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TNU 2e Reference Sheets

The document provides a quick reference for various mechanics in dungeon exploration and combat in The Nightmares Underneath roleplaying game. It summarizes rules for timekeeping, lighting sources, movement, searching, encounters, reactions, violence, morale, dodging, and more. Key points covered include how to generate random encounters, rules for surprise and reactions, combat round structure, morale checks, attack types and dodging, and brief movement rules. The reference is organized into labeled sections for different mechanics to allow players to quickly look up rules during a session.

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Rubens Golsman
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0% found this document useful (0 votes)
59 views6 pages

TNU 2e Reference Sheets

The document provides a quick reference for various mechanics in dungeon exploration and combat in The Nightmares Underneath roleplaying game. It summarizes rules for timekeeping, lighting sources, movement, searching, encounters, reactions, violence, morale, dodging, and more. Key points covered include how to generate random encounters, rules for surprise and reactions, combat round structure, morale checks, attack types and dodging, and brief movement rules. The reference is organized into labeled sections for different mechanics to allow players to quickly look up rules during a session.

Uploaded by

Rubens Golsman
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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R1 Reference The Nightmares Underneath Quick Reference Reference R1

Dungeoneering Quick Reference Searching (see page 258)


When you spend a turn searching an area (or if you are a thief and quickly
Time (see page 253) Light Sources (see page 255) searching an area you have not searched before), you can find whatever is hidden
if you successfully save against your Dexterity score, or half your Dexterity score,
• 1 round = less than a minute • Candle: 10 feet of light for 1 hour.
rounded down, if the dungeon is higher level than you are.
(1d6 rounds per minute). • Jar of Glowing Bugs: 20-30 feet of
• 1 turn = roughly 5 to 15 minutes light for 2 hours. If you are a scholar or a thief searching carefully, you always find what is hidden
(2d10 minutes per turn). • Mirrored Lantern: 30-40 feet of in a dungeon that is your level or lower, and you can save against your full Dexterity
• 1 turn can also consist of 1 scene light for 4 hours. score to uncover hidden things if the dungeon is higher level than you are.
or 1 task. • Torch: 30 feet of light for 1 hour.

Movement (see pages 252-254)


• Moving Carefully: Everyone can search, but it takes 1 turn per large or
Encounters Quick Reference
cluttered room (see page 266 for movement rates). Encounter Distance (see page 260)
• Moving Quickly: Only thieves can search. • Moving carefully: Monster is 2d6 × 10 feet away from the party.
• Staying Still: Only roll the encounter die once per hour (or if the location is • Moving quickly: Monster is 1d6 × 10 feet away from the party.
secure, roll the encounter die once per day and once per night only).
Surprise (see pages 260-261)
The Encounter Die (see pages 357-360) Roll 2d6 + Dexterity or Intelligence modifier + the monster’s Surprise rating:
In a dangerous area, roll the encounter die whenever…:
• The PCs cause a commotion or make a ruckus. 0-6 The PCs are surprised by the monsters.
• The PCs enter a new area (that has no fixed encounter) for the first time. 7-9 Both the PCs and the monsters become aware of each other at roughly the
• The PCs undertake a task that lasts about a turn (or hour, or day). same time. Neither has the edge.
10+ The PCs become aware of the monsters before being detected themselves.
1 An encounter occurs, Roll on the random encounter table.
2-3 Choose the most appropriate event from the following:
• Light sources are taxed by 1 hour. Reaction (see page 261)
• One ongoing spell or enchantment ends. Roll 2d6 (plus Charisma modifier if conversing):
• Some other resource is depleted by the environment, 0-3 Monster attacks immediately, with advantage to its morale rolls.
• A special event occurs, if any have been defined for this area.
4-6 Powerful monsters attack immediately. Unsure monsters threaten the PCs
4+ No particular encounter or event occurs. to see if they are worth attacking. Cowardly monsters flee.
7-9 Monster is cautious, and attacks or flees if approached, but may be
The Countdown (see page 360) persuaded to parley if the PCs can assure it they have no larcenous or
When the PCs enter a nightmare incursion, roll the encounter die to create a violent intent.
countdown. Reduce this number by 1 whenever…:
10-11 Monster is neutral, ignoring the PCs if they do not cause trouble, and
• A living creature dies in the presence of the PCs.
willing to speak with them if they are inoffensive.
• The PCs move to a different area while carrying the anchor (or any part of it).
12+ Monster is friendly.
• You roll the encounter die to check for a random encounter.
When the countdown is reduced to zero, nightmares appear, always the crown. Evasion rules can be found on page 262, and the combat rules begin on page 264.
R2 Reference The Nightmares Underneath Quick Reference Reference R2

Violence Quick Reference Attacks (see pages 268-271)


• Attack from Behind: Unless they are wearing armour, you inflict damage.
A single combat round consists of: • Close Combat Attack: 1d20 + Ferocity modifier vs. Armour (or Dexterity).
1. Initiative: 1d20 + Dexterity modifier vs. a monster’s Dexterity score.
• Firearm Attack: Save against Dexterity (or half Dexterity, rounded down, if
2. Morale: The GM rolls 2d6 and adds the character’s Morale rating.
your target is dodging, has cover, or is more than 50 feet away).
3. Actions: Combatants take turns in order.
4. End: The round ends. If the battle is not over, return to step 1 and repeat. • Missile Attack: 1d20 + Dexterity modifier vs. Armour (or Dexterity).
• Thrown Attack: Save against Dexterity (or half Dexterity, rounded down, if
your target is dodging or has cover).
Morale (see page 265) • Unarmed Attack or Improvised Weapon: Damage is one die size smaller.
The GM must check morale the following three situations:
• Test an individual’s morale when they lose half their Disposition or more.
• Test a side’s morale after any of them are reduced to zero Disposition. Dodging (see pages 270 and 275)
• Test a side’s morale after enemy reinforcements arrive. When you attack a target who is dodging, if your attack is an overcome attempt,
you must make a second overcome attempt against their Dexterity score. If both rolls
0-6 Their will is broken and they rout, preferring escape over fighting. succeed, your attack hits, but if either one fails, the attack is a miss. If your attack is
7-9 They break if outnumbered or at a disadvantage, but continue to fight if a save, you cannot save against your full Dexterity score, only half (rounded down).
they are obviously winning. If the odds are even, they fight defensively.
10-11 They continue to fight unless it means certain death. Moving (see page 266)
12+ They rally and gain a new will to fight, no matter the odds. • Move = Up to Speed × 5 in feet per round (or Speed in 5-foot squares).
• Sprint = Up to Speed × 10 in feet per round.
Actions (see pages 266-277)
On your turn, you get 1 move and 1 simple action or you get 1 complicated action. More combat situations may be found on pages 274-277.

Examples of Simple Actions: Examples of Complicated Actions: Length Weapons See also page 277.
• Abjure a spiritual enemy. • Aim a firearm or missile weapon. Shortest • No weapons at all.
• Attack. • Cast a spell. • Blackjacks, brass knuckles, and palm-sized rocks.
• Dodge. • Light a torch or lantern.
• Draw a weapon and attack. Shorter • Small improvised weapons.
• String and ready a bow.
• Drop your shield. • Daggers and knives.
• Reset a bear trap.
• Kick over a lamp. • Reload a crossbow or firearm. Short • Small clubs and most hand-held tools.
• Lock a door. • Retrieve something from a backpack. • Shortswords.
• Pick up an item. • Sprint (and move twice as far). • 1-handed axes, clubs, hammers, maces, and picks.
• Pull a lever or two. • Stop, drop, and roll. Long • 1-handed longswords and rapiers.
• Shrug off your backpack. • Tie someone up (if they don’t resist). • 2-handed clubs, picks, and quarterstaves.
• Throw something.
• 2-handed axes, hammers, and maces.
Before your turn, you may do one of these if you take no actions on your turn: Longer • 2-handed swords.
• Attack someone moving past you. • Spears and pole-arms.
• Attack someone who is charging you if they have a shorter weapon (see table). Longest • Lances.
• Declare that you are dodging this round. • Pikes.
R3 Reference The Nightmares Underneath Quick Reference Reference R3

Monsters Quick Reference Disposition


Usually, each player rolls their Hit Die twice and uses
Roll Motivation
1 Foraging for elements, supplies, or
The basic categories of monsters are as follows: the total amount to determine their Disposition (and naturally-occurring substances.
Psychic Armour). If they are unwell, they only roll 2 Interested in selling or trading goods.
Beastlings include normal animals, corrupted or magical
one die. Some monsters roll a different number of
animals, bizarre chimeras, and people with beast-like features. 3 Interested in selling or trading services.
dice and use the total for their Disposition.
Centaurs, giant worms, griffins, lycanthropes, manticores, 4 Looking for a fight.
mermaids, minotaurs, monstrous oozes, owlbears, and serpent Animals & Monsters Well-Rested Unwell 5 Lost and looking for directions.
people are all examples of beastlings.
Huge creatures 3 Hit Dice 2 Hit Dice 6 Searching for a specific artifact or item.
Dwellers in the deep are beings from hostile, far-away Large creatures 2 Hit Dice 1 Hit Die 7 Searching for a specific creature or person.
environments—alien gods, demons, undersea leviathans, and
Medium-sized creatures 2 Hit Dice 1 Hit Die 8 Searching for a specific type of creature.
creatures from beyond time and space. Some are skilled at
wearing masks to appear human, in order to manipulate people, Small creatures 2 Hit Dice 1 Hit Die 9 Searching for strange items that are
while others do not understand this world and break every part Tiny creatures 1 Hit Die 0 Disposition worthless to humans.
of it they touch. 10 Searching for treasure and valuables.
Humans Well-Rested Unwell
Faeries also come from another dimension or plane of
existence, but one that overlaps the terrestrial world. The seelie Adventurers 2 Hit Dice 1 Hit Die
court consists of dryads, elves, gnomes, nixies, sprites, treants, Civilians 1 Hit Die 0 Disposition Monster Stat Blocks
and other such majestic creatures. The unseelie court includes Level, alignment, and monster type.
Experienced fighters 2 Hit Dice 1 Hit Die Armour, Hit Die, Morale, Numbers, (Size), Speed,
goblins, mushroom people, ogres, orcs, and trolls. Both courts
worship dragons, just as humans worship pagan gods. Surprise. Attribute scores. Skills. Attacks per round.
The Undead Disposition • Other details.
Golems are monsters created from inert materials and given Amalgamations of bodies 3 Hit Dice See pages 330-333, and pages 342-343.
a magical life, so that they behave like people or animals in Full-bodied undead 2 Hit Dice
many ways, but not all. Examples include animated shadows,
Partially intact or ghostly 1 Hit Die Speed Careful Movement Combat Speed
clockwork automatons, living statues, and even terrible
abominations made out of dead organic matter. Golems are 1 100 sq. feet / turn 5 ft. / round
always immune to disease and poisons, and those without The Unliving Disposition 2 200 sq. feet / turn 10 ft. / round
emotions are also immune to mind control and psychic powers. Fragile materials 1 Hit Die 3 300 sq. feet / turn 15 ft. / round
Nightmares are creatures from the nightmare realm, but Solid materials 2 Hit Dice 4 400 sq. feet / turn 20 ft. / round
whether they are actually individuals or just manifestations of Supernaturally durable 3 Hit Dice 5 500 sq. feet / turn 25 ft. / round
the realm itself and its incursions is unknown. They are normally
6 600 sq. feet / turn 30 ft. / round
immune to disease, mind control, and poison.
Multiple Attacks 7 700 sq. feet / turn 35 ft. / round
The undead are once-living beings who have died and been Some monsters get to attack multiple times. Unless
8 800 sq. feet / turn 40 ft. / round
returned to some semblance of life. They might be animated their special rules specify otherwise, if they make an
corpses (much like golems), intangible ghosts, or beings that attack of opportunity against an enemy moving past 9 900 sq. feet / turn 45 ft. / round
seems almost human, but for whom a few key rules regarding them, or if they attack an enemy charging them with 10 1,000 sq. feet / turn 50 ft. / round
death have been changed. The undead are always immune to a shorter weapon, they still only get to attack once, 11 1,100 sq. feet / turn 55 ft. / round
disease and poisons, and mindless undead are always immune but they can then make the rest of their attacks as
to mind control. normal on their turn. 12 1,200 sq. feet / turn 60 ft. / round
R4 Reference The Nightmares Underneath Quick Reference Reference R4

Injury Quick Reference Nightmare Curses (see page 292)


When one of your current attributes is reduced to half of what its normal
Disposition (see pages 264, 279, 286, 331, and 342-343) maximum score is, or lower, while you are inside a nightmare incursion, you
If you are well-rested, roll 2 Hit Dice and use the total for your Disposition score. must save against your Willpower score to avoid gaining a nightmare curse. If the
If you are unwell, roll 1 Hit Die only. Use your level instead, if you roll lower. dungeon level is higher than your own, you must save against half your Willpower
Civilians only roll 1 die. Monsters may roll up to 3 dice. score, rounded down.

When you Wounds score increases, save against your Health or the injured location
is disabled and you must either flee, spend 1 round pulling yourself together, or make Recovery Quick Reference
do without the use of the incapacitated location.
When your Wounds score increases and equals or exceeds half your current
Resting (see pages 286-287)
• Short Rest: 1 hour, eat and re-hydrate. You may re-roll your Disposition.
Health score (rounded down), the affected location is mutilated. You must also save
• Long Rest: Sleep for 6+ hours. You must re-roll your Disposition.
against your Willpower or pass out for 1d6 rounds, after which you must save against
• Day’s Rest: You may either remove 1 Wound or regain 1 lost attribute point
your Health or stay unconscious for 1d6 hours more.
(or do both with the aid of a healer).
When your Wounds score equals or exceeds your current Health score, you die. • You may re-roll your Psychic Armour when you re-roll your Disposition.

Surviving on Your Own (see page 284)


Hit Locations If you are left alone with a score of zero in Dexterity, Ferocity, or Willpower, roll
Close Combat Attacks (roll 1d6): Head Areas (roll 1d6): 2d6 and add your Health modifier:
1 Head. 1 Ear.
0-6 You die of dehydration or exposure.
2 Left leg. 2 Eye or eyes.
7-9 You can rest enough to raise your lowest current attribute score by 1 point,
3 Lower body. 3 Jaw. but your Health is permanently lowered by 1 point as well.
4 Most exposed arm. 4 Mouth or nose. 10+ You are strong enough to rest for a day without food or water. Increase
5 Right leg. 5 Neck. your lowest current attribute score by 1 point.
6 Upper body. 6 Skull.
Healing Mortal Wounds (see page 288)
Ranged Attacks (roll 1d20): If you are tended by a healer, you may remove 1 Wound per week of rest until you
1-2 Abdomen or lower back. 12 Left shoulder. are only slightly injured. If not, you must roll 2d6 and add your Health modifier:
3 Buttocks or groin. 13 Left thigh. 0-6 You succumb to your injuries and die.
4-5 Chest or upper back. 14 Neck. 7-9 You lose 1 point from an appropriate attribute score, permanently, but you
6 Face. 15 Right calf, knee, or shin. may remove 1 Wound per month of rest, until you receive proper healing.
7 Head. 16 Right foot. 10+ You may begin removing 1 Wound per week of rest right away, no matter
8 Left calf, knee, or shin. 17 Right forearm. how badly injured. You will make a full recovery, perhaps miraculously
(apart from any mutilated limbs, of course, which you must roll to recover
9 Left foot. 18 Right hand. use of separately).
10 Left forearm. 19 Right shoulder.
If any part of your body was mutilated, you are left with obvious scars and you
11 Left hand. 20 Right thigh. must save against your Health to recover proper use of it.
R5 Reference The Nightmares Underneath Quick Reference Reference R5

Casting Spells
1. Choose a Spell to Cast Spells Quick Reference
You may cast a spell that you know; you may cast a spell from its written formula; or
To cast a spell quickly:
you may use a magic item that allows you to cast a spell.
Roll Attribute • Takes one full combat round (a complicated combat action).
1 Charisma • You must know the spell or read it from a formula.
2. Is Your Spell Corrupted? • You must save against your Intelligence to control it. If you fail,
If you cast a spell that is corrupted, you lose a number 2 Dexterity
roll 1d8 on the miscasting table and the spell becomes corrupted.
of points equal to the spell’s level from a random attribute 3 Ferocity Some professions allow you to save against a different attribute.
score. Roll 1d6 to determine which attribute is affected.
4 Health • Corruption destroys a spell formula.
If this attribute is not reduced to zero, you may roll to
control the spell as normal. See page 196. 5 Intelligence • If you quickly cast a corrupted spell, you must lose a number of
6 Willpower points equal to its level from a random attribute first.
3. Roll to Control the Spell To purify a corrupted spell:
• If the spell is your level or lower, save against your full Intelligence score. • Spend hours equal to the spell’s level with a written formula.
• If the spell is higher level than you are, save against half your Intelligence • Spend 1 day or night purifying a spell of your level or lower, or
score, rounded down. twice that time purifying a spell that is higher level than you are.
Bards of the mystic path may save against Charisma instead of Intelligence. To cast a spell as a ritual:
Cultists may save against Willpower instead of Intelligence. • Takes 1 hour per spell level.
• You must know the spell or use a formula.
4. Miscasting (see pages 194-195) • If you destroy the spell’s formula, it is cast automatically.
If you fail to control the spell, you suffer both consequences: • If you don’t destroy the spell’s formula, you must roll to control it.
• Your knowledge of the spell becomes corrupted. This destroys a formula. If you have a number of helpers equal to the spell’s level, you have
• You must roll 1d8 on the miscasting table, below: advantage on this roll. If you fail, roll 1d8 on the miscasting table.
• Rituals ignore spell corruption.
Roll Miscasting Result
Spell Formulas:
1 You cast a different spell on a different target, in addition to your original
spell (which works as normal). • May only be created by those who know spells.
2 You cast a different spell on a different target, instead of your intended • Takes the spell’s level in days to make.
spell and target. • Costs the spell’s level × 100c to make.
3 You cast a different spell on your original target, in addition to your • Anyone may cast a spell by reading it from a formula.
intended spell (which works as normal). • Can be used to cast a spell quickly or as a ritual (see above).
4 You cast a different spell on your original target, instead of your intended Spell Containers:
spell. • May only be created by those who know spells.
5 You lose 1d4 points from a random attribute score. If it is not reduced to • Takes the spell’s level in weeks to make.
zero, your spell works as normal. • Costs the spell’s level × 100c to make.
6 Your spell affects a different target (but otherwise works as normal). • Roll to control the spell at the end of the production process.
7 Your spell has the opposite effect (GM’s discretion). • The spell effect is automatic when the container is consumed.
8 Your spell is roughly half as effective as expected (GM’s discretion).
R6 Reference The Nightmares Underneath Quick Reference Reference R6

Between Adventures Quick Reference Activities


Once you have your lifestyle and expenses sorted out, you can…
Lifestyle (see pages 140-143) • Buy and sell things: see pages 144-145.
Living on the streets costs nothing. You can’t heal or recover attributes and you roll • Engage in character assassination: see page 171.
1 die for Disposition. Save against Charisma, Ferocity, or Health or lose 1d4 Health. • Visit one of your contacts: see pages 162-163.
Roll 2d6 + Ferocity modifier: • Invest in real estate: see page 148.
0-6 All your money is gone, and so are all your possessions, except for one, • Conduct research: see page 173.
your choice which. • Increase your Resentment: see pages 174-175.
7-9 All your money is gone, and so are half of your possessions (your choice • Reduce your Resentment: see page 177.
which). The GM may also decide that someone you met while on the • Hire retainers: see pages 164-168. Roll the settlement die:
streets has an opportunity for you.
1-3 No one is interested in employment.
10+ All your money is gone, but all your other possessions are still with you.
You may also choose one contact to have made while living on the streets. 4-6 1d4 people are interested.
7-9 1d6 people are interested.
Living poorly costs 10c/week or 40c/month. Roll 2d6 + Intelligence modifier (-1 for 10-11 2d4 people are interested, including at least 1 professional.
a season, -2 for a year, -3 for several years): 12+ 2d6 people are interested, including at least 2 professional.
0-6 You have lost all your money, and made no useful contacts, although you
may know several people who took advantage of you. You may only roll …or invest in social institutions: see pages 149-151.
one die for your Disposition. • 100+ cyphers makes an institution Notable.
7-9 You may choose a contact to have made between adventures, as long as • 1,000+ cyphers makes an institution Significant.
they are not a well-off person. • 10,000+ cyphers makes an institution Exceptional.
10+ You may choose two contacts to have made between adventures. At least …or justify your use of a magic item: see pages 178-181.
one of them must be appropriate to your lifestyle. 1. Gather Support: who will help you take your case to court?
2. State Your Case: save against your Intelligence in court.
Living well costs 25c per week or 100c per month. You make 1 contact, and you 3. The Opposition: They save against their Intelligence.
don’t need to make a roll to see how well (or not) your downtime went. 4. Final Agreement: Save against your Intelligence to avoid restrictions.
Living like the rich costs 100c/week or 400c/month if you have a home; 250c/week
or 1,000c/month for renting. Roll 2d6 + Charisma modifier: Meeting People (see page 161)
0-6 You have run into a spot of trouble. Choose one: Roll 2d6 + Charisma modifier:
• An ally, contact, or friend of yours (GM chooses who) is in danger
0-3 They are immediately hostile, and may even become violent.
and you have become involved.
• You have offended the community (+1 Resentment). 4-6 They react negatively, being either uninterested in you and your business,
• You have gained an enemy. or eager to be rid of you, but are not hostile (yet).
• You have lost all your money. 7-9 Their reaction is neutral, which could be anywhere from cautious to
• You have lost an important possession or two (GM chooses). indifferent, based on their temperament.
7-9 You may choose one contact to have made between adventures. 10-11 Their reaction is friendly, generous, or interested.
10+ You may choose two contacts to have made between adventures. 12+ They are immediately interested, in a positive manner.

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