0
YOUR CHARACTER
* Your CHARACTER will need a NAME, obviously.
After the name was given, give your character 2
SKILLS from the list you can find at the bottom
of the PDF. A SKILL is a field your character is
proficient in, and can come in handy in the
overworld. You can later in the game buy a SKILL
with XP, noted in the SKILL LISTING at the end of
the PDF. You can also, later on (Not during
Chargen!) buy a MASTERY for a SKILL you already
own. A MASTERY let you, when asked to roll with
this skill, to instead spend 2 DT Charges to
automatically pass the test without needing a
roll. Buying a MASTERY cost DOUBLE the amount
of XP needed to buy the SKILL itself.
* When a CHARACTER is SKILLED in a relevant
field pertaining to an action he’s able to
do/need to do, the character roll two d10 and
take the highest/best result. When a character
is UNSKILLED in something, he simply roll one
d10.
* In case the action that needs to be done is
physical-related, your GM can allow you to add
your natural ATK score (that is, not adding your
weapon’s) to the roll.
* Passing a DICE CHECK usually require to roll a
5 or above. The DICE CHECK might require a
higher score depending on the difficulty of the
task.
1
CHARACTER TRAITS
* Rather than stay static and never evolve, a
character can also gain TRAITS. A TRAIT is an
ability (most of the time) that grants different
types of bonuses. You can buy them with XP.
* Except if stated otherwise, you can only take
a TRAIT once. Refer to the FREQUENCY to find out
how many times a trait can be taken.
TRAIT NAME XP COST FREQUENCY DESCRIPTION
QUICK DRAW 70 1 At the start of a
fight/After
Shuffling, take 5
cards instead of 4.
COOK 60 1 Healing ITEMs heal
an additional 4 HP.
DISCARD PRO 60 1 You can discard two
cards per turn.
SHARPSHOOTER 70 1 When in Yellow SOUL
Mode, the range of a
Weapon Attack
increases by an
additional +2. In
addition, when in
Yellow SOUL mode,
you can use a
Weapon Attack in
Diagonal.
2
TRAIT NAME XP COST FREQUENCY DESCRIPTION
* blue stop signs 70 1 When targeting an
opponent with the
Blue SOUL Mode, they
are also
immobilized for a
turn. (No effect if
targeting yourself.)
STAY DETERMINED 60 1 Gaining DT Points in
any manner give you
another +1 on top of
the points you just
got.
PRAGMATISM 120 1 If you didn’t move
last turn and have a
MOVE 6 Card (or
higher) in hand, you
can instead “dodge”
as a reaction
towards being under
attack. If you’re
immobilized
somehow, you cannot
dodge, and after
dodging, you won’t
be able to move
your next turn or
dodge on the
opponent’s next
turn.
3
TRAIT NAME XP COST FREQUENCY DESCRIPTION
NO MERCY 100 1 All PATTERN (not
WEAPON ATTACK)
cards gain +2 to
their ATK. (Does not
affect Green attack
cards.)
SPIDERTANGO 80 1 If you affect
someone with the
Purple SOUL Mode’s
poison, the take 2
damages per turn
instead of 1 damage
per turn.
SHIELD OF KINDNESS 80 1 If you’re less than
5 spaces away from
an ally that’s being
targeted by an
attack, while you
are in Green SOUL
Mode, you can freely
jump in front of the
ally and take all
the damage said
ally would have
taken in it’s stead.
After taking the
damage, you
instantly lose the
SOUL Mode.
4
EQUIPMENT, STATS AND DECK
* After the first step is done, you need to pick
your STARTING WEAPON. This is simple; you have
the choice between those three:
- Simple Staff: 6 ATK, MELEE
- Empty Gun: 5 ATK, 2 CASES IN FRONT OF USER
- Stick: 5 ATK, MOVE CARDS COUNT AS +1, MELEE
* Those archetypes are not set in stone: you
can fluff them as other weapons, or your GM can
stat them in another way. Weapons might add
additional effects to your character, like the
Stick’s MOVE bonus.
* As for your STARTING ARMOR, you can pick
between those three:
- Light: 1 DEF, MOVE CARDS COUNT AS +1
- Medium: 2 DEF
- Heavy: 3 DEF, MOVE CARDS COUNT AS -1
* Once again, those are just Archetypes, so you
will want to give them a proper name.
5
* When making your character, you can select
between starting with…
>20 HP, 1 DEF, 1 ATK
>24 HP, 1 DEF, 0 ATK
>16 HP, 2 DEF, 1 ATK
>20 HP, 0 DEF, 2 ATK
>20 HP, 2 DEF, 0 ATK
* Those are your natural CHARACTER stats, and
are modified by your gear and when leveling up.
* Regarding your DECK, you start with 5 free
cards that you can pick out. When generating
your character, go to the “CARD LIBRARY” Section
of this book, and you can select cards for a
total amount of 100 XP. You do not pay that cost
obviously, but you cannot go above 100 XP, and
you cannot get more than 5 cards. When BUILDING
your DECK, you can buy dupes.
* Your DECK start with a maximum limit of 10
cards, but you can STORE leftover cards for
later without needing to throw them away. Your
maximum DECK SIZE go up by 1 every time you
increase your HP. To USE a deck, you MUST have
at least one MOVE Card, and one FIGHT Card. You
cannot use a deck if there isn’t.
6
EXPERIENCE AND SPENDING
* Obviously, EXPERIENCE and EXP aren’t the same
thing here, else you’d be stuck with the starter
cards and stats forever if you wanted to be a
pacifist. And that’s not very fun.
* Rather than directly gaining levels, you can
spend EXPERIENCE to do a number of things :
- Gain additional HP+DECK SIZE
- Gain new CARDs
- Improve your natural ATK or DEF
* You gain XP at the discretion of the GM,
traditionally after defeating/sparing an
opponent, but you can also be awarded XP for
solving out of combat situations.
7
OPTIONAL RULES :
EXP AND LOVE
* If you intend to run something close to
UNDERTALE, rather than use XP, you can instead
use EXP and LOVE, though that will mean the
players won’t grow unless they kill something,
as EXP is only awarded by killing someone.
You gain three additional stats to track
(LV/LOVE, EXP and TOTAL EXP), and lose the XP
stat.
* When using this rule, you cannot buy HP/Deck
Size/Stats with EXP. You can spend EXP to buy
cards and traits, still, and your TOTAL EXP (As
in keeping track of all the EXP you’ve gained,
even spent) will grant you LOVE once you gain
enough of it.
* Gaining LOVE increase your HP by 4, your DECK
SIZE by 1, and your ATK by 1. Every two levels
gained, your DEF also goes up by 1. You need 50
EXP to gain your first LV (LV 2), and once you
reach LV 2, you will need double the last amount
to reach the next level, so 50x2=100 EXP, so your
total EXP need to reach 150. Then once again to
reach the next level, it will be the last amount
x2, so 100x2=200, so your total EXP need to
reach 350…
* In short, prepare to grind.
8
>ADDITIONAL HP
* The first HP Increase cost 20 XP.
* After, multiply the cost by x2 for each
new increase. EXAMPLE : To gain three HP
increases, you need to spend 20 XP, then 20*2=40
for the second increase, then 40*2=80 for the
third one…
* Each increase grant +4 HP. Additionally,
raising your HP also raise how many cards can
your DECK hold by +1.
>GAIN NEW CARDS
* You’re allowed to buy new cards from the
list with your hard earned XP. Keep in mind that
the stronger cards will often cost DT CHARGES,
and will also cost a fair amount of XP.
>INCREASE STATISTIC
* You can increase your ATK or DEF by +1 for
each increase. The first increase for HP cost 30
XP, the next will cost x2 the cost of the last
increase, so 30x2=60, the next one will be 60x2,
etc.
* DEF, instead, have its first increase set
to 60, then the next one is once again multiplied
by 2, etc etc. Same as for ATK.
9
BATTLE SYSTEM
* At some point, you will encounter someone who
either means you harm, or don’t but it’s all a
misunderstanding. Either way, the Battle System
is here for that.
* The Battle System use BATTLE CARDS instead of
your usual dice rolls. There are a few types of
BATTLE CARDS.
& CARD TYPES
* MOVE
* A MOVE card allows you to move in any
direction, the number of cases you’re allowed to
move being defined by the number on the card.
You MUST move that many cases!
10
* FIGHT
* A FIGHT CARD will show either a PATTERN, or a
FIGHT icon.
* PATTERN: A PATTERN FIGHT CARD is the most
common type of FIGHT CARD. The CARD will show
the name of the attack, the ATK, and more
importantly, the PATTERN: Which cases will the
attack affect. To hit with your attack, you need
to have your opponent ends up in one of the
cases shown on the card. Most PATTERN attacks
start from the user, represented by the red
SOUL on the card. They can be fired in any
horizontal or vertical direction, but NOT
diagonal (unless they’re stated to be diagonal
attacks). Additionally, a spot where there is a
red X means anyone in that spot will NOT take
any damage. Example:
* The FIREBALL PATTERN FIGHT CARD will strike in
a radius of four spaces ahead of the user, and
will hit the adjacent cases to the third one.
Being hit by this attack will deal 4 DMG + User’s
ATK.
11
* PATTERN FIGHT CARDS might also show ORANGE
or BLUE cases: that means that those cases in
particulars will only affect the target under a
certain condition.
* BLUE attacks will only hit a target that moved
on its last turn, while ORANGE attacks will do
the opposite, and will only deal damage if the
target did NOT move last turn.
* The BONE FIELD PATTERN FIGHT CARD have a
fairly large range, however it will only strike
targets that moved last turn.
* GREEN attacks will, rather than damage the
target, HEAL the target for the specified ATK
Power. When using a GREEN attack, the “healing
power” will not be affected by the user’s ATK:
You will heal only for the amount specified on
the card.
12
* WEAPON ATTACK: A WEAPON ATTACK PATTERN is a
generic card that allows you to make an attack
with your currently equipped weapon. However,
such an attack’s properties will not be defined
by the card, but by your current weapon, have it
be its ATK or Range. But most of the time, a
WEAPON ATTACK will have a melee range (and
higher ATK than Patterns to make up for it).
13
* SOUL
* SOUL Cards are costly cards that are able to
affect an opponent in particular ways. These are
never permanents, and you can also use a SOUL
Card on yourself if you so wish, for instance
with the yellow SOUL.
GREEN: The Target cannot move for a turn.
However, the Target reduces the damage it takes
by half, and THEN reduces that damage by its
DEF.
Cost 3 DT to use.
BLUE: You’re blue now. All MOVE Cards have their
values halved by half for three turns. You’re
also immune to BLUE attacks.
Cost 2 DT to use.
PURPLE: When moving during your turn, you can
only move horizontally or vertically, but not
diagonally. Hitting someone while in Purple SOUL
mode will cause them poison for 1HP/TURN, for 3
turns. Will last for two turns.
Cost 1 DT to use.
YELLOW: While active, your WEAPON ATTACK Cards
will gain an additional +3 Range. If your weapon
was a melee weapon, this effectively grants it a
range of 4 cases in front of you. Last for 3
turns.
Cost 2 DT to use.
14
* In addition to these colors, there is also a
RED SOUL Card. Using this card revert yours or
your target’s SOUL Mode to the default of moving
around normally, nullifying any advantages or
disadvantages its mode would have. This card
cost 2 DT to use.
15
* ITEM
* ITEM Cards are a special case: you can buy
those cards in-universe with money, but as soon
as you use them, they vanish from your useable
inventory. More often than not, those are
healing items. The price on those cards may
vary.
16
& COMBAT ACTIONS
* Obviously, you can’t be a sitting duck during a
battle. Here are your available actions, and how
does a battle work.
$ STARTING THE FIGHT
* When a battle start, first put your TOKEN
where you want to be on the map. THEN take four
cards out of your useable deck. Then, you need
to roll a d10 to determine INITIATIVE.
* INITIATIVE determines who goes first. The
higher the INITIATIVE, the faster you are to act.
After rolling your d10, add to that roll the
highest MOVE value currently in your
possession. (EX: If you have a MOVE 3 and a MOVE
4, add +4 to your roll’s result.)
* Once INITIATIVE is figured out, it will stay
that way for the rest of the battle. Now, onto
what can you do during a turn.
* Keep in mind it’s probably better to not be
too close to an opponent at the start of a fight.
If they have the initiative and you’re close,
odds are you’re going to take damage!
17
$ ACTING
* On your turn, draw ONE card. You have two
choices after this: Use the CARDS in your hand,
or… not. Choosing to abstain from using your
cards (or only using MOVE cards) can also be
referred as SPARING someone, by refusing to
fight at all.
* If you choose to use your CARDS, you are
allowed to use your cards in such combinations:
- MOVE/FIGHT
- MOVE/SOUL
- MOVE/MOVE
- MOVE/ITEM
- FIGHT/SOUL
- SOUL/ITEM
* Only TWO cards can be used per turn. You do
not have to use two CARDS; you can use only one
of course. Once you have used two CARDS, and
after their effects are resolved, your turn will
end.
* After using a CARD, discard it from your hand.
Once your DECK is empty of cards, you can
reshuffle it, either now or after using the last
CARDS in your hands. You can only keep 5 CARDS
in your hands at maximum, if you have 5 CARDS
you do not draw a card at the start of your
turn. You can DISCARD one card per turn to draw
another from your deck.
18
$ DAMAGE
* When using a FIGHT CARD, landing a hit
requires you to hit the Case your opponent is
on.
* How does it work: Taking the SPEAR FIGHT CARD
for example…
* If we count the middle SOUL as the ATTACKER,
then that attack failed to reach its opponent,
and no damage was dealt to it.
* Had it reached its opponent, however, the
attack would’ve dealt the CARD’s ATK + the
ATTACKER’s ATK, to define the attack’s total
DAMAGE. The DAMAGE is then reduced by the
OPPONENT’S DEF, and he then loses that much HP.
* Watch out however, as ANYONE, allies and
enemies included, who are in a “hit” space, will
take damage.
19
$DETERMINATION / DT CHARGES
* Depending on your setting, it might not be DT.
It might be spirit points, mana… But either way,
those are used to use the more powerful cards
in the game. If a CARD has a DT: (Number)
mention on it, then you needs that much DT
CHARGEs to use this card.
* A DT CHARGE is gained via gaining DT POINTS.
You get those points by taking or dealing
damage, or doing nothing/SPARING on your
current turn.
- Dealing damage: +2 Points
- Taking damage: +1 Point
- SPARING: +3 Points
* Every 10 Points, you gain one DT CHARGE, and
the Points counter goes back to 0. If you went
over the counter, the points that went above it
do NOT transfer back to the new count: those
are lost. You can stack a maximum of 5 DT
CHARGEs at a time, and those will not vanish
after a battle, allowing you to keep them
indefinitely.
* Having 2 DT Charges also allow you to NOT get
knocked out once your HP reaches 0! You’ll lose
the charges, obviously, and you will remain at
1HP rather than being knocked out. Additionally,
when you are required to roll in the Overworld
(like doing a SKILL test), 2 DT Charges also
allow you to reroll your test if you fail it!
20
$A NOTE ON SPARING
* Such a thing as SPARING someone and refusing
to fight cannot quite be easily translated to
tabletop format. While UNDERTALE let you use
ACTs to pacify someone, here that’s not what you
can do.
* Rather, if you so wish to spare someone,
there’s a few methods. The first is to beat
someone up until they give up, but you better be
careful this doesn’t go overboard… The second
method, however, is more complicated: It will
usually require NOT using FIGHT cards at all.
* Rather, when not attacking during a turn, you
will count as SPARING : Alongside gaining +3 DT
Points, you can instead spend that time to talk
it out with your opponent. So, SPARING will
require good roleplaying for the most part. Your
GM might only let you speak for a few sentences
when SPARING someone before it’s back to the
enemy’s turn, or maybe he won’t. That’s entirely
up to him.
* In short, if you want to spare someone :
Either beat’em up and hope for the best, or don’t
use FIGHT cards and attempt to pacify said
person via roleplay! (And dodging. Lot of
dodging.)
21
CARD LIBRARY
* You’ll find all the cards in this section,
alongside their XP Cost. You can also get the
cards’ image files themselves in the ZIP file
found alongside this PDF. Though, all the cards
as in the original cards : Your GM might come up
with new cards.
MOVE CARDS
>MOVE 1 SPACE : 5 XP
>MOVE 2 SPACE : 10 XP
>MOVE 3 SPACE : 15 XP
>MOVE 4 SPACE : 25 XP
>MOVE 5 SPACE : 35 XP
>MOVE 6 SPACE : 45 XP
>MOVE 7 SPACE : 60 XP
>MOVE 8 SPACE : 70 XP
>MOVE 9 SPACE : 80 XP
22
FIGHT CARDS
- NORMAL ATTACKS
WEAPON ATTACK : 20 XP
3x3 PATTERN : 25 XP
FIREBALL : 25 XP
SPREAD SHOT : 30 XP
SPEAR : 30 XP
BREAK SHOT : 50 XP
PRECISION STRIKE : 40 XP
FALLING STAR : 50 XP
SOUL SHOT : 60 XP
FRIENDLINESS PELLETS : 50 XP
- ORANGE ATTACKS
SQUARE STRIKE : 30 XP
FIRE CONE : 60 XP
X SHOT : 60 XP
- BLUE ATTACKS
BONE FIELD : 30 XP
- HYBRID ATTACKS
CROSS SHOT : 40 XP
5x5 BLAST : 80 XP
HYPER GONER : 80 XP
- GREEN ATTACKS
HEAL SHOT : 30 XP
HEALING AURA : 70 XP
23
SOUL CARDS
>INTEGRITY : 60 XP
>PERSEVERANCE : 50 XP
>KINDNESS : 50 XP
>JUSTICE : 60 XP
>DETERMINATION : 40 XP
ITEM CARDS
>SPIDER DONUT : 20 G
>LEGENDARY HERO : 60 G
>SEA TEA : 40 G
>INSPIRATION : 70 G
24
SKILL LISTING
NAME DESCRIPTION/USES XP COST TO LEARN
ATHLETICISM Used for any 50 XP
action requiring
to run, jump,
etc, etc.
COOKING Used for… 40 XP
cooking,
anywhere,
anytime.
BRAVERY Used when 60 XP
experiencing
something
frightening, and
facing anything
requiring being
brave.
CONVINCE Used when 50 XP
attempting to
convince
someone, get
them to do
something you
want, etc etc.
NOTICE Used to… notice 50 XP
something,
either noises or
something to see
around you.
25
PHYSICAL The skill used 50 XP
when doing
anything
physical, like
pulling up
someone or
pushing a crate.
LOGIC A character with 60 XP
this skill is
pretty good at
making plans,
figuring out
puzzles, and all
that stuff.
26