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Zero Day rules

by Arnold Kemp, December 2013


goblinpunch.blogspot.com
shared under a Creative Commons Attribution-onCommercial-!hareAli"e 3.0 #nported $icense
Dungeon %asters&
'his is (ust a na"ed character creation pac"et. )t e*plains ho+ to create a level 1
character and get rolling on the day o, the game, but absolutely nothing else. )t is
assumed that the D% is a badass +ho can e*plain the other rules on the ,ly. 'his
document also hopes to e*plain a couple o, the distinctions that trip up ne+ players
-li"e ability score vs ability bonus..
'he rules are shame,ully minimal adaptation o, an already-minimal game, but it s not '
so barebones that these characters couldn t easily plug into other retroclones. '
/layers&
Don t thin" that (ust because these rules are simple that the game is straight,or+ard. '
'here are many e*amples o, 0/1s that are clogged +ith rules that ma"e it more
complicated -or realistic. +ithout ma"ing it more tactical -or giving you more options
in combat.. 'he choices that players ma"e in old-school games -li"e this one. are the
choices o, heroes in action movies -should ) s+im to the other boat or try to scare the
pirate2. and not a chess player -should ) move ,or+ard 3 spaces or 4 spaces2.
), you haven t played a tabletop 0/1 be,ore, (ust "no+ that it s sort an imagination- ' '
po+ered adventure game. )nstead o, dividing the +orld up into a grid and giving you
3 speci,ic options per turn -e.g. 5inal 5antasy 'actics., this game aspires to give you a
+ide-open +orld to e*plore. 6our choices are modulated by your character -+hether
you are strong or de*trous or +ise., but at the same time, i, something +ould be a
good idea in real li,e, it s also going to be a good idea in this game. '
), you have played tabletop 0/1s be,ore, this might be a departure ,or you. )t s less '
o, a tactical challenge and more o, a creativity engine. Combat is ,ast and deadly.
'he lac" o, s"ill system means that problems must be approached +ith common
sense. And encounters aren t balanced, so running a+ay is sometimes the best option. '
Di ce Shorthand
7e ll abbreviate di,,erent dice using the convention o, 8d6, +here 8 is the number '
o, the dice and 6 is the si9e o, the dice. !o, i, you see 3d:, that means to roll a trio
o, si*-sided dice and sum the results.
Race
6ou ll notice that certain classes a,,ect ho+ your ability scores are generated. 'hat ll ' '
be covered in the ne*t section. Don t +orry i, you don t understand all this at ,irst. ' '
All o, the mechanics mentioned here +ill be e*plained in the ne*t 4 pages.
;umans
!inc humans made this game, they re the most generic and versatile. '
7hen rolling ability scores ,or a human, you may reroll one AD s+itch t+o
-instead o, (ust one or the other..
D+arves
1 Constitution, -1 Charisma. +
!peed 3 -other races have speed 3. but your speed can never drop belo+ 2.
D+arves get 2 to save against poison and disease. +
'hey can <see= heat -in,ravision., so all penalties ,or dar"ness are halved.
>lves
1 )ntelligence, -1 Constitution +
>lves get 2 to save against magic and paralysis, but -2 to save against disease. +
?nce per day, they can spea" +ith plants.
;al,li ngs -;obbi ts.
1 De*terity, -1 !trength +
7eapons and armor must be small si9ed -human armor no, goblin armor yes.. = =
'hey can ,it in small places and get no penalties ,or ,ighting in cramped @uarters.
;al,lings are luc"y, and get 1 to save against everything. +
Deci di ng ?n a 0ace
0ace is meant to help you de,ine your character strongly +ithout having a huge
impact on your ability to ,ul,ill your character concept. ), a player really +ants to
ma"e a D+arven archer, they shouldn t be penali9ed ,or it. '
;ere s another tip& ability scores don t matter that much -player s"ill does.. !o thin" ' '
less about ho+ to build the per,ect ,ighting machine and more about ho+ to build the
character you thin" you d have the most ,un playing. '
Abi li ty Scores
>ven be,ore you learned any s"ills, you had some de,ining characteristics. %aybe you
+ere stronger than other people, or smarter. 'hese things are represented by your
Ability !cores. 6ou have : o, them.
!trength is being able to crush a tomato.
De*teri ty is being able to dodge a tomato, or thro+ one.
Consti tuti on is being able to eat a bad tomato.
)ntelli gence is "no+ing that a tomato is a ,ruit.
7i sdom is "no+ing not to put a tomato in a ,ruit salad, or notice the tomato be,ore
you eat the salad.
Chari sma is being able to sell a tomato-based ,ruit salad.
7e ll assign each o, these a value by rolling 3d: ,or each one, in order. !o, each '
ability score should be bet+een 3 and 1A, +ith an average o, 10.4.
And because you should have some ,le*ibility you may either&
reroll one ability score, ?0
s+itch t+o ability scores
A,ter you ,inali9e your ability scores, you can apply your racial ability score modi,iers.
7e ll use your ability scores to modulate play. 5or e*ample, stronger characters have '
a better chance to "noc" do+n a door, so +e ll ,actor your !trength into those roll- '
based calculations.
;o+ever, each ability score is a large number, and isn t convenient to add and '
subtract all the time, so +e ll also have a thing called an ability score modi,ier, +hich '
is li"e a smaller re,lection. >ach ability score modi,ier is calculated li"e this&
0a+ !core 3 or less 3 to A B to 12 13 to 1C 1A or more
%odi,ier -2 -1 0 + 1 + 2 +
otice that each ability score has a 0a+ !core, +hich is di,,erent ,rom the
%odi ,i er. 6our D% may as" you to roll under your ra+ scores ,or certain things,
+hile the modi,ier is usually applied to di,,erent "inds o, d20 rolls.
;ere s an e*ample o, a completed set o, ability scores -and modi,iers.& '
!trength 12
De* 13 - 1. +
Con C --1.
)nt 1: - 1. +
7is B
Cha 11
More Essenti al Numbers
>veryone has a ,e+ more numbers associated +ith their character. 7e ll calculate '
these no+.
;i t /oi nts
Also, "no+n as ;/, this can better be described as <don t-get-hit points=. 'hey '
represent your ability to dodge, parry, duc", and avoid incoming damage. !ome hit
points are ,lesh +ounds, that bleed on your tunic. ?thers tire out your shield arm.
>ither +ay, once you are out o, ;/, all damage becomes lethal, since you can no
longer de,end yoursel,. 6our D% may allo+ you to reroll 1s or 2s, but here is the
traditional method&
6our ;/ 1d: D- your Constitution modi,ier. = +
!ave
)n the olden days, i, a deathspider bit you, you died. !aving thro+s +ere invented
to give character s second chances, and represent your ability to escape a near death '
situation by sheer luc" or ,orce o, personality. ), your D% says, <ma"e a save= that
means to roll a d20. ), the result is less-than-or-e@ual to your !ave value, you
succeed, and avoid a terrible ,ate.
6our !ave : D- your Charisma modi,ier. = +
%elee and 0anged Attac"
'his represents ho+ accurate your attac"s are in combat. 7hen you +ant to attac"
someone, roll a d20 and add your melee attac" bonus -i, you are ma"ing a melee
attac".. ), the result is greater-than-or-e@ual-to the target s Armor Class, the attac" '
hits, and you roll ,or damage.
%elee Attac" Eonus !trength modi,ier. -usually used ,or melee attac"s. =
0anged Attac" Eonus De*terity modi,ier. -usually used ,or ranged attac"s. =
Armor Class -AC.
'his number represents ho+ +ell you can avoid getting hit in combat. 'he higher
the better.
6our AC 10 De*terity modi,ier Armor ;eld )tem = + + +
Armor values can vary bet+een 2 -,or leather armor. to : -,or plate mail..
;eld items can help you parry blo+s.
Any reasonable ob(ect can help you de,end. >ven a dagger -or a toaster.
gives you 1 AC. +
!hields are even better, and give you 2 AC. +
Ee a+are, ho+ever, that +earing heavier armor slo+s you do+n, and ma"es it harder
to escape combat.
Class
7hat sort or role do you play in the party2 7hat s your bac"ground2 /ic" one. '
7arri or
1 ;/ +
1 to attac" rolls +
1Dday, you may sacri,ice a held item to avoid an enemy blo+
Cleri c
6ou have a ,aith point that you can use to pray ,or stu,,. )t regenerates every day.
'hings you can pray ,or&
;ealing ;eal someone ,or 1d: 1 ;/ or give them a ne+ save vs poison. +
0emove Curse ;as a chance to remove a curse ,rom an ob(ect or person.
Elessing 1ive someone 1 to hit and damage ,or 1 hour. +
?mens 6our god grants you a vision o, ,uture events and perils.
'urn #ndead #ndead creatures ,lee ,rom your holiness.
'his is ,or a generic cleric. ), you +ant to ma"e a cleric ,or a di,,erent sort o, god,
tal" to your D% about either adding to these 4 abilities or replacing some o, them.
7i 9ard
6ou can memori9e one spell per day. Casting the spell causes you to ,orget it.
6our spellboo" +ill contain 1d3 o, the ,ollo+ing spells, determined randomly.
1 F !leep /ut multiple ad(acent ,oes to sleep.
2 F Detect %agic %agical things glo+ ,or a ,e+ seconds.
3 F %agic %issile Deals 1d3 1 damage to a ,oe. ever misses, even at range. +
3 F $oc"D#nloc" )nstantly loc" or unloc" something.
4 F Create 5ire $ight a torch or set something on ,ire.
: F )nvisibility Eecome invisible ,or 1 minute or until you touch someone.
'his is ,or a generic +i9ard. ), you +ant to be a di,,erent sort o, +i9ard, tal" to you
D% about starting +ith di,,erent spells than the above list.
'hi e,
6ou deal double damage +hen you bac"stab someone.
6ou have an improved chance o, doing the ,ollo+ing things&
Climbing, /ic"ing /oc"ets, %oving !ilently, ;iding in !hado+s, /ic"ing $oc"s
-ot much o, an improved chance, though. . . so don t depend on thie, s"ills.. '
Creati ng an ?,,-$abel Character
'he races and classes presented above are both a+esome and pretty classic. 'rivia&
the original game had only three classes -the 'hie, came later.. Eut i, these don t '
appeal to you, tal" to your D%. 7ant to be a el, +ho can turn into a ,erret2 'hat s '
not going to brea" the game. 'he D% +ill probably say yes, and help you hammer
out the details.
Heali ng
Don t thin" that you need a healer. 6ou can bene,it ,rom each o, these 1Dday. '
!leeping ,or the night +ill restore your ;/ to ,ull.
>ating $unch +ill also restore your ;/ to ,ull. 'his ta"es an hour.
Drin"ing boo9e can restore 1d3 ;/.
)nspiration -speeches, compliments, slapping a dying guy and shouting <$iveG Damn
youG 6ou ve got to $)H>G=. can also restore 1d3 ;/. '
Weapons
Iui c" 7eapons
'hese use your De* bonus to attac", and deal 1d: damage.
Daggers can be thro+n.
!tilettos can be easily concealed.
%edi um 7eapons
'hese use either your De* or !tr bonus to attac", and deal 1d: D- !tr damage. +
Clubs can be used to "noc" creatures unconcious.
!+ords get 1 to hit humanoids. +
A*es deal 3* damage on a crit.
7arhammers deal 2* damage to prone -laying do+n. targets.
!pears can be thro+n.
/o+er,ul 7eapons
'hese use your !tr bonus to attac", use 2 hands, and deal 1dA D- !tr damage. +
'hey also have long reach, +hich allo+s you to attac" over an ally s bac". '
$ongspears can be readied against a charge, dealing 2* damage i, they hit.
;alberds deal 3* damage on a crit.
7hat to do +i th 6our ?ther ;and
An empty hand can pic" things up or use an item on your belt -e.g. a potion..
6ou can hold a torch ,or those dar" places.
6ou can hold your +eapon +ith a double-handed grip and do 1 damage. +
6ou can hold a second +eapon and get 1 to hit. +
6ou can hold a shield and get 1 to Armor Class. +
6ou can cast a spell, i, you are a +i9ard.
Playi ng the game
'here are three basic types o, rolls your D% +ill have you ma"e to interact +ith the
game. 'here are others, but these are probably the most common.
Attac" rolls are used to determine i, you success,ully hit a target. 6ou +ill roll a
d20, add your melee attac" bonus or ranged attac" bonus -as appropriate. and
compare your result to the target s armor class -AC.. ), this sum -your attac" roll. is '
at least as high as your target s AC, the attac" hits and you +ill roll damage based '
on the +eapon. Attac"s against you are made against your AC, +hich is +hy armor
is so good to have -since it increases your AC..
!tat chec"s are made +hen you are interacting +ith the +orld in other +ays -aside
,rom trying to hit it.. 'his is used ,or actions +hose outcome is uncertain. !o i, you
are trying to pic" up a roc", the roc" is either -a. so small that it s automatic, -b. so '
huge it s impossible, or -c. challenging but possible, so a strength chec" is re@uired. '
!aves are rolled +hen something terrible happens to you. 'hey sometimes allo+ you
to escape certain death, li"e +hen giant blac" +ido+ bites you. 'o ma"e a save, (ust
roll a d20 and get a result e@ual to your !ave value or lo+er.
Closi ng houghts
'hat s all you need ,or your ,irst session. 'hings li"e starting gold and e@uipment can '
be handled then.
'he most important thing to remember +hen playing is that common sense al+ays
trumps the rules. 6our D% should also e*plain the rules be,ore you commit to any
action in the game, so don t i, you don t understand something, as". ' '
1ameplay +ill occur as the D% e*plains +hat sort o, situation your characters are in,
then you +ill describe +hat actions you +ish your characters to ta"e. !ome actions
are impossible, some actions are automatic, and everything else in bet+een is resolved
+ith the dice.
7hen roleplaying your character interacting +ith /Cs -non-player characters., thin"
about their motivations. 7hat do they +ant2 7hat do they ,ear2 /Cs in the
game +ill act according to their instincts and personalities, so treat them that +ay.
)t s an adventure, so go do adventurous thingsG ), you ,uc" up and die, it only ta"es '
4 minutes to roll up a ne+ character, so you +on t be out o, the action ,or long. '
And al+ays, al+ays remember that most o, your choices aren t +ritten do+n on your '
character sheet. 'here s a +hole +orld out there. '
Name portrait
Race
Class
!P
HP
Armor class
Sa"e
Strength
De#terity
Constitution
$ntelligence
Wisdom
Charisma
melee Attac%bonus ranged attac% bonus
Special Abilities
Weapons $n"entory
&ealth

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