Hammer_Rules

Hammer_Rules

HAMMERCRAWL! v4 Core Rules

Started 2024-05-09 by NPC

HAMMERCRAWL! is an OSR-Adjacent game system developed by NPC for his own GMing needs. At its core it is intended to be an approachable dungeon crawler kind of system that can be easily picked up by brand new players, while simultaneously offering a bit of additional crunch options for players into that kind of thing.

[[TOC]]

BASIC CONCEPTS

CORE CONCEITS

If you’re familiar with other “classic” or otherwise OSR-adjacent games:

  • Funky Dice: HAMMERCRAWL! uses the full set of “funky” dice made popular by games like Dungeon Crawl Classics (DCC). This runs a range of sizes from D3 to D30, and of course finally D100. There may be some occasional D50 and D60 rolls in there, easy enough to figure out.
  • Attributes/Stats: Called “Stats”, using the classic six, plus one more (Social/SOC). WIS is replaced by WIL.
  • Race and Class: Races (called “Stocks”) and Classes are separated. Any Stock can be any Class.
  • XP and Levels: There are 10 total character levels, each representing a significant rise in power. XP is counted in the ones and tens instead of the thousands, and all classes use the same XP progression.
  • Dice Rolls: Tests, Challenges, and Competitions: The standard dice rolls are as follows: if it’s a test, roll equal to or under a target (usually your stats). If it’s a challenge, roll equal to or greater than your target. If it’s a competition, both sides roll, highest wins, and ties get re-rolled.
  • To Beat means to Exceed: If the system specifically says you need to “beat” a target, your final roll must be greater than that target.
  • ‘Vantages: A la 5e, advantages and disadvantages are a thing, but in HAMMERCRAWL! they are solely the provenance of the Gods and their devoted – and the Smith, of course. Additionally, they can apply to any roll of one or more dice.
  • Skills: Based on origin, plus additional skills randomly rolled.
  • Resource Dice: Every potentially expendable common resource (Food, Ammo, Light) has an associated resource die. Roll it instead of tracking individual components. This includes armour and health!
  • “Hit” Die is broken into “Health Die” and “Hurt” Die: To be less confusing to new players not already immersed in old school terms, the classic Hit Die is present, but now broken into the Health Die (for resisting damage) and the Harm Die (for causing damage).
  • HPs as Resource Dice: Instead of tracking a pool of Hit Points, Health Dice are actively rolled during combat to resist damage.
  • Shields Deflect, Armour Soaks: Shields add to a person’s defense, while armour has a resource die that can soak hits.
  • Math: Round up all fractions.
  • The Venture: HAMMERCRAWL! uses the “Venture” as the standard of measurement of limitations for many of the characters’ more powerful abilities. For the most part, one game session = one Venture.

Commitments to Consistency:

  • If a resource is spent in the execution of an opposed action, only one roll is required. Mainly for magick, meaning that if a spell is “spent” during the casting, then only one roll can be involved (usually the target making the Save). If no such resource is spent, then the action can (and most likely will) also require the caster make a casting roll.

DICE & STEPS

HAMMERCRAWL! uses the DCC “dice chain,” which includes both the standard core RPG dice set (d4, D6, D8, D10, D12, and D20), in addition to the weird “funky” dice (D3, D5, D7, D14, D16, D24, and D30). These are chained together in a 13-step sequence as shown below:

d3 <-> d4 <-> d5 <-> d6 <-> d7 <-> d8 <-> d10 <-> d12 <-> d14 <-> d16 <-> d20 <-> d24 <-> d30

Dice Modifiers

Modifiers to dice rolls come in two formats, listed below in order of system frequency and emphasis:

  • Step Mods: (EX: +1 step, -2 steps) These are direct changes to the size of the dice being rolled, determined by moving the die up or down the dice chain. Die Step mods are the main currency of chance affectation in the HAMMERCRAWL! system.
  • Static Mods: (EX: +7, -5) These are minor static-number modifications applied either to the target of the roll (if a Test) or the dice after they are rolled (if a Challenge). These are fairly rare outside of the actions described with the individual Stats themselves. See more details on Tests and Challenges further below.

If a mechanic ever applies a “step” modifier, that means to take the die you are normally supposed to roll, find it on the chain, count a number of steps in the direction indicated, and then use that new die instead. Step mods with a positive amount (such as “+3 steps”) are meant to work in your favor, while those with a negative amount (such as “-2 steps”) are instead working against you. Thus the direction you move on the chain is relevant to the dice roll at hand.

Examples:

A D20 attack roll (a Challenge Check, where you want to roll high) with a -1 Step mod would have you roll a D16 instead, since D16 is one step in the worse direction for that roll (down the chain). Were it a +1 step instead, the shift would be from D20 to D24, which has a better chance of rolling high.

However, a D20 skill roll (a Test Check, where you want to roll low) with a -1 Step mod would have you roll a D24, since up the chain is the worse option here. That same skill Test with a +1 step mod would instead have you roll a D16, as that is one step better.

A D8 Harm Die roll (also ideally desiring a high result) with a +3 step mod would have you roll a D14 instead (D8 -> D10 -> D12 -> D14). On the other hand, a D8 Harm Die with a -2 step mod would roll D5 (D5 <- D6 <- D7 <- D8).

When in doubt, ask the Smith.

Pushing the Dice Chain’s Limits

The D3 is the lower limit of the Dice Chain. If anything would lower a die one or more steps below D3, it either negates the die entirely (preventing its usage) or is ignored (leaving the die at a minimum D3) – the choice of which is either stated in the task at hand, or declared by the Smith on a case by case basis.

There is theoretically no upper limit to the chain, however. If a mechanic would push a die one or more steps past a D30, keep the D30 as it is, and instead add a second die to the mix. That die starts at D3, and likewise increases with additional steps as expected. When rolled, the results of the two dice are added together.

Examples:

  • D30 +1 Step = D30 + D3
  • D30 +3 Steps = D30 + D5
  • D30 +10 Steps = D30 + D16
  • D30 +15 Steps = D30 + D30 + D4

Additional Dice Notes

Sometimes the system may call for dice rolls outside of the base chain. Here’s how those work.

  • d2 = roll any die, odd results = 1, even results = 2.
  • d100 = roll the ten-sided percentile die (sides 00 through 90) alongside a normal d10 (sides 0 through 9). The percentile die determines the tens digit and the d10 the ones digit. A roll of 00 and 0 equals 100.
  • d40 = Similar to d100, but roll a d4 in place of a percentile die for the tens digit. Treat any roll above 40 as if the tens digit were a 0 (e.g. a roll of 4 on the d4 and 8 on the d10 would read 48, so instead treat it as 08, or 8).
  • d50, d60, etc = Treated the same as d40, replacing the percentile die with a relevant smaller die. d60 would be a d6 and a d10, for example, and d80 would be a d8 and a d10.
  • d44, d66, d88, etc = Similar to d100, but using a pair of matching dice instead, one for the tens digit and one for the ones. For example, to roll d66 you take two six-sided dice and roll them together, but instead of adding them, you set them side by side. If you rolled a 3 and then a 6, you’d have a 36.

DICE CHECKS

There are three core types of dice-based system “checks” of outcome, ability, and fortune:

  • Tests: Roll equal to or lower than a target number (usually one of your stats).
  • Challenges: Roll greater than a target number (usually a set challenge difficulty rating, or an opponent’s stat).
  • Competitions: Both sides roll, and the overall highest total wins – i.e. victor is the one who beats their opponent’s roll. Ties typically favor a designated “defender.” If no obvious defender, ties are instead re-rolled until a victor is established.

Unless specified otherwise, the base die rolled for all Checks is always a D20.

Check Type 1: Tests

Here’s a trick to remember how to roll a Test: “You are testing to see if this situation falls under your area of expertise.”

The Test is a Check made against your own core abilities. The most frequent Tests will be skill Checks, which are made against a designated Stat (or sometimes a Half-Stat) value from your own character sheet.

  • Check Roll: To perform the Test, roll the Check Die (defaults to d20) against the target number (usually one of your Stat values).
  • Check Mods: Positive die-step mods to a Test move down the dice chain. Any static modifiers to a Test are applied to the target and not the dice roll itself – thus positive mods increase your chances of success, and negative mods decrease them.
  • Check Results: If your final roll total is less than or equal to the target, you succeed.

Check Type 2: Challenges

Here’s a trick to remember how to roll a Challenge: “You must overcome that what challenges you.” Or another: “In a Challenge, you need to exceed in order to succeed.”

The Challenge is a Check made against a static, external, opposing force.

  • Check Roll: To perform the Challenge, roll the Check Die (defaults to d20) against the target number (usually one of your opponent’s Stat values, or their Defense).
  • Check Mods: Positive die-step mods to a Challenge move up the dice chain. Any static modifiers to a Challenge are applied to the dice roll instead of the target – in this way, positive mods still work to increase your chances of success, while negative mods continue to decrease them. The most common modifiers to your roll are your own Stat Mods, or sometimes your Feat Die.
  • Check Results: If your final roll total is greater than the target, you succeed. In other words, you must beat your target in order to overcome the Challenge.

Check Type 3: Competitions

A Competition is essentially two Challenges rolled simultaneously, with each side’s result setting the other side’s target number for their roll.

  • Check Roll: To perform a Contest, each contestant rolls their own Challenge, with the opponent’s result setting their target number. The default Check Die is a d20.
  • Check Mods: Similar to a Challenge, positive die-step mods to either side of a Competition move up the dice chain. Any static modifiers to the Competition roll are applied to the dice roll instead of the target – in this way, positive mods work to increase your chances of success, while negative mods decrease them.
  • Check Results: Since each contestant’s roll result is effectively setting their opponent’s target number for the Check, whichever side rolls the highest ultimately wins the Contest.

In the uncommon case of a tie, one of two things happens, based on the situation at hand and the Smith’s ruling in the moment. Either:

  • A: The opponents are locked in a stalemate, and must conntinue their Competition with a second set of rolls on the next round of combat; or…
  • B: Re-roll immediately, and again until there is a clear victor.

DICE ROLL MODIFICATIONS

Further Notes on Dice Roll Mods

These almost always come directly from characters’ Stat Mods themselves. Due to the roll-low nature of Tests and roll-high nature of Challenges and Competitions, reasonable interpretation must sometimes be taken here. Stat mods will very rarely (if ever!) be applied to Tests, since the Stats themselves serve as direct targets in those checks, but on the off chance that something unexpected leads to such a case, this text is here to clarify.

In all cases, positive source mods should improve the final results, with negative source mods worsening them, relative to the type of Check being performed.

EXAMPLE: A Character with a +2 DEX mod would add +2 to the results of their DEX-based Challenges and Competitions, such as missile attack rolls. However, should the Smith ever for some reason direct them to apply it to a Test, it would instead be subtracted from the rolled result, as lower numbers are more desired in Tests.

Crits

There are a number of “critical” effects in this game, commonly called “Crits.” Depending on the roll being made, there may be added special effects that occur when a “natural” maximum or minimum die value is returned on the physical die, before any modifiers are applied.

Not every roll in the game can crit, and those that can will be written with a special notation that looks like: (C16). The number indicates the minimum die size required for the crit to be available.

For Tests, you Crit on a Natural 1. For Challenges and Competitions, you crit on the highest face value of the die you are rolling. For most such cases, the minimum die size allowed for a crit chance is a d16 (meaning you cannot Crit on a D14 or lower).

Examples:

  • COMBAT CRITS: Your attack automatically hits and damages the opponent, no Health Die roll allowed. This requires that your attack be of a type that could reasonably have hit and damaged that opponent in the first place, of course.

As amusing as they can be, there currently are no rules for “critical failure” rolls, nor any intention to add them in. But of course, you do you.

OPEN ROLLS

Not so much actual “Checks” in the mechanical sense, occasionally the Smith will call for an “Open” roll of the dice. In such a case, roll the assigned/requested dice, add relevant modifiers, and aim to get as high as possible. There is no target, instead this roll will often create a target for a future Check against it.

ADVANTAGE AND DISADVANTAGE

Players who truck with Forces Divine will sometimes be called upon to roll one or more of their dice “at an Advantage” or “at a Disadvantage.” This mechanic functions similar to how it works in 5e of the OG, but in HAMMERCRAWL! any dice can have advantage. It’s a quick and easy system in play that even new players can quickly grasp. Assuming the Dice roll is in the form of XdY Dice:

  • Advantage = roll X+1 dice, take the best X of them
  • Disadvantage = roll X+1 dice, take the worst X of them

And for Percentile rolls (aka 1d100), roll two ten-sided without calling, take the best (if advantage) or worst (if disadvantage) combination of the two

In extremely rare cases you may be affected by multiple of either type at once. As far as the mechanics are concerned, you can only have one or the other. Having more than one ‘vantage makes no difference (you still only roll the one extra die), and having one or more of both cancels them all out, resulting in a normal non-‘vantaged roll.

RESOURCES

HAMMERCRAWL! makes heavy use of a Resource Die mechanic in place of bean-counting for things like health, ammunition, and more.

The concept works like this. Any item or such considered a Resource is assigned a die size – let’s use a D12 for this example. Whenever that Resource gets used during play, that die then gets rolled afterward. If the die rolls a 3 or greater, all is good, nothing changes. But if the die rolls a 1 or 2, then the die size now drops one step lower – in this case, it would drop from a D12 to a D10. The next time that resource would be rolled, it would use a D10 instead of its original D12.

This cycle of rolls continues, with each further decrease in step making subsequent rolls more and more likely to diminish even further. But as long as the die size remains at or above a D3, the Resource can still be used. If ever a D3 Resource die is rolled with results of 1 or 2, that Resource is then considered Depleted, and can no longer be used again until replenished, renewed, repaired, or otherwise restored.

Your character’s Health (Represented by the Health Die) and Armour will likely be the most frequently rolled of your Resource Dice. Otherwise, the resources common to all characters are things like Rations, Ammo, and such.

Note that light sources like torches and lanterns, while technically just another kind of character, are tracked differently (see the Adventuring section for further details).

(NEW) THE FEAT DIE

Every character has a Feat Die which increases by level. Your class tells you what your Feat Die applies to. This die replaces former cases of “add you class level to X” rolls and so on.

Whenever you perform an action that your class considers Feat-worthy, you can choose to declare its Check will be rolled as a Feat. To do so, you must narrate something suitably awesome that you are about to do. When you do this, you can roll the Feat Die alongside the Check dice, and add its result as a bonus to that Check.

The Feat Die progresses according to the table below. Note that the “Weak” is only relevant to certain special circumstances (such as lesser spellcasting talents), and thus can be ignored unless you are specifically told to refer to it.

Level Feat Die Weak
1 D3 D3
2 D4 D3
3 D4 D4
4 D5 D4
5 D6 D5
6 D6 D5
7 D7 D6
8 D8 D6
9 D8 D7
10 d10 D7

SAVES

Traditionally called “Saving Throws” in the OG, Saves are special Challenges performed as last-ditch “Hail Mary” attempts to resist dangerous and sometimes even deadly in-game effects.

This cannot be stressed enough: a Save isn’t just some weak-ass bog standard “resistance” roll or such. No, a Save is a one-roll, final curtain call, “maybe the gods will show mercy” ass-pull of a last chance to not be afflicted, hurt, maimed, or even killed by some in-game effect that you almost certainly brought upon your own dumb self by going into dangerous places and doing stupid things. A Save isn’t a “resist ouchie” roll, it’s a “maybe I shouldn’t have stuck my hand in that hole in the first damn place” kind of roll. The base die in this Check thematically represents pure luck, modified slightly by your character’s own raw nature.

So with that said, here’s how they work.

Check Roll: Saves are rolled as Challenges, with a base die of d20. Being a Challenge, the goal is to roll high. Saves made against source effects that are greater than your character’s XP level suffer a one-step Challenge die penalty.

Check Target: The target of a Save will be set by the effect you are saving against. In the case of Saves versus magick spells, the target is frequently one of the spellcaster’s Stats. As this is a Challenge, you must beat the target in order to Save.

Check Mods: Saves are based on the six character Stats, and players use their associated Stat Mods as direct modifiers to the Challenge die roll.

Check Result: By default, succeeding at a Save will not eliminate the effects entirely, only reduce them by half potency, duration, and so on. If a written Save effect says “all or nothing Save” then a successful Save will negate that effect entirely.

EXAMPLE: Let’s say you are level 3. If another spellcaster of level 1 to 3 attempts to charm you with a spell, since the caster’s level is not greater than yours your Save will be made by rolling a d20 and adding your WIL die, against a target equal to the spellcaster’s WIL score. However, if a 5 HD monster (converted from another game) attempts to affect you with one of its powers, your save will be rolled with a d16 instead (one step down), since the creature’s base # of HD is greater than your level.

CHARACTERS

ANATOMY OF A CHARACTER

Every character has the following core mechanical components:

  • Seven core Attributes (aka Stats):
    • STR
    • DEX
    • CON
    • INT
    • WIS
    • CHA
    • SOC
    • Each Attribute has:
    • A base Stat Rating, determined by random 3d6 rolls
    • A base Stat Mod derived from that Rating
    • A base Half-Stat Rating, which is one-half the base Rating, rounded up
  • A racial/species-based Stock, chosen during character creation
  • A role-based Character Class, chosen during character creation
  • A constantly-growing amount of Experience Points, acquired by adventuring, and used to raise the Class’s Experience Level
  • A base Health Die, initially determined by the Class HD, used to resist damage
  • A base Harm Die, also initially determined the Class HD, used to deal damage
  • A base Feat Die, determined by the character’s Experience Level
  • A base Passive Defense rating, which is set to their Half-DEX score, plus any specific Defense mods (such as from a shield).
  • A set of Skills which let the character better interact with the game world
  • A set of Weapon Proficiencies which allow them to better fare in combat scenes
  • A set of special Class Powers, which help define their role in the adventuring party
  • A set of special Feats, which define core areas of play in which the character is particularly empowered
  • A base amount of Stow Slots to carry your packed belongings, equal to Half-STR plus INT mod.
  • A set of Equipment which has a wide variety of applications during the game
  • If they are a spellcaster, they also have a set of Magickal Spells they can wield for additional effect within the game

CHARACTER CREATION

Character Creation Process

Option A: Random

NOTE FOR NPC’S HOME GAME PLAYERS: Option A is the default for the HAMMERCRAWL! approach to gaming, and not the Palladium setting. For the Palladium conversion, look further down to Option P.

  • Randomly Roll Stock, and note the primary stat.
  • Randomly Roll Class, and note the primary stat.
  • Randomly Roll Stats. Assign highest two to your primary stats in the order they were rolled, then assign the remainder in the order they were rolled. If only a single Prime Stat, then assign it the highest roll.
  • Randomly Roll Skills: You get a number of random starting skills determined by your Class.
  • Choose your starting Weapon Proficiencies.
  • Randomly Roll the Story Components (further below).
  • Fill out the Derived Components (further below).
  • Determine your starting equipment (further below).

Option B: Semi-Random

  • Choose (or roll) Stock, and note the primary stat.
  • Choose (or roll) Class, and note the primary stat.
  • Randomly Roll Stats. Assign highest two to your primary stats in the order they were rolled, then assign the remainder in the order they were rolled. If only a single Prime Stat, then assign it the highest roll.
  • Choose (or roll) Skills: You get a number of starting skills determined by your Class. Choose from either the SILLY or NON-SILLY list.
  • Choose your starting Weapon Proficiencies.
  • Flesh out the Story Components (further below).
  • Fill out the Derived Components (further below).
  • Determine your starting equipment (further below).

Option P for Palladium Setting

  • Choose (or roll) Stock from the Palladium-specific race list, and note the primary stat.
  • Choose (or roll) Class, and note the primary stat.
  • Randomly Roll Stats. Assign highest two to your primary stats in the order they were rolled, then assign the remainder in the order they were rolled. If only a single Prime Stat, then assign it the highest roll.
  • Choose (or roll) Skills: You get a starting number of skills = your INT stat. Choose from the NON-SILLY list.
  • Choose your starting Weapon Proficiencies.
  • Check for starting Psionics (further below).
  • Flesh out the Story Components (further below).
  • Fill out the Derived Components (further below).
  • Determine your starting equipment: Use either the HAMMERCRAWL! random method (further below) or the Palladium default starting gear lists instead, your choice.
Palladium Psionics

To check for starting Psionics: Roll d100 vs 2X WIL stat. If you roll greater than, you’re non-psionic. If equal to or lower than, you’re psionic, read on! If you rolled equal to or lower than your Half-Stat, you’re a Master Psion. If you rolled only lower than your whole Stat, you’re a Major Psion instead. Otherwise, you’re a Minor Psion.

For starting powers, further power gain, and ISP, until we get Psionics fully converted over we are still using the Palladium 1E method. See that rules book for information.

Story Components

(name, origin, background, traits, etc; copy over old Hammercrawl stuff here further down the line, after a bit more refinement)

Derived Components

Regardless of method, the following derived components apply to all new characters.

  • Stat Mods and Half-Stats: Should have already been calculated after rolling your initial stats
  • Health Die: Base die is set by your Class HD
  • Harm Die: Base die is set by your Class HD
  • Passive Defense: Base Defense Rating equals your Half-DEX score, plus any special Defense mods (such as from a shield).
  • Experience: By default it starts at Zero (0)
  • Experience Level: By default it starts at One (1)
  • Stow Slots: Base slots equals your Half-STR plus/minus INT mod.

Starting Equipment (HAMMERCRAWL METHOD)

All characters begin with the following for free:

  • a Satchel (S; Qualities: Bag [5], Fragile, Wearable), containing:
  • 1d4 fresh rations (S)
  • (If lacking nightvision) 1 Torch (S)
  • 1 set of clothes to match your rolled attire (M)

Additionally, some classes begin with additional starting equipment:

  • Combatant: 3 weapons of choice
  • Devout: a Holy Symbol (M), and a Prayer Book of chosen faith
  • Specialist: 1 weapon of choice, and a set of Dungeoneering Tools (M)
  • True Mage: a Spellbook (M), and a random wizard weapon (see “Wizard Weapons” in the “Gear” section of this document)

Note that the options presented above are based on classic dungeon-crawling archetypes, so check with the Smith if you have built something unusual and feel different options would make more sense.

Finally, after noting the free things above, then determine the rest of your gear either through deliberate purchase or through random roll:

Option A: Purchasing Your Starting Gear

Multiply your rolled SOC score by its associated multiplier, and that’s how much money you have to spend. Use the Equipment section of this book to purchase anything you can afford.

SOC (3d6) Coins Status
3 x0** Scum
4-5 x10 Peasantry
6-8 x15 Poor
9-12 x20 Middle Class
13-15 x25 Lesser Nobility
16-17 x30 Greater Nobility
18 1000* Royalty

* You read that right, Royalty is rich as fuck and starts with 1000 coins. Enjoy the comforts of a shitload of money, buy all the things you want, and see how long that works out for you down there in that awful, horrible, no-good dungeon…
** If you are lucky enough to roll into Scum as your social status, do not dismay, for you may have just lucked out. Enjoy three completely random rolls on the ‘Smith’s magick items tables. These are guaranteed to not survive your character’s final death, and as such cannot be looted from your body.

Option B: Randomizing Your Starting Gear

Instead of buying equipment, you can roll it. If you’re using the character generator python tool, this is already handled for you!

Otherwise, use the random gear tables from The Nightmares Underneath 2nd Edition. They’re Wonderful.

If not, this section is pending until I get the lists converted from that code…

STATS

The core six, and also societal standing (SOC).

Every stat has:

  • A rolled stat value from 3 to 18
  • A derived half-stat value (the rolled stat, divided by two, rounded up)
  • A derived stat mod based on the table below
  • A derived half-stat mod based on the table below
Stat Half-Stat Stat mod
1 1 -5
2 1 -4
3 2 -3
4 2 -2
5 3 -2
6 3 -1
7 4 -1
8 4 -1
9 5 0
10 5 0
11 6 0
12 6 0
13 7 +1
14 7 +1
15 8 +1
16 8 +2
17 9 +2
18 9 +3
19 10 +4
20 10 +5

An example of a stat spread would look like so:

Stat Half
STR 8 (-1) 4
DEX 15 (+1) 8
CON 10 (0) 5
INT 9 (0) 5
WIL 17 (+2) 9
CHA 5 (-2) 3
SOC 14 (+1) 7

STR-ength

  • SAVES: STR saves are usually rolled against affectations of weakness and restriction. If an effect would lower one’s martial power, bind one’s movement, or unwillingly transform one’s physical form, the effect is saved against with STR.
  • MOD applies to melee attack checks and damage rolls.
  • STAT sets basis for total Encumbrance slots.

DEX-terity

  • SAVES: DEX saves tend to be the most commonly-rolled in the majority of dungeon-focused play sessions. DEX saves are rolled to avoid area effects, dungeon traps, dragon-breath-style attacks, and other such reflexively-avoided dangers.
  • MOD applies to ranged attack checks.
  • HALF is basis for standard Defense. FULL is used instead if dedicating an action to defending (i.e. Total Defense).

CON-stitution

  • SAVES: CON saves tend to involve bodily health, resistances to physical afflictions, and endurance against visceral hardship. In other words, CON saves resist things that would impact one’s physical wellness.
  • MOD applies to Soak rolls using the character’s Health Die.

INT-elligence

Note: INT is used for Perception! INT represents the ability to process information, which includes noticing things being amiss.

blah …and also generally having good common sense

  • SAVES: INT saves are commonly rolled against effects that would confuse or befuddle minds, alter or obfuscate reality, or otherwise restrict cognitive ability. These also include seeing through illusions, comprehending alterations to reality, and discerning untruths.
  • MOD applies directly to base Encumbrance slots.
  • MOD grants bonus languages at creation, if positive.
  • MOD adds to Initiative rolls.

WIL-lpower

WIS is now changed to WIL! This is one;s general mental fortitude and force of mind.

  • SAVES: WIL saves are largely against mind-altering powers, substances, and effects. Powers that control minds, break spirits, or cause mental harm are commonly saved against using WIL.
  • MOD applies directly to some mental attack Checks and from spells, powers, etc.

CHA-risma

  • SAVES: CHA saves primarily resist through sheer force of personality. CHA saves tend to involve resisting emotional influences, overcoming social conflict, and saving face among one’s fellows.
  • HALF-STAT sets total number of allowed hirelings.

SOC-ietal Standing

  • SAVES: ?
  • MOD can apply to social/encounter/reaction Checks when the Smith feels like one’s societal standing matters.

Your social status in your nation of origin is determined by your SOC score:

SOC (3d6) Status
3 Scum
4-5 Peasantry
6-8 Poor
9-12 Middle Class
13-15 Lesser Nobility
16-17 Greater Nobility
18 Royalty

Converting Stats from Palladium

Converting stats from the Palladium 1e system:

  • CHA : AVG MA & PB
  • DEX : AVG PP & SPD
  • STR : PS
  • CON : PE
  • INT : IQ
  • WIL : ME
  • SOC : Eyeballed based on your original rolled background

After resolving the above conversions, use the following guide:

  • If the converted stat is 1-12, leave as is
  • If the converted stat is 13+, change it as follows:
    • 13-14 = 13
    • 15-16 = 14
    • 17-18 = 15
    • 19-20 = 16
    • 21-22 = 17
    • 23-30 = 18
    • 31+ = 19

STOCKS (RACES)

Aka Races. Each stock should eventually have its own dedicated random cultural origin table fit for that stock.

HAMMERCRAWL! Setting

These are the core player character races for the default, more intentionally humorous HAMMERCRAWL! game setting.

To randomly choose a stock, roll 3D6:

Stock Roll 3D6
Canid 3
Halfer’n 4 – 5
Elfin 6 – 8
Human 9 – 12
Droffen 13 – 15
Ogren 16 – 17
Nethern 18

TEMPLATE

  • Prime Stat: ??
  • Special Thing: ??

Canid

  • Prime Stat: WIL
  • Maybe a natural armour that advances by level?
  • Wolves hunt in packs: Canids receive a (single) one-step die bonus on all Challenges and Competitions taken against a target that was the target of another Canid’s most recent action within the same scene.

Droffen

  • Prime Stat: CON
  • Armour Die Re-rolls: When you enter the dungeon, you get a number of Armour Die re-rolls = your CON Bonus. Use these to re-roll any of your Armour Die rolls. These do not replenish until you return to town.
  • Strength of the Earth: Add XP level to STR and CON Saves while both feet are planted on stone or earthen ground, barefoot or not.

Elfin

  • Prime Stat: INT
  • Blessed Intellect: Elfin roll their INT-based Saves at an Advantage while at full Health Die.
  • Weak natural magick: gain a free spell at every level (including 1), which must be =< attained level. If a Spellcaster, it simply stacks with the class. If not, it works vs the INT half-stat if Testing, or a d14 casting die if in a Challenge/Competition.
  • NOTE: regarding other classic elf qualities, they do exist here, but not from any bonuses. No, the whole “elves are better at everything” reputation comes from the fact that since they are so dang long-lived, most elves that folks encounter in the world are old enough to have attained multiple XP levels already, making them naturally seem more bad ass.

Halfer’n

NEW IDEA 2024-08!! Hammercrawl change Hobbits to Muppets!

  • Prime Stat: DEX

Human

  • Prime Stat: Any
  • Breed like Rabbits: When you die, as long as at least one member of the party survives the encounter, you come back in the next scene. Only it’s not you, but your cousin/sibling/descendant/etc. You lose one complete XP level, dropping to the minimum XP for the previous level, with the ultimate minimum being Level 1 with 0 XP. You pick one stat to re-roll, taking the new result, then the ‘Smith picks one to repeat that with. Reset to starting equipment, then choose and keep an additional number of items (except coin/gems/valuables) from the previous character’s acquired inventory, equal to that character’s level at death. It’s ancestral or inherited or something like that. You can also randomly re-roll any number of your character’s skills and traits, if you like.

Nethern

(kinda like tiefling)

  • Prime Stat: CHA
  • Random Other-Worldly Quirks: (they do whatever you can successfully convince the ‘Smith to say that they can do):

Ideas:

  • horns (devil/bull/rhino/triceratops/darth bad guy/armpit)
  • weird eyes (one-eyed/three-eyed/mouth eyes/fly/spider/snake/glowing)
  • weird tail (devil/bunny/lemur/skunk/lizard/stegosaurus)
  • weird ears (bunny/cat/dog/koala/raccoon/elephant)
  • weird tongue (frog/snake/two tongues/too many tongues)
  • weird skin (no skin/scales/slimy/weird color)
  • weird hair (worms/noodles/grass/flowers/weird color)
  • weird hands (no thumbs/all thumbs/I am the thumb/backward/feet hands/hot dog fingers/tentacle fingers/tentacle hands)
  • weird feet (hooves/cat paws/reversed sides/reversed direction/hand feet)
  • weird teeth (horse/goose/fangs/beaver/walrus)
  • weird butt (1d4 butts/no butt/butt head)
  • weird smell (good/bad)
  • can’t talk, only (bark/moo/meow)
  • actual third leg
  • constant theme song
  • constantly moist
  • sandpaper hands
  • upside-down face
  • upside-down everything
  • (dogs/cats/birds) hate you
  • barf face
  • cannot lie
  • cannot truth
  • cannot question
  • can only question
  • must always rhyme
  • only three words at a time
  • actually likes nickelback

Ogren

  • Prime Stat: STR
  • Base Harm Die Increase of +1 step
  • Blood Rage:
    • NOTE: THIS REALLY NEEDS TO BE RE-WORKED FOR THE HEALTH/HARM DICE THING
    • attack targets based on that list of priorities
    • temporarily increase Harm Die another +1 step, but lose this when over, and then decrease Harm Die two steps until recovered (this is taking into account the core racial +1 HD step).

Palladium Fantasy Setting

These are conversions of the Palladium Fantasy races, for my home campaigns. If you want to randomly determine your Stock, roll 3D12:

Stock Roll 3D12
Changeling 3
Hob-Goblin 4 – 5
Goblin 6 – 7
Wolfen 8 – 10
Elf 11 – 13
Dwarf 14 – 17
Human 18 – 21
Orc 22 – 25
Ogre 26 – 28
Kobold 29 – 31
Gnome 32 – 33
Troglodyte 34 – 35
Troll 36

Changeling

  • Prime Stat: WIL
  • Possible Psionics: Yes, as normal (roll d100 vs WIL)
  • Nightvision: None
  • Special Thing: ??

Dwarf

  • Prime Stat: CON
  • Possible Psionics: Yes, as normal (roll d100 vs WIL)
  • Nightvision: 90ft
  • Special Thing: ??

Elf

  • Prime Stat: CHA
  • Possible Psionics: Yes, as normal (roll d100 vs WIL)
  • Nightvision: 60ft
  • Special Thing: ??

Gnome

  • Prime Stat: CHA
  • Possible Psionics: No
  • Nightvision: 90ft
  • Special Thing: ??

Goblin

  • Prime Stat: DEX
  • Possible Psionics: Yes, as normal (roll d100 vs WIL)
  • Nightvision: 90ft
  • Special Thing: ??

Human

  • Prime Stat: Choose One
  • Possible Psionics: Yes, as normal (roll d100 vs WIL)
  • Nightvision: None
  • Adaptability: During character creation, humans get a single free full re-roll of any one rolled stat, and can take the better of the two. They can additionally assign their stats in any order they wish.

Hob-goblin

  • Prime Stat: WIL
  • Possible Psionics: No
  • Nightvision: 40ft
  • Special Thing: ??

Kobold

  • Prime Stat: CON
  • Possible Psionics: Yes, as normal (roll d100 vs WIL)
  • Natural Weapons: Kobolds are considered Naturally Proficient with “Claws and Teeth,” although they use them with -1 HD damage step. As with all Natural Proficiencies these can be specialized, but it costs 2 WPs for the first rank of specialization.
  • Nightvision: 90ft

Ogre

  • Prime Stat: STR
  • Possible Psionics: Yes, as normal (roll d100 vs WIL)
  • Natural Weapons: Ogres are considered Naturally Proficient with “Claws and Teeth.” As with all Natural Proficiencies these can be specialized, but it costs 2 WPs for the first rank of specialization.
  • Monstrous Endurance: Ogres receive a one-step bonus on all CON-related Tests, Challenges, and Competitions.
  • Oversized: Ogres are much larger than most humanoids, and as such cannot wear normal-sized clothing and armour.
  • Nightvision: 40ft
  • Special Thing: ??

Orc

  • Prime Stat: STR
  • Possible Psionics: No
  • Natural Weapons: Orcs are considered Naturally Proficient with “Claws and Teeth,” although they use them with -1 HD damage step. As with all Natural Proficiencies these can be specialized, but it costs 2 WPs for the first rank of specialization.
  • Nightvision: 40ft
  • Special Thing: ??

Troglodyte

  • Prime Stat: DEX
  • Possible Psionics: No
  • Natural Weapons: Troglodytes are considered Naturally Proficient with “Claws and Teeth”. As with all Natural Proficiencies these can be specialized, but it costs 2 WPs for the first rank of specialization.
  • Nightvision: 120ft
  • Special Thing: ??

Troll

  • Prime Stat: STR
  • Possible Psionics: No
  • Natural Weapons: Trolls are considered Naturally Proficient with “Claws and Teeth,” and use them at +1 damage HD step. As with all Natural Proficiencies these can be specialized, but it costs 2 WPs for the first rank of specialization.
  • Monstrous Strength: Trolls receive a one-step bonus on all STR-related Tests, Challenges, and Competitions.
  • Oversized: Trolls are much larger than most humanoids, and as such cannot wear normal-sized clothing and armour.
  • Nightvision: 60ft
  • Special Thing: ??

Wolfen

  • Prime Stat: DEX
  • Possible Psionics: Yes, as normal (roll d100 vs WIL)
  • Natural Weapons: Wolfen are considered Naturally Proficient with “Claws and Teeth”. As with all Natural Proficiencies these can be specialized, but it costs 2 WPs for the first rank of specialization.
  • Oversized: Wolfen are much larger than most humanoids, and as such cannot wear normal-sized clothing and armour.
  • Nightvision: 40ft
  • Special Thing: ??

CLASSES (CORE)

Those who…

TEMPLATE

  • NOTE: ??
  • Prime Stat: This is a stat (or a choice of stats) which matters only during character creation, wherein it both determines initial stat roll assignments and also contributed to initial skill allowances.
  • HD: This is a die size value which sets your character’s initial base Health Die and Harm Die. Once those are assigned, this trait is then never used again beyond character creation.
  • Feats: ??
  • Skill Progression: ??
  • WP Progression: ??
  • SPECIALS: ??

Fight (Combatant)

  • NOTE: Soldiers, Warriors, Mercenaries, Archers, Knights, Samurai, and more, if you live for battle, this is your class.
  • Prime Stat: STR or DEX (choice)
  • HD: d8
  • Feats:
    • CON Saves, plus either STR or DEX Saves (your choice)
    • Attack and Defense Checks
  • Skill Progression: 4 at 1, plus one per bonus of chosen Prime Stat, plus 1 per level.
  • WP Progression: 6 at level 1, 2 more every new level, but no more than 1 specialization can be bought/raised each level.

CLASS SPECIALS:

First you get:

  • HD Re-rolls: When you enter the dungeon, you get a number of HD re-rolls = your current character level. Use these to re-roll any of your HD rolls, either offensive or defensive. These do not replenish until you return to town.
  • Hack and Slash: When your melee attack’s damage Overwhelms an opponent and results in their defeat, if you have any remaining damage you can choose to apply it to the weakest target opponent still standing within reach, effectively “carrying it forward.”
  • Combat Momentum: When you choose the Attack action in combat, you gain a second free “Momentum Attack” you can make on your turn either before or after your normal attack. At levels 5 and 10 you gain an additional Momentum Attack. This free attack can be normal or Tactical, and take almost any form as desired and able, as long as it is neither the same attack nor with the same weapon as either your regular attack or any other Momentum Attack you take this turn.

Finally, choose YOUR SHTICK: Choose 1 at level one:

  • Two-Fisted: You can use two one-handed weapons at the same time. Designate a primary and a secondary. Primary is at -1 step to attack and damage, secondary is -2 steps. This is mitigated by way of standard weapon specialization. At level 5, the secondary penalty is reduced to -1 step, and at level 9 the primary penalty is eliminated.
  • Two-Handed: When rolling 2H weapon damage dice, re-roll 1s and 2s. At levels 2, 6, and 10 your crit range with 2H weapon attacks increases by +1.
  • Thrower: On your turn you can choose to perform a special Barrage. When you do so, for every odd level starting at 1, you gain an additional thrown weapon attack. All barrage attacks are at -1 damage step, and each additional attack beyond the first has a cumulative -1 step attack roll penalty, based on the first attack’s die. EX: If a thrower with 4 attacks starts her first attack with a d20, the remaining 3 are rolled at a d16, d14, and d12. THOUGHTS: Maybe ranged/thrown attacks do one step damage penalty? To balance out the “safer at a distance” benefit?
  • Sharpshooter: When you make a ranged attack, roll a second identical attack die. If the second die is >= the attack die, you can trigger an effect of choice.
    • Bypass 1 step of armour
    • Target a held or worn item specifically
    • Attack continues through (or rebounds off) the target to a secondary target.
    • Attack applies a 1-step action impediment to the target until they spend an action dislodging it
    • Increase damage step +1
    • Apply any normal Tactical Attack effect
    • …and how does this boost at a later level? Multiple/repeat choices?
    • SPECIAL: If both dice crit, choose one more.
  • Tank: First, increase your passive Defense by 1/2 your Feat Die max. Second, you unlock the Covering option of the Total Defense action. Finally, on your turn, you can tag up to LEVEL number of opponents within LEVEL x2 meters. Until your next turn, each of those opponents must succeed on a Challenge vs your CHA in order to take action against any ally other than yourself.
  • Spellblade: You cast spells, albeit in your own fashion:
    • Caster Type: Your choice
    • Spell Die: Dabbler (use the Weak Feat Die)
    • Spell Stat: your choice of CON (if Muscle Wizard), INT (if Eldritch Warrior) or WIL (if Divine Avenger)
    • Starting Spells: 2 spells at level 1 plus your associated Stat’s mod, if positive.
    • Spell Progression: You gain two additional spells every even-numbered level, and one every odd-numbered level, but cannot learn more.
  • Dancer: ??

Meddle (True Mage)

  • NOTE:
  • Prime Stat: INT or CHA (your choice)
  • HD: d4
  • Feats:
    • All spellcasting-related Checks (as both as Caster and as Defender)
    • Class prime stat Saves
    • Opponent’s Saves vs your spells (increases Save target) Removed in favor of spell penetration 2024-09-10
  • Skill Progression: 6 at 1, plus one per bonus of chosen Prime Stat, plus 1 per level.
  • WP Progression: 2 at level 1, 1 more every new even-numbered level.

CLASS SPECIALS:

First you get:

  • Spellcasting:
    • Caster Type: Scholastic
    • Spell Die: Dedicated (equals Feat Die)
    • Spell Stat: Equal to your chosen Class Prime Stat
    • Starting Spells: 3 at level 1, plus Class Prime Stat mod, if positive.
    • Spell Progression: Learns 1 new spell every level. Can learn more by finding them on adventures.
    • Spell Sustaining: Yes, maximum = class level
  • Mana-burn: When you would normally be required to forget a spell, you have the option to risk “Mana-burn” instead. This lets you keep casting crucial spells as needed, in exchange for a slowly-decaying connection to reality. See the Magick Rules section for details on how this works.
  • Over-Casting: You can push the potency of your spells beyond your normal “safe” capabilities. Before casting a spell that you already know, you can choose to increase the spell’s effective level above your own by temporarily burning points of your CON stat, with each point of burnt CON increasing the effective level of the spell by +1 (and likewise increasing the Resource roll threat range by the same amount). The limits, terms, and recovery rules for burnt CON are identical to those in the Fraying power, above.
  • Spell Penetration: at levels 4 and 9 your spells become more difficult to resist. Save Tests against them are penalized one step at level 4 (EX: from d20 to d16), and another at level 9 (EX: from d20 to d14).

Finally, choose one Focus:

  • Holy Mage: Choose one Advanced power from the Devout (except spellcasting).
  • Traditional Mage: Change initial Spell Knowledge to: At level one knows a number of spells equal to INT half-stat (if positive). Learn 2 additional spells each level, plus ability to learn those found while adventuring.
  • War Mage: Raise HD to d6, increase WPs to 3 at level 1, 1 more every new level. Subtract your Level + INT mod from the spellcasting Die Step penalty applied from wearing armour.

PSIONICS (Special): For the Palladium world, True Mages can choose to label their powers as Psionic in nature. If chosen, the following rules apply.
* Feats: Ignore the True Mage Feats, and use these instead:
* Psionic Spellcasting Checks and Defenses
* INT & WIL Saves
* As a Master Psion, you gain access to the greatest font of Psionic power. Similar to Major Psions, except you roll all of your Saves against Psionics at a two-step bonus.
* You can choose from all the available powers, but must run them past the Smith first. Psionic power obviously has certain limitations over magickal power, and thus effort must be made to implement them accordingly.

Pray (Devout)

  • NOTE:
  • Prime Stat: WIL or CHA
  • HD: d6
  • Feats:
    • WIL and CHA Saves
    • ???
  • Skill Progression: 6 at 1, plus one per bonus of chosen Prime Stat, plus 1 per level.
  • WP Progression: 3 at level 1, 1 more every new level.

CLASS SPECIALS:

Choose 3 Basic powers at first level, or 1 Basic and 1 Advanced. At levels 3, 6, and 9, either acquire an additional basic-level power, or increase an already-known basic power to its advanced version.

  • Abjure Spiritual Enemy WIP (as TNU Cultist for now) ADVANCED: Chance to outright destroy?
  • Armour of Righteousness: BASIC: Your Armour Die is two steps higher; while not wearing armour and not possessed of natural armour, this instead gives you a base Armour Die of d3. ADVANCED: As Basic, with an additional Die Step.
  • Combat Hardened: BASIC: Attack and Defense Checks are now Feats for you. ADVANCED: Your base class HD increases two steps (i.e. from d6 to d8).
  • Control Undead WIP (basic: as normal; doubled: can attempt against greater undead)
  • Lay on Hands: BASIC: You can heal someone else (not yourself) by touch as often as once a Turn, out of combat. Doing so requires a whole turn of concentration, and a WIL test (vs Half-Die if the target is not of your faith, and impossible if they are heretic). Success restores 1 lost HD step, or 3 with a crit (C16). ADVANCED: As basic, plus you can heal in combat as a full-round action, as often as once every other round (out of combat limits remain unchanged).
  • Fist of an Angry God: BASIC: You can smack down enemies of your faith with great and furious violence, increasing attack and damage step by one die. You can do this a number of times each Venture = your level plus your CHA mod. ADVANCED: You can do this a number of times each Venture = your level plus your CHA half-stat. Additionally, anyone can be declared an enemy of your faith with enough volume, condemnation, and righteous frothing.
  • Metamorphosis: WIP (druid stuff)
  • Prayer of Blessings: WIP, add floating advantages to allies
  • Prayer of Curses: WIP, add floating disadvantages to enemies
  • Revenant: BASIC: When performing HD Soak rolls, you re-roll all 1s. ADVANCED: You re-roll all 1s, and 2s on HD Soak rolls, and roll them at an advantage.
  • Special Animal Friend: WIP (druid/ranger stuff)
  • Spellcasting:
    • Basic Version:
    • Caster Type: Believer
    • Spell Die: Dabbler (use the Weak Feat Die)
    • Spell Stat: Equal to your chosen Class Prime Stat
    • Starting Spells: 3 at level 1, plus Class Prime Stat mod, if positive.
    • Spell Progression: Learns 1 new spell every new level. Cannot learn from acquired magick, as your magickal knowledge comes entirely from your holy devotion.
    • Spell Sustaining: Yes, maximum = class level/3
    • Advanced Version: As above, but with the following changes:
    • Spell Die: Change to Dedicated (uses the full Feat Die)
    • Spell Progression: Learns 1 additional new spell every new level (total of 2).
    • Spell Sustaining: Yes, maximum = class level

Toil (Specialist)

  • NOTE: This is anyone who works for a living, excelling in a trade
  • Prime Stat: CHOOSE
  • HD: d6
  • Feats:
    • Prime Stat Saves and one other Save of choice
    • Initiative Checks
  • Skill Progression: 8 at 1, plus one per bonus of chosen Prime Stat, plus 1 per level.
  • WP Progression: 2 at level 1, 1 more every new level.

CLASS SPECIALS:

First you get:

  • Skill Specializations: At creation, your bonus skills from your Prime Stat are considered to be your personal specialties (if you have no Prime Stat bonus, just choose 1 specialization). You roll checks with these skills at +1 die step, and they count as Feats. If you are not under duress at the time, you also add your level as a bonus. You can specialize an additional already-known skill at levels 3, 6, and 9.
  • Cursed Skill: One of your specialized skills, chosen randomly, is cursed. Whenever any single die in your Check pool with that skill rolls the worst possible result, the attempt immediately and unavoidably goes spectacularly wrong, often with hilariously deleterious results.

Then CHOOSE 2:

  • Commander: (Requires CHA as Prime Stat) Your Followers and Hirelings roll their Morale Checks with your Feat Die. On your turn in combat, you can give up your own Dice Action to instead command a fellow party member PC to perform an action that you specify, instead.
  • Defensive Specialist: While aware, add your level to your passive Combat Defense. You also gain Total Defense Checks as Feats.
  • Eldritch Dabbler: You cast spells, albeit in your own fashion:
    • Caster Type: Scholastic
    • Spell Die: Dabbler (use the Weak Feat Die)
    • Spell Stat: INT
    • Starting Spells: 2 at level 1, plus Class Prime Stat mod, if positive.
    • Spell Progression: You do not gain new spells automatically as you level, and instead must learn more by finding them on adventures.
    • Spell Sustaining: Yes, maximum = class level/3
  • Opportunist: When you would attack an opponent that is hampered, distracted, or unaware of your current position in the battle, you may treat your attack and damage rolls as Feats.
  • Tactical Combatant: Tactical Attack Checks are now Feats.
  • Yoink!: Some kind of ability to steal small items from opponents. Maybe at higher levels, take their weapons too…

CLASSES (EXPERIMENTAL)

Charlatan / Hapless Hero

There are generally two different breeds of charlatans: those who intentionally deceive and skate their way through life, and those who can’t help but consistently and accidentally fall into the same situations thanks to some cruel perversions of fate.

  • NOTE: ??
  • Prime Stat: CHA
  • HD: ??
  • Feats:
    • Untrained skill checks
  • Skill Progression: ??
  • WP Progression: ??

CLASS SPECIALS:

  • Hapless Savant: Whenever you use an untrained skill with zero premeditation or planning, it is based on your CHA. The first time this happens with any skill, any successful check is treated as an amazing success. Again, this requires absolutely no premeditation on either the character’s, the player’s, or the party’s parts. Any obvious attempt by the players to game this will result in it failing.

XP and LEVELING

CRAWL MODE:

(for more comedic meat-grinder experiences)

Every dungeon node (room) explored and survived is 1 XP. Earn 10 XP to make it to level 1, 20 more to level 2, then 30 more to make it to level 3, 40 more to make it to level 4, and so on.

Bonus XP comes from…?

CAMPAIGN MODE:

SKILLS

The Simple Things

Some things just plain anyone can do with no training. For these situations, no Checks should be required unless things are really weird at the moment. Here are just a few examples of these common, no-skill-required tasks:

  • Climbing a ladder, a stairwell, a knotted rope, a many-branched tree, or a low sloping hill
  • Jumping over a short gap
  • Speaking with someone in one’s native language
  • Remembering facts about one’s own personal life and experiences
  • Counting to just about any two-digit number

Basically, these are basic life actions that any common every-man person could reasonably be expected to do with little or no issue.

Of course, even these simple actions can be made complicated. An enemy could be actively trying to cut the ladder while you climb it, or the tree could be on fire from a sudden lightning strike. The earth might be shaking violently, making that jump a lot harder. A whole lot of people may be yelling at once, making the person you’re trying to understand hard to hear. And so on. In these cases, even common tasks can require a Check.

Having the Right Skill

A “skill”

When to Skill-Check

First question the Smith must ask: will the outcome of this action make the situation more interesting in both success and failure? If yes, roll a check. Otherwise, just say what happens and move on. Competent adventurers tend to succeed at most normal mundane tasks within their areas of expertise.

The Smith might also declare that the task is impossible. If so, that’s it, move along with play and try something different.

If the Smith has called for a Check, consult below:

  • This is a mundane action, but the situation is abnormal: Roll a Test, D20 vs relevant Stat. If you have particularly applicable skills, enjoy a 1-step bonus for one skill, or a 2-step bonus if two or more.
  • This is a complicated action only a skilled person could perform: Roll a Test, D20 vs relevant stat if you have the right skill, or vs the half-stat if you don’t. If the situation is also abnormal, the Smith may apply a one- or two-step penalty

If the die you would roll cannot possibly fail (i.e. the max roll is equal to or lower than the target), then no roll is needed. You succeed as any competent professional should be expected to.

Only roll once per event, unless the circumstances change significantly! Meaning that if a player wants to climb a treacherous cliff-side, they should only need roll once for the whole affair unless they suddenly get attacked mid-way up, or the weather suddenly changes, or such. There is none of this “roll for every 20 feet of climbing” bullshit in HAMMERCRAWL!

Palladium/Non-Silly Skills List

Roll Skill (Stat) Requires Specialization
1 Animal Handling (INT)
2 Animal Training (INT)
3 Art (Choice of Medium; Varies) Yes
4 Athletics, Climbing (STR)
5 Athletics, Forced Marching (CON)
6 Athletics, Jumping (STR)
7 Athletics, Swimming (STR)
8 Athletics, Tumbling (DEX)
9 Athletics, Running (CON)
10 Crafting (Choice; Varies) Yes
11 Crafting, Armourer (STR)
12 Crafting, Blacksmith (STR)
13 Crafting, Boats (INT)
14 Crafting, Bowyer (DEX)
15 Crafting, Brewer (INT)
16 Crafting, Carpenter (STR)
17 Crafting, Cobbler (DEX)
18 Crafting, Cooking (WIL)
19 Crafting, Gem-Cutting (DEX)
20 Crafting, Leatherworker (DEX)
21 Crafting, Poisoner (INT)
22 Crafting, Potter (DEX)
23 Crafting, Shipwright (INT)
24 Crafting, Stonemason (STR)
25 Crafting, Tailor (DEX)
26 Crafting, Tanner (CON)
27 Crafting, Weapons (STR)
28 Crafting, Weaver (DEX)
29 Cryptography (INT)
30 Engineering, Magickal (INT)
31 Engineering, Mechanical (INT)
32 Escape Artist (DEX)
33 Etiquette (Choice of Culture) (CHA)
34 Falconry (WIL)
35 Fire-building (DEX)
36 Fishing (WIL) Yes
37 Food Tasting (CON)
38 Forgery (DEX)
39 Gambling (CHA)
40 Gaming (INT)
41 Healing (INT)
42 Hunting (WIL)
43 language, Lip Reading (WIL)
44 Language, Literacy (INT)
45 Language, Sign (DEX)
46 Language, Spoken (INT)
47 Lore, Agricultural (INT)
48 Lore, Animal (INT) Yes
49 Lore, Artistic (INT)
50 Lore, Astrology (INT)
51 Lore, Astronomical (INT)
52 Lore, Criminal (INT)
53 Lore, Demonic (INT)
54 Lore, Dungeoneering (INT)
55 Lore, Faerie (INT)
56 Lore, Geographical (INT) Yes
57 Lore, Heraldry (INT)
58 Lore, Legal (INT) Yes
59 Lore, Magickal (INT)
60 Lore, Mineral (INT)
61 Lore, Monster (INT)
62 Lore, Nautical (INT)
63 Lore, Plant (INT)
64 Lore, Professional (INT) Yes
65 Lore, Racial (INT) Yes
66 Lore, Regional (INT) Yes
67 Lore, Religious (INT) Yes
68 Lore, Scientific (INT) Yes
69 Mathematics, Advanced (INT)
70 Mathematics, Appraising (INT)
71 Mining (INT)
72 Mountaineering (WIL)
73 Navigation, Land (WIL)
74 Navigation, Sea (WIL)
75 Performance (Choice; Varies) Yes
76 Performance, Juggling (DEX)
77 Performance, Oratory (CHA)
78 Persuasion, Acting/Impersonation (CHA)
79 Persuasion, Bartering (CHA)
80 Persuasion, Bluffing (CHA)
81 Persuasion, Diplomacy (CHA)
82 Persuasion, Disguise (WIL)
83 Persuasion, Intimidation (STR or CHA)
84 Persuasion, Sense Motive (WIL)
85 Pick Locks (DEX)
86 Pick Pockets (DEX)
87 Poison-Using (DEX)
88 Preserve Food (INT)
89 Riding (Choose Animal) (DEX)
90 Rope Use (DEX)
91 Seamanship (WIL)
92 Sleight of Hand (DEX)
93 Sporting (Varies) Yes
94 Stealth (DEX)
95 Survival (WIL) Yes
96 Tracking (WIL)
97 Trap Animals (DEX)
98 Trap People (INT)
99 Ventriloquism (CHA)
100 Weather Sense (WIL)

WEAPON PROFICIENCIES (WPs)

In HAMMERCRAWL!, weapons are not restricted by classes – meaning that any class can pick up and use any weapon. The point of distinction comes down to whether or not the character has the appropriate Weapon Proficiency (WP).

Having a specific WP means you roll normal Check and Harm Dice when attacking with the chosen weapon. NOT having it means you roll -1 step on both attack and Harm Die.

Weapon Specialization

A WP you already know can be specialized when you next level up, for an increasing cost of WP selections. The first time you Specialize an already-known WP, it costs 1 WP selection. The second time, it costs 2 WP selections. And the third and final time, it costs 3.

When you specialize a weapon, you unlock the following abilities of that weapon, in this order:

  1. At Spec tier 1, you unlock the use of the weapon’s special ability – these are triggered according to their own special conditions (see the equipment section for details).
  2. At Spec tier 2, your Harm Die rolls with the weapon are now at +1 die step.
  3. At Spec tier 3, you gain a second attack with the weapon when you choose the Attack action in combat.

You can only invest WP selections into any given weapon once per level-up. That means you cannot both acquire a weapon’s WP and then immediately specialize in that WP at the same level-up, nor can you acquire multiple specialization ranks in the same WP at the same level-up. You can however bank unspent selections for later level-ups, allowing you to save up for yet-undiscovered weapons and/or to better afford the increasing costs.

Special Note: Characters that begin play with free “Natural Proficiencies” can specialize those WPs, but it costs 2 WPs for the first rank of specialization, instead of 1, to make up the cost.

FURTHER NOTE: Unarmed Combat is not free for most creatures, and must be taken as a proficiency.

EQUIPMENT

RESOURCE NOTES: d8 is the standard base die for a “common quality” kind of item.

ENCUMBRANCE

Based on a slots-and-and-bags system.

Items are either Held, Worn, or Packed. Held and Worn items are considered Readied and do not take up Stow slots. Packed items take up Stow slots, and are considered to not be readied unless otherwise noted.

Your Held slots = your hands.

Your Worn slots are for currently-worn equipment such as armour, helmet, cloak, boots, etc.

Worn slots generally cannot be stacked. In most cases, only one of any specific wearable item slot can be equipped at any time. For example a PC can equip a backpack and a satchel, but not two backpacks or two satchels. If there is question about this, check with the Smith.

Gear Sizes:

  • Tiny: Requires 1 slot, but identical items can be stacked up to 100 in the same slot. This is Coin and Gem size.
  • Small: Requires 1 slot, but identical items can be stacked up to 5 in the same slot. This is pocket item size.
  • Medium: Requires 1 slot per item.
  • Large: Requires 2 slot per item.
  • Huge: Cannot be stowed; requires active carrying (Held) with both hands.

Bags are items that add add more slots. Some (like backpacks) are Worn and thus do not take up a stow slot, while others (like sacks) must be either Packed or Held.

Tracking Encumbrance: Two Methods

There are two methods of tracking how much stuff you can carry: the Easy Way, and the “FUN” Way. It’s up to the Smith to choose, but generally you should go with the Easy Way unless you really like sorting inventories.

The Easy Way

Simply take your base Encumbrance Slots (Half-STR plus/minus INT mod), add in the number of additional slots provided by your bags, and count them as a single big lump sum of slots. Ignore the Size limits of your bags, all that matters is how many total slots you have. Fill those slots based on the Sizes of the items themselves. If ever you lose slots (like from a destroyed bag), then discard items as you can, likely starting with the largest and working down.

Worn and Held items are just that: Worn and Held, and not taking any slots. If you have a bag that lets you Pack certain items as Readied, just note which items those are and call it good.

The “Fun” Way

Bags, baby, BAGS! This method involves tracking the contents and position of each bag separately. Index cards can be good for this, or a sheet of paper divided into sections representing the different containers and their contents. Be sure to observe each of your bags’ size limits when divvying your gear among them. The benefit of this is you will always know exactly where any item is at any time, and thus be able to know exactly what items must be moved and re-packed in case of bag loss.

This has a lot more book-keeping, but if that’s something you enjoy, we’re here for you.

ARMOUR

Armour:

  • Soak Die: This is the die rolled when attempting to soak an incoming attack’s damage.
  • StrongVs*: (Placeholder) The armour’s Soak Die is rolled at a one-step bonus vs these damage types.
  • WeakVs*: (Placeholder) The armour’s Soak Die is rolled at a one-step penalty vs these damage types.
  • STR: This denotes the minimum STR value for a character to wear the armour to full effectiveness. If the wearer’s STR is below this, they suffer a one-step penalty on ALL actions requiring physical movement.
  • Stow: This notes the armour’s stow size when Packed (it is not applicable if Worn).
  • Coverage: This details how much of the body the armour covers. Full means it covers everywhere, while Partial means there is a 30% chance that an incoming attack will hit an unprotected spot.

* The “StrongVS” and “WeakVS” attributes are currently just placeholders for a planned future set of optional rules for armour resistances. They are not included on the Armour Table yet because that system has yet to be fleshed out.

Coverage is based on individual items, and thus not listed on the full armour table. Any set of armour can be partial, depending on make. Looted random armour has a 30% chance of being Partial.

Armour Category Soak Die STR Stow
Cloth Light D3 3 M
Padding Light D4 4 M
Leather, Soft Light D5 4 M
Leather, Boiled Light D6 6 M
Leather, Reinforced Light D7 6 M
Chain Heavy D8 9 L
Double Heavy D10 9 L
Scale Heavy D12 9 L
Splint Heavy D14 9 L
Plate Heavy D16 13 L
Suit Heavy D20 13 H

Specific Armours

Armour Tags

WEAPONS & SHIELDS

Weapons Table Columns:

  • Type: This denotes the Type of the weapon (Melee, Dueling, etc). See Below for more info.
  • Stow: This denotes the stow size of the weapon when Packed (not applicable when Held).
  • STR: This denotes the minimum STR value for a character to wield the weapon to full effectiveness. If the user’s STR is below this, they suffer a one-step penalty on both attacks and damage rolls using that weapon.
  • Damage: This states which Damage types the weapon can inflict. When multiple types are listed, the user choose the type before making each attack.
  • Reach: This rates the weapon’s reach, which only matters on Total Defense Checks. Normal human unarmed reach is 0, and some smaller stocks may have penalties to this. Daggers have 1, Short Swords 2, Long Swords 3, Greatswords and normal Spears 4, and so on. If your defending Reach is greater than your attacker’s, your Total Defense Checks are rolled with a one-step bonus – if the opposite, roll at with the same penalty instead!
  • Range:
  • Tags: This is a collection of “Tags” the weapon carries, which can have a variety of different in-game effects.

Weapon Types:

  • Melee, Dueling: Dueling melee weapons add DEX mod to damage die rolls.
  • Melee, Standard: Standard melee weapons add STR mod to damage die rolls.
  • Two-Handed (2H): Characters wielding two-handed weapons re-roll all 1s on their damage dice. This includes two-handed ranged weapons, such as most bows.
  • Ranged, mechanical: Mechanical ranged weapons (crossbows, guns, etc) do not use the player’s Harm Die nor benefit from Stat mods, instead applying their own automatic weapon-specific Harm Dice and mods.
  • Ranged, missile: Missile ranged weapons (bows/slings/thrown) have no base mod to damage die rolls.

Damage Types (Placeholder):

These are currently just placeholders for a planned future set of optional rules for armour resistances.

  • Bash: TBD
  • Slash: TBD
  • Stab: TBD
  • Chop: TBD
Weapon Type Stow STR Damage Reach Range Tags
Axe, great Melee L 13 Chop 3
Axe, hatchet Melee M 4 Chop 1 Throw-
Axe, Throwing R-Missile M 9 Chop 1 Throw+
Bow, Longbow R-Missile M 13 Stab N/A
Bow, Shortbow R-Missile M 6 Stab N/A
Club Melee M 4 Bash 2
Crossbow, Arbalest R-Mech L 9 Stab N/A
Crossbow, Light R-Mech M 6 Stab N/A
Dagger, Common Melee S 3 Stab 1 Throw-
Dagger, Dueling Dueling S 3 Stab 1 Defensive
Dagger, Throwing R-Missile S 3 Stab 1 Throw+
Javelin R-Missile M 6 Stab 2 Throw+
Mace Melee M 6 Bash 2
Shield, Buckler Melee M 4 Bash 1 Defensive
Shield, Normal Melee M 9 Bash 2 Defensive
Shield, Tower Melee L 13 Bash 3 Defensive
Sling R-Missile S 4 Bash N/A
Spear, Long Melee L 6 Stab 4
Spear, Short Melee M 4 Stab 3 Throw-
Sword, Great Melee L 13 Slash, Stab 4
Sword, Long Melee M 9 Slash, Stab 3
Sword, Rapier Dueling M 6 Slash, Stab 2
Sword, Scimitar Melee M 6 Slash 2
Sword, Short Melee M 6 Slash, Stab 2
Unarmed Melee N/A 1 Bash 0

Specific Weapons

Each weapon is detailed with its “Special” effect described. These Specials are only made available to users who unlock them via Weapon Specialization.

Shield, Buckler: [insert description]
* Special: The Buckler no longer occupies the off-hand, which can now be used for other purposes without sacrificing the Defense bonus.

Shield, Normal: [insert description]
* Special: The shield gains the Tactical tag, and can now be used offensively without sacrificing the Defense bonus.

Shield, Tower: [insert description]
* Special: While in Total Defense, the wielder is immune to called shots from the front arc, and also prevents the targeting certain spells or effects that require direct uninterrupted line-of-sight to their head or body.

Weapon Ranges

  • ?
  • Melee: The weapon is meant to only be used as a melee weapon. Melee weapons can be thrown, but have a max thrown range equal to the user’s Half-STR and range, and are rolled at a one-step penalty on both Attack and Damage regardless of distance.
  • Throw+: The weapon is designed as a throw-purposed weapon, with a maximum distance equal to twice the user’s STR stat in meters. However, using the weapon to perform melee Attack Checks is done so at a one-step penalty.
  • Throw-: The weapon is just aerodynamic enough to be thrown in combat, with a maximum distance equal to twice the user’s STR stat in meters. However, Attack Checks against anything beyond their base STR stat is rolled with a one-step penalty.
  • ?

Weapon Tags

  • Defensive: A Defensive weapon applies a +2 modifier to the user’s Defense (both Passive and Total). If the user employs the weapon for any non-defense purpose (i.e. as an offensive weapon), its Defensive effect is lost until the user’s next turn comes around. If a second such weapon is employed, the total Defense bonus increases to a final +3, which cannot be increased further.
  • Penetrating: the weapon bypasses armour entirely, damaging Health Dice directly. NOTE: Penetrating attacks do not affect magickal armour unless the penetrating weapon is also magickal or otherwise specifically enabled to do so.
  • Tactical: Any weapon or other object can be used creatively as part of a Tactical Attack, but only those with this tag allow their users to apply their normal WPs and Specializations to the attack rolls.

BAG ITEMS

Bags are special items that have the ability to contain other items. These have been pulled from the above lists to collect below, for ease of reference of their specific stats. They have their own special descriptors:

  • Name: The name of the item
  • Size: The stow size of the bag itself, when Packed.
  • Slots: The number of bonus Encumbrance slots provided, and the maximum item size of a slot. If “Spec” see the full description.
  • Tags Any special item qualities possessed by the bag.

Specific Bags

Bandoliers: When worn, these provide three Small gear slots. This effectively allows for up to 15 identical small items, or 300 identical tiny items. Items stowed in bandolier slots are considered Readied. Note however that if the items are themselves also containers, their contents are not considered Readied.

Case, Scroll: Scroll cases are specialized bag items designed solely for the purpose of safely transporting paper. Each case can safely hold either a single spell scroll or up to five rolled-up maps or other non-spell documents.

Lantern Hook: A special rigged hook that attaches to a backpack and curves over the character’s head. Can mount (contain) a single lantern overhead, allowing an active light source without a dedicated hand to hold it. Adds significant height, and counts against the backpacks slots.

Quiver: Quivers are specialized bag items designed solely for the purpose of safely transporting ammunition for Bows and Crossbows. Each “slot” in the bag can hold either arrows or bolts.

Sacks: Sacks are handy bag items common to all adventuring lifestyles. Of special note, while empty, folded, and stowed away, sacks count as one size smaller. This is already shown on the bag table.

Satchel: A satchel is a simple shoulder-slung tote useful for carrying the basics. Not the best quality, and every adventurer is assumed to begin with one for free.

Bag Tags

Bag: This item adds additional encumbrance slots to the character’s inventory.

Durable: This item enjoys a one-step bonus on all its Saves.

Fragile: This item suffers a one-step penalty on all its Saves.

Wearable: This item can be Worn, thus not taking up encumbrance slots. Only one of any wearable item can be equipped at any time. For example a PC can equip a backpack and a satchel, but not two backpacks or two satchels. If there is question about this, check with the ‘Smith.

ADVENTURING

This section overs all the greater mechanics of the game. The sections are organized in alphabetical order for ease of referencing during play.

LIGHT SOURCES

Light sources like torches and lanterns are tracked in real time, instead of dungeon turns. That is to say that a torch burns for 1 hour of real actual players-at-the-table time, while a lantern fill lasts for a whole Venture (the Smith may as their own discretion deem it requires a refill if the game session goes especially long). This is the absolute simplest way to keep track of this particular resource, and on the whole works pretty well.

TIME MEASUREMENT

Ventures

Although Ventures could reasonably be considered just a greater unit of game time measurement, they are important enough of a concept to the game play that they get their own section in this chapter, further below.

VENTURES AND SESSION STRUCTURE

HAMMERCRAWL! is built to accommodate game sessions that follow a simple structure, the whole of which is called a Venture:

The Venture:

  • The Venture begins with a party of adventurers leaving their camp or town, heading into the dungeon.
  • The party moves room/area/node by room/area/node through the dungeon, encountering and dealing with threats as they appear.
  • The party optionally takes short camp breaks between rooms to recover some of their spent resources.
  • The Venture concludes with the party returning to town.

This structure assumes that each session begins with a fresh party journeying into a new dungeon, or returning to one they are still in the act of delving. It also then assumes that each such session will conclude with the party’s return to town.

This structure allows for easier adjustment of party ranks between sessions, accounting for a gaming group comprised mostly of adult players with adult lives, who cannot realistically be expected to attend every session.

Groups may wish to play around with the confines of this structure, stretching or extending or otherwise altering them to fit their own groups’ needs. However, since the game uses this “Venture” as the default unit of measurement of many of the adventurers’ keystone powers, those who adjust this format should take care to tweak that balance accordingly.

COMBAT

COMBAT FLOW (Original)

TBD

Surprise

TBD

Order of Actions, aka “Initiative”

In Action Scenes (aka Combat), the standard term for “who goes and in what order” is Initiative. Initiative flow in HAMMERCRAWL! is meant to be free-flowing and cinematic.

After resolving surprise, the leaders of each side of the conflict roll an Initiative Contest: d20 plus INT mod. Whichever side wins gets to declare who goes first. If tied, re-roll until someone wins the Initiative.

NOTE: the concept of leader is a bit open-ended. Whoever is currently considered to be “leading the moment” when the combat starts is considered the leader. This is usually obvious, but if not, check with the Smith.

The winner of initiative declares who goes first. This is usually the leader who rolled, but can be anyone, even your opponent.

Taking Turns

On your turn, make one (only*) Dice-Action and one or more Non-Dice-Actions. You can make these actions in any order you like.

You can choose to forego these Dice and Non-Dice actions in lieu of taking a single special full-round action. As stated on the label, doing so takes your own turn, and is exclusive to all other actions.

Special Full-Round Actions:

  • Adjust Inventory: remove any number of items from current active gear slots, swapping any of them with items from your bag. This can include drawing and stowing weapons, plus more.
  • Total Defense: Do nothing but focus on defense

Common Dice-Actions:

  • Attack! Make an attack (or multiple, if allowed) with the weapon(s) currently held in your hands.
  • Tactical Attack! Like an attack, but with intent to set up a multi-character combo instead of damage.
  • Use Magickal Ability: Magickal abilities like prayers and casting spells use this action.
  • Use Magickal Item: Using a magickal item’s innate abilities is an action all unto itself. When you do this, you can use a single power from a single magickal item in your possession. Each point of positive INT mod allows using an additional item from among any magickal items currently ready and accessible.

Common Non-Dice-Actions:

  • Ready Weapon
  • Stow Weapon (note that dropping a held item is completely free)

*To clarify, the terms “Action” and “Check” are not interchangeable here. You can only choose and perform one dice-based Action each round, but any single action can possibly include multiple Checks. For example, you may choose to Attack as your action, but based on your character’s special abilities, you may then be allowed more than one attack during that action, each involving a separate dice Check.

Additionally, it may be likely that some stated Dice Actions won’t require rolling any dice when performed, due to circumstances in play. This is expected, and regardless of any dice being rolled in the moment, they are still considered Dice Actions for all matters of action logistics. In other words, if an action requires a Check by either the active character or their target(s), then it’s a Dice Action, however not all Dice Actions will require Checks. Yes, this means that actions resulting in their targets making Save Checks must be performed as Dice Actions.

As with many rules, there may be some exceptions to this in the rules. For example, some abilities or effects may allow a character to perform certain predetermined Dice Actions as Non-Dice Actions. As in all cases, the specific rules temporarily override the general in their relevant situations.

Passing the Initiative

When your turn ends, you declare who goes next, choosing from among anyone in the combat who has not already taken a turn this round. State aloud that you are passing the initiative to them.

When you are passed the initiative in a round, you can choose to either act now, or instead “ready” yourself to act later on. If you act now, see the “Taking Turns” details above.

To “ready” yourself for later, you must declare one other combatant who has not already acted, and state that you are waiting until they have taken their turn. You then pass the initiative, possibly even to that targeted person.

When your readied target acts, you can either wait until they are done, or instead choose to attempt to interrupt them before they act. If you wait, then you immediately take the initiative after they complete their turn. You then take your turn, and again pass it along afterward.

If you attempt to interrupt, both you and the target must roll a standard Initiative Challenge (d20 base + INT mod). The winner gets to take their turn first, followed by the loser (if still alive), who then passes the initiative normally when they are done with their turn.

New Rounds

When everyone has completed their turn, the round is concluded. If violence is still happening, the last person to act then declares who starts the next round, choosing from anyone still active, including themselves if they wish. The new round flows in the same fashion as the previous one.

COMBAT FLOW (2024-09 proposal)

(proposed alternate initiative system to test out)

The idea is this: Combat starts when someone takes an action that would reasonably initiate a combat. That person goes first.

Exchanges

Combat flows in free-moving back-and-forth organic Exchanges of action. An Exchange actually consists of four qualifiers:

  • WHERE: A place where conflict is occurring
  • WHY: A conflict occurring within that place
  • WHO: Two or more characters pushing that conflict
  • WHAT: A brief moment in time during which all characters involved in that conflict get to act at least once
  • WHEN: How many rounds of back and forth and so happen before the conflict is resolved or no longer relevant

WHERE

The location of an Exchange is relative to the action occurring. A single room in a dungeon can actually host two or more separate Exchanges, each happening simultaneously, provided all involved are distinctly engaged in separate struggles.

WHY

Identify the nature of the conflict. Yeah, it’s probably violence. But still, it’s good to state aloud what each side wants, so all players are aware of what is going on, and why. “We want to kill each other!” is usually fine, but for more effect try “We want to kill those assholes standing in our way to the treasure!”

WHO

Identify which characters (and thus which players) are involved in the current Exchange. If it makes sense to divide the characters up into their own separate Exchanges, then by all means do so. That’s the whole purpose of the Exchange system, in fact, and it makes managing skirmishes more exciting as the flow moves around the action in a cinematic way.

WHAT

The flow of turns in an Exchange is defined further below. On each turn one or more involved characters will take an action, passing the camera (and the next turn’s action) to the other side in the process.

WHEN

After everyone has taken a turn, identify if the conflict at immediate hand is even still valid. If not, the Exchange ends. If it is, begin a new Exchange, re-using one or more of the previous Exchange’s variables (people, location, actions, etc). If there are other separate Exchanges still in play, however, switch the camera over to them instead, and run through their turns first. This gives everyone at the table a chance to participate in their own pockets of excitement.

Taking Actions

SURPRISE

If the opposition is surprised, the first actions happen quickly, if not simultaneously. If the ‘Smith feels that one or more characters on the other side might possibly be able to recover quickly enough to take action, those characters roll INT Tests, and if successful they can act in the first exchange. Anyone who remains surprised must wait until the initial Exchanges of action are resolved.

TURN ORDERS

When it is your turn, and you finish you action, the next turn flows as such:

  • If the action targeted or affected one or more characters, then either a single one of those characters acts next, or instead they all act and resolve simultaneously. If the person who would go next in this way has already acted this Exchange, then they choose the next person to act.
  • If the action affected yourself only, name someone else who has not already acted during this Exchange to act next.

TAKING ACTION

Declare what you’re doing, in full, including any expected side or trigger effects and follow-up actions. Set aside full dice pools for each such action, including any Check Dice, Effect Dice, and anything else that might need a roll. THEN roll them all at once, leave the results in the open to be interpreted by the Smith.

SIMULTANEOUS ACTION

Yes, simultaneous action is possible. It happens like this:

  1. Everyone involved says what they are doing, and who their actions will be affecting. This must be done for all involved parties before any dice are rolled.
  2. All involved players now roll their dice, including any Check dice as well as all expected Effect dice, and leave them out face-up for all to see.
  3. Starting either with the Smith or else to the Smith’s left (Smith’s choice), and continuing to the left, each player’s action is resolved one by one, until all involved have done so.
  4. Only after all simultaneous actions are resolved do we determine who goes next.

INTERRUPTING ACTION

If you have not yet acted, and another character is about to act, but you just have to go first, let that player finish what they are saying first. After they are done stating their planned action, then announce your desire to interrupt. Both sides roll a DEX Competition, with ties awarded to the character already in the process of acting. If the interrupting player wins, they take their action first, then pass it to the previous character. If not, vice-versa.

More to be written…

STANDARD COMBAT ACTIONS

ATTACK! (Dice Action)

ACTION: CHALLENGECheck: 1d20 vs Target’s Half-DEX (usually); Common Mods: STR mod if Melee, DEX mod if Ranged or Dueling; Result: Hit opponent with damaging attack

Anyone can use any weapon. In the majority of cases, a weapon attack does damage based on the user’s own Harm Die. Or in other words, your Damage Die is based on your Harm Die.

The default Attack Challenge assumes the target is only passively defending. This Challenge is rolled with mods based on the weapon used, vs a Target equal to the opponent’s relevant half-stat. In most cases, this will be DEX.

A successful hit with a normal attack and the intent to cause damage does just that. See the Damage subsection below for details.

Tactical ATTACK! (Dice Action)

ACTION: CHALLENGECheck: 1d20 vs Target’s Half-DEX (usually); Common Mods: STR mod if Melee, DEX mod if Ranged or Dueling, Reach can apply die step mods; Result: Affect opponent with non-damaging, status-affecting attack

A variant on normal Attack actions.

Roll a normal “attack” against an opponent but do no damage, instead creating an effect that the opponent must Save against. WPs, Specializations, and weapon effects do not apply unless the weapon has the Tactical tag.

The flow:
– Describe the action and what you want to accomplish
– Roll a standard Challenge attack
– If successful, opponent gets a standard Save test vs your appropriate stat.
– If successful, apply an effect (on a Crit, choose two or double up):
– The next Check anyone makes against that opponent is rolled at +1 die step.
– The next Check the opponent makes is rolled at -1 die step.
– On the opponent’s next turn, they lose their standard action.
– Apply a new effect that must be discussed with the Smith.

Total Defense (Dice Action)

ACTION: CONTESTOffense Check: Roll as standard attack; Defense Check: 1d20, Common Mods are DEX mod and Defense effect/gear mods

The standard Target for an attack Test is the defender’s relevant Half-Stat. The idea behind this is that this is a violent game, and intentionally favors an active offense when applied against a passive defense. Characters seeking to keep themselves better protected in combat may find the Total Defense combat option appealing.

When you declare taking an Total Defense action, you are prepared to directly engage your opponents’ offenses with more direct opposition. While in Total Defense stance, each time you are targeted by an attack before your next turn, their Attack becomes a Competition:

  • Attacker: Roll to Attack Check as normal.
  • Defender: Roll to Defend, adding DEX mod plus any other relevant Defense mods.

Ties favor the Defender – in other words, the Attacker must beat the Defense roll in order to connect.

Covering Defense (Special)

Characters of the Combatant Class who choose the Tank option can cover their party members when taking a Total defense action. While in Total Defense mode, if an ally is attacked within a number of meters of you equal to your Class Level, you can choose to impose yourself between the attacker and that ally as a Feat. You become the target instead, and resolve the defense accordingly.

HAMMERSMITH ACTIONS

The Smith’s Combat Rolls (or Lack Thereof)

The Hammersmith doesn’t roll most of their NPCs’ and Monsters’ attacks, with the exception of dungeon boss fights. Instead it falls on the players’ shoulders to roll their own defenses. Most Monsters and NPCs have static combat values which the players roll against both when attacking them and defending against their attacks.

This means that both Attack rolls AND Defense rolls vs most of the Smith’s minions are Challenges (i.e. roll d20 vs target, equal or exceed).

One notable exception to this is when either side of the conflict is using Total Defense. In such cases, both sides roll their own attack and defense Challenges.

SAVES

Covered in a prior section, but mentioned here because Saves are pretty common during combat.

BOSS ATTACKS

EXTENDED COMBAT OPTIONS

Called Shots

Normal attacks are assumed to hit “the general body” of the target. To attack a specific part of an active target – such as an unprotected weak spot, the weapon hand, etc – you must declare that you wish to attempt a “Called shot” on your attack before rolling the Check. To do so, apply a one-step die penalty to your attack Check. If the attack succeeds, it hits the desired part, otherwise it misses entirely.

Note that the Smith may decide some parts are especially harder to target, such as a single unprotected scale in the neck of a massive dragon. In such cases, the Check penalty may be two or three steps, at the Smith’s discretion.

Combat Crits

There are two combat-specific Crits that commonly occur:

  • Attack Rolls: A natural high roll on your Attack Challenge delivers a Crit against your opponent.
  • Defense Rolls: A natural 1 on your Defense Challenge means the enemy Crits against you.

In either case, the results are the same. A combat Crit automatically hits and applies a single free Overwhelming damage step to the target, before any damage and soak rolls occur. This of course requires that the attack could have reasonably hit and damaged that opponent normally. If the opponent has Armour, they can choose to apply that damage step to their Armour die instead of their Health Die, unless the attack is Penetrating, in which case the damage bypasses armour and is applied directly to the Health Die. The damage step has no DV, it is instead an entire direct step loss of whichever die the defender declares.

After applying that damage, roll and resolve the attack’s DV as normal.

Combat Fumbles

There are no combat fumbles!

DAMAGE

Uses the Resource die system. Don’t total HPs anymore, just take hits and roll your resource die.

Armour the same? Roll the Armour die to take the hit.

Monster damage ranges from 1 (weak, common) to 10 (strong, ultra-rare).

Important Terminology:

  • Damage Step: A “Damage Step” aka “D-Step” (aha) is a single-step die size drop applied to your current Health Die. If you have a d8 Health Die and suffer a single Damage Step, your Health Die is temporarily reduced to d6.
  • Damage Value (DV): The numerical value of the attack’s damage, usually determined by either a static DV (in the case of Monsters) or a roll of the attacker’s Harm Die (for players and bosses), often modified by STR mod.
  • Soak Die: The die the defender rolls to resist the damage.

Successful violence attack by tends to apply a Damage Value, usually a roll of the attacker’s own Harm Die. For most NPCs and Monsters, use their static DVs instead. To apply that damage, use the following flow:

  1. Set the DV: Attacker determines Damage Value (DV) per their attack’s rules. For players this is usually a roll of their Harm Die, while most monsters have set DVs for their attacks.
  2. Determine the Soak Die:
    1. If you got Armour or similar magickal effects, use current Armour Die.
    2. If no armour and/or the attack is Penetrating, use your current Health Die.
  3. Resolve Overwhelming Damage: If the incoming DV is >= the highest amount that you could possibly roll (Soak Die + CON mod), then the damage immediately becomes Overwhelming. First reduce the DV by the size of your soak die, then reduce your soak die by one step. If you are still alive and the DV remains, repeat until the DV is either eliminated or else no longer Overwhelming (i.e. DV is < your current soak die). This can potentially destroy armour and spill over to Health Dice, which then becomes your new soak die.
  4. Attempt to Soak the Damage: If the DV is < your soak die, roll your soak die. If the roll is > the DV, the damage is resisted and the attack is concluded. If not, the soak die is reduced one step, and the attack is concluded.

Overwhelming Damage

If the DV of the attack is too high for you to possibly beat with your current Health Die and CON mod, first subtract your current Health Die size from the DV, and then automatically drop your Health Die one step. If there’s any remainder DV, compare it to the newly-lowered Health Die + CON mod, and repeat as needed. Only when the DV lowers enough that you can potentially beat it with your current Health Die plus CON mod – or when you’re defeated – do you stop applying the Overwhelming Damage.

e.g. if you have a d4 Health Die and a +1 CON Mod (max possible roll of 5) and you get hit with a DV 7 attack, your Health Die drops immediately to d3. The attack’s DV drops from 7 to 3 (7 – 4 = 3), which is low enough that you now have a chance to beat it with your new Health Die of d3 (your CON mod of +1 allows for a maximum possible result of 4). The damage stops being Overwhelming, but now you still need to roll your Health Die against the remaining DV of 3. If the attack had instead been DV 8, then the remainder would be 4 (8 – 4 = 4), which would still be Overwhelming (because you would need a minimum result of 5 to beat it) and thus automatically lower your Health Die a second time. Since there’s nothing past d3, you then fall unconscious.

If Overwhelming damage completely destroys your armour, but there’s still DV remaining, it spills over to your Health Die, where you continue the process.

Soaking Damage with Armour

Armour works basically as a special Health Die that sits between your own Health Die and incoming attacks. If you are wearing armour, roll its Armour Die instead of your Health Die when you attempt to soak hits. If the roll is higher than the DV, the die is unchanged, otherwise it drops one step following normal resource dice rules. As long as the armour die remains at least a d3, the damage is still prevented from reaching your Health Die.

Important note: rolling a natural 1 on a Soak roll automatically fails, regardless of any applicable die mods.

Soaking Damage with Health Dice

If you don’t have armour, or the attack is Penetrating, you’re reliant upon your current Health Die in order to soak the attack Damage. If you roll higher than the DV, you’re safe – you still got hit but you soaked the blow. If you roll equal to or lower than the Damage, your Health Die drops one die step using normal resource dice rules. If ever it would drop from a d3, you instead fall down, unconscious and dying.

Important note: As with Armour, rolling a natural 1 on a Soak roll automatically fails, regardless of any applicable die mods.

MAGICK

(notes to self)

INCORPORATE MAGICK FROM DCC AND TNU2E!

In order to maintain the “metal as fuck” theme from Palladium, let’s use the Mercurial Magick and the Spell Rolls from DCC.

THE NATURE OF MAGICK

Before we get into the mechanics of using magick in your HAMMERCRAWL! game, let’s first go over the narrative aspects in play. In order to understand the why of the mechanics that will follow, it’s important to grasp how magick works in the implied setting itself, and to understand how the different types of magicians conceptualize these supernatural forces.

Types of Magick-Users

Types of Magick:

  • Believer Magick: The Devout are largely faith- and belief-based
  • Scholastic Magick: The True Mages are largely knowledge-based

Conceptualizing Magick

Magick, at its core, is the manipulation of the ever-present etheric underlayer of the universe.

To the believers, magick is a faithful channeling of godly or spiritual forces to set the world the way it “truly ought to be.” Believers manifest a vision of the righteous world, and then use their methods of spellcasting (prayer, ritual, sacrifice, and objects of focus) to make that vision true, at least for a time.

Scholastics would scoff at having their methods compared to the hokum and prayers of the devout, but the truth is that at the most fundamental level, they really make their magick in much the same way. Scholastics simply make no attempt to hide their want of a different world behind the facades of blind faith. Their spell formulae and complex dances are just another form of distilling the same forces as those channeled through prayer and ritual.

In both (and all other) cases, the underlying system is really the same. The spellcaster (whatever their nature) taps into the background ether of the universe, channels it through their brain like a focusing lens, filters it through their mnemonics and rituals, and releases it into the world around them.

On Learning Spells

In the case of believers, there is almost always a third-party force (gods, spirits and such) assisting them, providing them with the inspiration and focus necessary to learn and cast spells without need for all the years of learning that mages spend. The result is that they have safer, more reliable access to spells, but only those their deific power chooses to allow them to use. These powers usually come to them through a mixture of theological study of sacred texts and divine epiphany.

The scholastics usually don’t have the benefit of such divine tutelage, and as such their powers are effectively unlimited, provided they can first acquire them. For these seekers of eldritch power, learning magick spells involves research, experimentation with the natural and metaphysical sciences, more research, rote and ritual memorizations and recitations, still more research, a whole lot of personalized shorthand and shortcuts, yes still more research, and of course, a shitload of practice.

As a true mage develops their spell, they write down notes on its function and casting in their own personal spellbook. During the course of this process, they develop and rehearse personal mnemonic devices and centering motions which, in their own unique and wholly personal mind, function as a method of “hooking” more complex parts of the spell around twitches of the fingers and mutterings of rhyming nonsense. This is just the magickal version of tying a string around a finger to remember an important task later – an act which actually has nothing at all to do with the string or task itself, and everything to do with remembering the act of tying the string in the first place, and why.

Ultimately, however, the most important part of any scholastic spell, is that spell’s Coda. Scholastics have spent millennia finely honing their methods of spellcasting, resulting in an approach that takes all the real meaty bits of actual magickal channeling, filters them through layers of mental gymnastics, and congregates their distilled essences into a small but almost explosively powerful concluding word and/or gesture. When recording on paper the process of casting a spell, the truth is that every stroke of the pen is there for the sole purpose of guiding the mage’s brain toward connecting every gesture and syllable to a final set of etheric bindings, leaving only the final handful of syllables unspoken and, in fact, undefined.

You see, when a true mage writes their spells down for study and rehearsal, they’ve already chosen that spell’s Coda (NOTE: in Palladium at least, it’s one of those specific nineteen power words), and within every winding verse and scribble of that spell are hidden piecemeal hints guiding their mind to remember that Coda, in ways that make sense only to that mage. And when it comes time to prepare that spell for casting, the Coda is ultimately what is being prepared.

On Converting Spells

believers take the rituals and spell prayers of other faiths and consecrate them through much ritual and so on, and maybe their god MIGHT gift them the spell afterward. maybe.

scholastics consider all possible sources of power to be equally viable, and thus do not discriminate when it comes to learning more. to the true mage, a priestly prayer of power is just one more article of research in their library of magickal source material. in other words, a written and detailed instruction to a holy spell prayer of so-and-so religion definitely counts as a research article when formulating new spells based on it.

(spell formula rules TBD!)

On Preparing Spells

(believers TBD)

Learning spells is hard enough as it is, but then jamming those spells into one’s own brain is a whole other monster of a problem. No matter how many centuries of dedication the scholastic wizarding orders have put towards attempting to standardize and formulate the magickal forces of the ether, the mortal brain simply cannot ever fully fathom the raw essence of even the simplest spell without first arranging its components in a way that one’s basic logic centers can process.

For the mortal brain, this involves going over their own shorthand, rehearsing the recitations, and refreshing their muscle memories. In doing so, the spell’s Coda begins to plant itself in the caster’s mind, piece by piece, until at last the mage again remembers which final evoking Words of Power they have built the whole spell around. Once thus prepared, with that spell’s Coda firmly anchored into their mind as being connected to that spell, it is ready to cast again.

On Casting Spells

(believers TBD)

While fearsome mutterings, strange dancing, and complex hand and finger motions are the classic staple trappings of the wizardly image, in truth, these are all 100% a mix of psycho-somatic imprinting and the caster’s own personal mnemonic devices.

For a true mage to be able to cast a spell, they must have first learned that spell in the method detailed above, and as a result have their own written reference for it in their own personal spellbook. Even having gone through the process of learning and transcribing, they still can’t cast the spell until they spend some time preparing it.

On “Forgetting” Spells

The “Forgetting” of spells is a game mechanic there to balance the limits of a spellcaster’s power. Narratively, the explanation for this mechanic is based on the spellcaster’s school of thought.

Scholastic magicians who “forget” spells literally feel that spell’s final empowering Coda unwind from their being and drift back into the ether. Once unwound, the spellcaster may still recall the motions and mutterings they’ve rehearsed thousands of times, but the end bits again linger just out of grasp, the final evoking power words unbound. Because this is the true secret of the Coda, that final bit of long-practiced true mage laziness, that ancient Greatest of All Shortcuts of Methodology that has allowed centuries of wizards to quickly cast all kinds of powerful spells that would otherwise be solely the provenance of the gods.

for a believer, when you “forget” a spell, you instead momentarily lose faith in your ability to cast that spell again until you’ve spent some time reviewing it once more. It’s all in your head of course, but so is your entire system of magickal belief, so it works out mechanically.

SPELLCASTING MECHANICS

Acquiring Spells

Sources:
– Leveling up (some classes)
– Acquired spellbook deciphering (some classes)
– Scroll conversion (some classes)

IDEAS:
– Use DCC Mercurial Magick rules? They’re fun!

Copying Spells (TBD)

TBD

The intent is to have a method for spellcasters to make self copies of their spellbooks, for safe-keeping. But it shouldn’t be cheap or easy, either. IDEAS:

  • anyone who has access to your own spellbook has a direct viewpoint into how your mind works, and once they decipher your notes, they gain a mechanical bonus against you when casting those versions of your spells back at you. Note however that understanding the mind of another mage can be very, very difficult, and without personally knowing the owner of a spellbook, it will de difficult to convert their works.
  • copying a spell can also result in applying a new or different Mercurial Magick effect, if used. This is a direct result of the conflict of mental functions between any two mages.

Preparing Spells

A spellcaster must “prepare” their spells in order to be able to cast them. Now hold on, I know what you’re thinking, but be patient and bear with me here. Okay, so in order to “prepare” a spell, the caster must spend roughly one hour in the morning skimming over their magick notes in their Spellbook (or prayer book, or what-have-you). When they do so, they can choose as many spells as their chosen class Spellcasting Stat rank to be prepared and ready to cast that day.

Provided the party has time to do so, this is assumed to automatically happen every morning after a full night’s camp during an adventure. And it really only matters in two very important cases:

  • if the spellcaster has acquired more spells than their spellcasting stat, or…
  • if the spellcaster has somehow lost access to their spellbook.

For the former situation, this one is fairly simple to manage. Starting magician-type characters will rarely ever have access to enough spells to exceed their spellcasting stat, making this an issue they won’t have to worry about for a good while of extended gaming. And by the time they do amass that much power, it is usually safe to assume that the player will be more intimately familiar with the ins and outs of the spellcasting system, at least insofar as to be able to start choosing their daily allotment with ease.

As for the second, well, the requirement for a spellbook is an intentional built-in mechanical balancer for spellcasting characters. It’s whole point in existing is to be threatened.

Casting Spells

First, the spell must be prepared. See above. At low levels, it’s usually safe to assume all the spells you know are automatically prepared every day.

Next, name the spell you are casting. If it requires you to make a Check of some kind, it will say so in its description. Otherwise (and in most cases) the spell is now considered Cast. Resolve its effects, including potential Saves made by those affected.

After resolving the spell, then you roll your Spell Die, determined by your chosen Class and level. If your roll beats the spell’s level, you still remember it and can cast it again in the near future. If the roll is equal to or lower than the spell’s level, you have temporarily “forgotten” the spell, until you can dedicate time to reviewing your spellbook again.

If your spell die cannot possibly beat the spell’s level – i.e. the spell’s level is equal to or greater than the maximum possible die roll – then it is automatically forgotten. Additionally, for each point of difference between the spell’s level and your Spell Die maximum, you forget one more spell, randomly determined. If you run out of spells to forget, there is no further effect at this time.

Sustaining Spells

Many spells are “fire and forget” single-use effects, while others have extended durations of effect – and many of those spells can (or must!) be “sustained” by the caster in order for those effects to continue to remain in play. Here’s how that works.

If a spell allows Sustaining, it will say so in its given Duration details. To sustain such a spell, the caster must declare they are doing so when they cast it. No further rolls are necessary to sustain a spell, and the caster is able to keep the effects active as long as they continue to concentrate on it. The “forget” check is not rolled until after the spell sustainment is released, however.

The number of spells that a spellcaster can sustain at one time is determined by their grade of spellcasting power. Dedicated spellcasters can simultaneously sustain a number of spells equal to their class level. Dabbler spellcasters can simultaneously sustain a number of spells equal to their class level divided by 2. The caster cannot sustain multiple identical spells at the same time.

If a spellcaster is at their limit and wants to sustain a new spell, they must first release one of their current spells to make room in their brain for the new one. A spellcaster can release any of their currently-sustained spells at will while exploring, or otherwise on their own turn during combat rounds. Doing so takes only a thought, and thus has no action cost.

The act of sustaining one or more spells requires the caster’s complete focus. They cannot take other dice actions, cannot intentionally communicate, and can only move at a very slow pace. Any events affecting them such as attacks, damage, environmental dangers, and so on, run the risk of breaking their concentration. In those cases, the spellcaster must roll a test against their Class Caster Stat (or half-stat, if the event caused them to take any damage). The number of spells being sustained is applied as a penalty to this Test. If failed, all of the caster’s currently-sustained spells are released, and the usual “forget” checks must then be rolled in descending order from the highest-level spell thus released.

Many Sustainable spells will have their durations noted similar to “Sustained + level minutes” and the like. This means that after that sustained spell is released, the effects will continue to linger for an additional following span of time – in this example, the spell would linger for a number of additional minutes equal to the caster’s Class Level. These lingering effects can be canceled (see below) unless otherwise specified.

The in-game trappings of sustained spells will vary from caster to caster. For a scholastic-based mage, this may appear to them as literally splintering-off their own minds, and to others as visual wisps of multi-banded ether coalescing around their hands. For a belief-type caster like a priest, this might manifest as audible polyphonic reflections of their prayers, or distant musical chords that pick up instruments as more spells are added to the mix.

Canceling Spells

A spellcaster can cancel any spell they have unleashed into the world, provided they still remember it after casting it, and also that the spell doesn’t specifically disallow canceling in its description.

If the caster has forgotten the spell after casting it (detailed above), then they cannot cast it, and must either let it run its natural course, or else resort to other means of negation (counter-spells, dispelling, etc). If the spell’s duration is sufficiently long enough that the caster can rest again and re-learn the spell before it concludes, then at that point they can now cancel it.

But as previously noted above, some spells might not be cancelable at all. These spells will state as much in their descriptions. When such spells are cast, the only ways to stop them are to either let them run their course, or use a more direct method such as a dispelling power.

“Remembering” Spells

“Forgotten” spells are not really forgotten entirely, merely this is just a useful word to sum up what is happening for mechanical purposes. Read over the earlier “Conceptualizing Magick” section for a deeper understanding of the narrative explanations of this.

Anyway, any spells thus “forgotten” during a game session are considered to be “re-remembered” during the character’s next normal post-camp spell preparation session, per the normal rules for spell prep. They can also be re-memorized in smaller amounts during special mid-adventure Camp scenes.

Mana-burn (Special)

And spellcasting character with the Mana-burn ability has an additional choice when they would normally be required to “forget” a spell per the standard Spell Die rules: instead of forgetting the spell, they can choose to risk Mana-burn.

How it works:

Instead of forgetting a spell, you can choose to risk taking on Mana-burn. When you confirm this decision, immediately re-roll your Spell Die. If it beats the spell level this time, you’re all set, you keep the spell, and you suffer no further consequences.

If, however, the Spell Die again fails to beat the spell level, then you immediately suffer Mana-burn, and reduce your Spell Die by one step. You still keep the spell in your brain, though, so that’s something.

If you ever choose to attempt Mana-burn when your Spell Die cannot possibly beat the spell’s level, you automatically take one step of burn, and must similarly check, in sequence, for each additional spell you would be otherwise forced to forget.

Should you ever suffer Mana-burn on a D3 Spell Die, you are considered “burned-out.” Not only do you lose access to all spells for an extended duration, but you also must roll for a random permanent affliction (for now, just use DCC Corruption tables).

Restoring a Mana-burnt Spell Die

Mana-burn is slow to recover from. Only with a full night of restful sleep is there even a chance of recovering while mid-adventure. After such a rare night of sleep, the player rolls their current Spell Die – or just a D3 if they’re fully-burned-out. If that die rolls its maximum value, then the Spell Die is restored by one die step up – or it becomes a D3 again, if it was burned-out. With any other roll result, there is no change.

Between full adventures, Mana-burn is considered removed if the character spends time resting in a town. This fully restores the character’s lost Spell Die steps.

Mana-burn afflictions are permanent, character-building traits, and cannot be removed short of legendary effort and unique quests of the Smith’s design.

Scrolls and Other Single-Use Magicks

Anyone can cast a spell scroll, if they can read the language. True Mages are of course better at it.

Casting from a scroll always requires an INT Test, regardless of the spell’s source. Dedicated casters (True Mages, and some Devout) receive a 1-step bonus, while non-casters roll vs their INT half-stat instead.

On a failed roll, roll d100:

  • 01-33: Nothing happens, scroll is destroyed.
  • 34-66: Spell effect backfires!
  • 67-00: Something entirely different and totally random happens.

Some notes:

  • Spell scrolls are single use expendable items, consumed when used.
  • Spells cast from scrolls do not use a caster’s magick Resource die.
  • Spellcasters with powers over already-known spells can apply them to those same spells when cast from a scroll.

MAGICK SPELLS LIST

The growing list of magick spells is maintained in a separate document for now.

PSIONICS (PALLADIUM)

These are the, ah, “official house rules” for implementing Palladium’s Psionics in the HAMMERCRAWL! RPG rules.

Most characters have a chance to have psionic abilities. See the Character Creation system to work that out.

ACQUIRING PSIONICS

Starting Psionics Chance

Most new characters have a chance of having Psionics, if their race allows. That process is detailed in the Character Creation rules.

Psionic Grades (Minor, Major, and Master Psions)

As a non-Psion, no special rules apply to you beyond the norm. You Save as normal, and cannot use Psionic powers or Psi-Tech.

As a Minor Psion, you gain access to minimal Psionic power.

As a Major Psion, you have more Psionic powers available to you. You also now roll all of your Saves against Psionics at a 1-step bonus.

As a Master Psion, you gain access to the greatest array of Psionic power. Similar to Major Psions, except you roll all of your Saves against Psionics at a two-step bonus.

Currently, for characters who randomly gain Psionics during Chargen, the ISP and Psionic Power selection is identical to the core Palladium rules. See p. 125 in the PFRPG1E book for the rules on determining ISP and choosing powers, with the actual Powers listed on p. 126.

For actual “Mind Mage” styled characters, we are instead implementing them via the True Mage core class.

USING PSIONICS

TBD

PSIONIC POWERS CONVERTED

TBD

THE SMITH’S RULES

Everything past this point is for the Hammersmith.

HAMMERSMITHING 101

The ‘Smith only rolls dice when generating the nodes or taking care of other administration. Combat and action dice are rolled entirely on the Player’s end.

THE HAMMER DICE

SPECIAL DICE TYPES:

Base Dice Pool:
* DIFFICULTY: a # of Purple dice = adventure challenge/difficulty.
* REWARD: a single Blue die

SPECIAL DICE MARKS AND POSSIBLE USES:

  • Hammers (success)
    • Friendly Encounters
    • Treasure
  • Falcons (boons)
    • Node features that work in the PCs’ favor and/or hinder the enemies
  • Comets (great fortune)
    • Extra XP source of some kind (must be found and used, is not just free).
    • Add a blue die to all following dice pools until they leave the dungeon.
  • Hourglasses (lost time)
    • Extra spent turns on counters
  • Teardrops (stress/loss)
    • Loss of party resources (food, ammo, etc)
  • Crossblades (failure)
    • Hostile Encounters
  • Skulls (banes)
    • Node features that work against the PCs and/or assist the enemies
    • Extra black dice on subsequent exploration roll
    • Buildup/progress on any relevant background counters like dungeon events
  • Chaos Stars (great misfortune)
    • Boss Monsters that reward bonus XP (= current dungeon level) if defeated.
    • Add a purple die to all following dice pools until they leave the dungeon.
    • Elevated encounter levels
    • Curses?

UNSORTED

THINGS WHICH ARE POSITIVE:
– gold and gems specifically
– healing potions (these should become more common drops!)
– better dice rolls
– IDEA: using the new treasure cards, possibly an increased die size on the roll result. So start at d4, then d6, then d8, then finally 2d4 (so no trapped chest rolls)
– XP bonus (comets??)
– safe havens

THINGS WHICH ARE NEGATIVE:
– traps
– enemy bonus dice
– enemy dice re-rolls

DUNGEON CRAFTING

Hammercrawl 3 to 7 room Dungeons

CAMPING AND RESTING

Working on translating the older rules on mid-adventure camping.

Remember:
– spell re-memorization should be an option

MONSTERS and NPCs

Static attack scores that the PCs must roll to resist!
Static Damage Values for those attacks!
Static defense values!
Static initiative values!

Converting monsters?

TREASURES

The 11 Tiers of Treasure:

  1. Copper
  2. Silver
  3. Gold
  4. Platinum
  5. Gems
  6. Art
  7. Potions & Scrolls (aka Magick Expendables)
  8. Magickal Charms (very minor, non-expendable magicks; also includes standard wizard weapons)
  9. Magickal Icons (your wide assortment of mid-tier magicks like flaming swords and flying carpets)
  10. Magickal Relics (named “lesser” artifacts, multi-power magicks, like staffs of power, wands of wonder, etc)
  11. SPECIAL: Artifacts (greater rune weapons, Rods of Multiple Parts, Body Parts of Evil Bob, etc)

UNSORTED NOTES:

Looted random armour has a 30% chance of being Partial.

NEW IDEA: THE HAMMER DIE!

(DESIGN NOTE: this is an alternate system built as a proposed replacement for Feat Dice and Advantages)

You will frequently be called upon to roll a “Hammer Die” alongside your normal Check die. This is a die from the late Warhammer FRP 3rd edition, and it can change in size and color.

THE CHAIN:

Purple <-> Black <-> NONE <-> White <-> Blue <-> Yellow

There are also two stance dice: Green for cautious, and Red for reckless. These come into play shortly.

WHEN, WHAT, AND HOW MANY TO ROLL:

All applicable dice must be added to the pool before the Check is rolled, and then rolled simultaneous to the Check Die. No dice can be added after the Check Die Rolls.

  • FEAT: If it’s one of your Feats, add a Hammer Die. At level 1, it’s one white die. At level 5, it’s boosted to one blue die. And at level 9, it’s boosted to one yellow die.
  • ADVANTAGE: If anything gives you an advantage, count the total. If only one advantage, add a white die. If two advantages, boost it to a blue die. If three or more advantages are applicable, boost it to a yellow die.
  • DISADVANTAGE: If anything gives you an disadvantage, count the total. If only one advantage, add a black die. If two or more disadvantages, boost it to a purple die. Note: advantages and disadvantages do not cancel each other out anymore! That means it is indeed possible to roll both an advantage die and a disadvantage die at the same time.
  • CAUTIOUS/RECKLESS: If a player expresses they are taking “great caution” on this Check, add a Green die. If a player instead expresses they are “throwing caution to the wind,” add a Red die.

CANCELLATIONS:

  • Hammers and Crossblades cancel each other out. That’s it.

DICE:

  • Black d6: 3x blank, 2x skull, 1x crossblades
  • Blue d8: 2x blank, 4x hammer, 2x falcon
  • Green d10: 1x blank, 4x hammer, 2x falcon, 2x hammer + hourglass, 1x hammer + falcon
  • Purple d8: 1x blank, 2x crossblades, 1x skull, 2x crossblades + crossblades, 1x skull + skull, 1x chaos star
  • Red d10: 2x blank, 2x skull, 2x hammer + hammer, 2x hammer + teardrop, 1x falcon + falcon, 1x hammer + falcon
  • White d6: 3x blank, 2x hammer, 1x falcon
  • Yellow d6: 1x blank, 2x falcon, 1x hammer, 1x hammer+, 1x twin comet

SYMBOLS:

The Hammer

  • On Dice: White, Blue, Yellow, Red, Green
  • Represents: Success

First, if there are any hammers at all in the results, the character gains 1 XP. Then, for each net Hammer in the results, pick one of the following:

  • Make it happen: The test succeeds, even if the Check Die failed.
  • Make it big: Automatically achieve the maximum possible result of the Check’s effect dice.
  • If none of the above make sense, choose one from the Falcon effects instead (see below).

The Hammer+

  • On Dice: Yellow
  • Represents: Potential Opportunity

If you roll a Hammer+, you can choose to either use it as a normal hammer, or instead set that die aside to represent a single three-advantage effect to add to a later Check in the current scene.

The Falcon

  • On Dice: White, Blue, Yellow, Red, Green
  • Represents: Fortune

For each skull in the results, pick one or the following:

  • Trigger Specialization: Activate the special effect of the weapon used in the attack, provided you are specialized with its use. You can choose this multiple times, if it makes sense to do so.
  • Make it neat: Add a minor, non-mechanical, beneficial element to the scene. Work with the Smith to define this.
  • Pay it forward: Set aside a white die to represent a single advantage available for later use in the current scene, by self or any allied character. Narrate the nature of this future boon. This can be chosen multiple times.
  • Pay it back: Set aside a black die to represent a single disadvantage, which you can choose to assign to any one enemy Check later in the current scene. Narrate the nature of this future impediment to your enemies This can be chosen multiple times.

The Twin Comet

  • On Dice: Yellow
  • Represents: Divine Favor, Great Destiny, etc

For each Comet in the results, pick one of the following:

  • Make it awesome: The Check is treated as a crit, regardless of the Check Die results. If the Check Die also crits, increase the crit multiplier by 1 (i.e. from x2 to x3). Multiple comets are cumulative.
  • Hand of the Gods: Something completely unexpected and totally awesome – but also narratively and thematically appropriate – occurs, in the character’s favor. Work with the Smith to create this.
  • If none of the above make sense, choose any two items from the hammer and Falcon effects instead.

The Teardrop

  • On Dice: Green
  • Represents: Fatigue, Strain, Unexpected Suffering, etc

Teardrops in the results apply damage to the acting character. For each teardrop, the character takes an immediate 1-step reduction to their Health Die. This may sound harsh, but remember that the red die only gets rolled due to your own reckless actions.

The Hourglass

  • On Dice: Red
  • Represents: Unexpected loss of resources

Each hourglass in the results damages one of the character’s (or the party’s) resources, of the Smith’s choosing. This can result in an immediate one-step drop to a Die Resource (Ammo, Food, etc), the forgetting of a spell, the loss of one use of a limited power, or even a charge from a magic item. If nothing seems obvious, default to a loss of a unit of time relevant to the scope of the Check (a beat, turn, hour, day, or more).

The Crossblades

  • On Dice: Black, Purple
  • Represents: Failure

First, if there are any crossblades at all in the results, the character gains 1 XP. Then, for each crossblades icon in the results, the Smith picks one of the following:

  • Make it stop: The Check results in a failure, regardless of the actual Check Die result. Cannot be used against a “Make it awesome” effect.
  • Leave yourself exposed: A nearby opponent gets an opportunity to take an immediate action in response to your own. This action is free and does not count against, negate, or take away from their normal initiative turns.
  • If none of the above make sense, choose one from the Skull effects instead (see below).

The Skull

  • On Dice: Black, Purple, Red
  • Represents: Misfortune

For each skull in the results, the Smith picks one of the following:

  • Any of the Falcon “Pay it” effects, but reversed (advantage applied to an enemy, disadvantage to a later test, etc).
  • Make it suck: Add a minor, non-mechanical, detrimental element to the scene. Work with the Smith to define this.
  • The skull can be interpreted as a Teardrop or an Hourglass, if none of the other options make sense in the moment.

The Chaos Star

  • On Dice: Purple
  • Represents: Terrible Misfortune, Divine Disfavor, Curses, etc

If there is a Chaos Star in the results, the Smith picks one of the following:

  • Middle finger of the Gods: Like the Hand of the Gods (comet), but terrible in every way.
  • If none of the above make sense, choose any two items from the skull and crossblades effects instead.

CUTTING ROOM FLOOR

Where I put old rules and notes that I’m not 100% sure on ditching. These may be reconsidered in the future…

ideas following wagoncon 2024, and from ongoing Palladium playtesting

make most adventuring items based on the silver standard. All Palladium weapons/armour/gear prices, then, are (mostly) turned to silver – so a longsword (listed at 55gp) would be 55 silver.

Food and extremely common supplies are converted to copper. – so eggs would be 1-2 coppers for a dozen, or more based on supply/demand.

Most plundered goods would sell/pawn on the regular for 1/10th their price in the majority of markets, but again, it depends on local need. A bunch of poor folk wouldn’t even waste a few coppers on a sword when they need food, after all.

FATIGUE SYSTEM? What about with Armour above one’s STR stat?

(OLD RULE, but kept for possible reconsideration) Wearing armour with a STR minimum greater than your own reduces your “carry” slots by the difference, and applies as many negative die steps to all of your physical actions. Using a weapon greater than your STR reduces attack and damage rolls a number of steps equal to the difference.

What about “banking dice” as in taking high or low rolls, saving them for later? Maybe you can “bank” one die roll per character level, and any die you want from d3 to d100, but you can only use it for the same roll later. All banked dice are lost at the end of a session.

SPELLS have only one roll to cast: either the caster rolls an attack (occasional), or the target rolls a Save (most common). If the spellcaster is twice the target’s level/HD or higher, the target rolls their Save with a one-step die penalty.

All characters get a random special universal talent every even level. Like a feat but simpler, universal, and no trees or requirements. Like:
* crit on 19
* damage +1
* +1 on a Save
* +1 to a Stat
* what about bad ones? Maybe a fourth or a third are negative?

Fighters do half damage even if they miss, as they wear their opponents down.

SAVES are basically “fall-backs” to your stats. As in “nothing else can help you, so maybe fate will save the day.” Saves are hail Mary rolls directly against your stat, and rarely if ever get better. They are the last-second Jesus-take-the-wheel Saves when all other things are past.

Bring back the tiers system? I found it! took a while. See: “../RPGs/Conventions Archive/GameStorm 2019/Hammercrawl” for a PDF that has the tiers in it. NOTE TO SELF: make a massive combined tiers table in XLSX