Adventurer's Handbook v1.0
Adventurer's Handbook v1.0
Why
The most fun I’ve had playing TTRPGs is just picking up dice and diving right in, and I feel like
with a lot of modern tabletop role playing games there’s a pre-playing period of preparing a
character, which involves hours of reading up on rules and diving into multiple books worth of
character creation. I wanted to shorten that time without pigeonholing anybody into a premade
character. This is a remix of Dungeons and Dragons 5E, GURPS, and Dungeon World. So
here’s my game; with all the rules and examples in 10 pages.
Introduction
This is a pretty standard “collaborative storytelling” TTRPG. The person running the show is the
GM (Game Master), and they will be telling the story of the adventure, like a narrator. They
create the world the rest of the players play in, including the environment and all NPCs. That
being said, the players are encouraged to add lore to help create the world. The GM is also the
arbiter of the rules.The GM only has to follow 3 rules, as written on page 9.
A roll is a success if the player meets or beats the required value. Any rounding is rounded up
unless otherwise noted. Advantage means to roll another die and discard the lowest number.
Disadvantage means to roll another die and discard the highest number. Advantage and
disadvantage cancel each other out. Advantage and disadvantage on their own can stack.
When the characters go to rest after a day’s work, all points and daily abilities reset. If a
character is brought to 0 hp, they would die at the beginning of their next turn.
Character Creation
The three main ability scores are Strength, Dexterity, and Intelligence. At level 1, the sum of the
scores added together will be 0. No one score can be less than -3 before taking faults. Main
abilities are abbreviated as STR, DEX, and INT.
Max HP = STR + 10
Armor Class (AC) = DEX + INT + 10
Speed = DEX + 30 (rounded to the closest multiple of 5)
Utility points = INT + 2 (Min 0)
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Skills
Everybody gets 5 skill points. Skills, except Convince, are based on main abilities.
Knowledge Any time the character would know something (book knowledge).
(INT)
Craft __ Choose an item that could be crafted if components are available. Must
(INT) roll 12 - points to successfully craft the item. Can be used to craft other
items.
Discern Used to identify unknown things. Modifier is the number of utility points
(Utility left. Someone more attuned with magic would recognize magic.
points) Someone who’s used all the new tech they had would have a hard time
identifying new tech without a reference.
Stealth Anything that you have to have fine motor control for. Can also be used
(DEX) for delicate operations.
To use a skill, you must roll 3 die + skill greater or equal to than the amount appointed by the
GM. If the skill in question relies on a pure main ability (holding a door closed, not slipping on a
banana peel, figuring out a physical puzzle, not being distracted, etc) the roll should only use
the associated ability. Example; I have an INT of 2, and I would like to know if I can detect any
traps in the hallway. I have put 3 skill points into Observation. I would roll 3 dice (in this example
I rolled a 3, 6, and 1), add INT (2, for a subtotal of 12), and add points (3, for a total of 15). The
GM had set the difficulty at 15, meaning I had succeeded because my total is equal to or greater
than the difficulty. When a player rolls for a skill, that skill can not be rolled for the same thing
unless the situation around it changes. Example: If you couldn’t kick a door open with Athletics
(STR), you can’t try again unless you do something to the door (unlock it first) or yourself (get
stronger) to change the odds. If there is sufficient time, approximately 30 minutes, a skill roll
may not need to be rolled. After a half hour of trying, the character can probably pick the lock or
break down the door by then.
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Feats
All players start with 1 feat. Feats can only be taken more than once if they have an asterix (*).
Focused 3 times a day, your reckless attack doesn't change your AC. It can also
Rage* be used in attacks of opportunity. If taken again, add an extra use.
Unarmed Your unarmed attack can be treated as a single small melee weapon. If
Combatant* taken twice, it can be treated as a single medium melee weapon.
Brawler Any non-essential item that can be easily picked up can be used as a
small or medium weapon as appropriate. After dealing damage, the
item may be destroyed. Heavy items may need an Athletics check to
be wielded.
Skilled Any skill that had a negative ability is now +0. All other skills get +1.
Lucky* 3 times a day, you can re-roll any one of your dice. If taken more than
once, only 1 extra use per day.
Meditate You have a pool of points equal to your INT. For the price of a
Meditation point, you or any living creature you touch gains 1 health.
You gain 5 additional Meditation points every additional time this feat is
taken.
Charming You get advantage on Convince rolls and people who wouldn’t normally
talk to you would.
Ambidextrous You can wield two weapons, one in each hand. This gives you two
standard actions to attack, but you lose the ability to attack recklessly
when holding two weapons.
Wallop* Your attack has stopping power, allowing you to attempt reckless
attacks when making an attack of opportunity. For each die that rolls a
6 during your attack, the attack uses the Shove Utility (equal to the
number of times this feat has been taken) on what it’s attacking.
Quickshot You can use the reckless attack with ranged weapons.
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Faults
Every character must have at least one fault. Taking a fault allows an extra feat. A fault can not
be taken more than once. It is encouraged for GMs to play into these weaknesses. This is the
only way your STR, DEX, or INT can be lower than -3.
Unkept With the exception of what’s in your hands, you can only
carry 1 other item. Everything else is lost somewhere.
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Alignment
Alignment drives your character. You get an XP at the end of the session if you fulfill your
alignment. Choose one:
Items
At character creation, players can pick two items to start with (except large weapons).
Characters can find items out in the world, many of which are not listed on this chart.
Map Characters with a map know the general direction of where they’re .
Health Can be used twice to give 1d6 of HP. Can be used at any time as a bonus
Kit action.
Poison Can be used to poison a creature if ingested. Poisoned creatures will die
Kit within 1d6+2 hours.
Energy Can be used twice to boost a main ability by +1 for an hour. Can be stacked.
Kit Using this often may have side effects.
Coffee For the next hour, your speed is 50% greater. Stacking causes DEX-based
rolls to be at disadvantage from the jitters.
Journal This item holds half your total Utility Points on top of what you already have.
These points replenish once a day.
Armor/ This physical protection that absorbs 3 damage. Armor will be broken if an
Shield attacker rolls a 17 or higher to hit. When armor breaks, no damage is dealt to
the wearer but the item is lost.
Small Examples; daggers, clubs, nunchucks, throwing stars, slings, .30” or smaller
Weapon caliber pistols, or tasers. Small weapons can be easily hidden. Ranged
weapons have unlimited ammunition.
Medium Examples; swords, large clubs, staffs, rifles, shotguns, pistols with a caliber
Weapon larger than .30”. Medium weapons are not easily hidden. Ranged weapons
have unlimited ammunition.
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Weapon Proficiency
Weapons that fit the setting and backstory of a character will be seen as being proficient in that
weapon. However, if a knight of the round table gets a machine gun, they probably aren’t going
to be so proficient. Proficiency should be earned by role playing an encounter that involves
reading 5 fun facts about the item to the GM.
Combat
Combat rounds go in a turn order starting with whomever has the highest DEX and going
clockwise. If the players have clearly surprised creatures they’re going to combat, players can
choose the combat turn order. In a turn everybody gets a movement action and a main action.
Any other bonus actions are allowed as written. Actions can be taken in any order, and
movement actions can be split up as long as the creature doesn’t move more than their
movement speed per turn. Rounds take up 5 seconds of in-game time. Things that take no
thought or are for flavor (speaking, opening/closing a light door, grabbing a beer from the table,
etc.) do not use an action.
Attacks are 3d6+STR vs AC to hit. On a hit, a reckless attack can be made as part of the
attacker’s action. Every time a reckless attack is used, the attacker’s AC is dropped by 5 until
the start of their next turn. Multiple reckless attacks can be attempted. When a character has 0
Hit Points, they either die or are incapacitated (DM's discretion).
Weapons a character isn’t proficient in act like a weapon one size smaller. Most melee weapons
only work on creatures 5 feet away. Large melee weapons can reach creatures 10 feet away.
GMs are recommended to make the weapons more interesting by playing with the rules, using
the table below is a guide. For example, a molotov cocktail could be a medium ranged weapon
with Area Of Effect (AOE) damage (see Utility Points for AOE definition).
Other Actions/Damage
Grapple is a STR skill check vs a STR or DEX skill check, depending on how the grappled
creature would escape. Grappled creatures need to roll a STR skill check to beat the grappler’s
STR skill check, or will be unable to move. Grapplers move at half speed while holding
someone. Falling damage is 1d6 for every STR+10 feet. Disengaging takes your action, and
means that you can't be hit during movement. Hiding behind cover puts rolls to hit you at
disadvantage.
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Movement in combat
On a turn, creatures can move the distance allowed by movement speed. If during combat a
creature moves out of another creature's melee attack range, the passed creature can make a
single melee attack of opportunity. Unless otherwise written, reckless attack can’t be used after
an attack of opportunity.
Utility Points
Magic or Tech, depending on the setting, is dependent on the pool of Utility points. Any number
of Utility points can be spent in a turn. Utility points reset after a short resting period (about an
hour). How the effect looks, acts, feels is entirely up to the player. Damage flavor types caused
by Utility abilities do not affect damage, but can at the GM’s discretion (Casting fireball would
probably light something on fire). Any amount of Utility points can be spent per turn. Utility
points can be spent on more than one thing, or the same thing, per turn. Effects stack.
Heal 1 Add 1d6 to a target’s HP. The HP can be over the max allowed
for the rest of the turn.
Shove 1 Move an object you can touch 1d6 * 5 feet. This object is
moved as if the user was pushing uninhibited. If more than one
point is used, it’s up to the user whether it multiplies the
distance or power. Can be used on yourself and in any
direction.
Procure 1 A small item you have had before is now with you. Can be
used twice for a medium item and three times for a large item.
Can not be weapons, money, vehicles, or people.
Talk to the GM if the fiction could limit abilities. It is recommended to have a setting where all
abilities could be used, like a setting with magic or nanobots. Alternatively, it could be explained
via extraordinary ability or by acting out a flashback that explains the mechanics of the fiction.
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XP and Levels
XP can be gained 3 ways: 1) When you fail a skill roll. 2) At the end of combat, the party gains
XP equal to the total encounter STR/DEX. 3) At the end of the session, you gain 1 XP if your
character did something in their alignment. A level is gained when you have your current level
plus 7. When gaining a new level, your XP resets to 0 and you can gain another feat.
Helping
If your character is able to assist another character with a skill, you can add your base ability
amount to their roll. Only one character can help another at a time. If the skill fails with help, only
the character making the roll would get an XP.
Mary is a med school student. STR -3, DEX 0, INT 3. She’s afraid of spiders larger than an inch,
after she fell in a spider’s nest while hiking a few years ago. As a Med student, Mary carries a
medical kit with her and her journal. Her feats are Meditate and Skilled. HP:7, AC:11, 5 Utility
Points. Speed 30 ft. She also has the skill to craft medical kits if the proper materials are
available.
Fenan is a young elven rogue trying to make it in the thieves’ guild. STR -5, DEX 4, INT 1.
Smaller than most kids his age, he is weak, but that has never stopped him from getting out of
trouble. He carries a poison kit from one of the guild members and a small dagger. He is a
Smart Quickshot. HP:5, AC:15, 3 Utility Points. Speed 35 ft.
Jarrod is a very average American man. He has a job in sales, which he hates, that doesn’t
have good benefits. STR -2, DEX 1, INT 1. Today he’s going for a hike. He brought a map and a
health kit. He is Lucky and Charming. He’s also nearsighted but doesn’t have vision coverage.
HP:8, AC:12, 3 Utility Points, Speed 30 ft.
Skål!
This is a drinking game variant. You need an egg/kitchen timer and a GM you trust. Be safe. At
any time before a roll, anybody except the roller can raise their glasses, say "skal!", and have a
drink. The roll gets advantage or disadvantage per drinker. In lieu of combat, the GM sets a
difficulty number, calculated by the sum of all enemy STR/DEX amounts. The players as a
group must prepare and drink that many drinks in 1 minute. They must drink whatever alcohol
beverage they were drinking previously. Each player will lose 2 HP for each drink not consumed
and gain 1 HP for every drink over. The GM can assist (not recommended) or narrate the action.
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Character Cards
This Character Card is designed to fit on a 3”x5” index card. Here’s a template to put all your
character creation stuff on a single card. Other notes/inventory can go on the back.
GM Guide
If you’re a GM, first of all, good luck. Especially with the game being as untested as it is.
These rules are guidelines. If there is something in the rules that is weird or wrong or not fun,
feel free to change it. Homebrewing of this system is allowed and encouraged. At the end of the
day, there three rules that MUST be enforced.
1. There MUST be a session 0. Players need to know what they’re in for, and you need to
know what’s going on. It doesn’t have to be long, but this is the best way for the players
and GM to hash out what they want in a session.
2. Anything that happens must be in line with the fiction and what was talked about in
session 0. Act it out if you can’t talk it out.
3. If you’re going to break rule 2, it must be something that all the players want. This is the
“rule of cool”. I like to think of the GM as a storyteller who’s talking about the adventures
of legendary heroes, so embellishment isn’t out of place.
You’ll notice that the characters don’t get any stronger as they level up, but instead gain more
abilities. As opposed to a d20 system, you’ll also note that with the 3d6 system, items and
bonuses that give +1 are worth a lot more in combat. XP is gained with ability rolls and combat,
so give ample opportunity for the players to do both. They should always have a choice to fight
or not, and both choices should have a cost. The following table is for skill checks and shows
the chance to roll a minimum value with 3d6. 9, 11, 13, and 15 should be used most often.
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Some Ideas for Encounters/Campaigns
The party is hired to escort a senator to a far away city. A gang war slowly is breaking out, and
everybody wants diplomacy to work before bloodshed. The senator has been secretly cast out,
as the lord of the region doesn’t think diplomacy is possible. This local lord is secretly readying
an army.
1. The party is jumped by bandits! They are factory workers who have been displaced by
the lord’s men, but have taken to crime to feed their families.
2. The senator means no harm and can not fight during the day, as he is part construct. At
night he has a chance of being possessed and may try to attack the players. When they
stop him, he has no recollection of attacking.
3. The party finds some gang members waiting around, as they have heard from a spy that
there is an army coming. They don’t know who the party is, however.
4. When the party brings the senator to the gang leader, they are worried about the
oncoming army. The gang leader is ready to accept peace, but the local lord from before
is approaching with an army anyway...
The cyberpunk city metropolis of New Tokyo has been run by megacorporations for as long as
anybody can remember.
1. The party has been hired to infiltrate an IT center of one of the corps and bring
incriminating information to an underground resistance.
2. The underground resistance is being funded by a competing megacorporation from a city
far away. They offer a lot of resources, but they want you to replace a politician who’s
become very popular.
3. Your newest upgrades have a glitch in them that you can’t control. Only one person is
capable of such a glitch, and they’re just a legend...
Enemy templates
Enemies don’t typically have feats, faults, reckless attacks, or skill points unless they
themselves are remarkable. The following table is a guide to giving stats to NPCs. GMs should
modify as needed.
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