Thanks to visit codestin.com
Credit goes to www.scribd.com

0% found this document useful (0 votes)
90 views2 pages

RPG Combat and Sanity Mechanics

This document outlines game mechanics for a roleplaying game involving sanity, attributes, combat actions, equipment and inventory. Players explore crypts and encounter hazards that can damage health or sanity. Various encounters and effects are determined by dice rolls.

Uploaded by

newman111991
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
0% found this document useful (0 votes)
90 views2 pages

RPG Combat and Sanity Mechanics

This document outlines game mechanics for a roleplaying game involving sanity, attributes, combat actions, equipment and inventory. Players explore crypts and encounter hazards that can damage health or sanity. Various encounters and effects are determined by dice rolls.

Uploaded by

newman111991
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
You are on page 1/ 2

crypts of obscurum

progress
name class / background health points sanity

15+ You keep your wits about you. No effect.

13-14 The fringes of your mind are tested. You lose 1d4 sanity.

11-12 You panic. The next die roll you make must be made with a 1d4.

9-10 You strike at phantom images. Deal damage to yourself with one of your equipped weapons.

7-8 You feverishly peruse the Tome of Obscurum. Lose half your current sanity.

5-6 Your skills waste away. One attribute permanently gets -1.
Your mind sunders reality, tearing the fabric in the borders of space. Hurled through a
4 or less channel of cascading gore, you are immediately sent to the Final Room.

sanity table 1d20 + Current Sanity

d12 d8 d6 d4
+1 +1 +1 +1
+2 +2 +2 +2
+3 +3 +3 +3
+4 +4 +4 +4

attributes

passive ability unique action


equipment

primary weapon secondary weapon


damage damage

accessory armor set armor

the watcher

the sower

the damned

the caretaker
inventory / traits / notes final room
combat actions
Attack Make an attack roll against a target’s CV. On a success, roll weapon damage against the target.

Choose an ally. Until your next urn, when they make an attribute roll, add your attribute die to their
Assist roll (ignoring bonuses)

Cast Magick Spend 1 Sanity and choose a spell from the Tome of Obscurum to cast. Make an Insight roll against
the target’s CV, and on a success resolve the effect.

You gain the focused status. For the next action you make, roll two of the same dice and discard the
Focus lowest result. Remove this status if you are dealt damage. Can’t be made while disoriented.

Make a contested Skill roll. On a success, you become hidden. While hidden, you can’t be targeted or
Hide damaged until you make another action.

Invoke Make a contested Insight roll. On a success, roll on the Invokation table.

Use Item Spend an item in your inventory or swap one equipment.

Make a contested Guts roll against a target. On a success, the target becomes grappled [X], where X is
Grapple your result.

Until your next turn, if you would receive any daamge, make a Resolve roll. Prevent incoming
Defend damage equal to the result.

tome of obscurum (magick) pandaemonium table


Result Effect
The target’s next roll must be made
Fleshwarp with your choice of a 1d4 or a 1d12.
5+ The spell simply fails.
A blanket of night envelopes the The spell veers in a different direction.
Penumbra target. They get -1 to all rolls for 1d4 Resolve against another random enemy. If
rounds. 4 no other enemy exists, resolve it against a
random ally. If none exist, it fails.

Blackshard The target is dealt 6 frost damage. The spell misfires, hitting a random ally. If
3 none exist, resolve it against yourself
instead.
Putrid Deal 1d4 toxic damage to the target. The spell ruptures reality, exploding and
Needles They become afflicted. 2 dealing 1d10 energy damage to you.

1 Make a sanity check.


Darkfire Deal 1d12 flame damage to the target.

Grasps from Choose a target. They become misfire table


the Void grappled [5].
Result Effect
If the target has armor, ignore it for
Cruel two rounds. Any damage dealt to the 5+ The ranged attack simply misses.
Inversion target is increased by the armor value
instead. The projectile fires in another direction.
The target is dealt 1d8+1 energy Resolve against another random enemy. If
4
Blood damage. Choose up to one other no other enemy exists, it targets a random
Lightning target. They are dealt 1d6+1 energy ally. If none exist, it fails.
damage.
The attack misfires, hitting a random ally. If
All damage dealt by the target 3 none exist, resolve it against yourself
Accursed instead.
increases by +2 holy damage for 1d4
Blade rounds.
The attack ricochets, hitting you in the
2 process. Deal the weapon’s damage against
Otherworldly The target gains 1d4 armor for two yourself.
Aura rounds.
Your weapon is misplaced or jammed. It
1 can’t be used for 1d4 rounds.
Remove up to one ailment from the
Vile target, but deal 1d6 toxic damage to
Cleansing them.

Whispers of
the Damned The target skips their next two turns.

You might also like