============================================ Goblins took you -=-=-=-=-=- A ttrpg on kids running away from goblins ============================================ This game was created for the one page table-top jam. See: https://wissol.itch.io/goblins-took-you 1 Introduction ================ Escape from the goblin dungeons and return back home! A role-playing game for a Game-Master (GM) and one or more players. Get 4 normal dice (d) and some writing tools. Your hero (PC) Choose the name, age (9-15) and gender of your PC. Level (LVL) Your age is your LVL too. Starting Energy Points (EP) EP = LVL + 6; see ยง4 on how to use them. 2 Gear ======== Starting gear: An old, smelly tunic, only. Inventory: A PC's base inventory comprises 4 item slots. Bags or packs raise the number of slots, but never over the PC's LVL. Ten small items (SI) take 1 slot. Normal items (NI) take 1 slot. For Larger Items, see the Gear List. Gear List ----------- Weapons --------- ----------------------------- Name : DMG : Mod : Slots ::::::::::::::::::::::::::::: Bow : 1d-1 : +2 : 2 Dagger : 1d : -1 : 1 Javelin : 1d+1 : -1 : 1/3 Spear : 1d+1 : +2 : 1 Staff : 1d+1 : +1 : 1 Stick : 1d-1 : -1 : 1 Stone : 1d-2 : -2 : SI Sword : 2d : +0 : 1 Shield : 1d-1 : +1 : 1 Fists : 1d-3 : -3 : 0 Kicks : 1d-2 : -2 : 0 ---------------------------- Armor ------- ---------------- Name : PRT :::::::::::::::: Helmet : 1 : Gambeson : 2 : ---------------- Other items ------------------ Name : Slots :::::::::::::::::: Backpack : +12 Haversack : +6 ------------------ Bedroll : -4 Chalk : SI Pencils : SI Arrow : SI Rations : 1 Rope 10' : 1 Small tool: 1 Torch : 1 ------------------ 3 Checks and Saves ==================== Action Checks (AC) : To check the outcome of any risky or hard action, the GM first determines its Difficulty Level (DL), which ranges from 0 (easy) to 30 (incredibly hard). It's a contest! : The player rolls 4d for his PC, adding his LVL. The GM rolls 4d too, adding the DL. If the player's total is equal or higher than the GM's total, the action is a success; else it fails. Saves : Saves are reactions against some danger threatening a PC, like a rock falling on you. Saves are rolled like Aciton Checks. 4 Energy points (EPs) ======================== Using EPs (PC's only) ------------------------ a) Spend EP to re-roll dice, at a rate of 1 per dice. b) Spend 1,EP (and only one) per combat turn to attempt one extra action, of any kind; see "Combat Actions" below. c) Spend 1,EP to deliver maximum damage. EP=0, game over Any character or monster that reaches 0 EP is out of the game. Recovering EP : One full night of sleep provides 2d worth of EP, provided the PC or NPC ate 1 meal 5 Combat ========== Combat goes by turns. Each turn follows a sequence of 3 phases: 1. PC's actions 2. NPC's actions 3. Morale. Actions A character may attempt up to three actions, only one of them may be a combat action. Combat Actions : Make an AC adding any combat modifiers (MOD), according to circumstance and gear, see below. The DL is the target's LVL plus any mods. The winner, either attacker or defender, delivers damage to the loser; see below. Combat Modifiers ----------------- ----------------------------- Circumstance : Mod :::::::::::::::::::::::::::: Weapon : * Darkness : -3 Attacker at the rear : +3 Flanking attack : +1 Outnumbering target : +3 Constrained attacker : -2 Constrained defender : +2 ---------------------------- Damage -------- When a PC is hit, the victim loses as many EP as the damage delivered. Roll the dice indicated by the weapons or type of attack used, with a minimum of 1. Armor protects (PRT) as indicated in their descriptions. Each PRT Point takes off one point of damage. Special Attacks ---------------- Grabbing Attack : A win means that the target is caught and cannot attempt any action but struggle to get free once per turn. Grabbing attacks are done with a -2 modifier. Binding : Binding attacks can only be attempted on caught targets by a grabbing attack. On a win, the target is bound, if this target is a lone PC the game is over. A binding attack requires ropes, manacles or something of that nature. Movement Actions ------------------ Walk: Move half your LVL in yards, rounded up. Run: Move your LVL in yards. Swim, crawl or climb: One third your LVL in yards -------------------------- Speed Table -------------------------- Lvl : Walk : Run : Other :::::::::::::::::::::::::: 09 : 5 : 9 : 3 10 : 5 : 10 : 4 11 : 6 : 11 : 4 12 : 6 : 12 : 4 13 : 7 : 13 : 5 14 : 7 : 14 : 5 15 : 8 : 15 : 5 -------------------------- Morale -------- The GM should set up a Monster's Morale (MM) score at the start of each combat. This should run from 4 (Absolute cowards) to 24 (Absolute Fanatics) The MM is lowered by 1 each defeated monsters. At the end of each turn, roll 4d; if the total is higher than the Monster's Morale (MM), the monsters run away. 6 Monsters and NPCs ===================== Monsters and NPC's use the same rules as PC's except that they cannot use EP and, may use the special rules detailed in their descriptions. The list below is just some examples to get you going. Goblins --------- Goblin Guards : LVL 14 : EP 12 : MM 12 Weapons: Dagger and Spear or Javelins(3) or Bow and arrows(6). Armor: None or Helmet and Shield. Gear: Binding Rope Goblin Lord LVL 15 : EP 15 : MM 16 Weapons: Dagger and Spear or Javelins(3) or Bow and arrows(6). Armor: Gambeson and Helmet or Shield. Gear: Rope. Special Rules: May use EP as a PC Animals ----------- Name : Lvl : EP : MM Bat : 10 : 5 : 7 Bear : 20 : 24 : 18 Dog : 13 : 10 : 18 ... 7 Magic ========== Rules ------- PC's don't know any magic, and goblins cannot do it too. But any PC can use magic items. Goblins often keep magic items that they cannot use themselves, for they find many in their underground tunnels, made centuries ago. Each magic item has its own powers and special rules. Some magical items -------------------- Saves : Stone eye : Spend 1 EP to see in darkness for 1 day. Thirsty dagger : It delivers 4 dice Damage with a Mod +3. After each use, roll 4 dice, if you get 3 ones, the wielder is hit automatically Avenger Sparrow : A wooden toy sparrow that only PCs can us. 1 EP to activate for 1 hour. It can speak, deliver messages and attack, hitting automatically. LVL 15 EP 1 DMG 1d-3 MM 20