ACKNOWLEDGEMENTS
Outline
This work draws inspiration from Basic D&D, Black Hack, White Hack, & Warhammer FRP. Much love and thanks to DM Scotty, David Black, Don Garey, Brandish Gilhelm, Joseph Goodman, Kobayashi, Ben Milton, Pelle Nilsson, and David Arneson and E. Gary Gygax.
DEATHBRINGER PHILOSOPHY
Let’s skip the customary “what is a roleplaying game?” crap and get to it. This is a streamlined, grimdark version of the world’s most popular tabletop roleplaying game. It features as few rules as possible so the participants can enjoy a fast, badass, bone-crunching, game where no one ever needs to look up the rules.
Features:
- OSR compatible.
- Minimal crunch. No derivative stats. The six traditional ability scores are king.
- There are only 5 Target Numbers: 5,10, 15, 20. Skills/proficiency reduce the target number by 5.
- Characters max out at 20 hit points.
- Everyone is human—no elves, dwarfs, cat people, turtle people, owl people, etc.
- Magic is dangerous and unpredictable.
- No death saves, revivify, or resurrections. When a character dies, they are dead. Forever. RIP.
WARNING: If you play this game you are not allowed to:
- Re-roll your Hit Points—ever. Only the strong or clever survive.
- Whine, beg, and/or plead when the dice don’t break your way or your character dies. Have some dignity.
- Argue with the Game Master (GM)—ever. The GM’s judgment supersedes all rules.
KEY CONCEPTS
TESTS
- Roll** d20** + Ability Score. Hit the Target Number (TN) or above. TEST DEX 10 means, “Roll a 10 or better and add your Dexterity score.”
- A natural 20 is a Critical Success and results in bonus damage or double the spell effect.
- A roll of natural 1 is a Critical Failure and results in a complication.
ASSIGNING A TARGET NUMBER
The harder the task, the higher the target number. The levels of difficulty are 5 (easy), 10 (medium), 15 (difficult), and 20 (improbable). While it is certainly acceptable to assign a task a difficulty of “7” or “13,” it is far easier and faster to round off to the nearest five.
DIFFICULTY LEVEL
EASY “I’ve got this.” | 5 |
MEDIUM “I need to concentrate.” | 10 |
DIFFICULT “Sweating bullets here.” | 15 |
IMPROBABLE “This is nuts.” | 20 |
CIRCUMSTANCES
The character is skilled at this task. The task is related to the character’s background. The character has a tactical advantage, such as striking from behind. |
SKILLED OR UNSKILLED?
Deathbringer does not include long lists of defined skills. If the GM determines a character is skilled at a task—either because of their training or background—they simply lower the difficulty level by one (+5 on the 20-sided die). For example, the GM rules it is Difficult to hit an orc (TN 15) but for a fighter, the task is Medium (TN 10). Later the characters attempt to jump over a bottomless crevice of medium difficulty (TN 10), but for a rogue whose background is “circus acrobat,” the GM rules the task is Easy (TN 5).
SAVING THROWS
A Saving Throw is a **Test **for the character to avoid taking damage or other consequences. The GM decides when a Saving Throw is called for. Examples:
- Make a CON save 10 against the spider’s venom or you are paralyzed.
- Make a WIS save 15 to resist the sleep spell.
- Make a DEX save 10 to dodge the giant boulder.
- Make a DEX check 15 to avoid the dragon’s breath.
ADVANTAGE & DISADVANTAGE
Advantage: Roll two dice and take the higher result.
**Disadvantage: **Roll two dice and take the lower result.
A GM may decide a PC has advantage_ or disadvantage _when making a particular Test. For example, surprising an enemy might give the PCs **advantage. **Fighting on a muddy field might mean the PCs fight at a disadvantage.
LUCK DICE
Characters begin every session with one Luck Die (d6) per level.
Players can spend a Luck Die to:
- Add d6 to any d20 roll.
- Inflict an additional d6 damage.
- Absorb/deflect d6 damage.
Luck cannot be given away to other players or NPCs.
At the end of the session, unused Luck Dice are lost.
CHARACTER CREATION
- Roll your Ability Scores
- Choose a Type.
- Roll your **Hit Points (HP) **and determine Defense. DEF = 10 + Armor Value + DEX bonus.
- Note money & equipment. Every character starts with d6 gold pieces (gp).
- Roll a background.
- Choose a name.
ABILITY SCORES
Strength (STR) Use for… | Raw physical power. Melee attacks & damage, bashing doors, lifting heavy things. |
Dexterity (DEX) Use for… | Agility, Coordination, Aim. Defense (DEF) Bonus; Ranged Attacks, dodging, climbing, picking pockets, delicate tasks, acrobatics, sleight of hand, stealth |
Constitution (CON) Use for… | Physical health and stamina. Bonus Hit Points (HP), resist poison, resist torture, running long distances. |
Intelligence (INT) Use for… | Knowledge and formal education. Casting spells, medicine, knowing obscure facts, languages (+1 or better means you are literate, +3/+5 means you know an additional language) |
Wisdom (WIS) Use for… | Intuition, willpower, coolness under pressure. Casting prayers, resisting magic, perception, searching, survival, animal handling. |
Charisma (CHA) Use for… | Charm and leadership. Persuasion, performing, inspiring or intimidating people. |
ROLLING ABILITY SCORES
Characters begin with Ability Scores of -3 to +3. Higher is better. Roll 3d6 for each ability score and consult the chart to the right. Record the Score (not the sum of the dice) on your character sheet. You may switch any Ability Score(s) you choose.
Does your character have more penalties than bonuses? They don’t survive to adulthood and are tossed in an unmarked grave. Roll a new one.
Roll Score
3 | -3 |
4-6 | -2 |
7-8 | -1 |
9-12 | 0 |
13-15 | +1 |
16-17 | +2 |
18 | +3 |
QUICKBUILD ABILITY SCORES
Pressed for time? Give yourself +1 in two Ability Scores or +2 in any one Ability Score. Then take -2 on any one Ability Score. No one is good at everything.
ROLLING HIT POINTS
All characters begin with CON + d6 Hit Points **(HP). Fighters *start with CON + d8.* **No, you don’t get to re-roll if you roll a 1 or a 2. Deal with it.
DETERMINE DEFENSE
10 + **DEX **+ ARMOR
CHARACTER TYPES
There are four broad character **Types. **Each type covers a wide range of professions and skill sets.
FIGHTER
You arose from the darkness of war, dripping with your enemies’ blood. You may call yourself a barbarian, brigand, bounty hunter, gladiator, knight, mercenary, soldier, or templar, but make no mistake—you are a killer.
- You do one thousand push-ups a day. Add +1 to **STR **to start
- You are insanely ripped. Begin with CON +d8 Hit Points.
- You may use any armor or weapon.
- Roll d4 when attacking with your bare hands.
- Whenever you drop an opponent, you may make an additional attack on anyone within 10’.
- At levels 5 and 10 you get an extra attack.
- Sacrifice your shield to ignore the damage from any one attack.
- **Rage: **once per day you can lower your DEF by 2 and gain +2 to hit.
- Heroic Deeds: disarm, trip, temporarily blind, or knock an opponent backwards. Declare what you want to do at the start of the round and the GM must approve it. If the attack roll succeeds, the deed is successful.
- Shake it off. Once per day, you can take a swallow of whiskey, stitch yourself up, and regain d4hp. “`
Equipment: sword or battle axe, battered shield and helm (+2 DEF), gambeson or brigandine (+2 DEF), flask of whiskey, knife, waterskin & 1 day’s food, backpack, flint & steel, 6 torches, a flea-bitten horse on its last legs.
# MAGIC USER
You sacrificed years of your life in exchange for dark powers. Sorcerer, alchemist, artificer, pyromancer, necromancer, demonologist, illusionist, warlock, or wizards, or witch—all fall under the category of magic user. In the world of **_Deathbringer_**, magic is dangerous and illegal, and its practice punishable by death. Consequently, you must practice your dark arts in secret.
* You neglect your health to study. Subtract 2 from **STR**. Add +2 to **INT.**
* Begin with **CON** + d6 hp.
* You serve a **Patron** in exchange for forbidden knowledge. This **Patron** may be a wizard, mad scientist, or demon—you decide the details. Your term of service lasts until 6th level. Until that time _you must perform whatever quest or task your Patron assigns_. When your term of service ends you may take an apprentice of your own.
* In exchange for your service, the **Patron** grants you** powers**. You may create two new **_powers_** per level. **_Powers_** include spells, potions, summonings, experiments, etc. Write a brief, one-line description of the power and the GM must approve it. Once approved, record the **power** on their character sheet. You may only use one **power** at a time.
* Using a **_Power_** requires succeeding at an **INT **Test (typically **TN** 10) and costs 1-10 **HP** to use, as determined by the GM. The cost and **Target Number** may be reduced by using ingredients, components, performing rituals, taking drugs, etc. You cannot use a **_Power_** that reduces you to negative **hit points**. HP lost through using powers can only be recovered via natural rest, not by magical means or potions.
* Using a Power requires a d20 roll. Natural 20 doubles the effect; natural 1 results in a **Critical Miscast**
* To use a **power**, your hands must be free.
* While wearing shields or any **_Armor_**, all **Powers** cost x3 hp.
* **Powers** must be recorded. **Wizards **tattoo spells on their skin with special magical ink. The more spells the wizard knows, the more recognizable she becomes to witch hunters—and the more valuable her skin becomes to rival wizards. **Alchemists** record their formulae in journals. If destroyed, the alchemist can no longer use their **powers**.
* When wizards die their skin is tanned and fashioned into **grimoires** or **scrolls**. **Magic users** can copy a journal, grimoire or scroll and gain an additional **_Power._**
```
Equipment: common hand weapon, ledgers, ink, quills, waterskin & 1 day's food, backpack, flint & steel, lamp, oil. Alchemists get a diploma from a dubious university and an alchemist's kit. Wizards get d3 doses of weirdweed and an ornately carved pipe or cigarette holder.
SPECIALIST
You are a highly trained expert that relies on accuracy and precision. Specialists include archers, duelists, monks, rangers, physicians, rogues, spies, etc. When properly equipped and attempting an attack or task that falls within your area of expertise, you always gain Advantage, rolling 2d20 instead of one.
- Practice makes perfect. Add +1 to DEX or **CHA **to start.
- Begin with CON + d6 hp.
- Choose FIVE (5) general skills at which your character excels. A ranger might excel at tracking, archery, survival, working with animals and setting traps. A **thief **might excel at sneaking, pickpocketing, climbing, disarming traps, and searching for hidden things.
- Choose an object that is appropriate for your specialty (a ranger’s bow, duelists’ rapier, monk’s staff, a thief’s lockpicks, etc.). When using that piece of equipment, you gain Advantage to Tests.
- Under specific circumstances, you do an extra damage die. These circumstances should be related to your profession and must be approved by the GM. For example, an assassin striking from behind, an archer shooting their bow, a duelist in a duel, etc. On 5th and 10th level, you may add an additional damage die.
- You lose your abilities if you wear anything heavier than Light Armor. \ “`
Equipment: common hand or ranged weapon, leather jacket or coat (+2 DEF), appropriate tools (lockpicks, disguise kit, musical instrument, etc.) waterskin & 1 day’s food, backpack, 30′ of hemp rope, flint & steel, lamp, oil.
# CLERIC
You are a religious fanatic whose divine mission is to seek out evil and destroy it. You have spent years in a cloister, engaging in fasting, prayer, and self-flagellation. Priests, nuns, inquisitors, even witch hunters may be considered clerics. In exchange for your vows of poverty, chastity, and obedience, you have been blessed with the ability to perform two **miracles** each day. Clerics are naturally distrustful of **magic users**, believing they consort with demons (which is sometimes true!) Clerics show no fear and aspire to martyrdom and eventual sainthood. They will cheerfully give away any excess wealth they acquire., using it to establish shrines and feed the poor.
* Fast for forty days. Add +1 **WIS**.
* Begin with **CON** + d6hp and +1 **Morality.**
* All clerics belong to a **holy order** and must report to a **superior** who may assign them quests. The name, history and customs of the order can be designed by you, subject to approval by the **GM**.
* A miracle is not a defined spell. It is a request for divine intervention depending on the situation: repel the undead, heal a wound, purify a well, cure poison, bless a weapon, etc.
* **Miracles** require a **WIS Test **(typically TN 10) and costs 1-10 HP, as determined by the GM. The more impressive the miracle, the higher the **Target Number** and **HP** cost. Success means the god grants your request. Failure means the god denies the request. Natural 20 doubles the effect; natural 1 means rolling on the **Critical Prayer Failure** chart.
* Miracles cannot reduce you to negative hit points. Hit points lost through prayer
can only be recovered via natural rest, not by magical means or potions.
* You must have at least **+1** **Morality **to perform miracles.
* You may wear medium armor and a shield and use blunt weapons.
```
Equipment: mace or hammer, holy symbol, holy tome, prayer beads, vial of holy water, scourge, gambeson, shield, tunic, backpack, flint & steel, lamp, oil.
SPECIES OTHER THAN HUMAN
In Deathbringer, all characters are human. If someone whines, begs, and pleads to play an elf, dwarf, cat person, or vampire, fine. Here are some options:
- The character is an escaped lunatic who believes they are another species. They may dress as an “elf,” speak “elvish,” and believe they can see in the dark, but they cannot. Don’t tell the player. Let them wonder where all the other elves are. When they enter dark places, tell them evil magic is interfering with their “dark vision.” When the player leaves the room to grab a soda, inform the rest of the players that the “elf” character is delusional. See how long you can keep it going.
- The character is the last of their kind. Common folk may view them with fear, suspicion, or outright hostility.
- They may raise any ability score by an additional +1 but must reduce another by -1.
- They cannot see in the dark or fly.
- The character cannot progress further than 5th level.
BACKGROUND
SOCIAL STANDING | ||
2d6 | Class | Examples |
2 | Lowest | Serf, ex-slave |
3-5 | Lower | Actor, bone picker, courtesan, executioner, grave digger, leech collector, peasant, plowman, rag-picker, rat catcher, sin-eater, sailor, stonecutter, tanner |
6-8 | Middle | Baker, brewer, butcher, candle-maker, carpenter, cooper, fishmonger, grocer, mason, pewterer, piss-prophet, scribe, servant, skinner, tailor, weaver |
9-10 | Upper | Artisan, engineer, glazier, merchant, navigator, knight, physician, tavern owner |
11-12 | Highest | Bastard child of a noble house, seventh son or daughter of a once-great house |
BIRTHPLACE | |||
d10 | Condition | d10 | Location |
1 | Blighted | 1 | Farming village |
2 | Decaying | 2 | Backwater town |
3 | Desecrated | 3 | Hamlet |
4 | Famine-stricken | 4 | Village |
5 | Locust-ravaged | 5 | Slum |
6 | Infested | 6 | Bourg |
7 | Plague-Infected | 7 | Swamp or Forest |
8 | Putrid | 8 | Outpost |
9 | Squalid | 9 | Ruin |
10 | War-devastated | 10 | City |
20 Questions
Answer any two questions or roll 2d20. Your GM may give you additional questions.
1 | Why did you turn to a life of crime? | 11 | When did you first start hearing the voices? |
2 | What would make you punch someone in the face? | 12 | How did your family get reduced to poverty? Who are your d6 dependents? |
3 | What is the bad habit you just can’t break? | 13 | Why doesn’t your father acknowledge you? |
4 | For what person or cause would you fight to the death? | 14 | Why did you flee your home/previous employment? |
5 | What dark secret do you hide from your friends? | 15 | Why are you d6X100gp in debt and to whom? |
6 | Who tried to kill you and why? | 16 | Who is pursuing you and why? |
7 | What memento do you keep from your childhood? | 17 | Who is your nemesis in your line of work? |
8 | Who broke your heart and why? | 18 | What scandal destroyed your family? |
9 | Why did your parents abandon you in the woods? | 19 | Why can’t you ever return home? |
10 | Why were you thrown out of your university or Cloister, or village? | 20 | How did you get that scar? |
NAME YOUR CHARACTER
You can name your character anything you want. Here are some tricks for choosing a cool one:
- One syllable first name, two syllable last name. Ex: Hans Hurtzman, Britt Welkin
- Two syllable first name, one syllable last name Ex: Degger Rykes, Fletcher Pine
- Change the spelling of a common name. Ex: Edward to Eddard, Jennifer to Yennefer,
- Roll on the following chart.
COMMON NAMES
d6 | NAMES |
1 | Absinth, Astrid, Angelique, Anya, Arnulf, Astrid, Axe, Axel, Avarice, Bastard, Blade, Bjorn, Brigid, Brinn, Britt, Brom, Bront, Bruiser, Bruno, Brunt, |
2 | Celine, Claudia, Claus, Cloak, Clubber, Clutch, Conrad, Dagmar, Danika, Daynia, Dead-eye, Degger, Dieter, Dirk, Drudge, Dogface, Duchess |
3 | Erik, Ernst, Faith, Fang, Felix, Fester, Fletcher, Flame, Flint, Franz, Frida, Frog, Filthy, Frost, Gabrielle, Gaunt, Ghost, Goblin, Gretel, Grime, Grift, Gripper, Grubber, Gregor, Grift, Grub, Gustav, Hans, Heinrich, Helm, |
4 | Ingrid, Isolde, Johann, Karl, Karve, Kat, Knock, Kruger, Kurt, Lefty, Leopold, Lilith, Locke, Lotus, Ludwig, Magda, Maglind, Magnus, Malice, Malkin, Margot, Marienne, Mathias, Malleus, Max, Mila, Mirage, Moloch |
5 | Nadya, Nails, Natasha, Nine-fingers, No-thumbs, Nightshade, Nocturne, Nyx, Olga, One-Eye, Olaf, Onyx, Osric, Pike, Pug, Purity, Rulf, Raven, Regan, Reiner, Reihardt, Renata, Ripper, Rolf, Rook, Rufus, Ruprecht |
6 | Scabs, Seline, Silence, Shadow, Silk, Sliver, Snake, Snare, Solace, Solange, Splinter, Spyder, Stefan, Sven Thorne, Tobias, Toad, Theodore, Tuomas, Werner, Udo, Ulrich, Ulrike, Uma, |
COST OF WEAPONS & EQUIPMENT
All prices are given in gold pieces (gp), except where noted in silver (sp).
- 10 copper (cp) = 1 silver
- 10 silver (sp) = 1 gold (gp
Weapon | Cost | Damage |
Battle Axe | 15 | d8 |
Bow (20 arrows) | 25 10 | d6 |
Club | 3 | d6 |
Crossbow* (10 bolts) | 40 5 | d8* |
Dagger/Knife | 3 | d4 |
Fist | 0 | d2 |
Hand Axe | 5 | d6 |
Mace | 5 | d6 |
Sling | 4 | d4 |
Spear | 3 | d6 |
Staff | 2 | d4 |
Sword | 15 | d8 |
Two-Handed Sword | 20 | d10 |
Warhammer | 5 | d6 |
Whip | 2 | d3 |
*takes a full round to reload.
Gear | Cost | Notes |
Alchemist’s Kit | 25 | Needed to create potions. |
Backpack | 5 | |
Blanket | 1 | |
Caltrops | 2 | |
Chain | 2 | |
Corpse (fresh) | d6x10 | No questions asked. |
Crowbar | 1 | |
Disguise Kit | 20 | Wigs, grease paint, fake noses, etc. |
Dried Food | 5 | |
Drugs Moonsnow Weirdweed | 10 5 | Illegal and hard to find. 1 dose d6 doses |
Flint & Steel | 3 | |
Grappling Hook | 2 | |
Hammer | 1 | |
Holy Symbol | 5 | |
Holy Water | 10 | |
Lantern | 10 | |
Lantern Oil | 2 | |
Manacles | 10 | |
Mirror | 5 | |
Musical Instrument | d8x10 | |
Oil Lamp | 2 | |
Poison | 100 | CON 10 or lose d6 HP. Rare; possession punishable by hanging |
Rope | 1 | |
Sack | 2 | |
Thief’s Tools | 25 | |
Torches (6) | 1 | |
Waterskin | 1 |
Armor | Description | Cost | DEF |
Helm | Protect your skull. | 10 | +1 |
Shield | Fighters can sacrifice their shield to avoid the damage from one attack. | 15 | +1 |
Ultra Light | Leather coat, jacket | 15 | +1 |
Light | Leather, Gambeson, Brigandine, Scale Shirt, Chain Shirt | 50 | +2 |
Medium | Full scale mail, full chain mail | 250 | +3 |
Heavy | Full field plate. Movement halved. | 500 | +4 |
Services | Cost | Notes |
Night at a hostel. | 1 | A family or monks give you a bed. |
Night at a hospice | 2 | Nuns keep your wounds clean. Heal 2 HP per day. |
Night at an inn, common room | 3 | |
Night at an inn, private room. | 5 | |
Drink | 1sp | |
Meal | 5sp | |
Stabling for Horse | 2 | |
Medical Care | d6 | Heals d4 HPs per day. |
Emergency Surgery | 3d6 | Saves character at 0 HP or less. |
Transportation | Cost |
Cart | 20 |
Wagon | 50 |
Coach Passage | 10-20gp |
MAGIC ITEMS
There are no lists of magic items in Deathbringer. Instead, there are two rules for creating them:
- Every item is unique and one-of-a kind. It must do something other than grant a bonus.
- It should have an equal penalty, drawback, or limitation.
Examples:
Sword +1 Eviscerator |
On a natural 20, this blade disembowels any normal-sized opponent, killing them instantly. On a natural 1, it disembowels any ally within an arm’s length. No, they don’t get a saving throw. |
Prayer Beads of Saint Infuriosa |
These golf-ball sized prayer beads are made from the bones and hair of a martyred saint. They inflict d6+1 damage and can be used to strangle opponents. On an attack roll of natural 1, the strands of hair break and the beads are scattered. They can never be retied. Only clerics can use these. |
+2 Shield of Screaming |
This ornate shield has a face carved in the center and grants +2 additional points of DEF. When combat begins, the face starts screaming profanities at opponents like, “Come get me, you bastards!” and “You’ll have to do better than that to kill this warrior.”, attracting additional attacks. |
Arcane Pistol |
This wand of magic missiles is shaped like a gun and inflicts d6 damage on any target, no saving throw. On a natural 1 it explodes, taking d4 of the caster’s fingers with it. |
Severine’s Boots |
A very stylish witch fashioned low-cut boots from the softest baby unicorn skin. Although the heels are impossibly high, they are incredibly comfortable and the wearer will never trip while using them. They will get stuck, however, in mud and only fit the smallest female feet. |
Monster Lure |
This grease is often sold by duplicitous witches. Rubbing it on the skin grants +1 DEF but its scent attracts monsters within 100 feet. |
Magic Chainsaw |
This terrible weapon causes d10 damage and removes a limb on a roll of natural 20. On a roll of Natural 1 it removes one of the limbs of the wielder. |
Telescope Eye |
This eye can replace the lost eye of an injured archer and can telescope to see 4x further. |
TREASURE
If you wish to encourage exploration, award XP for gold.
- A poor person may carry up to d4 silver.
- A middle-class person may carry up to d6 gold.
- A wealthy person carries 2d6 gold and jewelry.
LEVEL UP!
Characters level up when the GM says they do. 3-5 sessions to gain one level is a good rule of thumb. PCs can never rise more than one level in a single session. When you gain a level, the following things happen:
More HP
- Increase your current maximum HP by CON + d6 (d8 if you are a Fighter).
- Do this every level until you reach the absolute maximum of 20 HP.
Raise Ability Scores
- Add +1 to any one ability score. The maximum ability score is +3.
Gain Additional Powers
- As described by your character type.
Gain Luck Die
- Each character begins each session with a number of luck dice equal to their level.
REST & HEALING
- One day’s rest heals 1 HP.
- One day’s rest under a physician’s supervision costs d6gp, but heals d4 HP.
- One week’s rest under a physician’s care costs 7d6gp, but restores a character to full HP.
- With a successful INT check DC 5, a trained physician can stitch a character’s wounds shut, instantly restoring d6 HP.
STRESS
When a character encounters a stressful situation, they may gain a Stress Point. When they reach 10 **stress points **they must Test at TN 20 or die of a heart attack. The GM decides when a situation warrants a **stress point **and if they character gets a Saving Throw. Stressful situations may include:
- Taking more than half your HP in damage.
- While exploring a cave, your torch burns out, plunging you into total darkness.
- Seeing a pile of gnawed human limbs in a monster’s lair.
- Being tortured.
- Seeing another character killed.
- Killing a helpless prisoner of war.
REDUCING STRESS
Characters may reduce their stress by relaxing and spending their hard-earned money.
**Fighters & Specialists **reduce stress by gambling, brawling, drinking, consuming drugs, engaging in shallow amorous encounters, and visiting houses of assignation. Roll 4d6. For every 6 you roll, roll an additional die. The total number is how many gold pieces you spend on your epic bender. Reduce your stress by d6.
Magic Users reduce stress by drinking potions, consuming mind-altering substances, reading obscure tomes, and probing the secrets of the planes. Roll 3d6. For every 6 you roll, roll an additional die. The total number is how many gold pieces you spend on your recreational activities. Reduce your stress by d6.
Clerics reduce stress by praying, fasting, whipping themselves, and feeding the poor. Build a shrine or donate everything you own to the poor, leaving yourself with only 3d6gp. Roll 2d6 and reduce your stress by the higher number.
MORALITY
Most Deathbringer characters begin with a score of “0” on the morality tracker, representing neutrality. Clerics begin with +1. Any time a character performs an unselfish, righteous deed, they gain +1 Morality. Any time a character performs an evil deed, they lose -1 morality. A character who rises beyond +3 Morality is considered “saintly” and will be treated more favorably by non-player characters who have heard of their deeds. Characters who fall below -3 Morality become corrupt and become monsters, controlled by the GM.
Saintly | +3 | +2 | +1 | 0 | -1 | -2 | +3 | Corrupt |
GOOD | EVIL |
Offering to help a town for no reward. | Refusing to help people unless you get paid. |
Sparing an enemy who has surrendered. | Killing an enemy who has surrendered. |
Giving water to or healing an injured opponent. | Slaughtering prisoners of war. |
Intervening to save a helpless NPC. | Failing to intervene to help a helpless NPC. |
Crushing a drug or slavery ring. | Establishing a drug or slavery ring. |
Giving an NPC an equal cut of the treasure. | Killing an NPC to take their share of the treasure. |
Giving an NPC a potion of healing. | Refusing to give an NPC a potion of healing, even though they are heavily injured. |
The GM is the final arbiter on what constitutes “good” and “evil.”
REACTIONS (2d6)
Roll when meeting strangers.
2d6 | Result |
2-3 | Kill! |
4-5 | Angry. |
6-8 | Indifferent. |
9-10 | Friendly. |
11-12 | Helpful. |
MORALE (2d6)
Roll when…
- Half the group is eliminated.
- Enemies lose their leader.
- A single enemy is reduced to less than half HP.
2d6 | Result |
2-3 | Surrender! |
4-5 | Retreat! |
6-8 | Negotiate. |
9-12 | Never surrender! |
MAGIC & MIRACLES
Magic is not science. It does not come packaged in prefab units, is unreliable, and potentially dangerous to the caster. The gods are fickle and do not perform on command. Magic is also physically taxing, costing HP to cast.
Spellcasters roll the d20 to cast a spell. If they hit the target number (usually 10), the spell goes off as planned. On a natural 20 the effect is doubles. On a natural 1, it’s a misfire. On a misfire, the caster rolls again—this time high is bad. 1-10 is a fizzle. 11-15 is a minor malfunction, like you hit the wrong target. 16-19 is really bad—like the armor of everyone in the area disintegrates or the caster ages d20 years. Natural 20 means the caster explodes, showering their friends and foes with gore.
MAGIC MISCAST TABLE
If a player rolls a Natural 1 during casting, the character gains 1 Stress Point and something goes wrongs with the effect. Roll another d20. This time, high is bad. The GM may use this chart as a guideline:
d20 | Result | Example |
1-10 | Little to No Effect | Wizards gets massive nosebleed. All food and drink in the area spoils instantly. Torches flicker. Ghostly laughter fills the room. Wizard’s hair turns white or falls out. Priest’s prayers go unanswered. Alchemist’s potion is ineffective. |
11-15 | Minor Disaster | Spell hits wrong target. Spellcaster loses one HP permanently. The gods are angry. Priest cannot say prayers for the rest of the day. Alchemist hits wrong target or the potion’s effects are diminished. |
16-19 | Major Disaster | Backfire: wizard takes full damage. Caster gains a visible mutation such as an extra eye, a cyst shaped like a baby’s head, or reptilian skin. The armor of everyone in a 100’ radius is disintegrated. Impure thoughts! Cleric cannot say prayers until they undergo a purification ritual (d6 weeks of prayer, fasting, and self-flagellation. Alchemists’ potion have the reverse effect. |
20 | Catastrophe! | Caster explodes, showering everyone in the area with gore. Do not put me to the test! The cleric is permanently stripped of all powers. An alchemists’ potion bursts into flames, immolating them. |
SPELL DAMAGE & COST
- Offensive spells should be capable of causing d6 HP per caster level. The caster can split that between multiple targets if they choose. BUT…the caster should understand that spell backfire is a serious risk.
- Spells should cost 1 HP for every d6 damage caused or healed.
SAVING THROWS
Characters/NPCs/monsters get saving throws against certain spells. Spellcasters always get +5 to save against all magic used against them.
- WIS 15: sleep, and mind control spells. Targets with 4 or more Levels/Hit Dice cannot be put to sleep.
- DEX 15: Ranged attack spells that inflict 3d6 or more damage, entangle, or freeze the target.
TRADITIONAL MAGIC
Players may wish to import spell effects from other game systems. Here are some common ones:
Level | Effect |
1 | Bless, Charm Person, Cure Light Wounds, Detect Magic, Light, Magic Missile, Purify Food and Drink, Protection from Evil, Read Languages, Shield, Shocking Grasp, Sleep, Spider Climb |
2 | Acid Arrow, Create Fog, Detect Evil, Detect Magic, Find Traps, Hold Person, Knock, Levitate, Magic Mouth, Mirror Image, Speak with Animals, Web |
3 | Create Food & Water, Cure disease, Dispel Magic, Fear, Explosive Runes, Fireball, Lightning Bolt, Remove Curse, Speak with Dead, Summon Insects, Summon Monster, |
4 | Cure Disease/Poison, Cure Serious Wounds, Dimension Door, Protection from Evil 10’ Radius, Summon Big Monster, Plant Growth, Polymorph, Wall of Fire/Ice |
RITUALS
Ritual magic may enhance or create an effect. Rituals are often found on scrolls and grimoires, take at least an hour to complete, and may require a sacrifice of some kind. The GM should feel free to create rituals within those general parameters.
Example: Johann Faustmann finds a grimoire in a secret room in his family library and spends a month translating it. He discovers a ritual that summons a demon, but it requires a human sacrifice. After he completes the blasphemous deed, the demon appears. Will it kill Johann and drag his soul to hell? Offer to be his patron? The GM decides.
DRUGS
Magic users often take performance enhancing drugs to lower their target numbers. These drugs are uncommon, can be expensive, and may lead to addiction. Using drugs is risky. It is up to the **GM **to decide when a magic user needs to make a **WIS **test or become addicted.
Sample Drugs:
- Weirdweed: this uncommon leaf is smoked like tobacco but smells like wintergreen. Weirdweed grants magic users +1 to all **Casting Tests **for one game hour. It makes non-wizards lazy and unable to function for d6 hours. Wizards carry hand-carved ivory pipes or cigarette holders to facilitate their filthy habits. Cost is d6gp for d6 doses.
- **Moonsnow: **this white powder is made from chunks of a rare meteor called **moonstone **and is snorted. Moonsnow and grants a wizard +2 to casting tests for a single encounter. Users often keep moonsnow in ornate snuff boxes. Costs 10gp for one dose.
- **Centispeed: *this purple* **paste is made from ground giant centipede and is placed on the tongue. It grants the wizard an additional +1 **DEX for the next hour. Users carry centispeed **in small round tins. Cost is 10gp per dose.
POTIONS
Magic Users can identify and create various potions. These potions may mimic the effects of spells and include vials of acid, healing salves, sleep gas, tear gas, or smoke bombs.
Sample Potions:
- Ogre Sweat: gain +1 **STR **for the next combat.
- Ground Unicorn Horn: heal d6 HP.
- **Troll Blood: **causes d6 acid damage
MOVEMENT, COMBAT, & KILLING THINGS
TURNS
Players take their turns clockwise from the GM. A turn may represent a few seconds (as in combat), a few seconds, or a few hours.
MOVEMENT
Deathbringer uses three measures of distance: close, ranged, out of range.
In one combat round, a character can move from one range to another.
- **CLOSE **means within 20 feet. Anything within close distance can move to and attack anything else in **close **distance.
- RANGED means within missile distance. It might be 30 feet or 300 feet.
- FAR means you are out of range and can _hear _the combat but cannot see it or interfere.
ROUNDS
Combat is broken into six-second rounds. The order is as follows:
- All players (including the GM) declare their actions, including attacks, spells, and retreats.
- Roll for initiative.
- The winning side takes their actions.
- The losing side acts.
INITIATIVE
- Initiative is rolled every round. Each side rolls a d6. The highest side wins. Ties mean both sides attack simultaneously.
- The GM may forego rolling for initiative if they decide one side has surprised the other.
ACTIONS
During a combat round, a character can take two actions. Players declare their actions at the start of a round and may not change them. Actions may include:
- Prepare a weapon and attack.
- Second attack, if you have one.
- Move and attack an opponent in Close Distance.
- Move and stay put.
- Aim a ranged weapon and fire.
- Take 2-3 steps, cast a spell or say a** prayer**.
- Move from Far to Ranged or Range to Close Distance.
- Retreat!
ATTACK!
- Melee weapons: make a STR test.
- Ranged weapons: make a DEX test.
- Spells: make an INT or WIS test.
CRITICAL HITS
- When an attacker rolls Natural 20, they have scored a Critical Hit. They should shout “Deathbringer!” and get to add +d12 to their damage. Monsters can also score Critical Hits.
CRITICAL FAILURES
When an attacker rolls Natural 1 they have scored a Critical Failure and suffer a complication. Roll the d20 again:
d20 | Result | Complication |
1-10 | No big deal. | You nearly drop your weapon but recover it at the last moment. |
11-15 | Oops. | Sword is wrenched from your hand and lands d6 feet in a random direction. Bow string breaks. |
16-19 | Oh no. | Sword gets stuck in something or is kicked out of reach. Arrow hits wrong target or any ally. |
20+ | Yikes! | Sword breaks or is lost. Arrow hits ally for extra damage. Bow breaks in a way that cannot be repaired. |
DAMAGE
- By weapon, spell, or monster description.
- STR adds to damage.
- All hits cause at least 1 damage.
HIT POINTS
- When a monster or NPC is reduced to 0 Hit Points, they are dead.
- When a player character is reduced to exactly 0 HP, they have suffered a Critical Injury.
- When a player character is reduced to negative HP, they are dead.
d20 | Critical Injury |
20 | Lucky. Wake up after d4 rounds with 1hp. Lucky you. |
16-19 | Concussed. All tests at disadvantage until you rest for a day. Gain a scar. |
11-15 | Mangled. GM chooses: Massive headwound. -2 INT permanently. Lose an eye. -2 DEX permanently. Lose a hand. -2 DEX permanently. Massive facial damage. -2 CHA permanently. |
6-10 | Bleeding out. The player must test WIS 15 test every round or die. This continues until they are stabilized by ally (TEST INT 15). Heal spells stabilize the bleeding character and restore 1 HP. |
1-5 | Dead. |
CASTING SPELLS IN COMBAT
- Magic Users and clerics roll to cast. The TN is 10 unless the monster description says differently.
- Spells function like ranged weapons. A caster must have both hands free to use magic powers.
- Spellcasters must declare they are casting a spell at the start of every round.
- If a spellcaster takes damage before their turn, their concentration is broken, and spell attack is spoiled. The spell has no effect, but the caster does not lose HP.
COVER & OTHER CIRCUMSTANCES
What if a character has partial cover? Or half cover? Or is attacking from above? Or below? Or from the flank? Or from behind? What if it’s windy? Or rainy? Or sleeting?
Just raise the Difficulty Range by +1 or assign Advantage/Disadvantage and be done with it.
MASS COMBAT
Occasionally characters will participate in a massive battle or castle siege. When this happens, the GM should describe the battle: arrows darkening the skies and raining down on shields, the ring of clashing steel, the mud, blood, and screams. Then have the PCs make a Saving Throw to see how much damage they take in this initial clash:
- Battlefield: test **DEX 10 **test or take d6 HP damage. On a natural 1, take 2d6.
- In a siege against a castle or other fortification: test **DEX 15 **to avoid taking 1d6 damage. On a natural 1, take 2d6.
- Defending a castle or other fortification, test **DEX 10 **to avoid taking d6 damage, 2d6 on natural 1.
After the initial crush of battle, telescope to the specific fight in which the characters are involved. Roll that out like any normal combat. At the conclusion, roll on the following chart. Add +1 one if the character won. Subtract -1 if they lost.
2d6 | Result |
2-3 | Massacre! The characters are among the sole survivors. Their army is defeated and has lost the war. |
4-5 | Retreat! The players’ forces break rank and flee. |
6-8 | Inconclusive. Both sides withdraw after suffering heavy casualties. |
9-10 | Victory…but at a price. The players’ side wins but suffers heavy casualties. |
11-12 | Total Victory! Player’s army wins a decisive victory, utterly destroying the enemy’s forces. |
TIPS FOR RUNNING COMBAT
KEEP IT MOVING
Ever notice most RPGs slow down when the action starts? Screw that. Tips:
- Never stop to look up rules—ever. If characters do something not covered by the rules, trust your instincts and go with the flow. Assign a **Target Number **and move on.
- Real combat is fast and real soldiers have to make split-second decisions. Don’t allow players to take too long to decide what they want to do. Say, “What does Malleus want to do? You have five seconds. Five…four….three…”.
- Have the players declare their actions at the start of the round, then all roll their dice at the same time. Then look at the results and narrate what happened.
MAKE IT CINEMATIC
Use natural language, not technical jargon. Describe the results of every die roll. Do not say, “The goblin missed.” Instead say, “Splinters fly and your arm goes numb as the goblin batters at your shield!” Do not say, “You kill the bandit.” Instead say, “Your blow slices through the bandit’s carotid artery, spraying you with blood and dropping him to the ground in a gurgling heap.”
You can also off-load descriptions on the players. Have them describe what their miss or critical hit looks like!
ROLL OUT IN THE OPEN
Nothing is more terrifying when a GM makes their combat rolls in public. No hiding. No fudging. No pulling punches. If a natural 20 comes up and a character is killed on the first shot—well, that’s life. It happens. Even to heroes.
When players know the GM doesn’t pull punches, they are more cautious about entering combat in the first place. They start thinking about using the environment to give them the advantage and will seek to take the enemy by surprise. Even if no characters die, your game will feel more dangerous, because the players know their favorite character is one natural 20 away from a dirt nap.
So roll out in the open and let your players know combat is potentially fatal.
TIMER DICE
The moment someone throws the first punch, the GM tosses a d4 in public. The resulting number is the number of rounds before something terrible happens, like:
- reinforcements arrive
- a torch goes out
- the ceiling collapses
- the ice cracks and the PCs fall through
- the enemy slits the prisoner’s throat
- the monster regenerates to full HP
The GM can let players know the stakes—or just give an evil laugh and say the consequences will be serious. This is one of the best ways to build tension and make a combat about more than which side has the most hit points.
STUNTS
Clever, creative players will often want to do cool moves not covered by the rules. Good! That’s what makes Tabletop RPGs fun.
Stunts include:
- swing from a chandelier
- slide down a tapestry
- slide down a staircase on their shield while shooting arrows at an enemy
- destroy the table on which an enemy is standing
- slide between the monster’s legs and stab him in his genitals
- throw mud into the eyes of an opponent
- jump onto a monster’s back and shut his helmet visor so he’s blinded
- lasso a flying dragon
When PCs attempt a Stunt, decide on an appropriate Test (typically DEX) and choose a DR. Then ask the players if they still want to make the attempt.
- If they succeed, they get Advantage on their next roll
- If they fail, they get Disadvantage on their next roll
If players already have advantage for some reason, give them Triple Advantage and allow them two roll three dice! You will never see a happier player.
THIS IS THE END
What about fighting on horseback? Or while mounted on a griffon? Or ship-to-ship combat? Or on the astral plane?
We dunno. That sort of stuff doesn’t come up much in our games, so we’re not going to touch it. Instead, we’ve given you all the tools your need to create your own rules: 5,10,15, 20. Assign a target number and move on. Make it up. Nobody is watching. There are no game police to say you did it wrong. Share your ideas on the DungeonCraft Discord.
May all your rolls be 20s!