road on a clear day 

Driving in the pouring rain on an unsuitable road 

Driving in a thunderstorm on a cliff road 

Driving in the rain while you are being chased 

Driving in a storm while being chased and being shot at 

Driving in a storm while being chased on a cliff road

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Anyone can try almost anything, as everyone has at least 1 in each ability. You don’t need to have Navigate to try and puzzle out a map – you just use your Clever score. Likewise, if you don’t have Climb, you will just have to use Quick on its own.

Example 1

 Angela is climbing a steep cliff. The Gamekeeper decides it is a Challenging climb, and sets the difficulty at 6. The Player controlling Angela rolls a dice – and gets a 4. Angela’s Quick of 2 is added, for a total of 6. She doesn’t have Climb, so can’t add anything for that. She just makes it!!!

Example 2

 Angela has been bundled out of a dinghy and le on a deserted island by burly CrimSyn agents. She needs to find food and shelter. The Gamekeeper decides it’ll be hard to find what she needs so late in the day, so sets the difficulty at 8. Her Player rolls a 4. Adding Angela’s Clever (2) and Survival (1), she gets a total of 7. Angela will have to go hungry tonight and sleep out under the stars.

Remember! When the Gamekeeper asks for a skill roll:

Roll the dice + Ability (Strong, Clever or Quick) + Skill (if any) = result

Example: Angela is trying to find a clue le by someone who broke into her hotel room. She has a Clever of 2 and Invesgate 1. The Gamekeeper decides it is a Challenging task (so the Target Number is 6). Her Player rolls a 6, adds the 2 and 1, for a total of 9. Angela beats the target by 3 points and easily spots the muddy sneaker print le by the intruder.

then add to the result the relevant ability (the character’s score in Strong, Clever or Quick) and skill (if he or she has one). Compare the result to the Target Number – if you equal or beat it, you have succeeded. If you have failed to beat it, your acon has been unsuccessful (and there may be a consequence).

Skill Rolls

kill Rolls

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

Medicine is one of the skills which cannot be pracced untrained. Anyone can try and stop the bleeding, make a paent comfortable, etc., but only a character with Medicine can heal Health (their own or that of other character’s).

A character wishing to use the Medicine skill must decide how much damage they wish to heal (on the table below), then roll against the appropriate Target Number – a failure means that no healing takes place.

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

8 10 6

1 dice mulplied by 2 1 dice

 Amount of Healing Target Number (TN)

1 dice divided by 2

Exceptions to the Rule

xceptions to the Rule

Exceptions to the Rule 

Healing isn’t Easy

ealing isn’t Easy

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Skill vs Skill 

Somemes your character will want to do something that another character wants to challenge. Whether arm-wrestling, compeng in a running race, sneaking up on someone who is trying to spot you, or commanding an unwilling army, you’ll need to make a Skill vs Skill test for your character to see who succeeds.

To make a Skill vs Skill test, the player rolls a dice and adds any bonuses. The Gamekeeper rolls dice for whoever is opposing (unless it is another Player’s character), also adding any bonuses. Whoever gets the highest total wins. If both the Player and the Gamekeeper get the same totals, it’s a draw (unless that makes no sense, such as when trying to sneak up on someone, in which case the Player wins).

Example 1

 Angela and Adrian are playing cards for money. Angela’s Player rolls a 5 and adds Angela’s Clever of 2 for a total of 7. Angela doesn’t have Gambling, so can’t add it. Adrian’s Player rolls a 5, adds 2 for Adrian’s Clever and 1 for his Gambling, for a total of 8. Angela has lost! Had she also got a total of 8, it would have been a draw, and neither character would have won the pot.

Example 2

 Joe the Knife is trying to pick a pocket. His Player rolls a 2, adds Joe’s Quick of 3 and Pick Pocket of 2 for a total of 7. The Gamekeeper rolls for the trader he is trying to rob, and gets a 3. He adds the trader ’s Clever of 2 – unfortunately  for Joe, the trader also has Percepon 2, so also gets a total of 7. As Joe is a Player’s character, while the trader is the Gamekeeper’s, Joe wins – but only  just!

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Somemes one of the sides in an opposing skill test will have an advantage or disadvantage and the Gamekeeper will give an extra bonus or penalty to the dice roll.

Example

 Joe is on the rob again. He decides to pick the pocket of a drunken businessman who he has been eying up in the hotel bar. It’s busy; the drunken character is distracted, chang on his phone; and it’s a fairly dimly lit place. The Gamekeeper decides to give Joe’s Player a +3 bonus to add to his dice. Joe’s Player rolls a 3, adds a bonus of 5 (the total of Joe’s Quick and Pick Pocket) and a further +3, for a total of 11. The Gamekeeper makes a roll  for the drunk businessman to spot the robbery – she rolls a 6 and adds the businessman’s Clever of 1 for a total of 7 – he won’t be happy later, when he  finds that his wallet has been stolen!

If Joe was drunk, rather than the businessman, the Gamekeeper would impose a penalty on Joe’s roll instead.

Somemes the amount that the winner wins by makes a difference. How much of a difference is up to the Gamekeeper.

Example

 Joe wants to sell a ring he stole to a fence. The ring should sell for $100. Joe’s Player rolls a 3 and adds Joe’s Clever of 2 for a total of 5. The Gamekeeper gets a 5, adds the fence’s Clever of 2 and Trade of 3 for a total of 10. The difference is 5 (The fence’s 10 minus Joe’s 5). The Gamekeeper decides that the fence will pay a maximum of $50 (deciding a 10 dollar penalty should be subtracted for every point of difference between the two rolls).

Having the Advantage

aving the Advantage

Having the Advantage 

Making a Difference

aking a Difference

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Fights 

Being a hero means sooner or later your character will get into a fight. Fights take place in combat rounds, each lasng just a few seconds. In a combat round each fighter takes it in turns to try and hit and damage their opponent(s).

Note: Don’t forget that Stunt Points can be used to perform special acons in combat, on top of those described in this secon.

Surprise and Distance 

Somemes one of the sides in a fight will be surprised – if one side is expecng an aack and the other isn’t; if one side has successfully sneaked up on opponents who have failed to spot them; a successful ambush,

etc. If so, the side who is surprised doesn’t get to make aacks in the first round of combat. If both or neither side is surprised, then it cancels out, so combat starts normally with Iniave.

How far apart the opponents are at the start of combat depends on the terrain – if both pares turn a corner and bump into one another, then they can move instantly into hand-to-hand; if both

pares spot each other at the other side of a long beach, they won’t be able to start fighng unl someone moves Combat rounds basically work like this:

Everyone rolls Iniave at the start the combat – to find out who goes first (roll the dice and add Quick - highest wins).

Then, from highest to lowest Iniave, each character:

Rolls to hit – Roll the dice and add any bonuses to beat the opponent’s Defence. A character can also try to move (charge into combat or run away) in this part of the round.

Calculates damage – on a successful hit. Remove any damage from opponent’s Health.

Combat Basics

ombat Basics

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into the range of the other side’s weapons (assuming they have ranged weapons); both sides clash in hand-to-hand fighng, etc.

In this case, don’t roll Iniave unl someone can actually hit someone else.

Initiative 

Unless the Gamekeeper judges one side to be surprised (in which case the other side gets a free aack), each character in a fight must roll Iniave at the start of combat. Roll the dice and add your character’s Quick.

You only roll Iniave at the start of the fight – anyone joining the fight rolls Iniave when they enter the fray.

Example

 Angela has a Quick of 2. She is fighng a bouncer at Club Soviet, who also has a Quick of 2. Federica rolls a 1, adds her Quick of 2 for a total of 3. The Gamekeeper rolls a 4 for the bouncer and adds 2 for his Quick for a total of 6. The bouncer goes first.

What if there is a draw?

If there is a draw, the Player’s character goes before the Gamekeeper’s character. If two Player’s characters are aacking each other, and they draw on Iniave, they act at exactly the same me.

Roll to Hit 

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

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Forguns andarllery:

Roll die + Clever + Skill (Arllery, Shoong) Forranged weapons other than guns: Roll die + Quick + Skill (Archery, Throw) Forspells:

Roll die + Magic

In most cases (other than Magic) if the total beats the target’s Defence, damage is done. In the case of Magic, if the score beats the Target Number for the spell, the spell works.

Having the Advantage 

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

Other Actions 

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

Moving 

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

Getting out of Hand-to-Hand Combat 

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

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

Non-Combat Actions 

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

Quick Actions 

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

Calculate Damage 

(If using Magic, see the spell descripon.)

For all other damage, take the total of the hit roll and subtract the target’s defence. Then add any damage for the parcular weapon. The result is the amount of Health the injured party loses.

Example

 Adrian fires his pistol at a CrimSyn thug. The thug has a Defence of 3 and 6 Health. Adrian’s Player rolls a 5, adds Adrian’s Clever (2) and Shoong (1), for a total of 8. The difference is 5 (Adrian’s roll to hit of 8 minus the

thug’s Defence of 3). Adrian does 5 damage, +3 for the pistol, for a total of 8 damage! The thug is no more.

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Death, Dying and Recovery 

All the characters the Gamekeeper controls die when their Health reaches 0. Player’s characters will also die when their Health reaches 0, unless somebody can Heal them (using medicine or magic) within 3 combat rounds.

If a character is injured, they naturally heal 1 Health for every 12 hours of complete rest (in addion to any medicinal or magical help), unl their Health is back up to its starng level.

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

If you are running a more epic/heroic style game, you might want the main players’ characters to be mainly knocked out, stunned, gassed, etc., rather than killed outright - although villains aren’t always so lucky!

If you want to represent this in your games, then characters engage in non-lethal combat when they use fists, blunt weapons or engage in magical duels, etc. In this type of fight when a character reaches 0 Health they should be considered unconscious rather than dead, and will regain consciousness when the current fight/scene ends, or by spending a Stunt point. When they recover they get back half their Health.

Of course, if your game has a grier tone then sck to the standard rules.

Optional Damage Rule – Lucky Hits

ptional Damage Rule – Lucky Hits

Optional Damage Rule – Lucky Hits 

Optional Damage Rule – Stunning Damage

ptional Damage Rule – Stunning Damage

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Vehicle Combat 

Vehicles have some abilies much like characters (but usually not Clever or Magic – unless you are playing Smart Arcane Robot Cars From Hell!).

If characters in two vehicles are fighng each other, then combat order is as usual.

Roll Iniave, roll to hit, roll to damage, etc.

Iniave – roll a dice and add the vehicle’s Quick.

Roll to hit – usually using the Abilies and skills of the driver. If the total beats the Defence of the opposing vehicle (or driver of that vehicle), calculate damage.

The Abilies and skills used will depend on the vehicle and the weapon used. If trying to ram, the vehicle’s Quick + the driver’s Drive; if firing a handgun then the driver’s Clever + Shoong. Some vehicles (e.g. tanks) have inbuilt weaponry – for a tank you would add Clever + Arllery, for a starship’s weapons you might use Clever + Shoong for the lasers and Clever + Arllery for the torpedoes. Each weapon should be assigned a damage rang, if it hasn’t already got one (based on its lethality). If ramming, vehicles generally do their Strong in damage (or a third of their Health if not assigned a Strong rang). Either way, any

vehicle involved in a collision also takes damage from the opposing vehicle (so ramming is only usually worth it,

when going against a weaker opponent).

Calculate Damage  – Add weapon’s damage (or vehicle’s Strong/Health divided by 3, if ramming) to the difference between the aacker’s to

hit roll and the Defence of the opposion.

Remove damage  – From damaged vehicle’s Health (or driver’s Health, if the driver was hit).

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In some sengs vehicles might have other Aributes, along with Strong, Quick, Defence, Health and Move (such as Crew).

The consequences of a vehicle reaching 0 Health will vary according to the environment (e.g. in space, a starship might explode at 0; in a destrucon derby, the vehicle might just grind to a halt and the driver get out).

Huge Creatures and Supers 

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

Chases 

Frenec chases, whether on foot, broomsck or vehicle, are a staple of acon-packed stories. Here are some suggesons.

A chase always has one (or more) party who is trying to get away (the escaper), and another who is pursuing (the pursuer).

The pares start at a distance decide by the Gamekeeper, determined by the circumstances of the chase. The distances are:Close, Range, Sight.

If you are at Close distance you are nearly on top of each other - if the distance is closed further you can engage in hand to hand combat, or vehicles may ram each other.

If you are at Range distance, you can easily see each other and engage in ranged combat (if you have a ranged weapon).

If you are at Sight distance, you can see each other but ranged combat is prey much impossible - any further increase in range and the Escaper gets clean away.

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In a chase both sides make a roll each round. If on foot roll and addQuick.

If on horseback roll and addQuick + Riding.

If you are in a vehicle, roll and add the vehicle's Quick and the character’s

Drive orPilot skill as appropriate.

The winner of the roll increases or decreases the range by one category - on a draw the range remains the same.

Of course, if neither side wants to change the range, they don’t have to -perhaps the escaper wants to lure the pursuer into a trap…

Chase Hazards 

To make chases more interesng, add hazards. These will depend on the nature of the chase - if it’s on foot over rooops, hazards might be slippery roofs, gaps between building to jump, narrow ledges to run along etc. If in cars, then ght bends, pedestrians in the way, oil patches, narrow bridges and so on.

Rate Hazards using the hazard rules (p.44) and impose an appropriate penalty for failing to overcome the hazard - a change in range, damage to the vehicle (or character) and so on.

Stunt Points 

Stunt Points are used to perform spectacular moves, save your character from certain death, hit a creature against the odds, etc.

Every Player starts each game session with 6 Stunt Points.

As each game session progresses, the Players play their Stunt Points to make good things happen for their characters.

It’s a good idea to spend all your Stunt Points, as they can’t be carried over to the next game and they’ll be replaced next session!

Some of the characters run by the Gamekeeper might also have Stunt Points, which can be used in exactly the same way as the Players’ Stunt Points. Only more major enemies will have them – more run-of-the-mill opposion never have Stunt Points.

Stunt Points can be represented in the game by poker chips, or coins (real or chocolate!), toy money, etc.

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Spending Stunt Points 

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

Ÿ Succeed at a non-combat roll automacally  – however difficult the task.

Ÿ Ignore an opponent’s Defence – no roll to hit, simply deliver a dice worth of damage + the weapon damage to your character’s opponent’s Health. Armour does not protect the opponent.

Ÿ Avoid damage – Turn a hit on your character into a miss.

Ÿ Avoid character death – If your character drops to 0 Health, they are merely unconscious, not dying.

Ÿ Perform two aacks in one round – you can roll to hit twice instead of once.

Ÿ Stunt Acon – You can combine an aack with a stunt acon (climb, swing on a chandelier or rope, run on a rolling barrel, etc.). You only Giving 6 Stunt Points makes for a reasonably cinemac game. If you want to make the game even more over-the-top heroic, everyone could begin with 12 Stunt Points. Alternavely, for a griy realisc game, where death is an ever-present threat, you could play with no Stunt Points at all.

LESS OR MORE?

ESS OR MORE?

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need to roll to hit, and you get to add your Strong and Quick to the dice (plus one suitable skill if you have one, Climb, Blades, Bludgeon, Bruiser, Shoong, Throw, etc.).

Ÿ To cancel an enemy’s Stunt Point – If a Player has spent a Stunt Point to perform an acon, the Gamekeeper can spend a Stunt Point (if the character the Gamekeeper is running has one) to cancel the acon. Likewise, a Player can spend a Stunt Point to cancel a Gamekeeper’s Stunt Point acon against his or her own character.

The following acons cost 2 Stunt Points:

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

Ÿ Perform three aacks in one round – you can roll to hit three mes instead of once.

The following acon costs 3 Stunt Points:

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

Changing the Story (Optional) 

Here is an extra way of spending Stunt Points. Check with your group to see if they would like to add this opon.

The following story change costs 1 Stunt Point:

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

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The following story change costs 5 Stunt Points:

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

Equipping your Character 

Every Player’s character starts with some money to spend on equipment; roll a dice and mulply the result by 10 – that’s how much money your character starts with. They can spend it on equipment before the game starts.

The actual currency in your seng could be anything – Credits, Gold, Dollars, tens of Dollars, Concrete Slabs... so the examples below are le undefined. In your game you might decide to award extra starng money to everyone (e.g. 100-600 or 1000-6000), extra starng money to characters from a parcular background, or just let characters have what equipment they want, as long as it seems reasonable according to their income/the job they do.

In addion to their starng money, all characters start the game with one character ouit (appropriate to the seng) and one weapon suitable for their character.

As with everything in OneDice, Players can only purchase equipment that fits with the seng they are playing in.

Everyday Stuff 

Clothing 

Fine Clothes: Cost: 200

Pauper Garb: Cost: 0-10

Respectable Clothes: Cost: 50

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 Adventuring Kit 

Backpack: Cost: 10

Bedroll: Cost: 5

Candle: Cost: 1 for 10 candles

Car: Cost: 1000+

Flint and Tinder: Cost: 1

Lantern: Cost: 10

Handheld Computer: Cost: 100+

Mobile Phone: Cost: 40+

Oil, Flask: Cost: 1 for an hour’s lantern fuel.

Powerboat: Cost: 10,000+

Rope: Cost: 2 for 10 metres of strong rope.

Sack (Large): Cost: 2

Sack (Small): Cost: 1

2-Person Sled: 300+

Tent: Cost: 30 for 2 person tent.

Torch: Cost: 1 for a wooden torch that burns for an hour or an electric torch.

Waterskin/Flask: Cost: 1 for a waterskin/flask containing enough drink for 1 person for 2 days.

Wring Kit: Cost: 10+

Food And Drink 

Meal Out: Cost: 1+

Travel Raons: Cost: 5 for one day’s raons for one person.

 Accommodation 

Doss-house: Cost: 1

Tavern: Cost: 5+

Hotel: 30+

Specialist Equipment 

Climbing Kit: Cost: 10 (Adds 1 to Climb skill rolls.)

Compass: Cost: 15 (Adds 1 to Navigaon skill rolls).

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Doctor’s Bag: Cost: 50 (Adds 1 to Medicine skill rolls.)

Hacker Kit: Cost: 500+ (Adds 1 to Computer skill rolls.)

Weapon

Damage

Cost 

Axe 2 15

Club, Cosh, Cudgel 2 5

Dagger 2 10 Hatchet 2 10 Improvised* 1  – Knife 1 5 Laser-Sck 4 100 Spear 3 15 Sword 3 50 Unarmed 0 Whip 1 10

*Chair leg, bole, tea tray, etc.

 –

Close Combat Weapons

lose Combat Weapons

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Weapon

Damage

Cost 

Blunderbuss* 4 60 Handgun, Large 4 300 Handgun, Small 2 200 Laser Pistol 3 200 Laser Rifle 4 500

Machine Gun 6x3 damage 2000

Musket* 4 50 Pipe Rocket** 10 5000 Shotgun 5 1000 Sniping Rifle* 6 Rifle 4 1000 1800

Range

Ranged Weapons 

*Takes a full combat round to load.

** Damage is to all within a 3m radius of the target.

5 15 10 50 500 200 20 50 20 2000 400

 Ammunition 

Ammunion: Cost: 10 for 20 small rounds; 100 for 10 large rounds.

Pipe Rocket Ammunion: 200 for 1 round.

Weapon Modifications 

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

Guns

uns

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Weapon

Damage

Cost 

Bow 3 15 Crossbow 3 40 Dagger 2 10 Hatchet 2 10 Knife 1 5 Rock 1

-Sling (one handed) 2 1

Spear 3 15

Range

S = Thrower’s Strong. 25 40 Sx3 Sx2 Sx1 Sx3 15 Sx2

 Armour

Defence*

Cost 

Light – Thick leather jacket and trousers; Full Combat Clothing

+1 100

+2 5000

Quick

--2

Heavy* – Full plate armour; Full Powered Body Armour

Shield/Energy Field +1 - 100

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

Other Ranged Weapons

ther Ranged Weapons

Other Ranged Weapons 

Armour

rmour

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Finishing Touches 

If you haven’t picked aname for your character, do so now.

Also, give your Character6 Stunt Points, ready for the first game session. Now is the me tomake a few notes, if you want to, about your character’s personality (kind, mean, greedy, happy-go-lucky, etc.) and earlier life (family, previous job, criminal past, etc.).

You should alsodecide how old your character is.

Experience and Levels 

As your characters adventure they learn new skills and increase their abilies.

In game terms, this means the Gamekeeper will award you Experience for good roleplaying and for your character reaching adventure goals and defeang foes. You need to always keep track of the total Experience you have been given.

When your character gets enough Experience, he or she will go up levels. Your character might gain some new things at each level:

Ability Points – You can spend these to increase Strong, Clever, Quick or Magic*. Remember, your character’s Health, Defence or Move might also rise as a result of this increase.

*If playing a game with magic.

Health – Increases your total health.

Skill Points – To increase a skill your character already has or to learn a new one.

Spells – If applicable.

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

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+1 +1 +1 +1 +1 +1 +1 +1

*In systems where characters have Magic.

Level Ability Points Spells 

1 0 2 150 3 300 4 +1 600 5 1,500 6 3,000 7 +1 6,000 8 10000 9 15,000 10 +1 11 30,000+ 22,000

Health Skill Points Experience 

+1

+1

+1

+2

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

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Example of Play 

The following example should give you a feel for how the system works. In the example there are three parcipants, the GameKeeper (Jenny), and two Players, Rebecca and Terry. They are playing in a pulp seng. Rebecca is playing a Treasure Hunter and Terry is playing an Archeologist.

Rebecca’s Character

Georgia Smith, Treasure Hunter, Strong 1, Clever 2, Quick 3, Health 3, Defence 9, Move 20

For Players and Gamekeepers who don’t like level-based experience systems, here is an alternave, more “realisc” system. Characters are given Improvement Points, which can be spent as follows:

Skill increase: 2 x the level you want to get to.

Example 1

Bil’s character has Percepon 2, and wants to increase it to 3. 2 x 3 = 6, so he must spend 6 Improvement Points.

 Aribute increase: 5 x the level you want to get to.

Example 2

Bil’s character has Quick 1 and wants to increase it to 2. 5 x 2 = 10, so he must spend 10 Improvement Points.

Skills and Aributes can only be put up one level at a me, so to get a skill from 2 to 4 would require (2 x 3) + (2 x 4) = 14 Improvement Points.

To learn a new skill at 1 costs 5 Improvement Points, plus the character must have had me to train in the new skill. Whether this is possible is up to the Gamekeeper – you can’t claim to have learned to ride a camel if you’ve spent the last month rowing across the Atlanc in a bathtub!

Health, Defence and Move will increase as a character’s Aributes increase, in line with the rules on p.9.

Alternate Experience System

lternate Experience System

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Climbing 1, Navigaon 1, Pilot 1, Shoong 1, Survival 1, Trade 1, Stunt Points 6

Equipment: Large Handgun (4 Damage); Climbing Gear; Explorer Ouit; $100

Terry’s Character

Utah Johns, Archeologist, Strong 2, Clever 3, Quick 1, Health 6, Defence 6, Move 20

Blades 1, Languages (Ancient) 1, Lore 2, Percepon 1, Research 1, Stunt Points 6

Equipment: Dagger (2 Damage); Explorer Ouit; $120

The Adventurers have been exploring a cave network. They think they’ve finally found the treasure they are looking for.

Gamekeeper (Jenny): From the ledge, you can see vines trail down to the  floor of the cavern below. The cavern is about 10 metres below you, and 20 metres in diameter. In the middle of the cavern there are some dusty looking remains, but something is glinng amongst the bones – from the bluish light it gives off, perhaps it’s the Honour Stone. The vine strewn walls look solid enough, although they’re pied with cracks, fissures and crawl spaces.

Rebecca (Georgia): “Excellent, hopefully that’s what we’re aer!” Ok, I tug on a vine. Do I think it’s strong enough to take my weight? 

Terry (Utah): “We could get the climbing gear out.” 

Gamekeeper (Jenny) to Rebecca (Georgia): The vines seems very strong.  And with the number of footholds, you think it’ll be a very simple climb

down.

Rebecca (Georgia): “No, these vines will do fine.” I start to climb down. Terry (Utah): “I’ll follow you down.” 

Gamekeeper (Jenny): OK, Georgia makes it with ease, but you’ll need to roll  for Utah (Mildly Challenging, TN 3).

Georgia couldn’t fail, as her Quick of 3 + Climb of 1 = 4. So even if she rolled a 1, she would get a total of 5, beang the TN of 3.

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Terry (Utah): “We should of got the climbing gear out!”  Terry rolls the dice. He rolls a 4.

Utah hasn’t got the Climb skill, so can only add his Quick of 1, for a total of 5. He makes it.

Gamekeeper (Jenny): OK, you’re both safely down. The floor is dry, but dirt strewn. There are tunnels in some of the walls, but they would be hard to fit down, unless you crawled – most of them are barely three foot tall. It seems you were right – there’s definitely a gem amongst them bones. What do you want to do? 

Rebecca (Georgia) and Terry (Utah): (Together) I grab the gem!

Gamekeeper (Jenny): (Rolls a dice)  As you both stoop down, a creature slides out behind you. It must have been hiding in the tunnels.

Jenny is rolling a creature’s Sneaky (Quick) – she could have granted the Adventurers an opposed roll, against their Percepon, but has decided they are too busy reaching for the gem.

Rebecca (Georgia): What is it? 

Gamekeeper (Jenny): You turn and see an appalling creature! It’s a snake, but larger than any known species. It’s green, has long sharp fangs and is hugely fat – but despite its bulk, it’s superfast as it strikes. And it strikes at you, Georgia!

No-one rolls for Iniave yet, as the giant snake has surprised the Adventurers. The giant snake has the following stascs:

Snake, Giant S (Strong) 5 C (Clever) 1 Q (Quick) 3 H (Health) 12 D (Defence) 7 Mv (Move) 40 Sk (Skills) Bite 1 (Damage 3) Sp (Special Abilies) Constrict Ha (Habitats) C (Caves), F (Forest), J (Jungle), S (Swamp) X 100

Note: A creature’s Defence and Health, isn’t calculated in the same way as an Adventurer’s.

Rebecca (Georgia): “Argh!!!” I grab my gun...

Gamekeeper (Jenny): The snake has surprised you and gets a free aack.  Jenny rolls a 4. The snake hits you!

There are no migang circumstances to give either side a bonus. The 4 + the Snakes Strong of 5 and Bite of 1, makes a total of 10.

Gamekeeper (Jenny): You take 4 damage...

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the 3 bite damage = 4.

Rebecca (Georgia): I spend a Stunt Point to avoid damage!

If Rebecca hadn’t spent a Stunt Point, her Adventurer, Georgia, would probably have died. She only has 3 Health and Terry doesn’t have Medicine...

Gamekeeper (Jenny): OK, you just manage to dive out of the way of the snake’s fangs, drawing your gun as you leap to the side. Iniave me!

Rebecca rolls a 3 for Georgia, Terry rolls a 2 for Utah, and Rebecca rolls a 2 for the snake.

The acon will be in the following order: Georgia 1st: 3 + Quick 3 = 6 Snake 2nd: 2 + Quick 3 = 5 Utah 3rd: 2 + Quick 1 = 3

Rebecca (Georgia): I shoot it in the face! (Rolls a 5). And do 5 damage. That’s goa hurt!

The roll of 5 + Georgia’s Quick of 3 = 8. That’s 1 more than the snake’s Defence of 7. 1 + 4 (Large Gun damage) = 5 damage.

Gamekeeper (Jenny): Sure - it’s bleeding badly – but is just seems to have got angrier! It lunges at you this me, Utah!

The snake has Health 12 – so it sll has 7 Health points le, aer the 5 damage has been subtracted.

Terry (Utah): “Gulp!” 

Gamekeeper (Jenny): (Rolls a 2) It hits you, for 5 damage.

The Snakes roll of 2 + (Strong) 5 + (Bite) 1 = 8. The to hit roll of 8 minus Utah’s Defence of 6 = 2. 2 + the bite damage (3) = 5.

Terry (Utah): “Ouch!” 

Utah’s Health of 6 minus the 5 damage = 1. Utah is on his last legs, but Terry decides not to spend his Stunt Points to avoid the hit – he has a plan!

Terry (Utah): Right - I’m going to take it down! I spend 3 Stunt Points on an  Advanced Stunt Acon. I’m going to leap onto the snake’s back, and strike down onto with my dagger as I land”  (Rolls a 2)“Groan! I only do 4 damage. Is that enough to kill it? 

2 + Utah’s 6 for Strong, Quick and Clever (he can add all three due to performing an Advanced Stunt Acon) + 1 (Blades) = 9. 9 minus the

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snake’s Defence of 7 = 2. 2 + 2 (dagger damage) = 4.

Gamekeeper (Jenny): I’m afraid not – it’s badly wounded, but can’t escape with you on its back! It fights on! Next round...

The next round starts in the same Iniave order as the last.

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

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Gamekeeper Section 

This secon is designed to help Gamekeepers to run OneDice. There’s a brief general look at running games and ps on style.

Then there are a few more rules covering how to award Experience and handle hazards.

Finally, there are three “skins” (seng types) which can be used to run quick games. They are there to give examples of how the system can be adapted to different genres, rather than to offer fully fleshed out game worlds. For more detailed seng skins, watch out for future OneDice supplements.

Game Styles 

It is worth giving some thought to the sort of games you and your Players would enjoy.

What Seng should we use?

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

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Once you have decided on a seng, spend some me thinking about whether there are any parcular changes you need to make to the rules.

You might want to decide on a set of character backgrounds – perhaps all the characters belong to a certain organisaon, have a certain range of skill sets, etc.

Decide what addions and subtracons to the skill and equipment lists

you might need to make.

And think about what other characters and creatures  there are in the world (or galaxy), for the Players’ characters to interact with.

The seng skins at the end of this chapter should give you some ideas for quick and easy adaptaons to the rules to fit in with parcular genres.

Then you need to give some thought to the adventures themselves.

Are you thinking of running a single adventure or a longer campaign?

Single adventures are designed to be played over one or two sessions. They only have a few scenes, a few tasks (rescue the hostage, explore the cave, etc.) and probably only one or two twists at most (the hostage is not willing to go with the characters, there’s a cave-in, etc.).

Campaigns usually run over several sessions and oen consist of a number of “chapters”. Each chapter might have several scenes (or one big scene), and oen there are side-goals (e.g. steal some treasure or recruit some allies) that need to be achieved along the way to telling a much bigger story (e.g. defeat whoever is threatening the world).

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

WARNING

ARNING

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Do your Players want to follow an excing trail or leave the path whenever they want?

Ploed adventures have a structure, much like a book or a movie, and the players are taken through a number of scenes leading to an excing grand finale.

Sandbox adventures  do not start off with a pre-determined plot – the Games Master decides on a few themes, some locaons and a number of characters and lets the story go where it will.

Stories 

What style of adventures would your players enjoy?

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

Recurring Characters 

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

Scale of Opposition 

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

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

Maps 

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

Hazards 

Most hazards in OneDice  can be handled through asking for a straighorward skill check. If you want to see if a character can get out of a smoky room, you can ask for a roll (perhaps adding Strong, if they are going to just try to walk through the smoke, or Quick, if they are making a dash for it, to the roll). The difficulty should be adjusted by the scale of the threat – a large raging inferno is harder to escape than a small blaze.

To help you judge the level of hazard and the possible consequences of failure, check the table over the page.

As usual, offer Defence bonuses or penales (+2/-2) if there are other factors that might make a difference to the outcome for the character.

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Hazard

Difficulty/Target 

Number to avoid

Examples 

Minor Mild, 3 Small fire, small electric shock, weak poison, falling up to a metre, hing thumb with a hammer.

Moderate Challenging, 6

Major Very Difficult, 10

Deadly Near Impossible, 12+

Damage

1 Dice divided by 2(round down) 1 Dice 1 Dice mulplied by 2 1 Dice mulplied by 3+

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

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

collapsing building.

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

Optional Rule – Mooks and Minions 

The following rules can be used to run encounters where the Adventurers are faced with significant numbers of nameless followers (weedy goblins, lowlife street thugs, gormless security guards, etc.) – they are not intended to be used when the Adventurers are fighng more major villains/characters.

Mooks or minions are seldom a match against Adventurer heroes, except in overwhelmingly large numbers. That said, by boosng the level of mooks, they can provide sff opposion.

To make life easy for the Gamekeeper, mooks have only 2 states - unhurt

andout of the fight. In other words, a single blow that beats their Defence

threshold takes them out. When you’re fighng a single mook, it doesn’t really maer what weapon you have – any hit takes down the mook.

Mooks do not have Abilies or Skills. Instead they have Combat, and

Everything Else. These numbers are what you add to the dice roll to resolve tasks for them. The Combat rang is used for all types of combat, and the

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