recursal/Fanatic-Fandom huggingface dataset:
2.1 DM rules

This page is for rules that the DM must know but that aren't so important for players. Players are still welcome to read them, however.

## Mechanics

### Temporary hit points (THP)

Some effects grant temporary hit points. They stack on top of your regular HP and are lost first when taking damage. THP are lost after 1 minute (10 rounds). Receiving THP doesn't count as magical healing.

### Ongoing damage

Some effects, such as poison, apply ongoing damage. This means you take the stated damage at the start of each of your turns, ignoring DR.

### Rounding

Whenever a calculation results in a fraction, you always round down.

### Effect durations

Effects with a set duration always end at the start of the turn of the creature who caused the effect. Effects with a duration of one round end at the start of the caster’s next turn, those with a duration of two end at the start of the turn after that, etc.

## Environmental hazards

Below are a few common environmental hazards or inconveniences, and how they're resolved.

### Darkness

For simplicity, there are two stages of lighting: light and darkness. Light is the natural environment of many creatures, so carries no special effects.

In darkness, your speed is halved, you take disadvantage on attack rolls and most checks, and provide advantage to attacks made against you. Creatures with darkvision can see normally in darkness, and don't suffer these effects.

### Falling

A fall of 2 squares (3 meters) deals d6 damage. Every additional square increases the damage by another d6. Before rolling damage, you can make an agility (acrobatics) check. For every 5 points you score with that check, the damage is decreased by d6, to a minimum of 0.

### Fire

If you enter or start your turn in a burning square, you take d6 fire damage. If you catch on fire yourself, you take d6 fire damage (ignoring DR) at the start of each of your turns until you take an action to stop, drop and roll, leaving you prone. For simplicity, creatures only catch on fire from special circumstances, such as being covered in oil and lit, never from exposure to normal fire.

### Intoxication

Alcohol intake is measured in portions, an abstract measurement, the exact size of which depends on the drink's alcohol content. If you drink one portion of alcohol, you gain a +1 bonus to your str and con (your max HP raises accordingly), but a -1 penalty to your dex, agi and int. Every portion you drink on top of that increases the penalties by 1; the bonuses remain the same. You can drink 2 + half your con portions of alcohol before passing out.
When Ranma Met Aiko

Ranma drops in on a fight between Aiko’s team and a nasty
demon

A visit to Doctor Tofu piques mutual interest between Ranma
and Aiko’s team

Ranma opens up to Aiko, Misaki, Fumiko, and Tamiko and
establishes mutual trust

Happosai warns Cologne to leave Ranma alone.

Insight into the state of things at the Tendo house

Ranma stands in for Aiko and trains her team in fighting
techniques
Campaign primer

The upcoming campaign will be designed bottom-up. What does that mean? It means, although I have a loose plan in mind for the long term, I don't actually plan the campaign very far ahead, instead allowing it to develop naturally through the players' decisions. I chose to do it this way because I think it'll be more fun for everyone.

## Lore

For now, this is what you guys need to know.

The campaign takes place in Ulagor, a large peninsula of the continent Greon. On the east side, it connects to the mainland, where a chain of mountains separates it from the desert nation Zihridha. The mountains and desert make Ulagor difficult to reach by land, so most travellers who enter and leave the peninsula do so by ship.

Ulagor's population is human-dominated, though with its fair share of minorities. It's largely self-sufficient thanks to the wide variety of natural resources on the peninsula, though trade with other countries is still fairly common. The country is led by an elite few called the White Council, who reside in the capital city of Ogriwell.

You, the player characters, have all taken a ship to Ulagor and have just arrived in a humble trading town called Westriver. The four of you may have arrived here on the same or different ships (your choice), but you hadn't met each other before that.

## Preparation

Of course, prior to the game, you guys should read through the new rules (there's a list of important pages on the front page of the wiki), and make a character sheet with the help of this guide.

On top of that, I'd like you all to think about the reason your character has come to Ulagor. You don't need to have this figured out right away; the first two sessions or so are designed to ease you into the game without requiring you to make a lot of decisions. I do hope that you'll have something figured out around the third session, so that I can start incorporating it into the game one way or another.

Preferably, your characters' goals should be fairly concrete. Many adventurers have protecting innocents and/or acquiring loot as their general life goals. Those can still apply to you, but try to also have something more specific and concrete. Consider something that you think would be interesting to play out; the kind of goal you could imagine a character in a movie having.

To inspire you, here's some basic examples:

- You're looking for an ancient family heirloom. According to the stories, it was stolen 300 years ago and smuggled into Ulagor.

- You're looking for your brother, who took a ship to Ulagor and never came back.

- You're hunting down your nemesis, the man who killed your father when you were little, whom you've heard has been spotted in Ulagor recently.
Thalia the Brave

## History

Thalia is the daughter of an important elven Lord. At a very young age, her mother was kidnapped and killed. Her father never recovered, which made Thalia’s youth very difficult. Her father had become very cautious and never allowed Thalia to go outside or go anywhere on her own. Sick of her father’s concern, 12 year old Thalia asked one of her guards to train her. She learned how to fight and quickly learned that she was best with bow and arrow. At night she would sneak out and sleep in the forest so that she could adjust to her surroundings. She didn’t really know what she was preparing for, but she didn’t want to be weak when someone would come to hurt her.

When her father found out that she snuck out every night and that she trained with weapons, he was furious. He thought he could send Thalia off to become the wife of another high born elf, but she wouldn’t hear of it. She ran off the same night.

After surviving a month on her own in the woods, her father’s men found her and brought her back to him. He locked her up in her room. But the same night kidnappers came for Thalia. When they kicked in her door she sprang up and pulled out a dagger she had kept in her room since she had started training. She slayed all her foes.

After her father heard what had happened, he accepted that Thalia wasn’t going to live a safe and sound life. He gave her a silver dagger, once wielded by her own grandfather, and a golden head chain to make her feel brave. He urged her to go to the weapon master to pick a bow and arrow, but Thalia made her own and let elven priests enchant it to make it stronger.

After receiving her enchanted armour and weapons, Thalia set out to look for the people who kidnapped and murdered her mother. She doesn’t know what they look like, but she will do everything it takes to take them down. While looking for the villains, she goes from town to town to make sure the common people there are safe. If they aren’t, her bow and arrows make sure that peace is never far away. Because in a dark and cruel world, justice and bravery are the only things that prevail.
Projection System

A high-tech device from the K’nn Grouping, the projection system interfaces well with most recording media as well as the SI units. The system projects an interactive three-dimensional image into the immediate vicinity or onto a nearby wall.  The collected moon data were analyzed utilizing this system, and Usagi’s parents were briefed on her decline with this system. The system has a unique function with the Sailor Senshi in that it can be rigged though Ami, Rei, or Hotaru to interact with Luna and .
2.0 Stats

Every creature has a set of stats. These are the prime determiner of what a character can and can't do. These numbers are not absolute but relative. Having 0 strength doesn’t mean you have no strength at all; it means you’re as strong as an unathletic human, while 10 means you’re near the human peak in terms of strength.

## Stat ranges

For creatures of similar size to humans, str, dex, agi, con and int are generally between 0 and 10, and speed is by default 6. These creatures are called medium-sized.

Two other size categories are also distinguished: small and large. Small creatures are around the size of a halfling or a medium-sized dog. Large creatures include trolls and horses. Of course, there are creatures larger or smaller still than these categories, but their stats aren't standardized.

Small creatures have +2 dex, +2 agi, -2 str, -2 con. Large creatures have +2 str, +2 con, -2 dex, -2 agi. Large creatures also take up a 2x2 square space (instead of one square) and have a melee range of two squares (instead of one).

## List of stats

All stats, their uses and the way to calculate them (if applicable) are listed below.

### Strength (str)

Strength determines the damage you deal with a successful melee or ranged attack. You also add it to checks such as climbing and swimming.

### Dexterity (dex)

You add your dexterity to attack rolls. You also add it to checks such as stealth and lock picking.

### Agility (agi)

You add your agility to your defence. You also add it to checks such as jumping and balance.

### Constitution (con)

You gain 4 HP for every point of constitution you have. You also add it to saves against effects like poison and disease.

### Intelligence (int)

You add your intelligence to initiative rolls and to saves to resist mental attacks (e.g. mind control spells). You also add it to checks such as perception and knowledge.

### Speed (spd)

Speed is the distance you can move with a single action, expressed in squares. The default speed for player characters is 6.

### Hit points (HP)

Your hit points are equal to 10 + 4 x constitution. They represent your ability to survive injuries. See Injury and recovery.

### Defence (def)

Your defence is equal to 10 + agility (+ shield bonus). Attacks have to equal or surpass your defence score with their attack roll in order to harm you.
1.0 Character Creation

When playing D&D, you’ll need a character sheet, which has two parts: a flavour section and a stat section. The flavour section contains personal information about your character, including their name, a description or image of their appearance, their background and anything else you want to include about them. The stat section contains practical information that will be used during play. For the stat section, you’re encouraged to use the template provided here. (The number of rows in the tables can be adjusted using right mouse, if required.)

## Stats

By default, every character has the following starting stats:

* Strength: 0
* Dexterity: 0
* Toughness: 0
* Intelligence: 0
* Speed: 6

You then get what is called a 22 point buy. Every point can increase any of your stats (except speed) by 1, up to a maximum of 10. Speed can't be increased this way.

Once you’ve determined your ability scores, calculate the derived stats.

* Hit points = 12 + 3 x toughness
* Unarmoured defence = 10 + dexterity/2

After you’ve chosen your equipment (see below), you can calculate your defence. Beware that your armour may limit your dexterity bonus to defence.

* Defence = 10 + armour + dexterity/2

## Picking equipment

You can start the game with one suit of armour and up to three weapons, freely picked from the options listed here. You can describe your equipment in greater detail on the flavour section of your character sheet.

As an adventurer, your character is assumed to own a number of basic items, namely a flint and steel, a waterskin, a length of hemp rope, and maybe a torch or some other light source. Additional items can be requested. Unless otherwise mentioned, rations don't need to be tracked.
2.1 Character sheet

This is the format for the digital character sheet. To use it, click edit on this page and copy it from there. I recommend using the source editor, not the visual one. Then go to Character sheets, paste it into that page and fill it in.

Name

HP: A | Def: A | Man def: A | Spd: A (B)

Light/heavy armour: DR C, -C dex, -C agi, -C spd

Trained skills: D

Weak skills: D

Ability 1: E

Ability 2: E

Weapons

F: type, damage

F: type, damage

Other possessions

G

A: Fill in your stats here, as shown on 2.1 Stats.

B: If you wear armour, you write down your effective dex, agi and spd first (including the armour penalty) and put the unarmoured version behind it in brackets.

C: Fill in the DR and penalties of your armour. If you don't wear armour, leave this line out.

D: Fill in your trained skills and weak skills. If you have no weak skills, leave that line out.

E: Fill in your abilities. Replace "ability 1/2" with the name of the ability.

F: List your primary weapons here. You can list more than one. Replace the letter F by the weapon's name. See 2.1 Equipment for weapon types.

G: List your other starting possessions. To make a list, add the code <\*br\*> (minus the \*s) at the end of each line. If you don't, it becomes a solid block of text because the wiki is an idiot.

Example:
Bob

HP: 30 | Def: 13 | Man def: 15 | Spd: 5 (6)

Light armour: DR 2, -1 dex, -2 agi, -1 spd
DDL Glossary

## Mechanics

### Advantage/Disadvantage

Having advantage on a roll means you roll the die twice and use the highest outcome. Having disadvantage means you roll twice and take the lowest outcome.

### Sneaky step

If you take no movement actions in a certain round, you can move one square for free. This is called a sneaky step.

## Conditions

### Dazed

A dazed creature takes disadvantage on attacks and checks, and grants advantage on attacks made against them.

### Prone

A prone creature is lying on the ground. They take disadvantage on attacks and checks requiring movement, their speed is halved, and they can't take sneaky steps. Melee attacks against them have advantage. It takes an action to get up from prone.

### Stunned

A stunned creature can take no actions, and grants advantage on attacks made against them.

### Unconscious

An unconscious creature falls prone and can't take actions. Its defence becomes 1.
Webb Solomon

Mr. Webb is the leader of the extraction team sent to rescue the heist team at Calibank. His a former United States Drug Enforcement Agency Lieutenant that was presumed killed in a light aircraft accident in 1986. He apparently has been resurrected to a new life. He was taken into custody by the LAPD following the attempted heist, but subsequently escaped with his colleagues using a basic teleportation spell.
3e Equipment

This page discusses basic equipment options in Drunken Dwarves 3e.

## Weapons

There are several types of weapons with their own characteristics to choose from, listed below. The strength-based formula indicates the damage they deal on a hit.

For convenience, basic ammunition for ranged weapons is treated as infinite.

**Light**

Light weapons, such as scimitars and battle axes, are wielded in one hand. Damage = strength

You can wield a light weapon in each hand, which is called dual-wielding. While dual-wielding, you can make two attacks (not attack-like actions) as a single action, against the same or a different target, one with each weapon. You take a -2 penalty on both attack rolls when you attack this way.

**Heavy**

Heavy weapons, such as halberds and katanas, are wielded with both hands. When one-handed, they cause disadvantage on the attack roll. Damage = strength x 1.5

**Shield**

Shields are wielded with one hand. They increase your defence by 4.

**Projectile**

Projectile weapons, such as bows, are wielded with both hands. They have a short range of 20 metres and a max range of 80 metres. Damage = strength

**Thrown**

Thrown weapons, such as throwing axes or shurikens, are wielded with one hand. They have a short range of 10 metres and a max range of 20 metres. Damage = strength

**Improvised**

Improvised weapons, such as chairs or broken bottles, function as the weapon type they most resemble, but their damage is decreased by one step. That means one-handed and thrown weapons deal str x 0.5 damage, and two-handed weapons deal str damage. Many improvised weapons tend to break on a critical hit or critical miss.

**Unarmed**

Unarmed attacks (with fists or feet) function as light weapons, but deal only str x 0.5 damage. Additionally, attacking unarmed imposes disadv on the attack roll.

## Armour

There are two basic types of armour. The appearance of these armours varies wildly, but they always fall into one of the following two classes. The penalties caused by wearing armour can push your dexterity and agility below 0, in which case they become a negative number.

**Light armour**

Light armour might be studded leather, tough hides or chainmail. Wearing it grants DR 2, but decreases your dexterity by 1 and your agility by 2. You also take a -2 penalty on climbing and swimming checks due to the weight.

**Heavy armour**

Heavy armour might be scale mail or plate. Wearing it grants DR 4, but decreases your dexterity by 2 and your agility by 4. You also take a -4 penalty on climbing and swimming checks due to the weight.
Jordan, Abbie

## Who Am I?

“Don't you see your dreams lie in the palm of your hand.”

At first glance Abbie is one of those people who you wouldn't expect to be who she is.  The youngest of three, Abbie is the only daugther that her parents had and is a daddy's girl through-and-through. Her quiet nature is usually the front she puts on so people don't hurt her feelings, as she's rather sensitive and timid around others, but once she gets to know you, she'll become that ball of fun, with a dry wit and a grand sense of humor. Her older brother is the star flyhalf on the rugby team, and the eldest kid is a junior at Penn State Altoona. She has a somewhat interesting home life, living with her mom, who she thinks drove her father away.

Coming into high school, Abbie really just wanted to make sure she didn't do anything to ruin her family name or image. She's gotten that pretty much down pat, with her flawless record, being a part of the NHS and even helping out Bam when she can, as her mom was the nurse who helped Bam recover after he lost his voice. For Abbie, she just wants to have a good four years in high school with her friends by her side. Will her wishes come true or will something tear her dreams out of her hands?
3e Magic

This page discusses the magic rules of Drunken Dwarves 3e. Note that this page only relates to magic used by PCs. At the GM's decision, many supernatural creatures and even some mortals may have access to different or more powerful magic, which are not normally available to PCs.

Magic is separated into various spells, which are grouped together into seven elements: Water, Earth, Fire, Air, Light, Dark and Nature. See 3e Spells for a list of all available spells. A character needs to "know" a spell in order to use it.

The primary way to gain access to magic is to choose the Sorcerer or Battlemage class (see 3e PC creation). Characters of those classes gain access to an additional stat: magic (mag). The mag stat can be raised in the same way as other stats, by putting points into it. Your mag stat determines the power of your spells, as indicated in each spell’s description.

Additionally, upon creation, you must choose your favoured element, from the seven elements listed at 3e Spells. You then learn two spells: one at-will spell determined by your class and favoured element, as stated under each elemental header, and one spell that costs mana to cast, which can be chosen freely from your favoured element. For example, a Sorcerer with Water as their favoured element can choose between learning Hydromancy or Cryomancy as their at-will spell, and Water blast, Water Burst, Frost blast, Frost burst or Heal as their second spell.

The spells you learn upon creation are the only ones you get for free, but you can take the Extra spell perk (see 3e Perks) to learn additional spells. These spells can be of any element, not just your favoured one. However, your mag stat is treated as two points lower for the sake of spells that are not of your favoured element. For example, a Sorcerer with 8 mag whose favoured element is Air can deal 8 damage with electromancy, but only 6 damage with pyromancy.

Lastly, some spells require you to spend mana to use them, as noted in their description. Sorcerers and Battlemages both innately have a pool of 2 mana, which can be increased through the Extra mana perk. You regain all your mana points at the end of a long rest (see Recovery in 3e Basics).

Although all spells have a specific thematic description, you do not have to stick with that. Players are encouraged to decide for themselves how they want their magic to appear within the game world. For example, the Venom control spell describes shooting a spray of venom, but you could reskin this as launching a volley of poisonous thorns, or summoning a swarm of bees to attack the target. Any description will do as long as it still fits the effect.
Minato

A Ward in Tokyo and home to a multitude of magical girls. While not a factor in the story, Minato is on Tokyo Harbor and is home to several dozen embassies and the famous red and white Tokyo Tower. In-story, the ward is 'infested' with magical girls and the local law enforcement (and general population) have a friendly debate with their counterparts in Nerima as to which ward is more chaotic.
DDL Character creation

## Step 1: Your sheet

First, go to DDL Character sheet to see how to format your sheet.

## Step 2: Stats

First, choose your character's stats.

Characters have the following base stats:

Strength: 0

Dexterity: 0

Agility: 0

Constitution: 0

Intelligence: 0

Speed: 6

You then get 24 points to increase your stats. Every point can increase one of your stats by 1, except speed, which can't be increased this way. All stats have a maximum of 10.

When you're done buying your stats, calculate your HP.

Hit points = 10 + 4 x constitution

After you’ve chosen your equipment (see below), you can also calculate the following two stats.

Defence = 10 + agility (+ shield bonus)

Maneuver defence = 10 + strength or 10 + agility, whichever is higher

## Step 3: Equipment

Pick your starting equipment. Unless mentioned otherwise, every PC starts play with a set of armour of their choice (if any), up to two weapons of their choice, and a small amount of mundane items of their choice, e.g. rope, torches, etc (DM discretion).
Rion Axehammer

## Background

Rion Axehammer is the second son of Kevan Goldenmountain, lord of the mountain Threbúr. While dwarfs are known to be great miners with heaps of knowledge about tunnels and rock formations, Rion does not care the least bit about this, his passion lies in smashing, crushing and killing. From a young age he trained himself underground. The only objects to train on were rocks, so he practiced on them. This prepared him to face the toughest of enemies, but as rocks don’t tend to move around a lot, he isn’t as nimble on his feet as a warrior should be.

One faithful day, Rion discovered a tunnel leading outwards from the mountain. Not trusting this peculiar sight one bit, he decided to follow it. Outside, he found an encampment set up by a few mountain gnolls. The second they saw Rion, they attacked, thinking he would be an easy dwarf to take down. They have never been so wrong in their lives; Rion picked up one of them and started bashing in the others with him. They fell surprisingly easy, as they were not made of stone.

After tasting the sweet taste of battle and victory, he figured he would set out as an adventurer instead of mining away under the mountain. With one swing of his hand, he collapsed the tunnel and picked up the two nearest weapons he could find: An axe and a hammer. They were stolen from the dwarves, so he figured it would only be fair to take them with him on an adventure in the outside world…

## Notable feats

Taking the undead wizard Abroshtor into a headlock and ripping his head off by breaking his neck.
Log: The Mouther of Greencreek

Fan (Elske), Gulbrand (Indi), Rion (Midas) and Thalia (Roos) were hired to investigate the abandoned mining town of Greencreek. Goblins had been sighted in the area and were thought to have made their lair in Greencreek. Meanwhile, several people had gone missing, assumedly due to goblin abductions.

They found the town empty but intact, with no signs of goblins but for the skulls on spikes surrounding it. As they searched the town, a little girl came running from the mine, calling for help because the goblins were after her. The goblins didn't immediately appear though. When Fan and Gulbrand entered the tavern to find a human man with a bow crouching in a corner, several other hostile humans popped up from hiding around the town and attacked them.

On cue, the little girl pulled out a knife and tried to stab Rion, but could do nothing against his armour. He picked her up and used her as a hostage, but the attackers didn't care. He then stepped outside to get surrounded by three attackers and ended up throwing the girl at them to knock them down. Meanwhile, Fan and Gulbrand had a tavern brawl against multiple opponents and Thalia rained down arrows from her vantage position on top of one of the houses.

When most of the attackers were defeated, which involved shooting down the girl, the last one was constrained and painfully interrogated. He proved somewhat deranged and revealed that the goblin sightings were staged as a way to lure in adventurers and feed them to the 'Many-Eyed One".

Before moving on, the heroes looted the tavern for free booze.

When they entered the mine, they found three more fighters and a huge puddle of tar inside of a pit. Fan and Thalia snuck up on them to get easy hits in, making the fight fast and easy. As they went down, however, the puddle of tar took shape and revealed its many eyes and teeth. The Many Eyed-One was in fact a gibbering mouther who'd mentally dominated the townsfolk. After dazing the heroes with its psychic gibbering, it started attacking them with biting tentacles. Their attacks proved of little use against its amorphous form, so they drenched the monster in the booze they'd looted and set it on fire with a flaming arrow. The mouther took serious damage but kept fighting, until Rion and Gulbrand worked together to lift a boulder and drop it onto the monster, finishing it off.
2.1 PC abilities

Every PC has two unique abilities, which are powered by a pool of 5 energy points. These energy points refill after a rest.

The abilities are designed free-form upon character creation by the player in cooperation with the DM. Designing them together ensures that all PC abilities are unique and more or less balanced. However, the DM does retain the right to alter a PC ability retroactively if it turns out too powerful.

The description of a PC ability must always contain the following information:

How many energy points it costs to use (usually 1 or 2).

Whether it takes an action, swift action or no action to use.

Below are some suggestions for what PC abilities might look like.

Invisibility (Sam)

You can spend 1 energy as a swift action to become nigh-invisible. When invisible, you get a +10 bonus to stealth checks and can make stealth checks without concealment. If the check fails, spectators can see your outline: they know your location but still take disadvantage on attacks against you and grant advantage to your attacks. Invisibility lasts for 3 rounds (~20 seconds) or until after you make an attack.

Sam's bloodline (Sam)

You can spend 2 energy as a swift action to get a burst of strength when you need it most. You regain HP equal to your con (doesn't restore crippled limbs) and can immediately make a saving throw against one effect on you that a save can end. You have +2 speed until the end of your turn and have advantage on the next attack or check you make.

Kazekiri (Fan Guang)

As an action, you can spend 2 energy to project a blade of wind from your sword. It travels in a straight line in the chosen direction. It has a max range of 15 and disappears when hitting a barrier it can't break through. Make a separate attack roll against each target in the kazekiri’s path, dealing damage on hit as if with a melee attack.

Fey step (Thalia)

You can spend 1 energy to teleport a number of squares up to your speed as an action, or 2 energy to teleport the same distance as a swift action. You can’t teleport into a square you can’t see.
(Explanation behind fey step: In this setting, Elves are descendants of fey creatures who long ago settled in the Prime Plane (our dimension). With the right training, they can learn to briefly fade into the Feywild (their native dimension), as a method of teleportation.)

Magic arrow (Thalia)

As part of making a ranged attack, you can spend 1 energy to enchant the projectile. It deals additional fire, frost or lightning damage equal to half your intelligence.

Tremor (Rion)

You can call upon your dwarven ancestors to make the ground tremble. As an action, you can spend 2 energy to attempt a push or trip maneuver against all creatures in a 1 square radius.
3e GM rules

This page is for rules that the DM must know but that aren't essential for players. Players are still welcome to read them, however.

## Mechanics

### Rounding

Whenever a calculation results in a fraction, you always round down.

### Effect durations

Effects with a set duration always end at the start of the turn of the creature who caused the effect. Effects with a duration of one round end at the start of the caster’s next turn, those with a duration of two end at the start of the turn after that, etc.

## Environmental hazards

Below are a few common environmental hazards, and how they're resolved.

### Falling

A fall of 5 metres deals 2d6 damage. Every additional 5 metres increases the damage by another 2d6. Before rolling damage, you can make an agility check. For every 10 points you score with that check, the distance fallen is treated as 5 metres less than it really is.

### Fire

If you walk through mundane fire or start your turn standing in mundane fire, you take d6 fire damage. If you catch on fire yourself, you take d6 fire damage, ignoring DR, at the end of each of your turns until you spend an action to extinguish the fire. For simplicity, creatures only catch on fire from special circumstances, such as being covered in oil and lit, never from exposure to normal fire.
Alpha character creation

Out of date!

## Character sheet

When playing D&D, you’ll need a character sheet. It should contain the following things:

* Your character’s name
* Optionally an image of what they look like, for easy reference
* Their equipment, especially their armour and weapons
* Their stats and special abilities

## Equipment

Your starting equipment grants no stat benefits, but it may come up during play. For example, if you encounter an undead skeleton, it’ll matter if you’re wielding a sword or a mace, because the mace will be more effective against its brittle bones. Thus it’s important to mention it anyways.

## Stats

By default, every character has the following starting stats:

* Strength: 0
* Dexterity: 0
* Intelligence: 0
* Protection: 0
* Speed: 20

You then get what is called a 25 point buy. This pool of points can be used to increase your stats or to buy special abilities. Every point from your point buy can increase your speed by 5 feet (to a maximum of 60 feet), or any other score by 1 (to a maximum of 10).

Once you’ve determined your ability scores, don’t forget to calculate the derived stats.

* Defence = 11 + protection
* Will defence = 11 + intelligence

If you only want to raise your stats, your character sheet is done once all your points are assigned. But make sure to save a few if you want to get any special abilities.

## Special abilities

Below is the list of special abilities, each with their point buy cost. The list is currently quite small, but will be expanded for subsequent sessions.

### Pyromancy (5 points)

You can create and control fire through your hands or a magical implement, e.g. a staff. A successful hit with a pyromancy spell deals 2 damage. Sample spells:

* Fire bolt: attack a single target at range, taking a -1 penalty for every 20 feet between you and the target.
* Fiery burst: attack every target in a 10 foot radius from yourself at a -5 penalty.
* Flamethrower: attack every target in a 20 foot cone at a -5 penalty.
* Fireball: attack every target in a 10x10 foot area at a -5 penalty, and an additional -1 for every 20 feet between you and the targeted area.

### Cryomancy (5 points)

You can create and control frigid air through your hands or a magical implement, e.g. a staff. A successful hit with a cryomancy spell deals 1 damage and slows the target, causing them to lose one of their two actions next turn. Sample spells:

* Frost bolt: attack a single target at range, taking a -1 penalty for every 20 feet between you and the target.
* Freezing burst: attack every target in a 10 foot radius from yourself at a -5 penalty.
* Cone of cold: attack every target in a 20 foot cone at a -5 penalty.
* Frostball: attack every target in a 10x10 foot area at a -5 penalty, and an additional -1 for every 20 feet between you and the targeted area.
Sailor Senshi

Never mentioned by the name Sailor Senshi in the storyline, this includes the nine magical girls from Sailor Moon that have alternate names based on the solar system (which are never mentioned in the story either). The nine girls of this group are recognizable, but always referred to by their actual civilian names. The group falls on hard times in this storyline, finding out that what they fought for and believed in was an elaborate ploy to cause an impossible future.
Лабораторный материал

Ученые Атанор Лабс исследуют генеративные свойства Альфа фриков. Несомненно эти особи отличаются от остальных, и они более опасны. Так или иначе, для исследований их нужно взять живыми. Поэтому чтобы тебе заплатили, нужно обезвредить этих громадин в ближнем бою.

* Цель: Обезвредить 3 Альфа фрика
* Уровень отряда: 10-15
* Размер отряда: 1-2
* Количество игроков: 1-4
* Противник: Фрики
* Награда: 1300 кредитов, 1100 опыта, 10 Биоорганические материалы
* Идет в зачет: Контракты сопротивления
* За день можно выполнить 3 раза
Log: Rumble in Ulagor

## Session 1

Fan Guang (Elske), Rion Axehammer (Midas), Sam Smallburrow (Indi) and Thalia the Brave (Roos) arrive by ship in Westriver, a small port town in Ulagor. They soon find out that the town has been cut off from the outside world and is being plagued by a coven of hags. Many of its residents have been either killed or turned into goats. Henry the barkeep asks the four of them to team up with the last fighter they have left, Annelotte, and fight the hags for them. The five of them head into the woods, following the trail of a giant blight, a minion of the hags. After a brief encounter with some smaller blights, they find a clearing with a purple, magical-looking tree in the centre. Rion and Sam are inspecting the tree, when it suddenly sheds its magical disguise, revealing the giant blight, which promptly kicks Rion in the face.

As the group prepares for combat, Annelotte sheds her own magical disguise, revealing herself to be one of the hags. She explains this was a trap to dispose of people who might spoil the hags’ plans. She attacks the group with her claws, while the blight tries and fails to crush Sam under its feet. Thalia sets the blight on fire, after which Fan and Rion make quick work of it with two critical strikes against its legs. With the blight destroyed, the four team up on the hag and manage to restrain her. They interrogate her, but she has little more to say than mad ramblings, so they finish her off. On her body, they find an iron and ruby amulet, from which the angry voices of the other two hags emanate. When they hold it up, the amulet veers north, as if trying to guide them somewhere.
DDL Character sheet

This is the format for the digital character sheet. To use it, click edit on this page and copy it from there. I recommend using the source editor, not the visual one.

Name

HP: A | Def: A | Man def: A | Spd: A (B)

Light/heavy armour: DR C

Equipment:

D

A: Fill in your stats here, as shown on DDL Stats.

B: If you wear armour, you fill in A with your effective dex, agi and spd (including the armour penalty) and put the unarmoured version behind it in brackets.

C: Fill in your type of armour and the DR it grants. If you don't wear armour, leave this line out.

D: Fill in any notable possessions you have, including your weapons.

Example:

Bob

HP: 30 | Def: 13 | Man def: 15 | Spd: 5 (6)

Light armour: DR 2
DDL Stats

Every creature has a set of stats. These are the prime determiner of what a character can and can't do. These numbers are not absolute but relative. Having 0 strength doesn’t mean you have no strength at all; it means you’re very unathletic, while 10 means your strength is nearly superhuman.

## List of stats

All stats, their uses and the way to calculate them (if applicable) are listed below.

### Strength (str)

Strength determines the damage you deal with melee and ranged attacks. You also add it to checks such as climbing and swimming.

### Dexterity (dex)

You add your dexterity to attack rolls, and to checks such as stealth and lock picking.

### Agility (agi)

You add your agility to your defence, and to checks such as jumping and balance.

### Constitution (con)

You gain 4 HP for every point of constitution you have.

### Intelligence (int)

You add your intelligence to initiative rolls and checks such as perception and knowledge. You can also add it to damage with vital strikes.

### Speed (spd)

Speed is the amount of squares you can move with a single action. The default speed for player characters is 6.

### Hit points (HP)

Your hit points are equal to 10 + 4 x constitution. They represent your ability to survive injuries. See Injury and recovery.

### Defence (def)

Your defence is 10 + agility (+ shield bonus). Attacks have to equal or surpass your defence score with their attack roll in order to harm you.

### Maneuver defence (man def)

Your maneuver defence is either 10 + strength or 10 + agility, whichever is higher. Combat maneuvers have to equal or surpass your maneuver defence with their roll to affect you.

### Damage resistance (DR)

Whenever you take damage, the amount is reduced by your DR, to a minimum of 0. You can get DR from armour, but certain creatures have it naturally. DR has no effect on psychic damage.
2.0 Character creation

## Step 1: Stats

First, determine the size category of your PC. This determines their base stats.

Medium characters have the following base stats:

Strength: 0

Dexterity: 0

Agility: 0

Constitution: 0

Intelligence: 0

Speed: 6

If your PC is small, apply +2 dex, +2 agi, -2 str, -2 con. If they're large, apply +2 str, +2 con, -2 dex, -2 agi. Also keep in mind that large characters take up a 2x2 square space and have a melee range of two squares.

You then get 24 points to increase your stats. Every point can increase one of your stats by 1, except speed, which can't be increased this way. All stats have a maximum equal to the base number + 10. For example, a small PC has a max str of 8 and a max dex of 12.

When you're done buying your stats, calculate your HP.

Hit points = 10 + 4 x constitution

After you’ve chosen your equipment (see below), you can calculate your defence.
Defence = 10 + agility (+ shield bonus)

## Step 2: Equipment

Pick your starting equipment. Every PC begins play with a set of clothes (duh), a backpack, and 100 gold. You can spend some or all of that gold buying items from the 2.0 Economy page. Items not listed can be bought at the DM's discretion. Spending gold this way doesn't necessarily mean your character bought the items in question right before the start of the game: they could've owned them for years, in which case the gold is just an abstraction.

## Step 4: Abilities

Design your character's special abilities. This is a semi-free-form process that requires cooperation with the DM.
3e Perks

In Drunken Dwarves 3e, perks are mechanical benefits you can take upon character creation by spending stat points on them. You can take as many perks as you want, as long as you pay the price. All perks cost one stat point.

Perks marked with an asterisk (\*) can be taken multiple times.

## List of perks

**Animal speech**

You can understand and communicate with animals, as if you share a common language. This does not make the animals any more intelligent, nor necessarily make them friendly towards you.

**Darkvision**

You do not suffer the penalties of darkness.

**Elemental resistance\***

You are resistant (half damage) to one of the following elements: fire, frost, lightning, poison, holy, unholy.

**Elusive**

When an attack that would normally deal partial damage on a miss, misses you, you instead take no damage from it. (AOE attacks tend to deal half damage on a miss. This perk benefits characters with high defence and low HP.)

**Extra skill\***

You learn one skill. (See 3e Skills.)

**Extra spell\***

Restriction: Sorcerer or Battlemage class

You learn one spell. (See 3e Magic and 3e Spells.)

**Extra mana\***

Restriction: Sorcerer or Battlemage class

The size of your mana pool increases by 1 point. (See 3e Magic.)

**Fast movement\***

Your movement speed is increased by 5 metres.

**Innate magic\***

Restriction: Warrior or Rogue class

Choose one spell from 3e Spells that costs mana to cast. You can cast the chosen spell once per long rest, treating your sta or your int (whichever is higher) as your magic stat for the purpose of determining the spell's power.

**Psionics**

Restriction: Sorcerer or Battlemage class

You can treat your int as your dex for the purpose of spells. For example, if you use pyromancy to make a ranged attack, you can roll d20 + int instead of d20 + dex for the attack roll. This does not apply to attacks with infused weapons.

**Tenacity**

Once per long rest, when you would be reduced to 0 HP, you are instead reduced to 1 HP, and the excess damage is negated.

**Unarmed fighter**

Your unarmed attacks function as non-improvised light weapons. This perk can be flavoured as using martial arts, or as having a natural weapon, such as a set of large claws.
2.0 Equipment

## Weapons

There are several types of weapons with their own characteristics to choose from, listed below. The strength-based formula indicates the damage they deal on a hit. A creature with 0 or negative strength still deals a minimum of 1 damage to unarmoured creatures, but can't damage creatures with any armour bonus to defence.

One-handed: Weapons such as battle axes and scimitars. Damage = strength

Two-handed: Weapons such as warhammers and katanas. When one-handed, they cause disadvantage on the attack roll. Damage = strength x 1.5

Reach: Weapons such as spears and halberds. They have a melee range of 2 squares instead of one. When one-handed, they cause disadvantage on the attack roll. Damage = strength

Shield: Wielding a shield increases your defence by 2. They count as improvised one-handed weapons when used to attack. See shield bashing for the additional benefit of wielding a shield.

Projectile: Weapons such as bows. They have a range increment of 8 and max range of 80, and need both hands to fire. Damage = strength

Thrown: Weapons such as throwing axes or shurikens. They have a range increment of 3 and a max range of 15, but need only one hand to throw. Damage = strength.

One-handed melee weapons can be thrown, dealing the same damage as they would in melee. However, weapons that aren't well-balanced for throwing (i.e. most of them) cause disadvantage on the attack roll.

Improvised: Improvised weapons deal damage equal to the weapon type they most resemble, but cause disadvantage on the attack roll. Ones made of fragile materials tend to break on a crit or crit fail. Unarmed attacks count as improvised and deal strength x 0.5 damage.

## Ammunition

For convenience, basic ammunition (both projectile and thrown) is treated as infinite, unless the depletable ammo optional rule is in effect.

Special ammunition, as found on the 2.0 Economy page, is exhaustible. Unless the description says otherwise, they have a 75% chance of being recoverable when used. (Roll a d20: on 5 or lower, it breaks, on 6 or higher, you can retrieve it after the battle.)

## Armour

Armour

For player characters, there are three types of armour to choose from. You can determine the description of your armour yourself, but stat-wise, it always falls into one of the following weight classes:

 Medium
 Heavy

Defence: the amount of defence that it gives.

Max agi bonus: the maximum amount of agility you can add to your defence while wearing this armour. e.g. if you have 8 agility and are wearing medium armour, you only gain +6 defence from your agility; the other two points are wasted.

Speed penalty: your speed is reduced by this amount while wearing the armour.

Check penalty: you take this amount as a penalty on climbing, jumping, swimming, balance and stealth checks (and possibly others, at the DM’s discretion).
3.1 Equipment

This page discusses basic equipment options in Drunken Dwarves 3e.

## Weapons

There are several types of weapons with their own characteristics to choose from, listed below. The Strength-based formula indicates the damage they deal on a hit.

**Light**

Light weapons, such as scimitars and battle axes, are wielded in one hand. Damage = Strength

In addition to being used in melee, light weapons can be thrown. They have a short range of 10 metres and a max range of 20 metres when used this way, and deal the same damage as in melee. Once thrown, the weapon must of course be recovered before it can be used again.

You can wield a light weapon in each hand, which is called dual-wielding. While dual-wielding, you can make two attacks (not Maneuvers) as a single action, one with each weapon. You take a -2 penalty on both attack rolls when you attack this way. This works both in melee and when throwing the weapons.

**Heavy**

Heavy weapons, such as halberds and katanas, are wielded with both hands. When one-handed, they cause Disadvantage on the attack roll. Damage = Strength x 1.5

**Shield**

Shields are wielded with one hand. They increase your defence by 3. Wielding a second shield grants no additional benefit.

**Projectile**

Projectile weapons, such as bows, are wielded with both hands. They have a short range of 20 metres and a max range of 80 metres. For convenience, basic ammunition for projectile weapons is treated as infinite. Damage = Strength

**Improvised**

Improvised weapons, such as chairs or broken bottles, function as the weapon type they most resemble, but their damage is decreased by one step. That means light weapons deal (Strength x 0.5) damage, and heavy weapons deal (Strength) damage.

**Unarmed**

Unarmed attacks function as light weapons, but deal only (Strength x 0.25) damage.

## Armour

There are two basic types of armour. The appearance of these armours varies wildly, but they always fall into one of the following two classes. The penalties caused by wearing armour can push your Dexterity and Agility below 0, in which case they become a negative number.

**Light armour**

Light armour might be studded leather, tough hides or chainmail. Wearing it grants DR 2, but decreases your Dexterity and Agility by 1, and causes a -2 penalty on checks to swim or climb.

**Heavy armour**

Heavy armour might be scale mail or plate. Wearing it grants DR 4, but decreases your Dexterity and Agility by 2, and imposes Disadvantage on checks to swim, climb or stealth.