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DCG Adventure Starter: Rules

The DCG Adventure Starter provides rules for players to engage in adventures with characters, detailing attributes, actions, and combat mechanics. Players can perform checks based on their character's Strength, Dexterity, and Intelligence to navigate challenges and battles. The document also includes examples of character creation, skills, and the impact of damage and fatigue on gameplay.
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0% found this document useful (0 votes)
11 views2 pages

DCG Adventure Starter: Rules

The DCG Adventure Starter provides rules for players to engage in adventures with characters, detailing attributes, actions, and combat mechanics. Players can perform checks based on their character's Strength, Dexterity, and Intelligence to navigate challenges and battles. The document also includes examples of character creation, skills, and the impact of damage and fatigue on gameplay.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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DCG ADVENTURE STARTER

RULES Checking Attributes DX, rounded down. After moving, he can


Players play the role of one or more Check 3/ST for strength feats, 3/DX for agility, execute one action.
characters who go adventuring. Players work and 3/IQ for mental test. A four-die check Example
together against the game. One player reads appears as 4/ST, 4/DX, or 4/IQ. Ajax DX10 moves 5 spaces and strikes a foe.
the entries aloud, and tracks progress. In Example Space
solitaire play, you play the characters and Ajax ST14 checks 4/ST to move a heavy One character occupies a space. A character
track your own progress. boulder. He rolls 4, 3, 2, 1 = 10. 10 is less than stops upon entering a foe's space (Tackle).
Entries Ajax's ST14. He moves the boulder. SAMPLE PARTY
The adventure comprises a series of Winning a Roll A sample party appears below. If you create
numbered entries. Do not read the entries To execute a contested action, a character your own, assign 32 points per character, with
sequentially, they are deliberately scrambled. must win a roll against his foe. Both sides roll a minimum 8 points per attribute. A character
Each entry contains options followed by any number of dice. The higher total wins. A begins with 4 skill points, two of which can be
numbers in parentheses. When you select an total exceeding a character's attribute fails. combat skills. (Character catalog)
option, turn immediately to the corresponding The higher attribute wins ties. Ajax (Warrior--very strong)
numbered entry, and continue from there. Example Attributes: ST14 DX10 IQ8
Plot Words Ajax ST14 wrestles a foe ST9 (Ajax must win Skills: Sword+2, Unarmed Combat+2
Some options show a word in parentheses ST/9). Ajax rolls 5, 4, 3 = 12. His foe rolls 4, 3, Weapon: 2h Sword 3d6-1, Dagger d6
(EXAMPLE). If you choose that option, record 2 = 9. 12 beats 9 and Ajax wins. Armor: Cloth 1/0
the corresponding plot word. Non-Player Character (NPC) Hector (Warrior--strong, quick)
Battles An entity appearing in an adventure, but not Attributes: ST11 DX11(10) IQ10
When instructed to fight, place your character controlled by any player, is called a “non- Skills: Sword+2, Leadership+2
pieces on the board as instructed by the game player character” (NPC). Weapon: Sword 2d6, Dagger d6
entry. If the lettered starting spaces are full, WEAPONS/DAMAGE/ARMOR Armor: Cloth 1/0, Shield 2/1
place your pieces adjacent. Unless stated Weapons Paris (Rogue--strong, quick)
otherwise, your characters move first. Melee weapons strike adjacent foes, shooting Attributes: ST11 DX11 IQ10
Player Turn and thrown weapons hit foes at range. Skills: Bow+2, Medic+2
The active player moves his characters one Shooting/thrown weapons can hit any Weapon: Longbow d6+2, Dagger d6
at a time. He completes one character's turn unobstructed target on the board. Weapons Armor: Cloth 1/0
before going to the next. When all a player's appear in the character catalog Magus (Mage--weak, smart)
characters have moved, the next player Damage & Heft Attributes: ST9 DX10 IQ13
begins. A weapon has a damage rating and a heft. Weapon: Staff d6 F9, Dagger d6
Character Turn Damage is the number of dice of damage the Armor: Wizard's Cloak 2/0
In his turn, a character moves, and then weapon inflicts on a target. Heft is the Spells/Skills:
executes ONE action. An action can be an minimum ST required to use the weapon. ● Fireball 3d6-1 IQ12 F3
attack, (striking, shooting, or grappling), or an Example ● Blur: Target is 4/DX to hit. IQ8 F2
action can be casting a spell, or using an item. Ajax wields a Greatsword (melee weapon). It ● Heal Wounds IQ10 F=wounds healed.
Example delivers 3d6-1 damage. It has heft 14. ● Sorcerer's Tongue
Ajax moves five hexes and strikes his foe. Example ATTACK
CHARACTER ATTRIBUTES Ajax strikes an adjacent foe. His Greatsword After moving, an attacker can attack ONE foe.
Each character has three attributes: Strength, does 3d6-1. He rolls 4, 3, 2 = 9. 9 - 1 = 8. He
The attacker can strike, shoot, throw a
Dexterity, and Intelligence. Average is 10. deals 8 damage to his foe. weapon, tackle, or grapple a foe.
Strength (ST) Switching Weapons
Strike
Strong fighters inflict/endure more damage. A character uses a turn to switch weapons. An attacker hits an adjacent foe by passing
Dexterity (DX) Armor 3/DX. If he hits, roll damage (Damage).
Agile fighters can better hit and dodge. Armor reduces the damage a character takes Example
Intelligence (IQ) when hit. Armor also burdens a character.
Ajax DX10 rolls 4, 3, 2, totaling 9. This is his
Smart characters excel at skills and magic. Armor appears in the character catalog DX or less. Ajax hits and rolls damage.
Example Example Shoot/Throw
Ajax has ST14 DX10 IQ8 Ajax delivers 8 damage, but his foe's armor An attacker with a shooting/throwing weapon
stops 2. His foe suffers 6 damage.
TERMINOLOGY Armor Burden
hits a foe by passing 3/DX. A shooter can't
Dice move in his turn, but a thrower can. Targets
Adjust a character's DX down by the burden behind cover are 4/DX to hit.
A six-sided die is abbreviated d6. Two six- rating of his armor.
sided dice are 2d6, three dice—3d6, etc. Example
Example
Checks/Hitting a Foe Ajax DX10 shoots a foe. Shooting fighters
Ajax's foe DX10 has armor that stops 2 cannot move. He rolls 4, 3, 2, totaling 9. He
A character must pass a check to execute damage and has a burden of 1 (2/1). His foe
certain actions. For example, a character hits his target and rolls damage.
has an effective DX9. Range
strikes a foe by passing 3/DX. The player rolls
3d6. If the total of all three dice is the MOVEMENT A missile or thrown weapon has the range to
attacker's DX or less, he hits and rolls damage Game Board & Movement hit any target on the playing board.
(Weapons/Damage/Armor). The game board is divided into spaces to Line of Sight
Example regulate movement. Each turn, a character A shooter can only hit targets in his line of
Ajax DX10 rolls 4, 3, 2 = 9. This is Ajax's DX can move a number of spaces equal to half his sight. A character or obstacle between a
or less. He hits his foe and rolls damage. shooter and a target blocks line of sight.
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Tackle occurs before the tackle. If he hits the tackler, revive, even if he just died. Karma, Wishes, &
A fighter tackles a foe by winning DX. he rolls an extra die damage. XP roll over to new adventures.
Advance him into his foe’s hex. If he fails, the Example Curse
weaker fighter retreats away one hex. A foe DX12 tackles Ajax DX10. Ajax has not A curse reduces ST/DX/IQ by one point, until
Example yet reacted, so he conducts a First Attack. the curse is lifted. The character lifts the curse
Ajax DX10 tackles his foe DX11. Ajax rolls 4, Ajax hits and rolls damage, rolling an extra die. by expending one wish, or by permanently
3, 2, totaling 9. His foe rolls 3, 2, 1, totaling 6. If his foe survives, his foe tackles Ajax by reducing his highest attribute by one point.
Ajax's 9 beats his foe's 6. Ajax enters his foe's winning DX. Curses are cumulative.
hex. The two now grapple. Zone of Control MAGIC
Animals If an attacker, adjacent to a defender, moves A character can cast a spell as an action. He
Animals do damage on the same turn that to another adjacent hex without attacking, the succeeds by passing 3/IQ. Some spells
they tackle a foe. defender can react. The reaction can be a require the character to win IQ against his
Grapple counterattack or a tackle. target. (Character Catalog)
Characters in the same space can only fight DAMAGE & FATIGUE Example
each other. The fighter winning ST can: Damage Magus IQ13 throws a fireball at a foe. He rolls
(1) Roll damage on his foe; A character suffering his ST or more in 5, 4, 3 = 12. He hits, and rolls damage.
(2) Exit to an empty adjacent hex; damage is knocked out. He can neither move Requirements
(3) Push his foe away one hex; or nor act. He is dead when damage is twice his A mage can only use spells his IQ or less. He
(4) Drag his foe one hex with him. ST. Immediately after the battle where he was cannot move in the turn he casts, and he
Unarmed human attacks do d6-3 damage (no knocked out, he must be healed to a net 0ST cannot cast while in a space with a foe. The
armor). The stronger fighter does +1 damage. or he is dead. (Healing/Character Catalog) mage can cast into any unobstructed space.
The weaker fighter does -1. A grappler with 2x Example Fatigue Rating (F)
ST of his foe moves and acts normally, Ajax ST14 has taken 10 damage. His foe hits Each spell has an F rating. Upon successfully
carrying his foe with him. him again, delivering 6 damage. Ajax has 16 casting a spell, the mage suffers F in fatigue.
Example damage, which is greater than his ST14. Ajax Example
Ajax ST14 grapples a foe ST12. Ajax rolls 5, is knocked out, and can do nothing. If he is Magus ST9 casts Fireball 3d6-1 F3. He
4, 3 = 12. His foe rolls 4, 3, 2 = 9. Ajax wins, does not heal 2ST immediately following the suffers 3 fatigue. If he suffers 6 more
and decides to roll damage d6-2 (stronger). battle, he is dead. damage/fatigue, he falls unconscious.
REACT Fatigue Staff/Wands
A defender can react to ONE attack, but loses A character suffering (damage + fatigue) A staff/wand absorbs fatigue for a mage, up
his ensuing turn. A defender can dodge, equal to his ST or more is knocked out. to its capacity. Staffs/wands recharge while the
counterattack, or tackle ONE foe. Fatigue recovers after sleeping. ST does not. mage is sleeping. A staff does d6 damage if
Dodge Example wielded as a weapon.
A defender dodges a strike by passing 3/DX. Ajax ST14 suffered 10 damage. His foe Example
The defender retreats one hex away from his delivers 5 fatigue, knocking him out. After Magus carries a staff d6 F9. Magus throws a
foe. If there is no empty hex, the defender sleeping, he wakes up with 10 damage, but no fireball, depleting 3 fatigue from the staff, not
cannot dodge. The defending player may view fatigue. himself. After another 6 fatigue from casting
the attacker's hit roll, but not damage roll, Sleep Stop spells, the staff is depleted until Magus sleeps.
before deciding to dodge. Characters recover all fatigue after sleeping. THE ADVENTURE
Example Sleeping locations depend on the adventure.
NPC Tactics
A foe successfully strikes Ajax. Ajax DX10 CHARACTER DEVELOPMENT Enemy archers/wizards target your wizards
dodges, rolling 4, 3, 2 = 9. He retreats one hex A character earns one experience point (XP) and your archers. Otherwise foes attack your
away from his foe, into an empty space. Ajax per fight he wins, or plot word he gets. A closest character. Foes attack or counterattack
is not hit, but he loses his next turn.
character expends XP to improve attributes. only--they do not dodge. Any foe, human or
Counterattack Attributes animal, flees on taking 1/2ST damage.
A character surviving an attack can Characters increase attributes by spending Checking at Locations
immediately strike, or shoot/throw a weapon at XP = 3/2 x current attribute, rounded down. When the party must pass a check, select
his attacker. If he hits, roll damage.
Example one character. That character has one chance
Example Ajax DX10 spends 15 XP to increase his DX to pass, or the entire party suffers the
A foe strikes Ajax and rolls damage. Ajax to 11 (3/2 x DX10 = 15). consequences.
survives and counterattacks. He hits his foe Skills Fantasy Economics
but loses his next turn.
A character learns a one-point skill by Money is denominated into Copper (c), Silver
Tackle spending 10XP. Skills appear in the character (s), and Gold (g). 10c = 1s, 100s = 1g. 1c is
A defender surviving a strike can immediately catalog. about a day of unskilled labor.
tackle his foe. He succeeds by winning DX. Example Science Fiction Economics
Example
Ajax spends 10XP for Unarmed Combat. Money is denominated into credits. One credit
A foe strikes Ajax and rolls damage. Ajax When fighting unarmed, for each Unarmed is about one hour of unskilled labor.
survives. Ajax wins DX and the two grapple. Combat skill point he has, his ST/DX is +1, Western Economics
Ajax loses his next turn. and he does +1 damage. Money is denominated into dollars. One dollar
First Attack
Karma/Wish is about a day of unskilled labor.
A target of a tackle, who has not yet reacted A character passes a failed roll by using a 2024
this turn, can strike or shoot his foe first. This karma point. A character uses a wish to fully

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