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Death Shareware

The document presents a dark and unconventional tabletop role-playing game (TTRPG) set in a fantastical world called Aetheria, where players take on the role of 'Death Bringers' tasked with destroying innocence and chaos. It outlines character creation, abilities, combat mechanics, and inventory options, emphasizing a brutal gameplay style without traditional rules. The game encourages players to embrace their dark roles and engage in a violent narrative against a backdrop of a seemingly harmonious world.

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ramabestseller
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0% found this document useful (0 votes)
37 views48 pages

Death Shareware

The document presents a dark and unconventional tabletop role-playing game (TTRPG) set in a fantastical world called Aetheria, where players take on the role of 'Death Bringers' tasked with destroying innocence and chaos. It outlines character creation, abilities, combat mechanics, and inventory options, emphasizing a brutal gameplay style without traditional rules. The game encourages players to embrace their dark roles and engage in a violent narrative against a backdrop of a seemingly harmonious world.

Uploaded by

ramabestseller
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/ 48

SHAREWARE

MITCH IS
ABOUT TO MAKE
YOU HIS BITCH

Suck it Down
SEE YOU
IN HELL
Prologue
Imagine a wonderful world, Aetheria, the fantastic place
where everyone loves each other, and evil is a distant
memory... Well, now shit on it!

You came into the world to destroy all this bullshit, good is
just an illusion, a stupid and fragile promise. Your aim is to
kill them all, from first to last, including animals.

The more innocent they are, the more they deserve to die!
You will have to move carefully, those bastards don't want
to be killed, they will try to organize themselves and prevent
you from completing your task. Pretend to be their friend,
help them while they look at you and kill them when they
least expect it!
Introduction
What you have in your hands is the most badass TTRPG
ever written. If you don't know what a role-playing game is
then this game is not for you, you won't find basic and futile
explanations here. Death is not a game for beginners.

If you are the Death Master then you have the right to not
give a fuck about the rules! All you need to know is that
in this game you roll only when the failure of an action could
lead to consequences, in which case you must make a saving
throw: the player rolls 1d20 and succeeds if the result is
equal to or lower than his characteristic more useful for
resolving the saving throw.

However, in combat, you don't roll to hit, instead: you roll


damage directly (first you scale the Armor Class and then
the Hit Points). If you need opponents for your adventures
(trust me: you will need them) you can find them in the last
pages.
Character Creation
ABILITIES
Your Character is a Death Bringer defined by three Abilities:
◦ Plagiarized Body: represents your physical strength
and endurance.
◦ Murderous Mind: represents your intelligence.
◦ Vengeful Spirit: revenge is your only wisdom.
Roll 4d4 for each Ability, the results will be the three values
of your Abilities.

SAVING THROWS
Attempting an action with an uncertain outcome, and failure
has consequences, requires a Saving Throw: roll a d20 and
succeed if the result is equal to or lower than the most
useful ability for resolving the action, otherwise you fail the
Saving Throw and consequently you fail in your action.

Groovy
COMBAT
Initiative
Whoever has the most Vengeful Spirit attacks first.
In case of a tie, roll d6:
1-3 Enemies attack first.
4-6 The Player Characters attack first.

Attack
Ignore silly things like " test to see if you hit". JUST ROLL
your weapon's die and hope you've dealt enough damage to
evaporate that disgusting thing that dared to get in your way.
ARMOR CLASS
Armor Class represents the armor's resistance to damage.
When taking damage, rather than losing Hit Points, the
armor will take damage and lose its Armor Class score. If
this score reaches 0 then the subsequent damage will be
dealt directly to the Character.

By resting for a full day you will have plenty of time to


repair your armor (and therefore recover your entire
Armor Class score).

HIT POINTS
You start losing Hit Points when you take attacks and have
no more Armor Class to scale. When you reach 0 hit points,
bad things happen to you...

By resting for an hour you will recover all lost Hit


Points.

Ok, but how many fucking life points do I have?


Only 2d4, but each time you level up you add 1d4 life
points to your cap.
LEVELS?!
Yes, at the end of each game session you level up. The
maximum level you can get is 10. Your Level affects your
maximum Hit Points, but more importantly: you can cast
as many powers as your Level per day.

But slow down, asshole, you only know one power per
level (obtained randomly, if you get a power you already
had: re-roll the die) and to cast it you must succeed at a
saving throw on your class's main ability. If you fail the
saving throw, your spell does nothing at all.
Choose a class!
SLAYER
You're a wild, bloodthirsty fucking warrior, bound by an
ancient pact with dark forces. Through rituals of sacrifice
you have gained strength and now your unstoppable ferocity
has led you on the path that will lead you to massacre
innocents.

Main Ability: Plagiarized Body

TECHNOMANCER
Using advanced gadgets and ancient magical knowledge,
you know how to shape the very fabric of reality. You walk
dangerously on the thin line that divides science from the
magic of Hell.

Main Ability: Murderous Mind

HERETIC
You are a guardian of spiritual imbalance, engaged in the
fight against the forces that defend the world. Thanks to
your deep knowledge of the demonic arts, you are seen by
many as a pit of darkness that threatens to envelop the
world.

Main Ability: Vengeful Spirit


ONLY THREE CLASSES?
What more do you want? You downloaded the shareware
version, buy EXTENDED to get three more classes and a lot
of additional material!
Inventory
You need a weapon, an armor and some other crap.

Note: you can only have one weapon and one armour.
If you fight with your bare hands you deal 1d2, if you
walk around naked you have no Armor Class.

ROLL 1D20 FOR YOUR WEAPON:


1. Spiked Brass Knuckles
o Description: A simple yet effective
weapon, brass knuckles reinforced with
metal spikes for lethal blows.
o Damage Die: 1d4
2. Chainsaw Sword
o Description: A sword with a motorized
blade that roars as it tears through flesh.
o Damage Die: 2d6
3. Double-Headed Axe
o Description: A massive axe with two sharp
blades, perfect for quick and brutal
decapitations.
o Damage Die: 1d8
4. Plasma Rifle
o Description: A technological weapon that
fires searing plasma rounds, capable of
melting the toughest armor.
o Damage Die: 1d10
5. Kris
o Description: A ceremonial dagger with a
wavy blade, used in sacrifices and imbued
with curses.
o Damage Die: 1d4
6. Big Fucking Sword
o Description: An enormous sword that
requires superhuman strength to wield,
devastating in battle.
o Damage Die: 2d8
7. Battle Axe
o Description: A sturdy and balanced
weapon, ideal for breaking shields and
armor.
o Damage Die: 1d8
8. Longsword
o Description: A versatile and lethal sword,
used by the most skilled warriors.
o Damage Die: 1d10
9. War Hammer
o Description: A heavy mace with metal
spikes, capable of crushing bones and armor.
o Damage Die: 1d10
10.Reaction Hammer
o Description: A technological hammer that
uses a propulsion system for devastating
blows.
o Damage Die: 1d10
11.Demonic Spear
o Description: A spear forged in the
underworld; its blade burns with infernal fire.
o Damage Die: 1d8
12.Dark Bow
o Description: An enchanted bow, its arrows
are as silent and deadly as shadows.
o Damage Die: 1d8
13.Chaos Crossbow
o Description: A technological crossbow that
fires explosive, chaotic, and unpredictable
bolts.
o Damage Die: 1d10
14.Necromancer's Staff
o Description: An enchanted staff, capable of
absorbing the life energy of struck enemies.
o Damage Die: 1d6
15.Barbed Whip
o Description: A whip made of metal barbs,
each strike inflicts painful and bleeding
wounds.
o Damage Die: 1d4
16.Demonic Greatsword
o Description: A giant sword forged in the
flames of hell, powered by the soul of its
wielder.
o Damage Die: 2d6
17.Shotgun
o Description: A devastating short-range
weapon, capable of pulverizing enemies with
a close-range shot.
o Damage Die: 1d12
18.Energy Hammer
o Description: A hammer powered by a
mysterious energy source, capable of
unleashing deadly shockwaves.
o Damage Die: 1d12
19.Spectral Flail
o Description: An enchanted weapon with
an ethereal chain, capable of striking the
enemy and draining their life essence.
o Damage Die: 1d8
20.Infernal Cannon
o Description: A technological weapon that
fires fiery projectiles, causing devastating
explosions.
o Damage Die: 1d20
ROLL 1D20 FOR YOUR ARMOR:
1. Scourge Armor
• Description: A dark armor, forged with
black metal and decorated with demonic
symbols.
• Armor Class: 14
2. Infernal Hunter's Armor
• Description: A heavy armor with black
metal plates, adorned with engraved skulls.
• Armor Class: 16
3. Biomantic War Suit
• Description: A technological suit,
composed of armored panels and glowing
circuits.
• Armor Class: 15
4. Flaming Demon Armor
• Description: A chainmail woven with fiery
threads, emitting a faint reddish glow.
• Armor Class: 13
5. Dark Shadow Armor
• Description: A light and stealthy armor,
made with dark fabrics and enchanted to
blend into shadows.
• Armor Class: 12
6. Chaos Shield
• Description: A medium-heavy armor, with
jagged iron plates and demon skin overlays.
• Armor Class: 14
7. Infernal Furnace Shield
• Description: An enchanted shield that
emits a faint flame, protecting its bearer
from burning attacks.
• Armor Class: 13
8. Evil Overlord's Armor
• Description: A massive armor, with
apocalyptic motifs and inlays of infernal
creature bones.
• Armor Class: 17
9. Armored Combat Suit
• Description: A modern combat suit, with
ceramic plates and life support systems.
• Armor Class: 16
10.Revenant Helmet
• Description: An imposing helmet,
decorated with horns and demonic reliefs,
intimidating all who see it.
• Armor Class: 11
11.Infernal Steel Armor
• Description: A light but durable armor,
made of black dragon hide and reinforced
with dark magic.
• Armor Class: 13
12.Void Mail
• Description: A chainmail woven with dark
threads, reinforced by ancient protective
spells.
• Armor Class: 12
13.Infernal Reaper Armor
• Description: An imposing armor, with
metal plates infused with the essence of
infernal creatures.
• Armor Class: 18
14.Dark Assassin's Helmet
• Description: A medium armor, made of
black leather inscribed with runes evoking
images of tormented souls.
• Armor Class: 14
15.Suit of Malefic Fate
• Description: A light leather jacket, worn by
a malevolent energy that protects its bearer.
• Armor Class: 11
16.Infernal Colossus Armor
• Description: An imposing armor, with
flaming red metal plates, emanating an
infernal heat.
• Armor Class: 17
17.Dark Operative Suit
• Description: A light and stealthy suit, with
dark fabrics and technological devices for
infiltration.
• Armor Class: 12
18.Demonic Warlord Helmet
• Description: A massive helmet, with black
metal crests and encrusted with infernal
gems.
• Armor Class: 15
19.Fallen Angel Armor
• Description: A medium-heavy armor, with
corrupted angelic motifs and ancient metal
overlays.
• Armor Class: 16
20.Abyssal Knight Armor
• Description: An imposing armor, forged
with black metal and spikes facing outward
like a demon's maw.
• Armor Class: 18

KILLING
SPREE
ROLL 1D20 FOR YOUR INVENTORY:
1. A pair of reinforced boots, an eternal spark flint,
an energizing protein bar, two small attachment
mines.
2. A dozen fragmentation grenades, a large and
reinforced canvas sack, a thermal binocular.
3. A bottle of energy liquid, a multi-use non-stick
pan, three freeze-dried meals, a perpetual light
torch.
4. 8 meters of super-strong cable, a portable bivouac
with anti-demon force field, a bad luck voodoo
doll.
5. A few plasma nails, a technological shadow cloth
that reduces fall damage, an induction flint.
6. Two vials of blessed plasma, a packet of synthetic
herb for mental relaxation, a micro electric lute.
7. A demonic pulse trap, a flute made of human
bones, two enchanted torches with blue flame,
and a flint.
8. A high-frequency flint, an electromagnetic fishing
rod, a vial of flammable nanogel.
9. A vibro-tactile walking stick, a necklace with
crystal beads, four freeze-dried food rations.
10.Strange plasma reagents, an enchanted matrix
code, a crypto-luminous torch, and an electronic
flint.
11.An adrenaline potion, an energy food ration, a
bioluminescent torch, and a micro-fusion flint.
12.A dozen liters of synthetic wine, one meter of
nanotechnological bandages, a multi-use
absorbent sponge.
13.A protective symbol against dark forces, a jar of
synthetic honey, a few drops of ultra-strong
technological glue.
14.Advanced lockpicking equipment, 1 kg of
corrosive nano-salt, three pinches of crystal
powder.
15.Antibacterial soap, a roll of electronic sheet
music, a polymer wood sword, an ionic fusion
torch, and a flint.
16.A condenser flask, two super-insulating sleeping
bags, a bottle of intergalactic rum, four crystallized
bananas, a flint, and a large low-emission candle.
17.A tribal mask with advanced respiratory filters,
four photovoltaic torches, a bag of silicon coins.
18.A stabilized plasma compass, two high-energy
food rations, a solar-powered flint, and
technological incense.
19.A jar of genetically modified exotic fruits, three
chemical reaction candles, a graphene
chalkboard, and chalk.
20.A regenerative nano-healing potion, two meters
of anti-demon chain, a bio-entropic poison with a
security code.

These objects are solely intended to allow you to resolve


narrative actions, but if the Death Master wants he can
invent cool rules to make your fucking objects useful.
Aetheria
In the realm of Aetheria, where magic flows like a crystalline river between stone
cities and ancient woods, there is a fragile balance between power and harmony.
Wizard towers stand like sentinels of light in the night sky, while fields of
lavender sway in the spell-filled wind. It is a world where every stone tells the
stories of ancient spells, and every flower is a promise of eternal love.

Aetheria is a land where society is interwoven with profound values: love, justice
and emancipation resonate among its inhabitants like notes of an ethereal
symphony. Interpersonal relationships are at the center of everything, weaving
together stories of passion and betrayal, of courage and sacrifice. Here, magical
powers are considered gifts to be cultivated for the common good, a source of wonder
and protection for those who know how to master them.

But not all is bright in Aetheria. Hidden among the shadows


of the woods and forgotten crypts lies a secret order of
individuals destined for a controversial fate: the Death
Bringers!
You are a Death Bringer, dark scourge of world. Your pact
with the dark forces has invested you with powers that
bring chaos and destruction to this world of beauty and
harmony. Wherever you pass, good trembles and innocent
peoples bend to your distorted will. Cities that once shone
with light are now shrouded in the shadow of your
presence, as brave hearts falter before your relentless
darkness. Now go and kill every fucking thing that moves!
Scars
ROLL 1 FUCKING D20:
1. Mark of the Gallows: A scar in the shape of a
rope around the neck.
2. Sewn Mouth: A scar crossing the lips, as if they
were sewn together.
3. Scarred Eye: An eye damaged by a wound,
compromising vision.
4. Sinner's Hump: A prominent hump on the
shoulders, seen as a sign of sin.
5. Rotten Arm: A scar running along the arm, with
decayed skin around it.
6. Black Blood: A scar that intermittently bleeds
black instead of red.
7. Twisted Foot: A foot deformed by a wound,
making walking difficult.
8. External Heart: A heart-shaped scar, visibly
evident on the chest.
9. Burned Blood: A scar that looks burned, with
black marks around it.
10.Mark of the Flames: A series of scars resembling
the flames of a fire on the body.
11.Mask of Darkness: A scar crossing the face,
resembling a mask.
12.Serpent's Eye: A zigzag scar that looks like a
serpent's eye on the neck.
13.Split Mouth: A scar splitting the lips in two, like
an additional mouth.
14.Laminated Skin: Scars resembling fish or reptile
scales on the skin.
15.Blind Foot: A foot that does not respond to
commands, as if paralyzed.
16.Stone Hand: A hand with hardened skin,
resembling stone or metal.
17.Scourge Mark: Multiple scars along the back, as if
inflicted by a scourge.
18.Dragon's Breath: A scar in the shape of a large
bite, as if struck by a dragon.
19.Spine of Evil: A scar along the spine, as if a black
spine had penetrated it.
20.Fist of the Abyss: A scar on the fist that seems to
pulse with dark energy.
Background
Do you want to find out why you became a Death Bringer in
the service of the Demon Lord?

ANGRILY ROLL 1d20:


1. The Blood Offering: You have sealed a pact with
a demon to get revenge on those who betrayed
you, offering your blood as a sacrifice.
2. The Forbidden Secret: You discovered an
ancient tome containing forbidden knowledge and
agreed to serve a demon in exchange for the power
to dominate others.
3. The Call of the Abyss: You heard the voice of a
demon promising you power and immortality in
exchange for your loyalty.
4. The Fall of the Saint: You were a respected
exorcist until you succumbed to the temptation of
using demonic power for personal gain.
5. The Blood Pact: You sealed a pact with a demon
to gain the power to heal yourself or others, on the
condition of sacrificing innocent souls.
6. The Trial of Courage: In a moment of
desperation, you invoked a demon to gain the
strength needed to overcome a deadly challenge.
7. The Cursed Memory: You accepted a pact with a
demon to erase a terrible secret from your mind, in
exchange for your eternal service.
8. The Dark Legacy: Your lineage has been cursed
for generations, and you agreed to perpetuate the
curse in exchange for supernatural power.
9. The Uncontrollable Desire: You made a pact
with a demon to gain the power to fulfill every
desire you have, no matter the cost.
10.The Mark of the Brand: A demonic mark
appeared on your body since birth, and you
discovered that only a pact with that demon can
give you control over it.
11.The Ancient Myth: You found an ancient artifact
housing the spirit of a demon, accepting to become
its vassal in exchange for power.
12.The Incursion into the Dark Dimension: You
were trapped in the underworld dimension and
accepted a demon’s pact to gain an escape route.
13.The Fire of Hatred: You burned with hatred for
so long that you invoked a demon to gain the
power to fuel and direct that hatred.
14.The Conqueror’s Pact: You sealed a pact to gain
the power to dominate and control the minds of
others, becoming a tyrant in exchange for your
service to the demon.
15.The Temptation of Power: You sacrificed your
humanity to gain the power to dominate dark
magic, accepting a demon’s pact to enhance your
abilities.
16.The Necessary Sacrifice: You offered your
family or closest friends as a sacrifice to a demon to
gain the power to protect yourself or others.
17.The Dark Secret: You discovered a dark secret
about your lineage that led you to make a pact with
a demon to avoid your downfall.
18.The Final Renunciation: On the brink of death,
you accepted a pact with a demon to return to life
and continue your quest for power.
19.The Embrace of Darkness: You embraced the
inner darkness within yourself and sealed a pact
with a demon to become stronger.
20.The World of Nightmares: You witnessed events
that should not exist and made a pact with a demon
to understand the truth, accepting the cost of
knowledge.
List of Powers
What the poor and innocent inhabitants of Atheria do not
know is that the Death Bringers have initiated the
unstoppable chain of events that will bring about the end of
times. It all began in the Ancient Eras when the veil between
worlds was as thin as a breath, and ancient demonic entities
reached out their claws towards our world. These demons,
beings of immeasurable power and indomitable
malevolence, found a way to manifest through the very
essence of magic.

The first flames of infernal spells were kindled when reckless


sorcerers and dark priests surrendered to the promise of
supreme power in exchange for their souls. Under the
guidance of demons, they wove ancient words with blood
and souls, creating formulas that resonated with the
primordial chaos of the infernal realms.

Every spell cast is a fragment of this dark pact, an echo of


broken promises and insatiable desires. The Arcane Spark
releases a red energy, a reminder of the flames that once
burned in the hearts of the first adepts. The Technological
Detonation evokes the roar of primordial forces, an
explosion of demonic power that awakens ancient fears.

UNSTOPPABLE
TECHNOMANCER
1. Arcane Spark: Deals 2d6 damage to an enemy. If the
enemy fails the saving throw against Vengeful Spirit, it
deals an additional 1d6 damage.
2. Energy Discharge: Deals 2d6 electrical damage to an
enemy. After use, the Technomancer takes 1 self-
inflicted damage.
3. Sphere of Destruction: Deals 2d6 damage to an
enemy and reduces their Armor Class by 2 points for 1
turn.
4. Energy Bomb: Deals 2d6 damage in a 5-meter area.
After use, the Technomancer takes 1 self-inflicted
damage.
5. Focal Ray: Deals 1d6 damage to an enemy and
causes confusion for 1 turn.
6. Technological Detonation: Deals 3d6 damage in a
10-meter area. After use, the Technomancer takes 2
self-inflicted damage.
7. Energy Burst: Deals 2d6 damage and 1 extra
damage per turn for 1d4 turns.
8. Destructive Spell: Deals 3d6 damage to an enemy
and reduces their Armor Class by 2 points for 2 turns.
9. Technological Assault: Deals 2d6 damage to an
enemy. If the enemy is paralyzed, it deals an additional
1d6 damage.
10.Machinery Frenzy: Deals 3d6 damage in a 5-meter
area. The Technomancer takes 2 self-inflicted damage
for each enemy hit.
11.Energy Camouflage: Conceals the Technomancer
and allies within 10 meters for 1 turn.
12.Barrier Creation: Creates an energy barrier that
blocks passage for 2 turns.
13.Machine Manipulation: Repairs a damaged machine
or mechanical device.
14.Repair Sphere: Repairs a damaged object or a part
of the Technomancer's armor.
15.Reverse Engineering: Analyzes and understands the
workings of a technological object.
16.Remote Control: Controls an object or machine
remotely for 1 turn.
17.Technological Teleportation: Instantly teleports the
Technomancer and allies within 5 meters to a
previously scanned point.
18.Protection Shield: Creates a force field that increases
the Technomancer's Armor Class by 4 points for 1
turn.
19.Temporal Distortion: Slows down time around the
Technomancer for 1 turn, allowing them to act more
swiftly.
20.Energy Detection: Identifies the presence and nature
of surrounding energies within 20 meters for 1 turn.
SLAYER
1. Infernal Lash: Deals 2d6 damage to all enemies
within 5 meters. After use, the Slayer takes 1 damage
to their Armor Class for each enemy hit.
2. Fire Screams: All enemies within 10 meters must
make a saving throw against Vengeful Spirit. If they
fail, they are paralyzed for 1 turn.
3. Infernal Blade: Deals 2d6 damage and inflicts 1d6
fire damage for 2 turns.
4. Furious Assault: Deals 2d6 damage to all enemies in
the charging line. The Slayer takes 1 self-inflicted
damage to their Armor Class for each enemy hit.
5. Wild Fury: Deals 1d6 damage to 3 enemies within 2
meters.
6. Blood Fury: Each enemy killed regenerates 1d6 Hit
Points for the Slayer. However, the Slayer takes 1 self-
inflicted damage to their Armor Class for each Hit
Point regenerated.
7. Abyssal Fury: Deals 2d6 damage to all enemies
within 3 meters. After use, the Slayer takes 1 self-
inflicted damage.
8. Dark Wrath: Deals 3d6 damage in a 5-meter area.
The Slayer takes 1 damage to their Armor Class for
each enemy hit.
9. Infernal Cleave: Deals 2d6 damage and pushes
enemies back by 3 meters. The Slayer takes 1 self-
inflicted damage after use.
10.Demon's Fury: Deals 3d6 damage to one enemy.
After use, the Slayer takes 2 self-inflicted damage.
11.Vigorous Charge: Increases the Slayer's maximum
Hit Points by 1d4 for 1 turn.
12.Aura of Endurance: Increases the Armor Class by 2
points for 1 turn.
13.Hatred's Strength: Increases damage dealt by the
Slayer by 2 for 2 turns.
14.Diabolic Sight: Reveals hidden entities within 10
meters for 1 turn.
15.Obscured Shield: Increases the Slayer's Armor Class
by 3 points for 1 turn.
16.Inner Lightning: Deals 1d6 electric damage to one
enemy and increases the Slayer's damage by 2 for 1
turn.
17.Beastly Regeneration: Heals 2d6 Hit Points per turn
for 2 turns.
18.Swift Step: Increases the Slayer's speed by 5 meters
for 1 turn.
19.Desert Fury: Reduces the enemy's Armor Class by 2
points for 1 turn.
20.Infernal Rite: Summons a dark flame that burns
continuously for 3 turns.
HERETIC
1. Shadow Blade: Deals 2d6 damage to demons. The
internal fire weakens the Heretic, reducing their Armor
Class by 1 point for 1 turn after use.
2. Demonic Explosion: Deals 2d6 damage and causes
an additional 1d6 damage per turn for 2 turns.
3. Heretic's Judgment: Deals 3d6 damage to spirits. If
the enemy is an angel, deals 4d6 damage.
4. Sinner's Sentence: Deals 2d6 damage and reduces
the enemy's strength by 2 points for 2 turns.
5. Blade of the Impure: Deals 1d6 damage for 3 turns
and reduces the Heretic's Armor Class by 1 point for
each active turn.
6. Black Spell of Destruction: Deals 4d6 damage. If
the enemy is an Angel, deals 5d6 damage.
7. Hand of Injustice: Deals 2d6 damage and paralyzes
the enemy for 1 turn.
8. Inhuman Cry: Enemies within 5 meters must make a
saving throw against Vengeful Spirit. If they fail, they
are paralyzed for 1 turn.
9. Curse of Darkness: Increases allies' Armor Class by
2 points for 2 turns.
10.Ancestral Punishment: Deals 3d6 damage to an
enemy and reduces their Armor Class by 2 points for 2
turns.
11.Sacred Putrescence: Heals 3d6 Hit Points to a
wounded ally.
12.Protection Shield: Increases an ally's Armor Class by
5 points for 1 turn.
13.Curse of the Soul: Increases the Armor Class of an
ally by 2 points for 2 turns.
14.Faith Restoration: Removes a status condition
(paralysis, confusion, etc.) from an ally.
15.Hell's Light: Illuminates an area within 10 meters for
2 turns.
16.Channel of Malevolent Energy: Heals 2d6 Hit
Points to an ally and protects them from negative status
effects for 1 turn.
17.Demonic Prayer: Heals 4d6 Hit Points to an ally.
18.Dark Protection: Protects an ally from dark magical
attacks for 1 turn.
19.Zombification: Revives a fallen ally with half of their
maximum Hit Points.
20.Sacrilegious Barrier: Creates a barrier that protects
all allies within 5 meters, increasing their Armor Class
by 3 points for 2 turns.
Character Progression
As already mentioned, you level up at the end of each
session and leveling up gives you 1d4 more hit points, you
also learn a new power at random (rolling 1d20 on your
class's power list). Furthermore, the energy of the evil one
is corrupting and for this reason you get a random mutation,
roll 1d66 (i.e. 1d6 for tens and 1d6 for ones):

11. Multiple Eyes: The character has one or more extra


eyes on their face.
12. Scaly Skin: The character's skin is covered in scales
like those of a reptile.
13. Sharp Arms: The arms are long and slender,
resembling those of an insect.
14. Pupil-less Eyes: The character's eyes lack pupils.
15. Elastic Body: The character can stretch and distort
their own body.
16. Aquatic Breathing: The character can breathe
underwater.
21. Incomplete Face: The character's face is only
partially formed.
22. Thin Antennae: The character has antennae like
those of an insect.
23. Prehensile Tail: The character has a tail that can be
used to grasp small objects.
24. Arched Feet: The character has arched feet like
those of a cat.
25. Protruding Ears: The character's ears are large and
protruding.
26. Frog Legs: The character has webbed feet like those
of a frog.
31. Prolonged Lifespan: The character ages very slowly.
32. Transparent Body: Parts of the character's body are
transparent.
33. Forked Tongue: The character's tongue is bifurcated.
34. Autonomous Shadow: The character's shadow
moves independently from them.
35. Gelatinous Skin: The character's skin feels
gelatinous to the touch.
36. Mouth in the Palm: The character has a mouth in
the palm of their hand.
41. Goat Hooves: The character has feet like those of a
goat.
42. Exaggerated Fangs: The character has huge fangs
like those of a wild animal.
43. Incandescent Eyes: The character's eyes glow
intensely.
44. Atrophied Wings: The character has wings that
cannot be used for flight.
45. Luminous Veins: The character's veins glow through
their skin.
46. Bony Spines: The character has bony spines
protruding from their back.
51. Viscous Blood: The character's blood is viscous and
adheres easily to surfaces.
52. Oxidized Body: The character's body appears
oxidized like metal.
53. Tentacles: The character has tentacles resembling
those of an octopus.
54. Barbed Tail: The character has a sharp-pointed tail.
55. Sticky Tongue: The character's tongue is long and
sticky.
56. Twisted Body: The character's body is contorted or
deformed.
61. Psychic Immunity: The character is immune to
psychic attacks.
62. Weakness Aura: The character's aura weakens
others around them.
63. Ectoplasmic Feet: The character's feet leave traces
of ectoplasm.
64. Spiked Tongue: The character's tongue is covered in
small spikes.
65. Animated Skin: The character's skin seems to have a
life of its own.
66. Scorched Skin: The character's skin appears to have
been burned.

SUDDEN
DEATH
Bestiary
Don't read if you're not the Death Master!
If you are the Death Master instead: be cruel, roll 1d66 to
randomly generate a challenge, don't care if the challenge is
too easy or too difficult, it's none of your business.
11. Kingdom Guard
• Hit Points: 14
14. Forest Folk, Captain
• Armor Class: 12
• Hit Dice: 1d8 • Hit Points: 14
• Plagiarized Body: 8 • Armor Class: 13
• Murderous Mind: 12 • Hit Dice: 1d8
• Vengeful Spirit: 10 • Plagiarized Body: 12
• Murderous Mind: 10
12. Guardian Bees • Vengeful Spirit: 6
• Hit Points: 6
15. Sacred Basilisk
• Armor Class: 11
• Hit Dice: 1d6 • Hit Points: 20
• Plagiarized Body: 10 • Armor Class: 15
• Murderous Mind: 4 • Hit Dice: 1d10
• Vengeful Spirit: 8 • Plagiarized Body: 14
• Murderous Mind: 8
13. Light Amoebas • Vengeful Spirit: 6
• Hit Points: 20
16. Bluebear
• Armor Class: 6
• Hit Dice: 2d6 • Hit Points: 10
• Plagiarized Body: 16 • Armor Class: 14
• Murderous Mind: 8 • Hit Dice: 1d8
• Vengeful Spirit: 4 • Plagiarized Body: 12
• Murderous Mind: 6
• Vengeful Spirit: 8
21. Depth Brutes 25. Tribe Leader Kobold
• Hit Points: 8 • Hit Points: 9
• Armor Class: 12 • Armor Class: 13
• Hit Dice: 1d6 • Hit Dice: 1d8
• Plagiarized Body: 6 • Plagiarized Body: 8
• Murderous Mind: 4 • Murderous Mind: 10
• Vengeful Spirit: 6 • Vengeful Spirit: 6

22. Mountain Kobolds 26. Good Cyclops


• Hit Points: 4 • Hit Points: 40
• Armor Class: 12 • Armor Class: 12
• Hit Dice: 1d6 • Hit Dice: 2d8
• Plagiarized Body: 6 • Plagiarized Body: 16
• Murderous Mind: 8 • Murderous Mind: 6
• Vengeful Spirit: 4 • Vengeful Spirit: 10

23. Crystal Cube 31. Moon Cultist


• Hit Points: 14 • Hit Points: 8
• Armor Class: 6 • Armor Class: 11
• Hit Dice: 1d10 + make a • Hit Dice: 1d6
saving throw on Plagiarized • Plagiarized Body: 10
Body and if you fail you are
• Murderous Mind: 12
paralyzed for 1 turn.
• Vengeful Spirit: 6
• Plagiarized Body: 12
• Murderous Mind: 4
32. Mist Doppleganger
• Vengeful Spirit: 8
• Hit Points: 24
24. Cherub • Armor Class: 12
• Hit Dice: 1d12
• Hit Points: 30
• Armor Class: 14 • Plagiarized Body: 10
• Hit Dice: 2d6 • Murderous Mind: 14
• Plagiarized Body: 16 • Vengeful Spirit: 8
• Murderous Mind: 10
33. War Ant
• Vengeful Spirit: 8
• Hit Points: 12
• Armor Class: 15
• Hit Dice: 1d8
• Plagiarized Body: 14
• Murderous Mind: 4
• Vengeful Spirit: 8
34. Radiant Ghoul 43. Cave Locust
• Hit Points: 10 • Hit Points: 10
• Armor Class: 12 • Armor Class: 12
• Hit Dice: 1d6 • Hit Dice: 2d4
• Plagiarized Body: 10 • Plagiarized Body: 8
• Murderous Mind: 6 • Murderous Mind: 6
• Vengeful Spirit: 8 • Vengeful Spirit: 10

35. Pit Goblin 44. Blade Manticore


• Hit Points: 8 • Hit Points: 25
• Armor Class: 13 • Armor Class: 14
• Hit Dice: 1d6 • Hit Dice: 2d6
• Plagiarized Body: 6 • Plagiarized Body: 12
• Murderous Mind: 8 • Murderous Mind: 12
• Vengeful Spirit: 4 • Vengeful Spirit: 6

36. Emerald Golem 45. Mirror Medusa


• Hit Points: 30 • Hit Points: 30
• Armor Class: 16 • Armor Class: 15
• Hit Dice: 1d10 • Hit Dice: 1d8
• Plagiarized Body: 16 • Plagiarized Body: 14
• Murderous Mind: 4 • Murderous Mind: 8
• Vengeful Spirit: 8 • Vengeful Spirit: 10

41. Elven Guy 46. Crystal Minotaur


• Hit Points: 10 • Hit Points: 35
• Armor Class: 14 • Armor Class: 14
• Hit Dice: 1d6 • Hit Dice: 1d8
• Plagiarized Body: 12 • Plagiarized Body: 16
• Murderous Mind: 6 • Murderous Mind: 6
• Vengeful Spirit: 8 • Vengeful Spirit: 10

42. Luminous Insects, Swarm 51. Joyful Flies


• Hit Points: 2 • Hit Points: 5
• Armor Class: 13 • Armor Class: 14
• Hit Dice: 1d6 • Hit Dice: 1d4
• Plagiarized Body: 4 • Plagiarized Body: 4
• Murderous Mind: 6 • Murderous Mind: 8
• Vengeful Spirit: 10 • Vengeful Spirit: 6
52. Eternal Mummy 56. Shimmering Spider
• Hit Points: 20 • Hit Points: 4
• Armor Class: 13 • Armor Class: 12
• Hit Dice: 1d6 • Hit Dice: 1d4 + poison (1
• Plagiarized Body: 12 damage per turn for 4 turns)
• Murderous Mind: 6 • Plagiarized Body: 6
• Vengeful Spirit: 10 • Murderous Mind: 4
• Vengeful Spirit: 8
53. Light Slime
• Hit Points: 13 61. Silk Rat
• Armor Class: 14 • Hit Points: 7
• Hit Dice: 1d6 • Armor Class: 12
• Plagiarized Body: 10 • Hit Dice: 1d6
• Murderous Mind: 6 • Plagiarized Body: 8
• Vengeful Spirit: 8 • Murderous Mind: 4
• Vengeful Spirit: 6
54. Moon Eyes
• Hit Points: 2 62. Deep Sea Folk
• Armor Class: 13 • Hit Points: 11
• Hit Dice: 1d4 • Armor Class: 12
• Plagiarized Body: 4 • Hit Dice: 1d6
• Murderous Mind: 6 • Plagiarized Body: 10
• Vengeful Spirit: 10 • Murderous Mind: 6
• Vengeful Spirit: 8
55. Forest Orc
• Hit Points: 15 63. Grove Satyr
• Armor Class: 13 • Hit Points: 5
• Hit Dice: 1d8 • Armor Class: 11
• Plagiarized Body: 12 • Hit Dice: 1d6
• Murderous Mind: 6 • Plagiarized Body: 6
• Vengeful Spirit: 8 • Murderous Mind: 8
• Vengeful Spirit: 4
64. Forest Skeleton 65. Clearwater Siren
• Hit Points: 13 • Hit Points: 10
• Armor Class: 13 • Armor Class: 12
• Hit Dice: 1d6 • Hit Dice: 1d6
• Plagiarized Body: 10 • Plagiarized Body: 8
• Murderous Mind: 6 • Murderous Mind: 10
• Vengeful Spirit: 8 • Vengeful Spirit: 6

66. Woodland Werewolf


• Hit Points: 22
• Armor Class: 13
• Hit Dice: 1d8
• Plagiarized Body: 14
• Murderous Mind: 8
• Vengeful Spirit: 10
USE YOUR HEAD

OR SOMEONE WILL USE IT FOR YOU


You have in your hands the SHAREWARE version of DEATH,
which unlike a fucking "quickstart" is totally playable without
necessarily having to buy a complete game (and it is also
designed to be print and play!).

However, if you want a complete experience we


recommend you buy the EXTENDED expansion (where you
will find new classes and a lot of other content that
improves the gaming experience):

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