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Goblin Punch Zero Day

This document provides a brief overview of the rules for creating a level 1 character for an old-school fantasy roleplaying game, including descriptions of common races, classes, ability scores, hit points, armor class, and other essential character stats. The rules are intentionally sparse to allow for easy adoption into other retroclone games.

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0% found this document useful (0 votes)
206 views8 pages

Goblin Punch Zero Day

This document provides a brief overview of the rules for creating a level 1 character for an old-school fantasy roleplaying game, including descriptions of common races, classes, ability scores, hit points, armor class, and other essential character stats. The rules are intentionally sparse to allow for easy adoption into other retroclone games.

Uploaded by

wetwesley
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Zero Day rules

by Arnold Kemp, December 2013


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

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