Christian Dungeon Squad!
Christian Dungeon Squad Rules
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WHAT YOU NEED
Each Player should have access to a pencil. paper, and a set of polyhedral dice – one of each, from D4 up to D12. Also snacks and beverages.
Each character has one each of D4, D8 and D12 to represent aspects of themselves – Explorer, Knight and Saint.
(Example: I want to make a Saint-Spy type character, so I choose Saint D12, Explorer D8 and Knight D4. Let’s hope I have someone along to keep me out of harm’s way in a fight!)
Each character has a D6 and a D10 to describe stuff – a weapon, armor or miracles.
(Example: For my Saint-Spy, I choose the Miracle Dazzle at D10 and Lightning at D6.)
Everyone has fifteen Hit Points. Damage reduces these directly.
Everyone has a 15’ max movement per turn.
Everyone starts the game with 75 gold pieces.
Everyone gets two pieces of equipment or miracles to assign to stuff die.
All characters can fight, perform miracles and sneak around at varies levels of skill. Difficulty is reflected by a target number, typically 2, 4 or 6. Higher numbers are certainly possible for daring feats.
Roll against Knight to hit in combat. A 2 or better is needed to hit a weak foe, a 4 or better to hit an average foe, and a 6 or better to hit a tough foe. Obviously, if you assign D4 to Knight, direct combat will prove a challenge, if not impossible.
Roll against Saint to perform miracles. A 6 or better is needed to perform a miracle successfully, or a 2 or better if the performer is not in a dangerous situation. One peaceful option would be to assign D4 to Saint and take “Healing” as a miracle, performing it only between battles.
Roll against Explorer to sneak around and be a spy. You need a 2 or better to move silently, a 4 or better to pick a lock or climb a wall, and a 6 or better to disarm a trap or jump a chasm.
EQUIPMENT THAT NEEDS TO BE ASSIGNED A “STUFF” DIE
Swords do there die in damage – either D6 or D10. A “sword” could also be an axe or other weapon. Other weapons rated at D4, D8 or even D12 might be found as treasure!
Bows can damage a foe from a distance of 50’, but only half the time. If the Knight roll is odd, it does not count! If it is even, it actually hits! A “bow” could also be throwing knives a crossbow or other ranged weapon.
Armor reduces damage taken by a roll of its die. Thus, if you are hit for 7 points of damage and have armor, you can roll that die and reduce damage taken by that amount, possibly all the way to zero. D10 armor is powerful stuff! Other armor rated at D4, D8 or even D12 might be found as treasure!
Some expensive gear affords a +1 bonus to a specific activity, effectively bumping the die up one rank. Your D4 Explorer becomes D6, for example, when sneaking in blessed boots. A character can carry a total of four pieces of “stuff” with dice assigned to it – miracles, armor, weapons and the likes of. If a character acquires a cool bit of treasure with a die assigned to it (D6 Fireball Miracle, for example), it counts toward this total, as do the two items each character starts with. A player can mix and match as needed, but no character can ever carry more than four pieces.
Anyone can do D4 damage with their fists or a dagger, if they have no better weapon. Ropes, picks, shovels and other equipment can be purchased, but has no “stuff” die associated with it. There is no limit to the amount of regular stuff you can carry.
There are six miracles. Any character can choose to assign a “Stuff” die to gain a miracle, and a Saint can use both the D6 and D10 for different miracles.
All Miracles have a range of 50’.
A 6 or better is needed to perform a miracle successfully in battle, or a 2 or better if the performer is not in a dangerous situation.
DAZZLE – Causes one man-sized enemy to hesitate for every 2 points rolled. Bigger creatures require 4 points, smaller ones, 1! Victims cannot take any action for a turn when they are dazzled. Can be performed only once per battle.
FIREBALL – does triple its die in damages but can only be used once per adventure! Anyone within a 10’ radius of the target takes the straight, pre-multiplication Fireball die in damage as well – a powerful miracle!
HEALING – restores its die in hit points to the person the performer chooses. This miracle can be performed once per battle, and can only assist one person.
LIGHTNING – does its die in damage divided as the performer chooses among targets. Can be performed every turn.
FAVOR – allows you to add your die to another person’s roll, before they make it! Or reduce an opponents roll by the same amount, before they make it. Can be performed every turn.
PROTECTION – protects a single person the performer chooses (including themselves) from its die in damage, which is chipped away until it is gone. Can be performed once per battle.
TREASURE AND ADVANCEMENT
In the dungeon there may be treasures, such as blessed swords +1 which makes a D6 sword a D8 sword, crucifix +1 die size for Saints performing miracles and blessed boots +1 die size for moving silently. Gold pieces can also be found! Gold can be used to buy equipment, like ropes, lock-picks and lanterns… Take a look at our Equipment Shop.
Gold can also be used to increase any die one size after each adventure, up to D12. 100 gold pieces equals a one die increase. Gold can also be used to buy increased hit points. 20 gold increases permanent hit point total by one.
If you are a lawyer, here is the Rules Legal Code.
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