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. It plays best with three six-sided and three twenty-sided dice as well.
If you don't know dice, the d stands for die and the number is the biggest number it generates, which normally 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.
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 nothing but zeros is a 100. When rolled separately, rolling a 00 on the d00 is 100 and rolling a 0 on the d10 is a 10.
Downloads The Character Sheet pdf contains the game's character sheet, full dice table, cheat sheets and placemat. Optional but also quite useful is the Challenge Wheel which is used to help turn strength into success.
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 are to 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.
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 (there it is again!) 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:
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:
The Middle Bangers always roll the dice. DMs have the option of taking the middle. Take the best possible roll, cut it in half and round down. Instead of rolling 3d6, whose best possible roll is 18, you get a 9. Taking the middle is not as much fun as rolling the dice but it helps immensely when dealing with large numbers of creatures.
Dice Glyphs
Because big rolls like 1d100+1d20+1d6+1 are a bit of an eye sore the game uses dice glyphs to make them more legible. When you see a glyph like
the number tells us what die to roll, in this case a 1d6.
Dice glyphs turn 1d100+1d20+1d6+1 into 


. If you don't want to use glyphs you can turn them off by clicking Settings in the tool bar.
Knowing The Rules For most 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 collaborative not competitive.
This isn't poker. There is nothing to be gained from trying to outdo you and everything to be gained from helping you become a better player. The people around the table will probably be more than happy to fill you in on how the game is played.
Omniscient RPG Dragonhead is what is known as an Omniscient RPG. You are not always in character. Sometimes you pretend to be the character, talking on their behalf. At other times you merely control them, talking as if they were standing in the room with you.
It is not uncommon for bangers to run more than one character at a time, but as the number of people at the table increases the number of characters per person should decrease. With groups of six or more you should stick to just one character per person.
You may swap characters with other bangers or even give them to the DM to run as NPCs (non-player characters). At the end of the game all character sheets go back to the DM. They do not go home with you.
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 may 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.
In Dragonhead, you and your friends are unacknowledged gods. Your characters are your chosen heroes. 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 officially begins with everyone (DM included) making a mojo roll to figure out how much mojo they get. What you roll depends on the number of people at the table. Anyone who shows up late can still play but they get no mojo.

| Players | Mojo Roll |
| 1 | 5d6 |
| 2 to 3 | 4d6 |
| 4 to 5 | 3d6 |
| 6 to 7 | 2d6 |
| 8 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. It cannot stop an action from crashing, be done during character creation or used with the mojo roll itself.
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 have seen the mess they are currently in and 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!
Every banger needs at least one character to give them a presence in the world. While there are rules for character creation, 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 contains all of a character's abilities, class features, skills, name, etc. Aka the stuff you need outside of combat.
Existence This is our name for the top three lines. The character's name goes on the first line. Character Level and class go 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. Megan is a 2nd level character and still a beginner with this whole adventuring thing.
| Adventure | Levels |
| Beginner | 1 to 3 |
| Intermediate | 4 to 6 |
| Expert | 7 to 9 |
| Hero | 10 to 12 |
| Master | 13 to 15 |
| Demigod | 16 and Up |
Personality A character's personality begins with Inclination and ends with some 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 |
Megan has two inclinations separated by a slash: LN / CG. 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 on the inside. 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 bad will happen if you go against the grain of them. However we don't put stuff at the top of the sheet to be ignored.
Abilities Streaming down the left side of the sheet are your nine abilities. Three physical. Three mental. Three 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, the 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 the force of magic. | |
| Luc = Luck, the grace of the universe shining upon you. | |
Each ability comes with a score to tell us how potent it is. Characters generally start out average with scores of 9 to 11. 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. A transformation comes from something happening to your character while out on adventure. A werewolf bite turns you into a Werewolf. All callings and transformations are human by default but may be used by other races.
Classes come with a level to tell us how advanced the character is in it. 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 |
| Demigod | 16 and up |
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 or CB equal to the class level. Megan is a 2nd level character but only a 1st level Warlord, so she gets a +1 when doing Warlord things.
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.
Skills Dragonhead is not a skill-based game. Skills exist to help you do things better. There are only a few notable exceptions, such as the Language skills, where you need the skill to do its thing. Without a language skill you cannot speak a language. If you have no language skills you don't speak anything. You get by with emotive grunts, barks and other mouth noises. Likewise, everyone in Dragonhead is functionally illiterate. You cannot read or write without the Read & Write skill. Although, once you have it you may read or write any language you speak.
Megan has Common +0 and Read & Write +0. Common is the language of trade and called as such because it is so commonly spoken. All skills start at +0 which is not very helpful but it does tell us that she possesses them.
The combat page contains everything you need for combat. The area at the top is for taking damage. The area below it is for dishing it out.
Hit Points Also known as HP, hit points tell us how much damage your character can take. Damage comes in two forms Wear and Tear. Both are recorded in the circles below your hit point count. Wear is exhaustion. Take too much of it and you pass out. Tear is physical damage. Take too much of it and you die. This is what the D in your damage circles is about. Cross the D and you are done!
Damage Damage 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 |
Wear is equal to 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.
AC / DC These two dice rolls protect you from taking damage in combat. AC is used against nearly everything. DC is used in surprise situations or any time you drop your guard. If there is only one die roll use it for both AC and DC. Otherwise the first roll is AC and the second is DC.
Stun This 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 knocks you off your feet.
Hinders This is space for jotting down any maladies your character may be suffering from, such as Drunkenness.
Move Move is what you roll to see how many steps your character can take during combat. When just a die roll is there it is for walking. Characters may have other forms of movement attached to die rolls such as Fly, Swim, Hop, etc.
Attacks This lists all the different ways in which you can attack an opponent. Hit is what you roll to make the attack. The letter indicates its damage type (it is always the first letter of one of the five damage types). Megan's sword does 
sharp damage. Her kick does 
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 the Adventure section.
X is 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 for a minute to catch their breath and recover some wear damage. A character can only rest ten times a day. The letters inside the circles tells us their difficulty. The first three rests are easy to make. The last three are hard. Mark them off as you use them.
The third page lists all the stuff your character is carrying. Aspects is space for anything else you would like to jot down about the equipment. At the bottom of the page is your climate information. Climate is your character's natural habitat. Wm is the total number of warmth points you are getting from your equipment. Adj is your equipment adjusted climate. Every 10 points of warmth allows you to endure one climate less than your natural one. Megan is currently dressed for a Temp or Temperate climate. Body Wt is the characters body weight.
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 the back? So you can flip the sheet up to show the rest of the table who you are currently playing. The space below it is for anything else you would like to jot down. The ability modifiers kept here are only used during character creation. Campaign is the name of the campaign the character belongs in. If the campaign doesn't have a name, use the name of your DM. Date Created is when you created the character.
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 you print it out and lay it flat on the table under your character sheet. The Action bar reminds us of difficulty and try hard, the table at the bottom of the page is used to turn strength into success, and the dice table gives us the most commonly used dice rolls. The lined area in the middle is for jotting down notes.
For your first character, follow these instructions, reading each passage as a guide. After that you should have no problem creating them quickly using just 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 roll!
Roll 3d6
for each ability, straight down the line, recording your rolls in the ability diamonds of the character sheet. Any roll of 7 or less may be re-rolled but only after first re-rolling the best score you have.
Ability Modifiers Modifiers are used during character creation but not the actual play of the game, so you do not need to write them down on your sheet. Use the table below to turn your scores into modifiers.
| Score | Modifier |
| 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 |
There is no upper limit to ability scores. Every additional 2 points of score creates another +1 modifier, so a score of 20 or 21 gets a +5 modifier.
Combat Ability This is the unofficial 10th ability score. To find it add together your Muscle, Dexterity and Spirit scores, divide the total by 3 and round down. Put its score next to where it says Combat on your sheet.
Combat = Muscle + Dexterity + Spirit / 3.
Should any of these ability scores ever change your Combat score will change along with them. Combat is almost never used during the game. Instead we use it in character creation to find things like AC/DC and the hit scores of your attacks.
Go through the classes and choose one. Note the Best Abilities attached to each class, if those describe your character's best ability scores then that is probably a good class for you. Write down the class name and its level directly across from the Muscle diamond. Most new characters start at first level.
Below it jot down any features the class grants. SA stands for Starts At and is the level you get the feature at. The fighter's Eye of the Tiger has SA 3 so you won't get it until third level is reached.
Class-First Creation
If there is a certain class you want to play but the dice are not cooperating, you may opt for Class-First Creation. Choose the class then take what the dice rolled and put the numbers where you need them. The best abilities of the Elf are Magic, Dexterity and Constitution so you would put your top three dice rolls into these abilities and distribute the rest as needed.
Skills New characters get one language skill of their choosing at +0. Most go for Common +0 which costs 400 xp and is the most commonly spoken language around. Brand new characters with an Intellect 12 or better can get Read & Write +0 which costs 600 xp. All characters are functionally illiterate, only able to read simple things like signs and menus, without this skill.
On your character sheet, beneath the class and its features, write the word Skills and list below it your skills and their modifiers. On the back of the sheet be sure to write down the skill names and the xp spent on them under Spent XP.
It's good to keep in mind that Dragonhead is not a skill-based system. There are only a few skill which you need to have in order to perform a task. Most skills are there to help you do better at the things you can already do.
Body Sizes Most classes come with a medium body size. If you are just starting out, it is recommended that you stick with a medium-sized class. Classes of other sizes (ex: Gnome, Halfling, etc) are going to require more work to get going. Read the section on Body Size in Adventure before attempting to play an odd-sized character.
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 them. If this causes you to end up with less than one hit point then congratulations 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 after 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 intervened.
Total HP = Actual HP + Class HP.
Combine the two and write it in as the HP on your character sheet. In the damage circles, count out your total hp in circles and put a D in the circle that follows it. This marks the limit of just how much wear and tear your character can take.
Stun Point Your stun point is your Actual HP divided by 2 with a minimum of 1. Write this on your sheet where it says Stun.
Stun = Actual HP / 2
Each class comes with a starter pack of equipment. This is what the character has acquired on their way to becoming who they are. All of it is in used condition and only worth half the market value should you ever try to sell it. Before the adventure begins you may swap out any item for another item of equal or lesser value.
Encumbrance. 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) may come with a Move penalty that may slow your character considerably. Write your total Move penalty on the front of your sheet under Hinders.
Buying Equipment. Once you do acquire some treasure you will probably want to use it to buy equipment. The coin of the realm is the Iron Piece or IP and everything with a $ is in iron pieces. Other coins made of more precious metals do exist to make wealth more portable. All coins are quite big and weigh a uniform one tenth of a pound. Every 250 coins that you carry will add a Move -1 to your character.
| Coin | Abbv | Value |
| Platinum | PP | $1000 |
| Gold | GP | $100 |
| Silver | SP | $50 |
| Copper | CP | $10 |
| Iron | IP | $1 |
Weapons should be written into your Attacks list. Include any quality bonus the weapon possesses as well as the number of weapons you wield. A single sword with a +3 bonus you would write in as a Sword +3. For a character wielding one in each hand you would write Two Swords +3.
Hit Hit is what you use to make the attack. It combines your Combat score with any Class Bonus or Skill Bonus you have with this kind of attack plus any Hit or Quality modifiers the weapon possesses.
Hit = Combat + Class Bonus + Skill Bonus + Hit + Quality
Classes often come with a combat line like: Melee, Ranged ½, Unarmed ½. This tells us what kinds of attack gets the class level as a bonus. With this one Melee attacks get a full class level bonus while Ranged and Unarmed attacks get only half a level bonus.
Skills provide a full bonus but often only to certain types of weapons such as Swords or Pole-Arms (both of which make Melee attacks). If the weapon falls into that category you get the bonus, otherwise not.
Damage To find the damage an attack does, take its damage number and use the Dice table in the character sheet pdf to turn it into a die roll. Follow it with a letter representing the attack's damage type on your sheet.
If the attack is muscle powered (think punch, bow or sword but not a crossbow) add your Muscle modifier to the weapon's damage before turning it into a die roll.
Aspects This is space for notes on how the attack works. Most of the time they can be copied verbatim from a weapon's entry in the Creation Keeper.
Defense comes in two parts. AC/DC tells us how hard a target you are to hit. Armor & Shield protects you from damage after you have been hit.
AC / DC AC comes from your Combat score plus any bonuses you get from Class or Skill (they should have AC as a combat use). Subtract from this any Move penalty you might be carrying about due to encumbrance.
AC = Combat + Class Bonus + Skill Bonus - Move.
DC = Luck - 4.
DC is your Luck score minus four to a minimum of 1. If your AC is greater than your DC write them both down with a slash between the numbers. Otherwise just use your DC.
Armor & Shield Go through your equipment and tally up the Armor numbers. If an item possesses armor and a quality bonus, add that as well. Take the total to the Dice table (in the character sheet pdf) and turn it into a die roll. Put this on your sheet where it says Armor.
Do the same for Shield. Write its die roll next to the armor roll. Label it Shield or put it in parenthesis if you don't have the space.
When it comes to Armor, Helmet and Shield your character can wear one suit of armor, one helmet and carry one shield. The same goes for any magical item that supplies some kind of defensive bonus. You get one of them. You can put a Ring of Protection on each finger of both hands but only the most powerful ring will improve your defenses.
Classes come with movements such as the Warlord's Walk 8. The 8 is your base movement score. Add to it your Muscle and Dexterity modifiers. Subtract from it any Move penalty you may be carrying. Turn the total into a die roll using the Dice Table. If you end up with a 1 or less your movement is a 1.
Move = Class Move + Muscle + Dexterity - Move.
If your class mentions any other forms of movement, such as Swim or Fly, treat these just like Walk and write them down as die rolls on your character sheet.
Classes that use magic have a Magic entry similar to Combat. It first tells us the system the class uses (Spell-Caster, Divine-Caster or Power-User) and follows it with the different kinds of spells a character can cast (Conjuration, Illusion, Psionic etc). When a ½ has been tacked onto a kind the character only gets half a class bonus with it, otherwise they get a full class bonus. Any isn't a kind of magic, it means any kind of magic that isn't divine. Divine spells can only be cast by divine-casters.
The Elf class has Magic: Power-User, Any ½, Nature. This means an elven character is a power-user who can cast any non-divine spell with a half class bonus. Nature spells get a full class bonus.
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 an ability modifier determined by the magic system:
Spell-Casters = Intellect
Divine-Casters = Spirit
Power-Users = 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.
Start At
Some classes get the ability to cast spells on reaching a certain level. This will change their spell level limit. Subtract from it the level at which the magic starts and add 1.
Spell Level Limit = Itself - Starts At Level + 1.
Attacks Spells should be written into your Attacks table like weapons. For Hit, start with your Magic score, add your Class Bonus (adjusted for kind) and subtract the Spell Level. If the spell does any damage, treat it like a weapon (but without the muscle modifier). Record any aspects the spell has. Write its level under X.
Hit = Magic Score + Class Bonus - Spell Level.
Spell-Casters Spell-casters gain spells by studying arcane tomes called spellbooks. When you forget a spell, it takes 1 hour per spell level spent studying your spellbook to get it back. Spells may be intentionally forgotten and replaced with other spells in this fashion.
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. New spells need to be somehow acquired while out adventuring.
Lose the spellbook and you lose your keys to magical power. Eventually, all of your spells will be forgotten.
Guard your spellbook with your life!
Divine-Casters Divine-casters pray for the spells they need and the divine forces deliver. Like a spell-caster, it takes 1 hour per spell level to either recover a forgotten spell or swap out an old spell for a new one.
One big advantage of being a divine-caster is that they don't need spellbooks. They can pray for any spell they are allowed to cast and they will get it.
A big disadvantage is that divine-casters must be aligned with a true inclination that ends in Good or Evil. The use of their powers are constantly being monitored and any spell cast they make that knowingly attempts to help someone of the opposite alignment or harm someone of the same alignment will fully fail. Neutral alignments are fair game.
Power-Users While the terms Spell and Power are largely interchangeable, power-users are not casters! They 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 and divine casters are relatively rare, power-users make up that broad swath of beings that possess magical powers.
When a power-user levels up, their player gets to choose for them as many powers as their spell level limit allows. They may even dump some old powers to make room for new ones.
The catch is that power-users can only change their powers when they increase the level of the class that is providing them. What you choose may be with that character for a very long time so choose wisely.
Like a caster, a power-user will forget a power when they fully fail to cast it. The spell gets scrambled in their head. It takes 1 hour per spell level spent sleeping or meditating to unscramble it.
Characters often come with two inclinations, the first is their Social Inclination. If their class lists a number of Inclinations then choose one of them. Character classes often represent cultures and can be quite fickle as to what they tolerate among their members.
The second inclination is the character's True Inclination. This is who they truly are and it can be any one of the nine inclinations.
| 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 |
On your sheet, if the inclinations are different, separate them with a slash: Social / True. Otherwise use a single inclination for both.
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. Instead 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. Think of them as reminders of how the character is to be role-played.
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, at least until you can think of something better.
A big part of the game revolves around acquiring experience points and leveling up. Because this involves making many changes to your character 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. That is the time to advance your character. Someone should be there to bare witness to any dice rolls you make, but you don't need an audience when levelling up.
Increasing Classes You may increase the level of a class as soon as you have the XP to do so. A class's Level Advancement table tells us what you need to reach a certain level. If the table says:
1 = 2,500
2 = 5,000
3 = 10,000
It takes 10,000 xp total to reach 3rd level (as opposed to 2,500 to reach 1st another 5,000 to reach 2nd and another 10,000 to reach 3rd which totals 17,500 xp). Be sure to increase the amount you spend on a class on the back of your sheet under Spent XP.
Increasing Skills Skills advance in a similar fashion except skills always start at +0 costing an amount that doubles with every +1 you add to it.
It takes 400 xp to acquire the language Common at +0 (aka zero level). Common +1 will cost you 800 xp total. Common +2 costs 1600 xp total, and so on. Be sure to write the skill and the total spent on it under Spent XP.
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 under Spent XP.
While the table above stops at +6, just like skills and classes there is no limit on how far you can take an ability. The cost in XP just keeps doubling with each additional point. A +7 costs 64,000 points. A +8 costs 128,000 points, and so on.
Character Level Character level is a number that gives us a general idea of how powerful your character is. Add up the XP you have spent on your character and find your place in this table:
| Level | Ends at XP |
| 1st | 2,500 |
| 2nd | 5,000 |
| 3rd | 10,000 |
| 4th | 20,000 |
| 5th | 40,000 |
| 6th | 80,000 |
| 7th | 160,000 |
| 8th | 320,000 |
| 9th | 640,000 |
| 10th | 1,280,000 |
So anyone spending from 0 to 2,500 xp is a first level character. At 2,501 xp you become a second level character. After 10th level the xp amounts keeps doubling ad infinitum. 11th level ends at 2,560,000 xp. 12th level ends at 5,120,000 xp and so on.
Traditionally, all characters start with a single class at 1st level, one language skill and no ability increases. Depending on how this adds up you might start with a character level other than first.
When making a new character to take on an adventure with a set range of levels you should start at the lowest level of that range. If the adventure recommends levels 4 to 6 you should start at 4th level with a budget of 20,000 xp. Increase your class, skills or ability scores to meet it, but don't go over budget.
Gaining XP
There are two main ways to gain experience points. The first is through your class. This is described by the class and more often then not involves exchanging treasure for xp. Called Class Points, the catch is that you can only spend them on the class that gave them to you. While you might be able to justify spending xp on an ability or skill that benefits the class, a multi-classed Fighter / Wizard could not spend xp gained as a Fighter on becoming a better Wizard.
The second way is through recovering wear damage. Called Effort Points, these can be spent on anything. While out on adventure, when the stakes are high, you gain 10 XP for every point of wear damage you recover. Just as long as you remember to write it down! Do not expect the DM to do this for you. While not on adventure, the experience of day to day life only grants 1 xp per point of wear damage recovered. Work, exercise and sparring may help slowly improve your character, but it doesn't do nearly as much as battling creatures who are eager to eat you.
Losing XP This doesn't happen often but every now and then you will lose experience points. Instead of rolling back your level and wasting time rebuilding the character, 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 need to be regained before you can advance your character again. Both class and effort points can be used to pay off a deficit.
Dropping Classes & Skills While this is almost never done, you may drop a calling or skill you no longer use, but you do not gain back the experience points that went into them.
Those points vanish.
Races cannot be dropped, which means that a human character will always need to hold onto at least one calling. Transformations cannot be dropped but the transformation itself may come with some special way for a character to rid themselves of it. Once that happens any xp which went into the class disappears.
You may give your character up to three callings if human, or a race and two callings if not. However, there are a few stipulations that need to be heeded when multi-classing:
It Needs to Make Sense. Do not combine incompatible classes. Wizards and Warlocks hate each other with a passion. You would be very hard pressed to find a Wizard / Warlock without an extremely good reason for it. Callings in particular often represent highly defined cultures that can be quite particular about who they will take in as one of their own.
It Takes Time. It takes at least 3d6 months of in-game time for a character to become 1st level in a class. Think of this as time spent learning the ropes. During this time the character will spend XP on the class so first level is reached just as the time period ends.
Class Bonuses. Class bonuses do not combine. You get the best of what your classes provide. Should Cleric give you Melee +1 and Fighter give you Melee +2 you get the +2. They do not combine to create Melee +3.
Arms & Armor. The most restrictive requirements apply. Wizards may not wear anything heavier than light armor. A Fighter / Wizard should do the same. This applies to any restriction a class puts on a character. If one class doesn't allow it, you don't get it.
Free Equipment. You get anything a new class provides which an older class does not, providing you have a use for it. There is no point in giving a Fighter/Wizard free armor if they are never going to wear it.
Hit Points. You only gain Actual Hit Points from your first class. Other classes provide a roll of their hit die at first level, as well as all following levels.
Movement. Likewise, you only gain movement from your first class. Unless the other classes provide something unique like a Medusa sprouting wings at 4th level and gaining the ability to fly.
Transformations Are Different. You may have any number of transformations and they all start on the day of your transformation at first level with you automatically gaining the XP needed to reach it.
With transformations, something needs to happen during the game to explain the transformation. You can't simply wake up one day and decide to be a vampire.
The adventure 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.
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."
Ability Every check begins with one of the nine abilities chosen by the DM for how well it fits the situation at hand. With this check we are testing your character's Dexterity to see how agile they are. Start with your ability score.
Difficulty
The Hard part of that check is its difficulty. This is a gut decision made by the DM about how challenging the situation seems. Names are used to let us talk in numbers without having to mention any.
| Easy | = +4 |
| Normal | = +0 |
| Hard | = -4 |
| Heavy | = -8 |
| Horrendous | = -12 |
| Herculean | = -16 |
| Impossible | = It cannot be done. |
Difficulty is a ladder of sorts. If a check is described as Easy, Hard, Heavy, Horrendous, Herculean or Impossible that is where you start. When nothing is mentioned it's a Normal check. If something makes the check easier that moves you up a step. Harder moves you down a step. So a Heavy check made harder becomes Horrendous. A Heavy check made easier becomes Hard. Nothing can be made easier than Easy or harder than Impossible.
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 level. When the DM disagrees you get nothing.
Skill Bonus Skills work just like classes. You get its full bonus when it seems like it should help you, or half a bonus if it is only somewhat helpful. You may only use one skill at a time, so if you have two or three skills that seem like they should help? Go with the one giving you the best modifier.
Other Modifiers Most checks boil down to — Ability + Difficulty + Class Bonus + Skill Bonus — if you have any other modifiers which might effect the check, add them in.
Risk Roll The very last modifier comes from a roll of the dice. Called a Risk Roll think of it as the amount of risk you are willing to take in order to succeed.
Roll a d20 and a d6 at the same time. The d20 is known as a Sign Die. The d6 is a Risk Die. The sign die tells us what the risk die turns into.
| Sign Die | Result |
| 20 | Double Bonus |
| Even | Bonus |
| Odd | Penalty |
| 1 | Double Penalty |
So if the sign die rolls a 12 and the risk die a 3 you get a +3 risk bonus to add to your score. Had the sign die rolled an 11 you would take a -3 penalty instead. Rolling a 20 creates a +6. Rolling a 1 creates a -6.
Risk Dice Where the risk roll gets interesting is that you can roll more than just a d6. You can roll any combination of the d4, d6, d8, d10 or d12 just as long as you only roll each die once. When multiple risk dice hit the table we use the greatest number rolled.
Think of this as a throttle on the amount of risk you are taking. The more you roll the greater the risk but also the greater the reward. Rolling a measely d4 is known as a Slacker Roll and will have minimal impact on your check, but sometimes that is what you want.
Rolling all the dice is known as a Reaper Roll and is the riskiest thing you can do. Should the d4, d6, d8, d10 and d12 roll respectively 3, 6, 2, 9 and 1 you would use the 9. A sign die roll of 8 creates a +9. A sign die roll of 17 creates a -9. A 20 creates a +18. A 1 creates a -18.
No Guts, No Glory.
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 extra sign dice to roll.
| Level | Damage | Sign Dice |
| Try | 0 wear | d20 |
| Try Harder | 1 wear | d20 d20 |
| Try Hardest | 2 wear | d20 d20 d20 |
Tell the table how hard you are trying, mark down the damage done, and roll all of your dice at once. When rolling more than one sign die use the most advantageous roll. So if you try harder and one d20 rolls a 2 while the other rolls a 17 you would use the 2 since that roll gives you a bonus.
When trying hard there is always a slight chance that you will roll more than one 20 or nothing but 1's. When this happens, each 20 or 1 adds another instance of the risk die onto the score. So if you try your hardest and roll three 20's with a 9 on the risk die? The first increases it to +18, the second to +27, and the third to a whopping +36.
If the wear damage caused by trying hard 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 with any check except a Saving Throw. All dice should be rolled at once. Sorry, no making a risk roll and then deciding if you want to try hard after seeing the results.
Strength & Success What all of this adds up to is the Strength of your action. Strength is a measure of performance. Where an ability score tells us a character's potential. A strength tells us what the character did with that potential. It uses the table below to tell us just how successful you were.
| Strength | Success |
| 21 to 24 | Triple |
| 17 to 20 | Double |
| 13 to 16 | Single |
| 9 to 12 | Half Fail |
| 5 to 8 | Full Fail |
| 1 to 4 | Crash Fail |
A sure-fire success happens with a 13 or better. Often a single success is all you need. Doubles and triples are there for special occasions. Although this table stops at 21 to 24, every four points above it is another success with no upper limit.
A 9 to 12 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 5 to 8 is a full fail and would send you plummeting into the crevasse. Any strength of 4 or less is a crash fail and the worst thing that could possibly happen. Not only do you plummet into the crevasse but you probably missed the river at its bottom to land on some jagged rocks. What actually happens is left up to the DM, maybe with some help from one of the game's many crash tables.
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 fall the entire forty feet.
Saving Throws A saving throw is a test of character. It doesn't represent anything you actually do. More often than not you make it because of something being done to you. A saving throw is different from an ordinary check in that you may not 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 making a save is nothing you actually do, you can make a dozen saving throws 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 one strength against another. Think Offense vs Defense where the offense is trying to make something happen and defense is trying to stop it in its tracks. Hit vs AC, Magic vs Spirit, Hard Intellect vs Wisdom, Muscle vs 15 are all different kinds of challenges.
To break down a door you make a Muscle vs Break challenge where Break is the strength of the door. Against a Break 15 you need to roll up a muscle strength of 15 or better. But! A 15 vs 15 is a stalemate. Tied strengths need to be broken. To break a tie, roll any die. An odd roll wins it for the offense. An even roll wins it for the defense.
When success matters, winning the challenge grants you one success and another for every four points of difference between the two strengths. Combat is a Hit vs AC challenge. If you make an attack with a 20 vs 15 that's a 5 point difference and two successes, one for winning it and another for at least 4 points of difference. In combat a double success does double damage!
When you fail to beat the defensive strength — 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.
While it is not hard to figure out the success of a challenge, doing so can get tedious after a while. Be sure to download the game's Challenge Wheel. Once assembled it should look like the picture above. To use it, spin the dial to point at the defensive strength, find the offensive strength on the black ring, and the colored wedge it falls under tells you its success.
In the example above the wheel is pointing at a defense of 15. Any offensive strength of 15 to 18 does one success against it. A 19 to 22 does two successes. A 23 to 26 does three and so on.
Turn the dial to point at 13 and the wheel becomes a success table. The 10 wedge becomes a half fail, the 9 wedge a full fail, and the 8 wedge a crash fail.
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 competing, they would all make an ability check and whoever produces the greatest strength wins it. When winners tie for first place, each should roll a
. 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. Each 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.
A dungeon is any enclosed area — a decrepit castle, lost caverns, a haunted forest — 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 us 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 scrap paper to show their arrangement.
Ghost maps are measured in Squares, each representing 10 feet of space. Nine steps fit inside each square. Inside each step can fit one character. So most marching orders will fill something like a tic-tac-toe grid. If you have more characters in the party than can fit into a single square, they should spill over into the square behind the party, not off to the sides.
Movement Speed Pick an entrance to the dungeon on the ghost map and mark its square. Next choose the speed the party will travel at: Slow, Medium or Fast.

| Speed | Squares | Ramifications |
| Slow | 1 Move Roll | Searching or Hiding is Possible. |
| Medium | 2 Move Rolls | No Searching or Hiding. |
| Fast | 4 Move Rolls | Double Random Encounter Roll. |
Dungeon exploration moves in Crawls, each of which is 1 minute long. At the start of a crawl the slowest party member should make a Move roll to see how many squares the party can move.
Slow speed is what you use when searching an area or trying to find a place to hide. The dice roll the number of squares you can move.
Medium speed is the party trying to move as fast as they can while still moving quietly. No searching or hiding is possible. Roll twice to find your movement speed.
Fast is the party high-tailing it through the dungeon. Roll four times for your movement speed. 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 if you encounter anything. With random encounters you do not want the DM rolling low.
Tracing A Path The mapper uses a pencil to trace a line through the ghost map, keeping track of where the party has been. It takes two squares of movement to move diagonally. 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 a 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
with the following table. Roll
when left and right are not options. Roll
at a t-intersection turning Before into Right.
| Roll | Direction |
| 1 to 2 | Behind |
| 3 to 4 | Before |
| 5 to 6 | Left |
| 7 to 8 | Right |
Light How far away the encounter is depends on your light source. The Light aspect tells us the number of squares a light source illuminates beyond the square it is in. Random encounters appear inside that last square of light. Torches have Light 3, so a random encounter will appear three squares away from a party travelling by torchlight. Candles have Light 1, so a random encounter will appear in a square adjacent to the one the party is in.
If the party has no light source then the creature will hit them with a surprise attack (no wisdom checks necessary). In a lighted area, or with a party that can see in the dark, roll 2d6 to find the distance in squares. Subtract 2 when approached from Behind. Add 2 when approached from Before.
No matter what happens, after the encounter is over 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.
Rooms 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.
This assumes you are returning to the square where the previous crawl ended. If not the case, simply start crawling from wherever you are on the ghost map at the time you decided to start crawling 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 while searching the area 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 fails with the worst strength will attacked by it, just as if hit by a surprise attack from a creature, defend with DC.
With pit traps, anyone fully failing the Luck Save falls into the pit. Anyone who half fails 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. Other characters can help them climb up by making a Hard Muscle check and adding its strength to the dangling character's muscle strength. Pit traps do falling damage determined by their depth and what is at the bottom of the pit (see Falling in Adventure).
No matter what kind of trap it is, when everyone makes their Luck Save the trap was somehow missed and remains undetected, liable to catch them again the next time they move through the area.
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 in 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.
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 Wisdom to discover the door. |
| Break | = beat with Muscle to break down the door. |
| Locked | = beat with Dexterity to pick its lock. |
| Hear | = beat with Wisdom to listen through it. |
Up to two characters can combine forces when it comes to breaking down a door 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. If nothing happens, each character should make a Constitution Save and recover
wear damage per success.
When 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. You can only take up to ten rests per day. You also gain experience points to the tune of 10 XP per 1 Wear recovered.
Party Splitting It's common knowledge that you should never split the party but Dragonhead is a real playing game. If you can do it in real life you can do it here, and here is how it's done.
By splitting the party you form two or more parties who go on separate ways through the dungeon. For each one the slowest member makes a move roll to see how many squares the party can move. At the end of each crawl the DM makes a random encounter roll for each party.
Even if the parties are within sight of each other, separate random encounter rolls should be made for each party. This can dramatically increase the amount of trouble the whole party runs into, which is as good a reason as any to never split the party.
Combat moves in rounds which are just three seconds long, time enough for 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
for Initiative.
Roll even and the characters win it. 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.
Roll odd and the creatures win it. 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 and do that. Otherwise the DM will ask you for a Move roll. The greater you roll the more likely you will be to get to where you are going.
Running. No matter what form of movement you are using, you may run with it to go faster, even something like Hop, Fly or Dig. Tell the table what you are doing before making your move roll. Roll the dice twice, add them together, and that is your speed for the round. The catch is that running will harden any check you make until the end of the round. You may move in any direction at normal speed, but you can only run in a forward direction.
Attack 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 just one sword attack (your shield will be busy defending yourself). A sword in each hand gives you two attacks, one with each weapon. A two-handed weapon gives you just 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 etc, but you can only do one thing per appendage. Draw a sword and that is your attack for the round. You cannot attack with the sword until next round.
Hit Vs AC
To make an attack, risk roll its Hit score and compare your strength to your opponent's AC (or DC when caught by surprise). This is a Hit vs AC challenge. Every success you score does one roll of damage added together. The letter beside the damage 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 this, saying something like Eight Sharp for an attack doing eight points of sharp damage. Forget to mention it and the attack does all wear and no tear.
Static Strengths. AC/DC are static strengths. Unlike other scores, they are often used as is. You do not need to risk roll them. You may risk roll AC to make it better (or possibly worse) but DC cannot be risk rolled.
Body Size & AC/DC. When fighting anything with a body size larger than your own, you get a +4 to add to your AC/DC providing you remember to add it in. Forget and the advantage is gone.
Defend After being hit by an attack, roll your Armor and subtract it from the incoming damage. If this reduces the attack to zero you take no damage. Otherwise, take the remainder.
If you have a Shield you should roll it along with your armor but only against attacks coming at the front or sides of your character. Shields do not protect your back.
Damage All damage is taken as wear damage. Damage type tells us how many points of wear it takes to do one point of tear. An attack doing 8 Sharp would do 8 wear and 4 tear.
Wear is recorded with a horizontal line through your damage circles. Tears use vertical strikes. 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. While you can make actions while flat on your back, they will be hard ones and you defend with DC.
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 to recover from them.
Shields Shields can be used as weapons or armor but not both in the same round. So if you have not yet used your shield to defend yourself you may use it to make an attack (like a second weapon), but in doing so you cannot use it for defense for the rest of the round. Considering that you can only make one shield attack per round but can defend yourself with it endlessly, most people are content to let their shield work as a shield.
Magic One spell can be cast as a character's attack for the round. Spell-casters and divine-casters need to use both hands and make a vocalization to do this. If they cannot do either the spell cannot be cast. Power-users have no such restriction.
Time is the number of rounds it takes to cast a spell. Fireball has Time 1 so every time you cast the spell one round needs to pass where you are doing nothing but waving your hands about and saying what needs to be said to bring the magic into being. If stunned during this time the spell will be lost.
Spells that do damage should be treated just like weapons. AC/DC defends against them, Armor & Shield negate damage. Those that don't do damage will often have an ability listed as Save or Def in their aspects. These defend against the strength of the spell. Save means that a saving throw should be made of it. Def uses a normal ability check.
No matter what a spell does, when you fully fail to cast it you forget it. X the spell from your attacks list. It can no longer be used until you spend some time (1 hour per spell level) recovering it. Crashing the cast does the same thing but with added impact from the Spell Crash table.
Magic items that need to be activated work just like spells. Anyone using it needs to be able to use their hands and speak. If the item has a time requirement, that is the number of rounds it takes to use it. Potions have Time 3 so it takes three rounds to open the bottle, guzzle it down, and be enchanted by the potion's effects. You can move around while doing this but you cannot attack.
Communication When characters communicate during combat they can only say as much as their player can blurt out in three actual seconds or less. This should be done in character and just once per round (providing the character isn't using their mouth to cast a spell). Anyone replying to this utterance should realize that if they do so they will be using their shout for the round. Because it takes time to think, even characters connected by telepathy are restricted in this way.
In short, you can Move and Attack and Speak all at the same time, but you can't say a whole hell of a lot. Anyone you are speaking to can reply to what you have said, but only if they have not yet said something this round. This shouldn't be strictly enforced, but it is something to think about the next time two characters spend fifteen minutes debating what should be done in a round that is only three seconds long!
Encounters An Encounter is a very flexible length of time lasting as long as combat does or ten minutes, whichever comes first. In truth, most fights are not going to last one minute, let alone ten of them (that's 200 rounds!) 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.
A dungeon crawl lasts for one minute and is often considered one encounter long. In practice it is a little bit shorter than that. Any magic cast while dungeon crawling will last into the random or room encounter that ends the crawl.
So if you cast invisibility on yourself while crawling through the dungeon your invisibility will not suddenly end once you enter a room. It will, however, end right after you are done handling whatever is in that room. Should the room prove to be empty you will need to cast the spell again to remain invisible as you enter a new crawl.
You do not need miniatures to play Dragonhead but they do come in handy, especially with combat. Here are a few things you might want to have on hand before getting started:
Now, when a fight breaks out, the DM should quickly sketch the area onto the battle mat. Each space 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 a move roll tells us the number of steps you can take that round. You don't have to take every step you roll but that is the most you can move.
When it comes to moving your miniature, you cannot move through a 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. Running shortens this pivot to 45 degrees and you may not pivot more than once on a single step.
Melee Attacks A melee attack can hit anyone you passed while moving about. This means your opponent needs to have been within reach of a step you once 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 step to make an attack. If an attack has Reach with a number, such as Reach 2, this is the number of steps it can reach over.
In the example above, Carmin is in step 0 and adjacent to step 1. She could attack into it with her swords, but she cannot reach the Troglodyte in step 3. Had she brought a spear bearing the Reach aspect, she could reach over step 1 and attack step 2 but still not hit the Trog. Halberds have Reach 2. Using one of those she could finally reach over steps 1 and 2 to attack the Trog.
The problem with Reach weapons is that they suck up close. Any target inside a weapon's reach will be a hard target to hit. So if Carmin were using a halberd against the Troglodyte and the creature moved into step 2 or step 1 that would put it too close to her and make it a hard target to hit.
Ranged Attacks In most dungeon rooms, a ranged weapon (such as a crossbow or bow) can attack anyone 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 attacked instead of the target.
Outside, distances tend to be longer and can make a significant difference. When measuring distances use a tape measure where 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 in steps.

| Range | Effective | Hard | Stunted |
| Point-Blank | 5 | 10 | 0 |
| Close | 10 | 20 | 0 |
| Short | 20 | 40 | 0 |
| Medium | 40 | 80 | 0 |
| Long | 80 | 160 | 5 |
| Extreme | 160 | 320 | 10 |
Effective is the number of steps inside of which you make a normal attack. A short range weapon is effective up to 20 steps away. If your target is inside that distance treat it like a normal attack.
Hard picks up where Effective leaves off. A short range weapon will have a hard time hitting anything from 21 to 40 steps away. This is also the maximum range of an attack. A short range attack cannot hit anything more than 40 steps away.
Stunted only applies to long range attacks. Anything inside of this range becomes hard to hit by being too close. 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. The 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 and count off the steps as the light beam covers them. Once you reach 10 horizontally, every mini in the light will be hit by the blast.
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 that happens when a character is stunned or knocked down, with miniatures a stun will move a mini 1 step back away from the blow.
A knock down moves the mini 2 steps back and flips it on its side to remind us that it has been knocked down. When the mini is stood back up its player gets to decide which direction it will face.
Back Attacks Facing matters when dealing with miniatures! AC only protects the front and sides of a mini. DC protects its back. Likewise, a shield only protects the front and sides of a character, but not the back. Of course, if a creature has no discernable front or back then AC is used for all of it and it is probably not weilding a shield.
Retreat! You can use your normal movement to back away from a fight without penalty. Unfortunately, you can only run in a forward direction. To run away from a fight means turning your back to your opponent. They are not granted any extra attacks, but once they do get to attack, if they can reach you it will be on your backside.
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. This is what the Adventure section is for.
Keep in mind that 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, no one was shot at to figure out the rules for Cover. We got out some characters, rolled a few dice, thought about it for 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. When something 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 that a battle would have gone differently had only you known about Cover, no we cannot go back and do it again. Just try to remember it next time. Through hindsight is how much of this is learned.
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 is ignored. Armor & Shield 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, possibly with a beam of light shining on some miniatures.
| 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. An area 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 hits 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 the step occupied by 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 than offense. You measure it to see who is covered by a spell rather than who is hit by it.
Armor Sacrifice lets your armor or shield take tear damage instead of your character. It has no effect on wear damage but you can subtract from the defensive value of a piece of armor or shield any tear damage heading towards your character. A medium shield has a defensive value of 6 so it can absorb up to 6 tears of damage before being rendered useless.
You should record this by changing the dice roll on the front of your character sheet as well as the values in your equipment. Armor Sacrifice will send bits and pieces of armor flying but never enough to effect your Move scores, not unless you decide to chuck a now worthless helmet or shield.
Weapon Sacrifice This is a variant on the idea of armor sacrifice. Instead of taking a tear of damage one of your weapons takes a -1 hit penalty. This always effects quality first. A Sword +3 taking a tear of damage becomes a Sword +2. Any weapon that reaches -6 finally breaks and becomes useless.
The big catch with Weapon Sacrifice is that the weapon must be a melee weapon you are actively using. You cannot simply wear a belt full of daggers and use them to soak up damage. Ranged weapons may be sacrificed but as soon as they are damaged they break, usually due to something simple like a broken bow string.
Aspects are tags attached to attacks and equipment. They are 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.
Activate The score you check to activate a magic item.
Ammo 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 (see the Burst rules below).
Close This attack was made for fighting in close quarters.
Cold This attack will flash freeze an opponent in place. The character needs to beat the strength of the attack with a Muscle check to break free.
Using a weapon to hack away at the ice makes the Muscle check easier, but crash the check and you hit yourself for one success of damage and half armor protection.
Def This is the ability an opponent defends themselves with against 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 lasts 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 dismisses it. You may not run and concentrate at the same time.
Elec This is an electrical attack. Any opponent wearing metal armor defends with DC against it.
Fire This attack stands a chance of setting a creature on fire (see the Fire rules below).
Fragile The item is easily broken and/or Italian. Any time a character carrying it falls or is knocked to the ground a Hard Luck Save should be made. Full fail and the item breaks.
Grapple This attack simultaneously does damage and grapples whoever it hits using the strength of the hit for the grapple (see Grappling below).
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, takes a Hit -1 and requires 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.
HD Half Defense. Any armor or shield roll made against this attack will be cut in half.
Light This is the number of 10' squares a light source will illuminate beyond the one it is in.
NAN No Activation Needed. The item is magical but does not require an activation roll. It is always on.
ND No Defense. Armor and sheild do not protect against this attack.
Poison The number attached to this aspect is the strength of the poison. It may be further described such as Poison Paralytic 14 for a poison with a strength of 14 that paralyzes whoever cannot defeat it. If nothing is mentioned the poison defaults to deadly.
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 (see the Melee Combat in Miniatures).
Rng Rng indicates a ranged attack. The number is its effective range, i.e. the distance inside of which the attack operates without problem. Double that number and you get the attack's maximum range.
A weapon with Rng 20 has no problem hitting anything from 1 to 20 steps away, a hard time hitting anything 21 to 40 steps away, and cannot hit anything 41 or more steps away (see the Ranged Combat in Miniatures).
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 to defend against this attack.
Scar This attack does scar damage. Every tear it does should be blackened in instead of struck. Scar damage does not heal naturally and is hard to heal magically (see the Healing below).
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 except replace the most recent cast with a new one.
SL Size-Locked. This item is always medium-sized.
SUP Single Use Power. Future casts of this spell 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 the 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.
While characters and creatures come in thousands of different sizes, we narrow it down to sixteen general body sizes to make the matter easier to handle:
| Size | Mass | Dmg | Dis | Hide | Example |
| Tiny | 0.1 | 0.2 | 0.4 | +8 | Field Mouse |
| Little | 0.3 | 0.4 | 0.6 | +6 | House Cat |
| Compact | 0.5 | 0.6 | 0.8 | +4 | Farm Dog |
| Small | 0.8 | 0.8 | 1 | +2 | Young Human |
| Medium | 1 | 1 | 1 | +0 | Adult Human |
| Large | 1.5 | 1.2 | 1 | -2 | Hobgoblin |
| Extra | 2 | 1.5 | 1.2 | -4 | Bugbear |
| Big | 4 | 2 | 1.5 | -6 | Ogre |
| Huge | 6 | 3 | 2 | -8 | Hill Giant |
| Massive | 10 | 4 | 3 | -10 | Fire Giant |
| Enormous | 15 | 5 | 4 | -12 | Storm Giant |
| Humongous | 30 | 7 | 5 | -14 | Mammoth |
| Colossal | 60 | 10 | 7 | -16 | Kraken |
| Gigantic | 100 | 15 | 10 | -18 | Epic Dragon |
| Titanic | 300 | 20 | 15 | -20 | Leviathan |
| Gargantuan | 500 | 30 | 20 | -22 | Ancient Dragon |
Mass Mass is a multiplier based on the size of the character. A Big creature has four times the body mass of a medium-sized one. Things made for it will weigh four times as much. A Compact creature only has half the mass of a medium sized character. Things made for it will only weigh half as much and be half as large. The amount of food a character needs to eat to keep from starving should be multiplied by mass as well.
Mass also effects the price of items made to fit a size greater than Medium. It does not change the price of anything made smaller than Medium. Sorry, no discounts for the little people.
Dmg Dmg multiplies damage. It multiplies physical damage, meaning your Actual HP (but not Class HP) and Stun Point. It multiplies the amount of damage you repair through rest and recovery. For those with a body size of Big or larger it multiplies the amount of damage try hard does to your character (see Ex below).
For combat, Dmg multiplies damage done by weapons and spells. It also multiplies the defensive values of armor and shields. Note that all of these multiplications should have been made when the character was created and do not need to be made while playing the game.
Dis Dis multiplies anything having to do with distance, such as move speeds, weapon ranges, area sizes, etc. When figuring out your movement rolls you should multiply the score that determines it by Dis right before turning it into a die roll.
Hide Hide is a modifier that effects a character's attempt to hide. It also effects Diving For Cover to avoid an explosion.
Muscle Muscle scores are multiplied by Size Mass but only after a character has been created. If you are making a compact sized character and rolled a 12 for your muscle score, you should use 12 for the rest of character creation.
After creation, multiply the muscle score by your Mass and write down Muscle 6 (12) on your character sheet, with 6 being the mass adjusted score and 12 as the actual score.
Likewise, any attack receiving a muscle modifier for damage should use the unmodified muscle score to find that modifier. After it has been added to the weapon damage, multiply the total by Dmg and turn it into a damage roll.
Ex Ex is short for Exhaustion and is the base amount of damage you take when trying hard. Ex is your Dmg multiplier rounded down to a minimum of 1. A huge creature has Dmg 3 so it takes 3 points of wear damage when it tries harder and 6 points of damage when trying its hardest.
Different Sized Opponents Any time you fight someone with a body size that is larger than your own you gain a +4 to your AC/DC, your defense against being grappled, and your ability to slip past them (see Slip-Thru).
Essentially the size difference is making you a hard target to hit, but this is something you need to remember and bring into the game. Forget the bonus and you don't get it!
A burst attack is one that fires off a machine-gun like volley of missiles. The die roll following the attack's Burst aspect is the number of shots that hit its target. When ammo matters, the number of shots fired is equal to the best number on the burst die. For example:
| Light | = Burst ![]() |
| Small | = Burst ![]() |
| Medium | = Burst ![]() |
| Large | = Burst ![]() |
| Heavy | = Burst ![]() |
After rolling to hit, roll the burst die. Each shot hits with the same strength and does the same amount of damage to the target. But! Armor and shield defend against each shot individually. Roll once and subtract that amount from the damage that each shot does. Last but not least, combine the amount of wear damage done by the burst and use that to figure out if the character has been stunned or knocked down.
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. Otherwise, everyone in that area should make a Luck Save. Each target takes one shot. Start with the lowest luck strength and move 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 has been accounted for. Because these targets will probably have different ACs each shot should be treated like a separate attack that uses the same hit strength.
Climbing is a Dexterity check made difficult 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 the more successes you land the quicker you make the climb. With a half fail you need to make the check again, with a full fail you fall from 20' up, and with a crash fail you fall the whole 40'. See Falling below to find the damage a fall does.
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. This makes you a heavy target to hit but to keep it you cannot return fire.
Diving for Cover Against an area attack use your action to dive behind what you hope will protect you from the blast. Make a Dexterity or Luck check. Be sure to talk about the area you are in and what you intend to dive behind, this may make the check 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. Armor and shield do protect against explosions, but AC/DC does not.
Damage is a measure of force. Damage Type is what makes that force lethal.
All weapons are designed to do a specific kind of damage. You may change the way you use a weapon to change its damage type but this will harden the attack.
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 its shaft like a quarter staff to do impact damage. The drawback is that spears are designed to stick into things. All other uses bring a -4 to the hit.
The damage done by a fall is equal to the height of the fall in feet turned into a die roll. Armor and shield protect against it but only at half value. What you land on determines the damage type.
| Damage Type | Surface Examples |
| None | Water, Snow, Hay. |
| Impact | Grass, Dirt, Mud. |
| Blunt | Cobblestones, Slate Floor. |
| Mixed | Broken Timber, Jagged Rocks. |
| Sharp | Broken Glass, Pile of Weapons. |
| Piercing | Spikes, Stalagmites. |
Fall 10 feet into a pit full of spikes and you take 
in damage. 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 up off the ground (flying, gliding, climbing, etc) will plummet towards it. When we don't know how high they were but suspect they were at a hundred feet or less, roll
to find the damage done.
Above a hundred feet a flying character should be given a Spirit Save. If successful the character shakes off the shock and may resume flying before hitting the ground. Otherwise roll 
for damage.
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 ![]() per round. |
| F: | Fire Damage ![]() per round. |
| C: | Fire Damage ![]() per round. |
Fire damage should be rolled once at the end of each round until the blaze is extinguished, including the round that started the fire. Armor and shield do not protect against it.
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.
Resistant and Proof Certain spells and magical natures may make a character Fire Resistant or Fire Proof as well as Cold Resistant or Cold Proof. Resistant means any damage done by fire or cold is reduced by half. Proof means the character is perfectly protected and takes no damage from it. A fire-resistant character can be set on fire, but a fire-proof one cannot.
A grapple is when you grab an opponent and wrestle them into submission. Make a Muscle check as your attack, adding a class or skill bonus for unarmed combat if you have it. Whoever you are grappling should do likewise, possibly using Dexterity instead of Muscle if all they want to do is escape.
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 a grapple is set the grappled character may try to escape it once per round. The grappler does not need to do anything to hold it at its current strength. The grappler may try to reset the grapple, hoping to get a better strength, but they will lose it if they fully fail the check.
Dog Piling Grappling isn't always between two characters. Multiple characters may enter the fray. Have everyone attempting to grapple someone make a Hard Muscle check and combine their strength scores. The grappled character needs to defeat this to break free.
Adventure is brutal, exhausting business and eventually you will need to recover from it.
Resting
Wear damage is easily healed. Stop to rest for a minute, make a Constitution Save and recover
points of wear damage per success. Be sure to mark this down as experience points where 1 Wear = 10 XP.
The catch is that you can only rest ten times per day. Note the letters inside the rest circles on 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 20 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 on the round following the one where 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. Now you recover
in tear damage per success. A full fail turns
tears into scars. 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. The damage it should do now heals wear and tear on your character. You do gain XP for magical healing. It does not count as taking a rest. Magic can be used to heal scars but all other damage need to be healed first and it takes 5 points of tear repair to heal one scar of damage.
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 impossible to do anything for one round per tear recovered while this is happening. A white discoloration will cover the damaged skin and it may take months if not years for it to return to its normal color.
Beware those who come streaked in white!
Hirelings are NPCs and creatures you hire to accompany the party on an adventure, possibly to guide your way through the wilderness, fight on your behalf, or simply hold a torch.
Hiring Hirelings How much this costs per day depends on the level of the hireling, your character's Charisma and the hireling's Intellect (or lack thereof).
| Charisma vs Intellect | |
| 3: | $10 per level. |
| 2: | $20 per level. |
| 1: | $30 per level. |
| H: | $60 per level. |
| F: | Sorry mate, no sale. |
| C: | Did you just insult my mother? |
Roll up one success while trying to hire a third level fighter and it will cost you ($30 x 3) $90 per day for their service. Hirelings will want at least a week's pay in advance or possibly more for longer journeys.
Loyalty During the adventure, any event outside of what the hireling signed on for (ex: being arrested, having magic used on them, starving from lack of food, etc) will be cause a loyalty challenge. This is a Charisma Save vs Wisdom pitting the employer's charisma verses the hireling's wisdom. It is a secret challenge. The employer will not know the outcome until it is already too late.
Rout, Run & Mutiny! A lost loyalty challenge will become apparent once the hireling takes the next best opportunity to disappear into the wilderness.
Good hirelings often sneak off into the night hoping to never run into the party again. They may even leave behind their advance as a token of good will.
Neutral hirelings will also disappear. Not only will they not return their advance but they may steal a few things on the way out.
Evil hirelings will not only steal and run but they may hang out in the wilderness, stalking the party, hoping to pounce on them as they return home, weak yet laden with treasure.
DM Controlled No matter how much force of charisma a character has over their hirelings, they are ultimately creatures run by the DM. Treat them badly, use them as meat shields, force hirelings to take risks a character is not willing to take and all agreements are off. The hirelings will quit on the spot and even the good ones may come seeking retribution.
Max Number of Hirelings? The only thing limiting the number of hirelings a character can have is the amount of money they have to spend on them. What works for a small party of adventurers also works for a continental army.
Rebellion! When it comes to large numbers of hirelings and the matter of loyalty, the DM should choose an NPC to represent the whole group. This will be a revolutionary leader actively instigating revolt against the employer.
Instead of a loyalty challenge there should be a Charisma Save Competition between the two. If the rebel leader wins, the rebels break away to become a separate faction under the rebel leader's command. Otherwise the rebel leader will be abandoned and have to flee. Everyone else will fall back inline.
To jump over something substantial make a Muscle or Dexterity check minus any Move penalty you might be carrying about. 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 caught dangling by their fingertips will need to make a Muscle check minus the Move penalty to pull themselves up. Others who are already on that side can help pull the character up by making a Hard Muscle check and adding their strength to the dangling character.
With Miniatures Jumping is different when we can see just how far the character needs to go. Instead of making a Muscle or Dex check, make a Move roll, half of which is the number of steps you can safely leap over.
Jump Distance = ½ Move Roll
Remember to round down. Roll a 3 and you can only leap over the step adjacent to your character (a bit like making a reach attack). Roll a 1 and you jump into that step! Come up 1 step short of your destination and that is when you make a Muscle or Dex check to see if you actually made it or not.
Two exceptions to this are the Hop and Glide forms of movement. These get a full move roll instead of half. Anyone with the Fly form of movement should be able to make the leap without problem.
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 either be 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 in the gut 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 A trample is where you simply run someone over. This hits with one kick from every two legs. For stun purposes, add up the damage done by all the kicks and compare the total to the character's stun point as if it all came from one attack.
Being trampled by a human is essentially a kick attack. Being trampled by a horse is like getting hit by two kick attacks whose damage combines into one to stun or knock an opponent down.
Items bearing a quality bonus, such as 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, need to be activated to use them.
Activation! Point the item in the right direction, say its incantation, roll the dice and hope for the best. Success determines just how much magic comes pouring out. Nothing but a class that specifically mentions activating magic items can help it. Use your Magic ability 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. Crash the activation and not only does it break but the DM gets to roll on the magic item crash table, which is never a good thing.
Magic Weapons If the item is also a weapon, such as a Sword of Flame, write it in your Attacks list with the hit score it uses as a weapon under Hit. In Aspects include its activation score using the aspect tag Activate.
Now when you go to use the weapon, spend the first round activating it, lighting up the sword with an Activation check. In the rounds that follow, use its Hit roll to make attacks. Nothing happens when these rolls fail to hit, except you don't do much damage.
Potions & Scrolls These work once and that is it. Three 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.
Potions always effect the character who imbibes it. Scrolls almost never effect the reader of the scroll. Instead they shoot magic from the back of the scroll, in the direction the character reading it is facing.
Scrolls are not written spells. What is written on them is largely gibberish. You cannot learn how to cast the spell it contains by studying it.
Identifying Magic Items Most magic items do not come with a tag to tell us what they do, and 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
minutes and costs
silver pieces per item.
| Intellect + Class Bonus | |
| 2: | Knowledge with absolute certainty! |
| 1: | Identifier is fairly certain of what it is. |
| H: | Hasn't a clue. |
| F: | Believes it to be something it is not. |
| C: | Accidentally breaks the item. |
Morale is a Spirit check made by characters and creatures when a combat encounter starts to go south and instinct is telling them it's time to bug out. Typically this means:
The Morale point is an M that appears in a creature's damage circles. Once tear damage passes it a morale check should be made. Incapacitated means knocked unconscious, killed, paralyzed, or in some way taken out of action. It does not include being grappled, stunned or knocked down during combat. As for the morale check:
| Spirit | |
| 1: | Continue to fight! |
| H: | Back away from combat. |
| F: | Turn and flee. |
| C: | Run away screaming. |
With a half fail you can no longer fight. Instead, a character will back away from combat, seeking the nearest escape route. With a full fail the character turns and flees, defending with DC against all attacks. With a crash the character turns and runs, any attack made will hit its backside.
Anyone trapped with no way to escape will throw down their weapons and surrender. Anyone who fully failed or crashed the check will also collapse into a blubbering mess, pleading for mercy.
Fear Fear checks are the same as Morale checks except their causes tend to be more sudden. The major change is that you make a Spirit Save instead of a nomal check and you don't get any bonuses from the leadership of others.
Resolve Classes with the Resolve talent get to add their class bonus to Morale and Fear checks. If the class gets resolve at a certain level, subtract the Starts At level from the Class Bonus and add 1. Halflings get Resolve at third level, so a halfling gets a +1 bonus at 3rd level, a +2 at 4th, a +3 at 5th and so on.
Leaders Anyone being led by a character with the Leadership talent gets to add that character's Class Bonus to their morale checks but not fear checks. The drawback is that if your leader is ever incapacitated, that causes a fear check. A character may choose to intentionally refuse the leadership of another character to avoid this.
Creatures When a morale check is called for everyone on a side needs to make it. While not a problem with characters, this can get cumbersome with large numbers of creatures. Often a DM will make a single risk roll and give to each creature's spirit score.
Undead and Automatons You need to fear death for morale to have an effect on you. Because of this the undead and similar non-living or unaware creatures (like slimes and oozes) do not make morale checks. If there is no M in the damage circles of a creature's stat block it is not effected by morale.
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 their person. The more successful you are the longer it takes for them to notice that the item is gone.
| Dexterity vs Wisdom | |
| 4: | Notice in days. |
| 3: | Notice in hours. |
| 2: | Notice in minutes. |
| 1: | Notice in 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 difficult 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! |
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:
hours minus 1 hour for each success. At less than an hour the character dies instantly.
hours per success. No actual damage is taken.
hours per success.
hours per success.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 the antidote's 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. Administering an antidote requires a successful Intellect or Wisdom check. Each success after the first adds a +4 to the strength of the antidote.
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.
Sometimes all you want to do is push the other guy around. With a successful 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. Armor and shield protect against it at half value. Damage type depends on the landing. Getting thrown to a stone floor does blunt damage. A bed of spikes does piercing damage. Attempting any of these push manuevers counts as your action for the round.
Trips You knock your opponent on their butt. This is a Dexterity Challenge doing
damage per success. You cannot trip anything with a body size that is more than one size 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
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
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, to the maximum of their move roll.
Scrums A Scrum is where two groups band together in an attempt to push the other group around. Everyone makes a 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, a scrum goes nowhere.
That covers a lot of ground so here it all is in short:
| Push | Check | Damage |
| Trip | Dexterity vs Dexterity | ? |
| Throw | Hard Muscle vs (Mus or Dex) | ? |
| Tackle | Muscle vs (Mus or Dex) | ? |
| Rush | Muscle Competition | none |
| Scrum | Group Muscle Competition | none |
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 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.
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
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 anyone who seems like a pushover.
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.
Any weapon that fires a missile needs to be reloaded before it can be fired again. If the weapon has an aspect like Rld 1 that is the number of rounds it takes to reload the weapon. A crossbow with Rld 5 needs five rounds to be reloaded. The character can do nothing except reload the weapon during this time.
Although bows need to be reloaded, they have no Rld number. This means you quickly reload it every time you shoot it.
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 you have. 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 | |
| 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.
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.
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 beats 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 but take damage. Stupefied, they defend with DC. If there is another round after this one it continues as normal combat.
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 their kind of vision.
Normal Normal vision works well in daylight and normal light but checks harden in dim light and become heavy in complete darkness. Any activity that requires light (like reading) cannot be done in the dark. Anyone who doesn't have ultravision will have normal vision by default.
Infravision Infravision sees heat patterns. It cannot see colors or be used to read, but infravision can see equally in all levels of light. Infravision may 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 Ultravision sees the minute traces of radiation that everything gives off. It is good enough to read with but colors often 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 hardens it. Daylight makes it heavy. Sunlight is especially painful to those who have 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 | — | — | — | — |
| Ultravision | Heavy | Hard | — | — |
Blind Characters Characters who are blind will have a hard time doing anything that usually requires sight no matter what the light level is. They will not be able to do anything that absolutely requires sight, but will have an easy time doing anything that capitalizes on the other senses, especially hearing.
Options is for those rules which haven't exactly made it into the game. These are ideas which may be experimental or seem promising yet possess some kind of complication which is holding them back. You may use optional rules in your game just be sure to talk it over with the rest of your group. Should any of optional rules become a permanent fixture of your campaign, write it down somewhere as a House Rule. Keep this list handy so you don't burn up too much brain power trying to remember if a rule is in use or not.
When an attack comes your way — after your opponent has rolled to hit but before you roll for armor & shield — you may attempt to dodge the attack as your action for the round. This uses the same action as Diving for Cover except it is always a Dexterity check. Success determines how much damage you take (and armor & shield reduces it further). You may not dodge an attack when defending with DC.
| Dexterity | |
| 4: | No Damage. |
| 3: | Tenth Damage. |
| 2: | Quarter Damage. |
| 1: | Half Damage. |
| H: | Full Damage. |
| F: | Double Damage. |
| C: | Triple Damage. |
Because rounds are just three seconds long. This dodge will protect you against any attack to come your way for the rest of the round. Unless you failed it. Failure only compounds the damage done by the initial attack you dodged.
If you have already made your action for the round you can still dodge an attack, but you lose your action in the coming round to do so.
If you can make multiple attacks, the dodge uses up one of your attacks instead of the entire action. If the attack is a hard one your dodge should be likewise.
Why is it optional? Because dodging is one more thing to think about and it requires characters acting out of order which can get confusing if you have too many people doing it too often.
Parrying blows with your weapon is considered a part of what makes your defenses work but for the most part it is over-looked by the system. Parrying is something your character does automatically without you having to mention it.
Parrying in place of an attack is something you need to declare in combat. It is something you intentionally do to either avoid taking damage or stop someone within reach of your attack from taking damage.
Essentially, if you haven't gone yet in this round, you can declare that you are parrying blows when an attack comes your way. Check your hit score and roll for damage (nothing opposes this check). What you get is a number of Parry Points that can be spent to reduce the damage of attacks like an extra layer of armor. Parry point are lost as they are used and do not carry over between rounds. Use them before you lose them!
You can parry different kinds of attacks (ex: parrying a Ranged attack with a Melee attack) but this changes the number of parry points it takes to thwart 1 point of damage using the table below.
| Parrying | Melee | Ranged | Thrown | Unarmed |
| Melee | 1 | 3 | 2 | 1 |
| Ranged | 2 | 4 | 3 | 2 |
| Thrown | 2 | 4 | 3 | 2 |
| Unarmed | X | X | X | 1 |
The rows are what you are using and the columns are what you are parrying. So a Melee attack requires 1 parry point to stop a point of melee attack, 3 points to stop a point of ranged attack, 2 points to stop a point of thrown attack, and 1 point to stop a point of unarmed attack. Unless something says otherwise, unarmed attacks can only parry other unarmed attacks.
Why is it optional? In a word: bookkeeping. To make it work you need to keep track of a mess of numbers. It also helps to know that parry table by heart so the game doesn't slow down as people try to remember how it all works.
With Swing Initiative you figure out initiative in the usual fashion but instead of everyone on a side going all at once, just one character or creature from the winning side goes. After that one character or creature from the other side goes. Back and forth combat swings between the two sides until everyone has gone. At that point the current round ends and a new round begins.
A good reason to use it is because swing initiative does a better job of capturing the general chaos of combat. It no longer feels as if one side is standing still, waiting to take damage, while everyone else moves around them. It also leads to strategic thinking as you try to decide who should go first and who should save their action for later.
A good reason to avoid it is because swing initiative is harder to keep track of as the game bounces around the table, especially with large numbers of players or people running multiple characters. Swing initiative is also slower than normal combat. If you have ever picked a kickball team in gym class you know just how long it can take to pick between two or more characters.
Once you understand them, all of these rules can be changed to your liking. There are only three rules 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 that just 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 (far from it!) 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 everything will 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.
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 people 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.
Occasionally you will come across images like these. Click them to get more info about what you are looking at. The red Why goes into greater detail. The blue EX provides an example. The black Tip will give you some pointers.
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