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Scrolls & Swords!: Rules Create An Adventure!

This document provides rules and character creation guidelines for a lighthearted fantasy RPG called "Scrolls & Swords!". Players first choose a character Style and Role, then roll or choose numbers that determine their abilities with magic ("Scrolls") versus combat ("Swords"). Players also select a name and starting equipment. The game focuses on an adventuring threat that wants to do something dangerous, and players must determine how to defeat it through roleplaying and dice rolls interpreted by the Game Master. Rolls are modified based on a character's preparation and expertise. Overall successes and failures shape how the threat is confronted and the unfolding story.

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Domênico Gay
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0% found this document useful (0 votes)
1K views1 page

Scrolls & Swords!: Rules Create An Adventure!

This document provides rules and character creation guidelines for a lighthearted fantasy RPG called "Scrolls & Swords!". Players first choose a character Style and Role, then roll or choose numbers that determine their abilities with magic ("Scrolls") versus combat ("Swords"). Players also select a name and starting equipment. The game focuses on an adventuring threat that wants to do something dangerous, and players must determine how to defeat it through roleplaying and dice rolls interpreted by the Game Master. Rolls are modified based on a character's preparation and expertise. Overall successes and failures shape how the threat is confronted and the unfolding story.

Uploaded by

Domênico Gay
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
  • Create an Adventure: Guides players through crafting adventures with themes and objectives using random tables or selection.
  • Rules: Outlines the fundamental rules for playing the Scrolls & Swords game, covering action and resolution mechanics.
  • GM: Run the Game: Provides advice for game masters on how to effectively lead and manage the game sessions.
  • Character Creation: Details the steps required to create a character, including attributes and other essential settings for gameplay.

RULES CREATE AN ADVENTURE!

SCROLLS & SWORDS! When you do something risky, roll 1d6 to find out how
it goes. Roll +1d if you're prepared and +1d if you're
Roll or choose on the tables below.
A threat…
A bare-bones, lighthearted fantasy RPG
an expert. (The GM tells you how many dice to roll, 1) A cruel and evil King 7) A barbarian Chieftain
CHARACTER CREATION based on your character and situation.) Roll your dice
2) An invading Goblin tribe 8) A cabal of Psion Masters
First, roll or choose a Style: and compare each die result to your number.
3) A dark Witch/Warlock 9) A rogue General's army
1) Drunk 5) Master 9) Idiot ↓ If you're using SCROLLS (magic, reason), you want to 4) A powerful undead Lich 10) A lesser Demon of Hell
roll under your number.
2) Righteous 6) Criminal 10) Dangerous 5) A large undead Army 11) A band of Pirates

3) Sexy 7) Wild 11) Civilized


↑ If you're using SWORDS (fighting, passion), you 6) A large, ancient Dragon 12) A mythological Terror
want to roll over your number. …wants to…
4) Novice 8) Genius 12) Dark
0 If none of your dice succeed, it goes wrong. The 1) Completely destroy 7) Empower with magic
Next, roll or choose a Role: GM says how things get worse somehow. 2) Corrupt with dark powers 8) Craft from rare materials
1) Warrior 5) Bard 9)Ranger
1 If one die succeeds, you barely manage it. The 3) Steal from another land 9) Alchemically synthesize
4) Capture from the enemy 10) Pacify through force
2) Wizard 6) Priest 10) Paladin GM inflicts a complication, harm, or cost.
5) Magically merge with 11) Occupy with an army
3) Thief 7) Monk 11) Assassin 2 If two dice succeed, you do it well. 6) Protect from harm 12) Do terrible things to
Good job!
4) Illusionist 8) Barbarian 12) Necromancer …the…

Now, roll or choose an number from 2-11


3 If three dice succeed, you get a critical success! 1) Queen of the land 7) elusive Bandit leader
The GM tells you some extra effect you get. 2) Giant psionic Crystal 8) Powerful magical Staff
A high number means your are better at SCROLLS (magic;
devices; cold rationality; calm, precise action). A low number ! If you roll your number exactly, you have a Scroll of 3) Huge, formidable castle 9) Nearby Forbidden land
means you're better at SWORDS (intuition; diplomacy; Swords. You get special insight into what's going on. Ask the 4) Abandoned Dwarf mine 10) Peaceful Elf tribe
seduction; wild, passionate action). GM a question and they'll answer you honestly. Some good
5) Scrolls of the Old Ones 11) Ancient ruins
Then, choose an adventurer Name. questions: What are they really feeling? Who's behind this?
How could I get them to ___? What should I be on the 6) Hidden demonic Portal 12) A mysterious Ring
You have: a weapon of choice, an item from your
lookout for? What is the best way for us to ___? …which will…
adventures, clothing to fit your role
HELPING: If you want to help someone else who is rolling, 1) Destroy the Kingdom 7) Cause political Strife
Finally, roll or choose a Bond. Apply to the player to your
say how you try to help them and make a roll. If you
left: 2) Raise the Dead 8) Burn a forest of Ents
succeed, give them +1d.
1) … owes me their life. 7) … is my mercenary. 3) Start a bloody War 9) Open a portal to Hell
2) … saved my life. 8) … hired me. GM: RUN THE GAME 4) Enslave the Halflings 10) Reverse local Time
Play to find out how to defeat the threat. Introduce the threat
3) … is my sibling. 9) … knew me in the war. 5) Tear a hole in Reality 11) Unleash a Dragon
by showing evidence of its recent badness. Before a threat
4) … needs my help. 10) … tried to kill me. does something to the characters, show signs that it's about to 6) Fix Everything! 12) Bring about Apocalypse
happen, then ask them what they do.
5) … owes me gold. 11) … is a family friend.
Call for a roll when the situation seems uncertain. Don't pre- Based on the wonderful LASERS & FEELINGS by John Harper
6) … is the Chosen One. 12) … stole my lover. plan outcomes – let the chips fall where they may. Use [Link]
failures to push the action forward. The situation always Also mostly stolen from reddit user McDie88
changes after a roll, for good or ill. [Link]

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