https://www.drivethrurpg.com/product/209450/Dungeonpunk
DUNGEONPUNK
The stinking dirty giant
rotting cities built upon many layers of ancient ruins. The pitiful
and weak people hiding in dread behind great stone walls from the
chaos outside. All surrounded by the dark and unforgiving wilderness
of a dying world.
Far and wide the stony
mysterious remnants of some lost foreboding and ancient powerful
civilization peak forth from the ruins scattered across the realms
waiting centuries to be explored! Ancient and forbidden monster and
forgotten nameless demon filled dungeons deep and full of marvelous
plunder. The omens have been read and the signs in the stars tell of
this age of adventure!
The desperate, brave,
pious, and insane adventurers in search of magic and treasure so that
one can gain fame, comfort, drink, and pleasure! The fools that delve
deep and fear not stirring up of the ancient powers that hide away in
the darkness, least they die invisible and forgotten after time! No
not these brave and foolhardy ones! Their names shall be remembered
and etched in the tales and legends of many generations!
So one may take the
sword, dagger, staff, and mace and go forward! Forget not your trusty
backpack and equipment for adventure! It is time for one to begin
their adventure and not die forgotten by time!
DUNGEONPUNK
So
you want to be an adventurer eh?
DUNGEONPUNK
game that takes minutes to make a character and provide hours of fun.
The only dice you need for this game is a 20 sided dice. When you
want to do something you roll a Dice. The higher you roll the better
the outcome. How high you need to roll is determined by your
described skill and the amount of difficulty from 1 (easy) to 20
(nearly impossible) assigned by the game master. A natural “1”
is a complete failure and a natural “20” is a complete success. A
set difficulty class is DC for short. The set difficulty may be
lowered IF the character has a skill or tool to make it easier. Any
other dice will do as long as everyone is using the same dice but the
D20 is the king.
Destiny
Points
You
may roll again if you spend a Destiny Point if you do not like the
outcome of the story. You may spend as many Destiny Points as you
want as long as you have them to do more powerful attacks or effects.
You may only spend Destiny Points on powers and abilities that you
have.
Destiny
Points can also allow one to shrug off damage results in combat.
Most of the time it takes only one Destiny point to shrug off most
damage.
More
powerful attacks may require you to take more than one Destiny Point
away to shrug off damage or effects.
Each
Player gets 5 Destiny Points to start.
Most
of the time you get your Destiny Points back after a good night’s
rest, recovering 1 an hour.
When
you are out of Destiny Points you are very much alive BUT the random
dice roll controls your fate.
WRITING
INSTEAD OF ROLLING A CHARACTER
When
you want to make a character you need to forget all that you know
about attributes, hit points, and anything else you have learned from
other RPGs. Remember what you have learned on Free Form RPG boards on
the Internet. If they work there they will work here. There is a dice
roll mechanic but it exists “outside” the game itself. The
players write up Characters on a piece of blank paper and give the
Characters reasonable powers and equipment based on the power level
being played. The game master will have the final say on “how
powerful” your character is. One may also put his character in a
small handmade journal with a leather cover. There the player may
track his character's adventures and tales!
FIRST
PICK ONE OF THE FOUR CLASSES
FIGHTER
You
are a heroic (or not) warrior of old. Your primary purpose is
fighting and killing the enemy. You can wear all armor and use all
weapons! You have Piecemeal or Leather Armor, Old Helm, Backpack,
Sword (or whatever) and Shield, (Spear and Shield or Dual Weapons or
Longbow and 20 Arrows or Staff or Pole Arm and no Shield or Two
Handed Weapon and no Shield Giant Battle Axe and no Shield)
ROGUE
You
are the sneaky stealthy type that prefers to let the fighting be done
by others. You can Pick Locks and Disarm Traps if you spot them. You
also have the ability to Sneak and Hide which allows you a free
attack and move if you succeed to a distracted or unwary victim. You
are always dabbling in Ancient Lore and Tales to try and find where
tombs and dungeons full of treasure are to plunder. You have Leather
Armor, a Dark Cloak, Backpack, Lock Picks, Blackjack, A Short Sword
or Twin Daggers or Short Bow and 20 Arrows.
WIZARD
You
are a practitioner of the ancient arts of sorcery and magic. Wizards
either have been trained by ancient schools of magic or their magic
awakened in them naturally. There are no two Wizards alike in the
world. Most wizards are full of ancient and forbidden lore. You can
pretty much do any spell that comes to mind at the cost of 1 Destiny
Point at a far range that last a few rounds. You may actually do a
spell that harms at close range at a cost of 1 Destiny Point with
more added to create more damage and to effect more than one victim.
One must roll a dice for each spell and roll high. Magic can be
dangerous and backfire so don't roll a “1”! Most Wizards have
spells that do damage like a magic missile, or spells that control
the mind like charm, or even more powerful spells such as fireballs
and lighting bolts! You have a Spell Book, Backpack, Staff, Dagger,
Robes, Large Hat.
HEALER
You
are a priest or cleric of the olden gods. You have been trained in
the ways of combat and divine magic. Magic works exactly as it does
for a Wizard except that most of your spells involve healing and
helping as well as turning away undead and foul demons. Some healers
can even raise the dead if powerful enough! You have Mace (or chosen
weapon of your god), Shield, Piecemeal or Leather Armor, Old Helm,
Backpack, Holy Book, Holy Symbol.
MAKE
UP A DESCRIPTION OF AT LEAST 25-30 WORDS
You
must include your character's Name, Class, and a short description of
what he can do. You must have at least 5 (equal to your Destiny)
descriptors, skills or spells. Other strange races are allowed as
well such as Dwarves, Halflings, and Elves as long as they fit in the
description. There is no limit to the choices!
For
Example:
Gonar
Brightshield the Fighter is a Strong and Tough Fighter from the
ancient wastelands. He is very tired from years of battle and wishes
to settle down to farm and read.
So
the example says he is an experienced strong tough fighter who is a
literate farmer.
PICK
YOUR OTHER ADVENTURE EQUIPMENT
You
get to carry an additional five items of equipment. The list will get
larger as the game progresses. Don't see something? Add it in.
Acid
Flask
Antitoxin
Axe
Bandages
Bedroll
Bell
Blanket
Block
and Tackle
Boots
Caltrops
Candle
Canvas
(10')
Chain
(10')
Chalk
Chest
Cloak
Crowbar
Firewood
Fishing
Net
Fishing
Kit
Flask
Flint
and Steel
Grappling
Hook
Hammer
Hat
Healing
Potion
Holy
Symbol
Holy
Water
Hour
Glass
Iron
Spike x5
Ladder
(10')
Lantern
Large
Sack
Lock
Manacles
Map
Mirror
Musical
Instrument
Oil
Parchment
(10 sheets)
Pen
and Ink
Pick
Pole
(10 ft)
Pot
Preserved
Ration per day
Ration
per day
Rope
50'
Saddle
Saddle
Bags
Scale
Scroll
Case
Sewing
Kit
Small
Sack
Soap
Spade
Stakes,
Wooden x5
String
100'
Tankard
Tent
Toolkit
Torches
x10
Water
Skin
Wet
Stone
Whistle
Wine
Skin
Wolfsbane
DON'T FORGET THE MUSIC!!!!
GAME
MASTER SECTION
One
person has to be the DUNGEONPUNK Game Master which is basically the
teller of the story. He makes up the story, setting, and all the
people that the players meet including the villains. Use what you
know!
If
a character tries to do something and is able to do with ease the
charter succeeds. If there is a pivotal time in the adventure the
Character rolls the dice. The roll is not modified in any way. The
result is read from the vantage
of the skill of the character.
For example if a skilled person and an unskilled person both roll an
4 it would mean different things for each Character. A skilled person
may have his result described far better while an unskilled would not
have done as well. A bad roll is not always a failed attempt to do
something. It also can be a change of plot against the positive flow
of the Story. This is actually a good thing as it makes very exciting
stories. A Destiny Point can let there be another roll to see if
there can be a better outcome but even with more chances your Destiny
can still be bad!
COMBAT
Each
player declares what they are doing based on their descriptions and
power levels. Each player rolls and attack and defense plus any other
rolls they are doing. The higher result usually wins unless the other
player pulls a cool stunt or is just far more superior. Destiny
Points can be spent if one does not like the results.
Damage
is judged from the weapon used, the protection offered from cover,
armor, and stamina and the result of the Plot Roll. Make it dramatic!
Remember
in fantasy novels that during combat there is always a lot of
collateral damage. Windows broken, buildings leveled, wagons thrown
about, explosions, people injured and killed, and whatever else can
go wrong.
The
effects of combat damage can be very detailed from a detailed
description of each body area injured to a simple Uninjured,
Scratch/Beat Up, Injured, Severely Injured, Incapacitated, and Dying.
Use
descriptions INSTEAD of numbers.
It all depends on how you want to run the game.
It
is up to the players and the game master as well as the dice to
figure out where your character stands.
You
have to decide how
much damage
or effect
was done according to the power and skill level described in the
character’s text minus any relevant defenses.
As
stated before, Destiny Points can also allow one to shrug off damage
results in combat. Most of the time it takes only one Destiny point
to shrug off most damage. You still get wounded but it just does not
effect you as much. More powerful attacks may require you to take
more than one Destiny Point away to shrug off damage or effects.
For
instance, falling out of a two story building may take 2 Destiny
while getting caught in an explosion may be 2-5 Destiny to still be
able to function.
When
you are out of Destiny points then your life depends on the roll of
the dice only! Be careful how you use your Destiny points!
Mental
states can be done this way as well. Insanity and addiction has been
a part of many fantasy stories!
NORMALS,
MINIONS, AND GOONS
Normals
– Normal people are simply wiped out if they decide to engage in
combat with DUNGEONPUNKS. Roll a 1D20 and that is how many fell in a
single round.
Minions
– Minions are weak bad guys that are wiped out in usually one hit
and many times multiple bad guys are wiped out a round! Most won't
have many skill or powers but will have weapons and possibly armor
and magic items. Example include Goblins, Orcs, Kobolds, Skeletons,
Zombies and other terrible creatures from Dungeons Deep. May have 1-5
Destiny.
Goons
– Goons are more powerful bad guys that work for large
organizations and more powerful bad guys. Some goons will even have
powers or magic items but are still quite weak compared to a
SWORDPUNK. Some examples include ogres, trolls, giants, chimera,
gorgons, hydras, vampires, and more. May have 1-10 Destiny
Masters-
Masters are the lead bad guys that are very powerful and may lead
large organizations and have armies of goons, minions, and normal.
These may be evil wizards, dark lords, dragons, vampire lords, and
more! They may have 10 or more destinies. Most likely more!
REMEMBER!
Make up new monsters as you need them. Let the party think that they
know then show them they don't know!
DELVING
THROUGH DUNGEONS DEEP
The
characters are delving through dungeons deep and deadly. Have weird
traps and tricks. Most will be interesting but some are deadly,
killing the player right away! Beware! In some cases, a completely
deadly trap may do 5 or more Destiny points, effectively killing any
weakened character. As one goes deeper into the levels of the
dungeon, it gets more deadly.
WANDERING
THROUGH WILDERNESS WILD
The
dark wilderness is even more deadly than the dungeons the farther out
that you go! There are points of light.
TREASURE
Each encounter with
monsters and traps has the chance to bring piles of gold and
treasure! Each encounter may have up to 100 gold pieces per
encounter per level. Some items such a gems and jewelry may be worth
even more. Make it up as you go.
MAGIC
ITEMS
The greatest of treasures
are magic items from the long lost age! There could be magic potions
of various effects, magic rings, amulets, weapons, and armors! There
are some magic items that are one or more uses then you throw them
away and there are some magic items that are unique and each item
being more powerful the deeper in the dungeon you are!
EQUIPMENT
There is only a small
equipment list and nothing else listed. Is that a problem? Not for a
DUNGEONPUNK Gamemaster! Make up additional equipment and prices as
you go. Prices may be different depending on how far into the
wilderness you are!
EXPERIENCE
As
you play, you get better. After a few encounters one may add a point
to their destiny total. At the starting 5 Destiny you are considered
a low life. When you get to 10 Destiny you are considered a local
hero. At 20 Destiny you are considered a national hero. When you get
to 40 Destiny you are considered a Legend. Normally you have as many
descriptors, skills or spells as you have Destiny.
MAKE
IT UP AS YOU GO
You are a DUNGEONPUNK
Gamemaster! Make the game up as you go. Make up new monsters, traps,
and magic items. Don't like these four classes? No problem! Make up
new classes! Any character tying to do something? Let them roll and
see how they do. No modifiers are needed! Roll high is good. Roll low
is bad. Roll a “20” something great happens. Roll a “1”
something terrible happens. Between than make up the difficulty
depending on the Character. For instance if a there is trying to pick
a lock with his lock picks then make the difficulty lower. If a
fighter is trying to use a dagger to pick a lock then make it harder.
Sometimes you need to roll for them when they don't know what's going
on. Sometimes you need to roll just to make them paranoid.
DUNGEONPUNK
GAMEMASTER SCREEN
As a DUNGEONPUNK
Gamemaster one must create a badass Gamemaster screen! Make it look
cool with at least three panels, Decorate it with fantasy art and
make it functional! Creativity is the key!