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Meatheads - Buffed Up Rules

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0% found this document useful (0 votes)
27 views2 pages

Meatheads - Buffed Up Rules

Uploaded by

KalinKadiev
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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MHS-01

TRAPS & HAZARDS EXAMPLE TRAPS


Traps activate depending on their triggers. A classic pressure Drop Hall
plate trap risks a 2-in-6 chance of being set off when walked A long hallway, at least 4-6 spaces, appears to be a dead
over. The same can apply for trip wires or falling objects. end with bait: a chest, a weird statue, etc. At the entrance,
Specific objects can be trapped to trigger upon interaction. opposite side of the bait, it is hinged. If 3 or more Meatheads
Other traps may have a time limit or countdown to activation. approach the bait the hallway begins to slope, the hall turns 90
Traps do not reset unless it is otherwise noted. degrees on its hinge and with it the entire hallway plummets
Think of bait that would entice a Meathead, treasure is not at into a makeshift pit. Anyone caught within the space of the
the forefront of their minds, gains are! Underhanded monsters hall drops into the now shaft downward, taking 1d6 damage
will use traps to their advantage, doing their best to lead for every space fallen. If that’s not enough, directly above the
Meatheads right into them. new pit a stone boulder falls. Think of something quick or get
squished like bugs.
How do you detect traps? Depends on the trap and its
conditions! Poking about and prodding, throwing sand, feeling
for drafts, listening carefully and generally looking for details. Wobbling Floor
When a party completely searches a room there is always a The floor of this room wobbles on an axis at its center,
chance for a trap to trigger. Otherwise, let the Meatheads decreasing movement by 1 space for everyone. Heavy Footed
discover them. Listen to players and don’t hesitate to help people must pass a ST or fall over. Successfully Bashing the
them along, if they are actively looking for a trap they will more floor at your feet will launch the person opposite the room of
often than not find it. Dwarves always have a 2-in-6 chance to you upwards hitting the ceiling for 2d6 damage.
notice traps and hidden things (rolled by the Referee).
Consider the deadliness of traps, how a falling stone might
deal 2d6 damage but a block of granite can pancake someone Itch Bag
outright. On the flipside, peppering in debuffing effects from An old hobb trick you’d find in their barrows. A sack filled with
traps can knock down a meathead down a notch. That is to say, poison pollen tied to the lid of a chest or the top of a door that
it is your playground to make as deadly or annoying as you like. bursts over everything in a single space. Pass a Saving Throw
vs Poison or breakout out in itchy welts. Anytime a Strength
Meatheads are obviously going to use their brawn to get out of
Test is made, roll your initial die twice and take the lower result
traps, so let them! Most traps are avoided by passing Saving
as the welts plead to be scratched. Lasts for 1d3 days. Washing
Throws, but if a Meathead wants to tackle one using Strength
the powder with water doubles the duration, but alcohol will
Test just be sure to make the consequences clear to them.
wash it away no problem. Hobbs are naturally immune.
There are no concrete rules to traps, that is what makes them
fun to experiment with! Draw them out, think about how they
work, consider weight, movement and numbers. What Did You Expect?
When in need rely on this: Traps have a 2-in-6 chance to
trigger and deal 2d6 damage.
A rope dangles from the ceiling, a sign scrawled “YANK ME”.
If pulled, the entire ceiling in that space collapses for 2d3 HD
damage and begins to Crush anything underneath. There is no
Saving Throw.
BUFFED UP RULES
COMPILED INFORMATION FOR REFEREES & PLAYERS

Packed into this pamphlet are bonus and expanded rules.


From traps to treasures to the most important of rules;
Gambling! Easy to slot in or ignore entirely, but you would be a
fool to do so!
Written by Mark Conway
Illustrated by Mark Conway and Eric Hill
Graphic Design by Eric Hill
EXPANDED ENCOUNTER PROCEDURE EXPANDED COMBAT PROCEDURE TREASURE
Roll encounter die, a d6. A result of 1 is an encounter. Pass a Saving Throw to move before foes, otherwise, move The number of coins a Meathead or Toadie can hold per slot
afterwards. Reroll this at the end of each combat round. is equal to their ACx100. Art Objects vary in size and take up
Roll on the encounter table, two 6 sided dice, one after the
other, adding the results together only if the second roll is Alternatively, each side rolls 1d6, highest wins, ties are slots as any other item.
lower than the first. Otherwise, ignore the second die’s result. rerolled. Or flip a coin. Art Objects are worth 2d6x100 coins, sold for this value to
Roll Surprise for each side if it’s unclear, a base 2-in-6 chance. For “Boss” foes, in lieu of regular initiative, Meatheads decide interested buyers or merchants. Art Objects put on display
Hidden parties always have surprise! Catching a side surprised who acts in what order each turn. Only thing is the boss gets to at a safe hangout or home treat meals as one step better.
means you take one turn before them, then initiative is rolled. act in between every person. Meatheads should use this grace A Meathead can break a displayed Art Object to reset their
to execute plans, schemes and powerful attacks. They get to Signature Move.
Roll Distance between parties by 1d6 spaces. If the direction
set up the dominoes, the boss is trying to knock them down. Gems are priced by carat (ct) size, 50 coins per .25ct. A 1ct
is not obvious, roll a d6 and consult the table below.
If the Combat Matrix is not to your taste, it is easy to swap it gem is then 200 coins. People sometimes value particular
1d6 Direction out with the traditional 1d6 damage from OD&D, the WutC types of gems above others, for whatever reason. People are
1 North method, the d4-d30 DCC dice chain or any combo inbetween. funny like that.
2 South So long as the foes follow suit then everyone is on the same Coins are simple. Just roll a handful of dice, or a more neatly
3 East playing field. With the HD being constant, combat is entirely a scaling d66-d6666 distribution. Why do Meatheads need
matter of taste. money? To buy things, sadly.
4 West
5 Above The Combat Matrix is encouraged to be experimented with, as
6 Below. each result on the table is a chance for a quirk or ability, not
just a hit point damage number, and is especially useful for RESTING
creating swingy enchanted weapons. Sleeping for a single night safely outside of the dungeon
Roll Reaction of the thing encountered if the mood is not
restores 2d6 HP. Resting for an entire week alleviates one
obvious or if it has never been encountered before.
temporary injury and heals you entirely.
Roll 2d6, adding any relevant modifiers. TESTING METTLE Resting in the dungeon is done in short paranoid watches.
When a foe is losing battle, suffers an embarrassment, or Spending one hour to rest while dungeon diving restores 1
2d6 Reaction
expected to keep their cool, they test their Mettle by passing a HP and can be done repeatedly as desired. Each hour spent
2 is outright hostile. Saving Throw. Confidence can be bolstered by numbers, guts, resting this way has a 2-in-6 chance of incurring an encounter.
3-5 is testy. good meals or recklessness, granting bonuses from +1 to +4.
6-8 is ambivalent.
9-11 is chummy. LEVEL-0 MEATHEADS
12 is open-arms friendly. PARRYING For use in viciously deadly funnel adventures.
When attacked by a foe a Meathead (or otherwise) can
attempt to parry the attack. This can be done once per round. • Generate four characters.
The defender must expend an action to parry, having one
THE DUNGEON DICE GAME less action to use during their turn. The attacker immediately • Roll for Strength (no Gains roll), HP and Languages as usual.
Each player has a pool of 6d6. First, all players roll 3d6 in applies a -1 to Hit. • Level-0 Meatheads start completely broke without anything
secret. Those who think they are closest to or on 18 “knocks”, but a loincloth or sack, and are armed only with their fists.
signaling that they have it. This need not be true. Any result If the attack misses and the parrying defender is wielding a
weapon class equal to or lower than the attacker, the defender • Obviously, a Shrimp like you cannot enamor any Toadies.
over 18 is a bust, but can be bluffed.
can attempt an immediate counter attack without spending
Next go around the table clockwise to see who backs out or an action. If the defender's parrying weapon is of a higher
raises the stakes by betting another d6. This roll is visible to all. class than the attacker's, the defender may attempt a counter
If someone's knock is called out as being a bluff, they and the attack by using one of their actions for that round.
person who called them out must compare dice results, seeing
who is closest to 18. Closest wins. If both players tie, then the If the attacker hits the exact AC of the defender, the weapon
pot is surrendered and the next round begins with that wager with the lower Weapon Class (WC) is broken (or smacked away
to win in the pot. if enchanted) with no damage dealt. lf both weapons are of the
same class they are each smacked aside leaving the duelists
Meatheads sometimes play not with coins but by betting facing each other unarmed.
drinks too. Most dungeon dwellers are familiar with this game,
as well guests at inns and taverns picked up from adventurers.

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