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OneDice

Quick and easy role-playing rules sampler for any genre


OneDice
Quick and easy role-playing rules sampler for any genre

by Peter Cakebread

OneDice system design by Peter Cakebread


Additional Material by Peter Cakebread & Ken Walton
Editing: Ken Walton
Layout, Proofing, Cover Design: Ken Walton
All Illustrations: Bob Brown at BattleKraken
(www.facebook.com/battlekraken)

Copyright: OneDice Quickstart 2015 by Cakebread & Walton. OneDice system copyright 2015 by Peter
Cakebread. All rights reserved. Reproduction of this work by any means without the permission of the publisher
is expressly forbidden. This material is protected under the copyright laws of the United Kingdom.

www.clockworkandchivalry.co.uk
The OneDice System
The OneDice system is intended to be a quick and easy role-playing system, suitable for all
genres. Each book is a standalone rules set, but all are compatible, allowing for cross-genre
play. All are available (or soon will be) as PDFs or small format printed books.

Books available so far include:

Universal the basic rules, including skins for fantasy, superheroes and space.

Genre Books
These rulebooks cover a particular genre, allowing you to create adventures and characters
in that genre, either using a world of your own creation, that from a novel or movie, or using
the ready-made world described within. Each has extra skins to add a twist to the genre.

Cyberpunk near future scifi in a world of megacorps, cyberwear and virtual reality. Black
and white paperback.

Fantasy traditional fantasy in a world of dwarves, elves and dragons. Black and white
paperback.

Pulp 1930s pulp action in a world of two-fisted heroes and weird science. Black and white
paperback.

Space space opera adventure in an interstellar future. Black and white paperback.

Steampunk Victorian scifi in a world of steam and cogs, etiquette and revolution. Black
and white paperback.

World Books
These rulebooks each contain a well-developed game world, and all the rules needed to play
in that world.

Abney Parks Airship Pirates post-apocalyptic time travel steampunk, set in the world of
steampunk band Abney Parks music. Full colour paperback or hardback.

Pirates & Dragons fantasy swashbuckling in a world of dragons, monsters and mysterious
islands. Full colour paperback or hardback.

Twisted Tomorrow strange adventures in a darkly satirical future. Black and white paperback.

The OneDice system is produced by Cakebread & Walton.

Website: http://clockworkandchivalry.co.uk/

Shop: http://rpg.drivethrustuff.com/browse/pub/4595/Cakebread--Walton

And follow Cakebread & Walton on Facebook.

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OneDice
Quickstart Rules

OneDice is an easy, quick and flexible Roleplaying Game (RPG) system. These
Quickstart rules are designed to give you a flavour of the game and to get
you playing straight away.

What is an RPG?
Role-playing games (RPGs) are a kind of Lets pretend but you dont need
to dress up and run around, you play around a table, using your imaginations
to tell the story.
Players play a character in an imaginary world and describe what their
character says and does.
The Gamekeeper presents the story, applies the rules (the Gamekeepers
decision is final!) and keeps the game moving.

OneDice Quickstart is designed to get you playing straight away with a


stripped down rule set to give you a feel for the system; an example of
how to play the game; The Hollow Horror, an introductory fantasy
adventure; and the space solo mini-adventure, Raid on Graxlek 5.

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OneDice Quickstart

What Will I Need to Play?


This book; some friends to play with (two is enough for a game, but more is
better); pens, pencils and paper; tokens to represent Stunt Points (toy coins,
squares of card, etc.); and a six-sided dice (the sort you get in most board
games).

Rolling the Bones


A six-sided dice is the only dice you need to play the game. When you want
your character to do something risky (such as have a fight, climb a steep cliff,
etc.), the Gamekeeper will give you a Target Number and ask you to roll a
dice. Youll roll a number between one and six which you might add a bonus
to. What you rolled, including bonuses, is compared to the Target Number.
If you equal it or beat it, your character succeeds in what he or she was trying
to do; if you dont, your character fails.
If you fail, you might need to spend some Stunt Points to save your character.
Everyone has some Stunt Points at the start of each game session. You can
use these to perform cool stunts or avoid disaster.
So its simple roll your dice, add any bonuses, and find out if your character
has had a success or failure.

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OneDice Quickstart

Rules

Sometimes you will need to roll a six sided-dice to see if your character can
do what you want him or her to do mostly thats it!

These rules are for creating generic characters. You will be playing in a
particular setting a point in history, the far future, a fantasy world, etc.
The setting will affect how you build your characters.

Making a Character
To make a character, you will need to:
Decide your characters background your race, nationality, hometown,
home planet, etc. This will depend on the setting you are playing in.
Decide your characters abilities the abilities are Strong, Clever, Quick (and
sometimes another ability, such as Magic, if you can be a spell-caster in your
game).

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Calculate your Health, Defence and Move These are calculated based on
your characters abilities.
Give your character some skills your character is allowed up to 6 skills to
start with.
Give your character some stuff give your character some starting money
and equipment and let them buy some extras.
Give your character some finishing touches including a name and 6 Stunt
Points (more on them later!).

Your Characters Background


Characters dont usually start out as heroes. They will have a background
a home town, previous job, etc. The Gamekeeper should decide what
backgrounds are available in his or her game, according to the chosen setting.

Assign Abilities
Characters usually start the game with 6 Ability Points to share between
Strong, Clever and Quick.

Some OneDice books give extra Ability options such as Magic, Cyber and
Weird.

Abilities
All characters and creatures have a set of abilities as follows:
Strong Good for lifting, thumping enemies with fists or a hand weapon, etc.
Clever Good for aiming and shooting a gun, negotiating, and generally
knowing about stuff, etc.
Quick Good for climbing, going first in a fight, firing a bow, sneaking, etc.
When you have decided on your characters background, you will spend ability
points to give them a Strong, Clever, Quick score between 1 and 3.

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OneDice Quickstart

Example Character
Angela Smith, Spy, Strong 2, Clever 2, Quick 2
Health If your character has an accident or gets hurt in a fight, he or she
will lose Health. Health can be restored, so you should always keep a note of
your characters maximum Health. Maximum Health is your characters
Strength multiplied by 3.

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OneDice Quickstart

Defence The score an attacker needs to roll to injure you. Defence is three
times your characters Strong or Quick (whichever is higher). You might be
able to buy armour to raise this score.
Move How far your character can run in metres in a combat round. Move
is ten times your characters Quick.
Example Character
Angela Smith, Spy, Strong 2, Clever 2, Quick 2, Health 6, Defence 6, Move 20

Sample Skills
Every starting character receives 6 skill points, which can be spent on buying
skills.

Only pick skills appropriate to the setting a fantasy warrior will not have
Computers (unless you are playing in a world where they do!).

Skills are given a number and you may spend no more than two points on
any starting skill.
The following is a list of example skills:
Acrobatics (Quick) Good at acrobatic moves.
Archery (Quick) Good with bows.
Artillery (Clever) Good at firing artillery weapons.
Art (Clever) Good at creating art.
Blades (Strong) Good at hand-to-hand fighting with a bladed weapon
(sword, axe, laser-stick, etc.).
Bludgeon (Strong) Good at hand-to-hand fighting with a blunt weapon
(hammer, club, cosh, etc.).
Bruiser (Strong) Good at unarmed fighting (punching, kicking, head butting,
etc.).
Climb (Quick) Good at climbing.

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Command (Clever) Good at giving orders.


Computers (Clever) Good at building, repairing and using computers
Craft (Clever) Good at making and repairing things.
Cryptology (Clever) Good at creating and breaking codes.
Disguise (Clever) Good at carrying off a disguise.
Dodgy (Clever) Good at dealing with criminals and being streetwise.
Drive (Quick) Good at driving an automobile, hover-car, horse and cart, etc
Engineering (Clever) Good at building, repairing and understanding engines.
Entertainer (Quick) Good at entertaining others (by singing, dancing,
juggling grenades, etc.).
Gambling (Quick) Good at gambling (and cheating).
Intimidate (Strong) Good at bullying others.
Investigation (Clever) Good at looking for and analysing clues.
Language (Clever) Good at speaking a language (other than the characters
own). Each language is a separate skill.
Lore (Clever) Good at knowing stuff.
Medicine (Clever) Good at healing people. Only people with medicine (or
magic) can restore Health.
Navigate (Clever) Good at reading maps and following them.
Negotiate (Clever) Good at talking their way out of trouble.
Perception (Quick) Good at noticing and hearing things.
Pilot (Clever) Good at piloting an aircraft, sea craft or spaceship, etc.
Pickpocket (Quick) Good at picking pockets.
Psychology (Clever) Good at reading peoples emotions and noticing when
they are lying.
Research (Clever) Good at researching a topic (using libraries, computer
archives, etc).

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Science (Clever) Good at science.


Security (Clever) Good at creating or picking locks; arming or disarming
traps; etc.
Shooting (Clever) Good at firing a gun.
Sneaky (Quick) Good at creeping up on people or hiding from them.
Survival (Clever) Good at surviving in the wilderness.
Swim (Strong) Good at swimming.
Teaching (Clever) Good at getting basic concepts over to others.
Throw (Quick) Good at throwing weapons (such as axes, daggers, etc.).
Track (Clever) Good at finding and following tracks.
Trade (Clever) Good at spotting a bargain, selling and negotiating a good
price.

Example Character
Angela Smith, Spy, Strong 2, Clever 2, Quick 2, Health 6, Defence 6, Move 20
Computers 1, Investigation 1, Medicine 2, Sneaky 1, Survival 1

Skill Use
There are three occasions when you might be asked to roll your dice to make
a skill check.
When you want your character to perform an action
Examples
When you want your character to climb a rope, track a trail, navigate using
a map, etc.
When your character is trying to perform an action and someone is working
against him or her

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Examples
When your character enters an arm-wrestling contest, wants to sneak up on
somebody, is negotiating a trade, is hacking an account, etc.
When the Gamekeeper wants to see whether something happens to your
character
Examples
When the Gamekeeper wants to see if your character has resisted a poison,
has spotted an object, has fallen unconscious, etc.
Note: Stunt Points can be spent to gain an automatic success on a non-combat
skill check.

How to Use Skills To Perform Actions


The basic chance of carrying out an action depends on how difficult it is.

Routine everyday actions are so easy that they can be done automatically.
For instance, a driver doesnt need to make a Drive roll every time he or
she is driving sensibly down a clear road. You dont need to roll a dice to
get your character to perform these routine actions. But if the weather
is terrible and someone is chasing you, you will need to roll a dice for
these more difficult actions.

The Gamekeeper always decides the difficulty of any task. In the list below,
the figure beside the difficulty is the Target Number needed to succeed at an
action:

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Difficulty Target Number Example


(TN)
Routine No roll needed Driving on a wide quiet road on a clear
day.
Mildly challenging 3 Driving in the pouring rain on an
unsuitable road.
Challenging 6 Driving in a thunderstorm on a cliff
road.
Hard 8 Driving in the rain while you are being
chased.
Very Difficult 10 Driving in a storm while being chased
and being shot at.
Near Impossible 12+ Driving in a storm while being chased
on a cliff road.

To see whether your character succeeds at a task, roll one six-sided dice, then
add to the result the relevant ability (the characters score in Strong, Clever
or Quick) and skill (if he or she has one). Compare the result to the Target
Number if you equal or beat it, you have succeeded. If you have failed to
beat it, your action has been unsuccessful (and there may be a consequence).

Skill Rolls
Remember!
When the Gamekeeper asks for a skill roll:
Roll the dice + Ability (Strong, Clever or Quick) + Skill (if any) = result

Anyone can try almost anything, as everyone has at least 1 in each ability.
You dont need to have Navigate to try and puzzle out a map you just use
your Clever score. Likewise, if you dont have Climb, you will just have to use
Quick on its own.

Skill vs Skill
Sometimes your character will want to do something that another character
wants to challenge.
To make a Skill vs Skill test, the player rolls a dice and adds any bonuses. The
Gamekeeper rolls dice for whoever is opposing (unless it is another Players

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Exceptions to the Rule


The Gamekeeper may rule that some tasks are just too difficult for an
amateur to have a go at. Its unlikely that the starships entertainment
officer will be able to fix a meltdown in the warp drive without the
Engineering skill, even if they are exceptionally lucky.

Healing isnt Easy


Medicine is one of the skills which cannot be practiced untrained. Only a
character with Medicine can heal Health (their own or that of other
characters).
A character wishing to use the Medicine skill must roll against the
appropriate Target Number a failure means that no healing takes place.
Amount of Healing Attempted Target Number
1 dice divided by 2 6
1 dice 8
1 dice multiplied by 2 10
A Medicine roll of 1 is always a failure so even if the character combines
his or her Clever and Medicine for a starting total of 6 or above, a dice
still needs to be rolled. Healing can only be attempted once every 24
hours).

Having the Advantage


Sometimes one of the sides in an opposing skill test will have an advantage
or disadvantage and the Gamekeeper will give a +2 bonus or -2 penalty
to the dice roll.

character), also adding any bonuses. Whoever gets the highest total wins. If
the Player and the Gamekeeper get the same totals, its a draw (unless that
makes no sense, in which case the Player wins).

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Fights
Fights take place in combat rounds, each lasting just a few seconds. In a
combat round each fighter takes it in turns to try and hit and damage their
opponent(s).
Note: Dont forget that Stunt Points can be used to perform special actions
in combat, on top of those described in this section.

Combat Basics
Combat rounds basically work like this:
Everyone rolls Initiative at the start the combat to find out who goes
first (roll the dice and add Quick - highest wins).
Then, from highest to lowest Initiative, each character:
Rolls to hit Roll the dice and add any bonuses to beat the opponents
Defence. A character can also try to move (charge into combat or run
away) in this part of the round.
Calculates damage on a successful hit. Remove any damage from
opponents Health.

Surprise and Distance


Sometimes the Gamekeeper will judge one of the sides in a fight has been
surprised. If so, the side who is surprised doesnt get to make attacks in the
first round of combat.
How far apart opponents are at the start of combat depends on terrain if
both parties turn a corner and bump into one another, then they can move
instantly into hand-to-hand; if both parties spot each other at the other side
of a long beach, they wont be able to start fighting until someone moves into
the range of the other sides weapons.
Dont roll Initiative until someone can actually hit someone else.

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OneDice Quickstart

Initiative
Each character in a fight must roll Initiative at the start of combat. Roll the
dice and add your characters Quick.
You only roll Initiative at the start of the fight anyone joining the fight rolls
Initiative when they enter combat.
What if there is a draw?
If there is a draw, the Players character goes before the Gamekeepers
character. If two Players characters are attacking each other, and they draw
on Initiative, they act at exactly the same time.

Roll To Hit

For hand-to-hand fighting (with or without a weapon):


Roll die + Strong + Skill (Blades, Bludgeon, Bruiser) = Total

For guns and artillery:


Roll die + Clever + Skill (Artillery, Shooting)

For ranged weapons other than guns:


Roll die + Quick + Skill (Archery, Throw)

If the total beats the targets Defence, damage is done.

Having the Advantage


Sometimes the Gamekeeper will judge that one side or another has a natural
advantage and can insist that one side receives a +2 Defence or To Hit bonus
until they lose the advantage.

Other Actions
Instead of trying to hit someone, a character can try to move or take another
action this lowers the characters Defence by 2 for the duration of the round.

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Moving
If a character isnt in a hand-to-hand fight and wants to move, up to his or
her Move in metres, they can (instead of attacking you dont get to do both).
This includes moving into a hand-to-hand fight.

Getting out of Hand-to-Hand Combat


If a character tries to move out of hand-to-hand fighting, their opponent has
a choice take a free swing or give chase. If giving chase, both sides make a
roll, adding their Quick. If the chaser wins, he or she catches up, and both
parties are back in hand-to-hand fighting. If the person running away wins,
he or she has escaped. If it is a draw, the chase continues (until someone
gives up).

Non-Combat Actions
Sometimes a character will want to do something not covered by the above.
The Gamekeeper determines (secretly) how long such activities take.

Quick Actions
Includes things like getting out a weapon, shouting an order, etc. You can do
any one of these things without a penalty.

Calculate Damage
Take the total of the hit roll and subtract the targets defence. Then add any
damage for the particular weapon. The result is the amount of Health the
injured party loses.

Death, Dying And Recovery


All the Gamekeeper controlled characters die when their Health reaches 0.
Players characters also die when their Health reaches 0, unless somebody
can Heal them within 3 combat rounds.
Characters naturally heal 1 Health for every 12 hours of complete rest, until
Health is back up to its starting level.

Stunt Points
Every Player starts each game session with 6 Stunt Points.

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As each game session progresses, the Players play their Stunt Points to make
good things happen for their characters.
Some of the characters run by the Gamekeeper might also have Stunt Points.

Spending Stunt Points


Each of the following actions cost 1 Stunt Point:
Succeed at a non-combat roll automatically however difficult the task.
Ignore an opponents Defence no roll to hit, simply deliver a dice worth
of damage + the weapon damage. Armour does not protect the opponent.
Avoid damage Turn a hit on your character into a miss.
Avoid character death If your character drops to 0 Health, they are
merely unconscious, not dying.
Perform two attacks in one round you can roll to hit twice instead of
once.
Stunt Action You can combine an attack with a stunt action (climb, swing
on a chandelier or rope, run on a rolling barrel, etc.). You only need to
roll to hit, and you get to add your Strong and Quick to the dice (plus one
suitable skill if you have one, Climb, Blades, Throw, etc.).
To cancel an enemys Stunt Point If a Player has spent a Stunt Point to
perform an action, the Gamekeeper can spend a Stunt Point (if the
character the Gamekeeper is running has one) to cancel the action.
Likewise, a Player can spend a Stunt Point to cancel a Gamekeepers Stunt
Point action against his or her own character.
The following actions cost 2 Stunt Points:
Advanced Stunt Action You can combine an attack with a stunt action
(climb, swing on a chandelier or rope, etc.). You only need to roll to hit,
and you get to add your Strong, Quick and Clever to the dice (plus one
suitable skill if you have one).
Perform three attacks in one round you can roll to hit three times
instead of once.
The following action costs 3 Stunt Points:

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OneDice Quickstart

Ignore an opponents Defence no roll to hit, simply deliver a dice worth


of damage, multiplied by three, to your characters opponents Health.

Equipping Your Character


Adventurers start with some money with which they can buy some starting
equipment. How much money and what equipment is available is dependent
on the setting (there is a generic equipment list in OneDice Universal and the
various other OneDice releases by Cakebread & Walton include genre
appropriate lists).
Example Clothing List
Fine Clothes: Cost: 200
Respectable Clothes: Cost: 50
Rugged Clothes: Cost: 50
Example Camping List
Bedroll: Cost: 5
Tent: Cost: 30 for 2 person tent.
Torch: Cost: 1 for a wooden torch that burns for an hour or an electric torch.
Example Specialist Equipment
Climbing Kit: Cost: 10 (Adds 1 to Climb skill rolls.)
Doctors Bag: Cost: 50 (Adds 1 to Medicine skill rolls.)

Example Close Combat Weapons


Weapon Damage Cost
Club, Cosh, Cudgel 2 5
Dagger, Hatchet 2 10
Improvised* 1
Laser-Stick 4 100
Sword 3 50
Unarmed 0 -

*Chair leg, bottle, tea tray, etc.

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Example Ranged Weapons


Guns
Weapon Damage Range Cost
Handgun, Large 4 15 300
Handgun, Small 2 10 200
Laser Rifle 4 500 500
Machine Gun 6x 200 2000
3 damage
Shotgun 5 20 1000
Rifle 4 400 1000

Ammunition
Ammunition: Cost: 10 for 20 small rounds; 100 for 10 large rounds.

Other Ranged Weapons


Weapon Damage Range Cost
Bow 3 25 15
Crossbow 3 40 40
Dagger 2 Sx3 10
Hatchet 2 Sx2 10
Rock 1 Sx3 -

S = Throwers Strong

Example Armour
Armour Defence* Quick Cost
Very light +1 - 40
Light +2 - 100
Medium +3 -1 400
Heavy +4 -2 5000
Small Shield/Energy Field +1 - 100

*If a character is not strong enough to cope with the weight of the armour,
it will give a penalty to Quick. If the wearers Strong is under the amount of
the armours Defence bonus, the character will take the penalty to Quick
shown in the table above.

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OneDice Quickstart

Finishing Touches
If you havent picked a name for your character, do so now.
Give your Character 6 Stunt Points, ready for the first game session.
You should also decide how old your character is.

Experience and Levels


Experience and levels are not available in these Quickstart rules. In the
full OneDice games, Adventurers receive XP (experience points) at the
end of each game session and over time these allow the Player to increase
his or her Adventurers skills and abilities (and, depending on the game,
special abilities).

Hazards
Most hazards in OneDice can be handled through asking for a straightforward
skill check.
To help you judge the level of hazard and the possible consequences of failure,
check the table on the next page:

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OneDice Quickstart

Hazard Difficulty/Target Damage Examples


Number to avoid
Minor Mild, 3 1 Dice divided Small fire, small
by 2 (round electric shock,
down) weak poison,
falling up to a
metre, hitting
thumb with a
hammer.
Moderate Challenging, 6 1 Dice Burning car,
medium electric
shock, moderate
poison, falling up
to three metres,
hitting hand with
chisel.
Major Very Difficult, 10 1 Dice Burning refinery,
multiplied by 2 struck by lightning,
strong poison,
falling up to 7
metres, chainsaw
accident, caught in
a collapsing
building.

Deadly Near Impossible, 1 Dice Falling into a


12+ multiplied by volcano, deadly
3+ poison, falling over
7 metres,
squashed by a
falling city.

As usual, offer Defence bonuses or penalties (+2/-2) if there are other factors
that might make a difference to the outcome for the character.

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OneDice Quickstart

Sample Characters/Monsters
The following sample characters and creatures are taken from the OneDice
Universal game.

Some Sample Characters


Example 1 Fantasy
Sample Character
Mae Marchweather, Human Rogue, Strong 1, Clever 2, Quick 3, Health 3,
Defence 9, Move 30
Sneaky 2, Security 1, Pick Pockets 1, Archery 1, Dodgy 1
Equipment: A set of rugged clothes; a bow and 20 arrows; 60 Gold
Sample Creature
Goblin, S (Strong) 2, C (Clever) 1, Q (Quick) 2, H (Health) 6, D (Defence) 6, Mv
(Move) 20, Sk (Skills) Blades 2, Archery 1, Tr (Treasure) One dice worth of Gold,
X (Experience) 15
Example 2 Super Heroes
Sample Character
Dr Marcie Johns/Gripper Girl, Strong 5, Clever 2, Quick 2, Health 15, Defence
15, Move 20
Medicine 2, Research 1, Science 1, Weird Science 2, Telekinetic Throw 3
Powers: Strong (+2 Strong), Fly, Telekinesis (+3 to Throw when using mental
power)
Weakness: Hunted (Gripper Girl is wrongly accused of being the Phantom
Strangler).
Civilian Employment: Medical Doctor
Equipment: Hospital pager and dingy rented apartment; $600
Sample Villain
Professor Carnival, Strong 2, Clever 5, Quick 2, Health 6, Defence 6, Move 20
Lore 2, Research 2, Weird Science 8

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OneDice Quickstart

Powers: Cleverer (+2 Clever), SuperScientist (+6 Weird Science)


Weakness: Obsession (with controlling the city).
Equipment: Hidden laboratory and weird science equipment; Raygun (6
damage).
Example 3 - Space
Sample Character
Captain Helana Carver, Starship Captain, Strong 2, Clever 2, Quick 2, Health
6, Defence 6, Move 20
Command 1, Navigation 1, Pilot 1, Computers 1, Psychology 1, Bruiser 1
Equipment: Captains Uniform; a hand laser; communication device; 6000
Credits
Sample Alien
Skrkkkki Officer, S (Strong) 3, C (Clever) 3, Q (Quick) 2, H (Health) 9, D
(Defence) 9, Mv (Move) 20, Sk (Skills) Command 2, Pilot 1, Navigation 1, Blades
1 X (Experience) 40
Sample Spacecraft
Two-person Fighter Craft, Quick 4, Health 9, Defence 6, Move 12, Crew 1 or
2
Lasers, 2 damage and can be upgraded with an assisted firing mechanism (to
make the to hit roll Firers Clever + Shooting +2).
Vehicles statistics in OneDice are on a different scale to Character statistics.
There are full vehicle rules provided in the other OneDice books, when
required the genre.

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OneDice Quickstart

Example of Play
The following example should give you a feel for how the system works.
In the example there are three participants, the GameKeeper (Jenny), and
two Players, Rebecca and Terry. They are playing in a pulp setting. Rebecca
is playing a Treasure Hunter and Terry is playing an Archeologist.

Rebeccas Character
Georgia Smith, Treasure Hunter, Strong 1, Clever 2, Quick 3, Health 3, Defence
9, Move 20
Climbing 1, Navigation 1, Pilot 1, Shooting 1, Survival 1, Trade 1, Stunt Points
6
Equipment: Large Handgun (4 Damage); Climbing Gear; Explorer Outfit; $100

Terrys Character
Utah Johns, Archeologist, Strong 2, Clever 3, Quick 1, Health 6, Defence 6,
Move 20
Blades 1, Languages (Ancient) 1, Lore 2, Perception 1, Research 1, Stunt Points
6
Equipment: Dagger (2 Damage); Explorer Outfit; $120

The Adventurers have been exploring a cave network. They think theyve
finally found the treasure they are looking for.
Gamekeeper (Jenny): From the ledge, you can see vines trail down to the floor
of the cavern below. The cavern is about 10 metres below you, and 20 metres
in diameter. In the middle of the cavern there are some dusty looking remains,
but something is glinting amongst the bones from the bluish light it gives
off, perhaps its the Honour Stone. The vine strewn walls look solid enough,
although theyre pitted with cracks, fissures and crawl spaces.

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Rebecca (Georgia): Excellent, hopefully thats what were after! Ok, I tug
on a vine. Do I think its strong enough to take my weight?
Terry (Utah): We could get the climbing gear out.
Gamekeeper (Jenny) to Rebecca (Georgia): The vines seems very strong. And
with the number of footholds, you think itll be a very simple climb down.
Rebecca (Georgia): No, these vines will do fine. I start to climb down.
Terry (Utah): Ill follow you down.
Gamekeeper (Jenny): OK, Georgia makes it with ease, but youll need to roll
for Utah (Mildly Challenging, TN 3).
Georgia couldnt fail, as her Quick of 3 + Climb of 1 = 4. So even if she rolled
a 1, she would get a total of 5, beating the TN of 3.
Terry (Utah): We should of got the climbing gear out! Terry rolls the dice.
He rolls a 4.
Utah hasnt got the Climb skill, so can only add his Quick of 1, for a total of
5. He makes it.
Gamekeeper (Jenny): OK, youre both safely down. The floor is dry, but dirt
strewn. There are tunnels in some of the walls, but they would be hard to fit
down, unless you crawled most of them are barely three foot tall. It seems
you were right theres definitely a gem amongst them bones. What do you
want to do?
Rebecca (Georgia) and Terry (Utah): (Together) I grab the gem!
Gamekeeper (Jenny): (Rolls a dice) As you both stoop down, a creature slides
out behind you. It must have been hiding in the tunnels.
Jenny is rolling a creatures Sneaky (Quick) she could have granted the
Adventurers an opposed roll, against their Perception, but has decided they
are too busy reaching for the gem.
Rebecca (Georgia): What is it?
Gamekeeper (Jenny): You turn and see an appalling creature! Its a snake, but
larger than any known species. Its green, has long sharp fangs and is hugely
fat but despite its bulk, its superfast as it strikes. And it strikes at you,
Georgia!
25
OneDice Quickstart

No-one rolls for Initiative yet, as the giant snake has surprised the
Adventurers. The giant snake has the following statistics:
Snake, Giant S (Strong) 5 C (Clever) 1 Q (Quick) 3 H (Health) 12 D (Defence)
7 Mv (Move) 40 Sk (Skills) Bite 1 (Damage 3) Sp (Special Abilities) Constrict
Ha (Habitats) C (Caves), F (Forest), J (Jungle), S (Swamp) X 100
Note: A creatures Defence and Health, isnt calculated in the same way as
an Adventurers.
Rebecca (Georgia): Argh!!! I grab my gun...
Gamekeeper (Jenny): The snake has surprised you and gets a free attack. Jenny
rolls a 4. The snake hits you!
There are no mitigating circumstances to give either side a bonus. The 4 +
the Snakes Strong of 5 and Bite of 1, makes a total of 10.
Gamekeeper (Jenny): You take 4 damage...
The snakes to hit of 10 minus Georgias Defence of 9 = 1. Adding that 1 +
the 3 bite damage = 4.
Rebecca (Georgia): I spend a Stunt Point to avoid damage!
If Rebecca hadnt spent a Stunt Point, her Adventurer, Georgia, would
probably have died. She only has 3 Health and Terry doesnt have Medicine...
Gamekeeper (Jenny): OK, you just manage to dive out of the way of the
snakes fangs, drawing your gun as you leap to the side. Initiative time!
Rebecca rolls a 3 for Georgia, Terry rolls a 2 for Utah, and Rebecca rolls a 2
for the snake.
The action will be in the following order:
Georgia 1: 3 + Quick 3 = 6
Snake2: 2 + Quick 3 = 5
Utah 3: 2 + Quick 1 = 3
Rebecca (Georgia): I shoot it in the face! (Rolls a 5). And do 5 damage. Thats
gotta hurt!

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OneDice Quickstart

The roll of 5 + Georgias Quick of 3 = 8. Thats 1 more than the snakes


Defence of 7. 1 + 4 (Large Gun damage) = 5 damage.
Gamekeeper (Jenny): Sure - its bleeding badly but is just seems to have got
angrier! It lunges at you this time, Utah!
The snake has Health 12 so it still has 7 Health points left, after the 5
damage has been subtracted.
Terry (Utah): Gulp!
Gamekeeper (Jenny): (Rolls a 2) It hits you, for 5 damage.
The Snakes roll of 2 + (Strong) 5 + (Bite) 1 = 8. The to hit roll of 8 minus Utahs
Defence of 6 = 2. 2 + the bite damage (3) = 5.
Terry (Utah): Ouch!
Utahs Health of 6 minus the 5 damage = 1. Utah is on his last legs, but Terry
decides not to spend his Stunt Points to avoid the hit he has a plan!
Terry (Utah): Right - Im going to take it down! I spend 3 Stunt Points on an
Advanced Stunt Action. Im going to leap onto the snakes back, and strike
down onto with my dagger as I land (Rolls a 2) Groan! I only do 4 damage.
Is that enough to kill it?
2 + Utahs 6 for Strong, Quick and Clever (he can add all three due to
performing an Advanced Stunt Action) + 1 (Blades) = 9. 9 minus the snakes
Defence of 7 = 2. 2 + 2 (dagger damage) = 4.
Gamekeeper (Jenny): Im afraid not its badly wounded, but cant escape
with you on its back! It fights on! Next round...
The next round starts in the same Initiative order as the last.

And there we leave it. Georgia and Utah will probably win against the
wounded snake but, whether theyll manage to get out without meeting
further foes along the way is another matter...

27
OneDice Quickstart

Sample Adventure

The following quick adventure is designed to get you started with the OneDice
rules. It takes place in a fantasy setting. Players should not read the following
adventure, but may select one of the readymade Adventurer characters
provided.

The Hollow Horror


There are three ready made characters for you to give your Players to use as
Adventurers:

Readymade Adventurer 1
Lemzip Cradlebark, Human, Druid, Strong 1, Clever 2, Quick 2, Magic 2, Health
3, Defence 6, Move 20, Bludgeon 2, Lore 1, Perception 1, Survival 1, Track 1,
Druid Magic
Spells: Swarm*, Aid Animal**

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OneDice Quickstart

*A swarm of insects buzzes around the victims head (or equivalent), for 1
dice x combat rounds, causing a -2 to all rolls by the victim. Range: 15 metres
Target: 6
**The caster causes an ordinary animal (bear, wolf, cat, dog, badger, etc.) to
be calmed and healed (restore 1 dice of Health). Range: 5 metres Target: 5
Lemzip can cast each of the above spells twice a day. She must roll 1 dice +
Magic (2) score and beat the spell Target Number to successfully cast a spell
on a failure the spell is not lost and can be cast another time (in a later
combat round).
Quarterstaff (Damage 3), Bedroll, Druid robes, 10 Gold

Readymade Adventurer 2
Fragr the Brute, Human, Barbarian, Strong 3, Clever 1, Quick 3, Health 9,
Defence 9, Move 30, Blades 2, Bruiser 2, Climb 1, Throw 1, Rage*
*Once per day, a barbarian can invoke primordial rage. For one dice worth of
combat rounds, the barbarian will only receive half damage and may add +2
to his or her attack rolls.
Greatsword (Damage 4), Bedroll, Dagger (Damage 2), 20 Gold

Readymade Adventurer 3
Alana Janx, Human, Assassin, Strong 2, Clever 2, Quick 3, Health 9, Defence
10*, Move 30, Sneaky 2, Blades 1, Climb 1, Pickpocket 1, Security 1, Called
Shot**
*Includes Very Light Armour.
**At the beginning of any fight, as long as he or she has not been detected
by the enemy, an assassin can make a called shot (with whichever combat
skill thats appropriate), which gives a +4 bonus to the roll to hit.
Bow + 20 Arrows (Damage 3), Bedroll, Dagger (Damage 2), Very Light Armour,
20 Gold

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OneDice Quickstart

In Brief
The Adventurers are on the edge of the Trargle Woods. They have been
summoned there by Crygaz the Druid. First, they must travel for a couple of
miles to Crygazs grove. Then he will send them on a mission to hunt down a
horror, infesting a hollow in a nearby glade. If the party destroy the horror,
Crygaz will reward them.

Travelling to Crygazs Grove


Itll take about an hour trudging through the dense woodland thicket to reach
Crygazs grove. Even Lemzip the druid will struggle its as if the woodland
is trying to prevent the Adventurers finding a path every time a trail seems
to be found, it tails off into nothing. Luckily, Lemzip will have been told the
right direction to travel in by her druid enclave.
Set the scene by reading or paraphrasing the following:
As you head into the woods, it seems there arent even animal trails to follow.
You know you have to head two miles east, but its tough going as thorns snag
your cloaks, roots trip you up, and brambles drag along behind you. Its a
sunny day high above the trees, but its dark, gloomy and heavy going down
below.
After the Adventurers are about halfway there (a mile into the woods), make
them make Perception rolls (Target Number 7). If they failed, read or
paraphrase the following:
From out of the surrounding thicket, four toad-like humanoids come rushing
at you. Squat, with malevolent eyes, they carry sharp spears which they launch
at you, before pulling out rusty daggers and jumping in to finish you off!
The toad guards will get a free attack, before Initiative is rolled, because
they have surprised the Adventurers.
If some or all of the Adventurers were successful in their Perception tests,
read or paraphrase the following:
Just in time you spot four squat toad-like creatures, clutching spears, ready
to ambush you.

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OneDice Quickstart

Its time to roll Initiative (Quick + 1 dice for each combatant. Highest goes
first, lowest last).
4 X Tough Toad Guards S (Strong) 2 C (Clever) 1 Q (Quick) 2 H (Health) 6 D
(Defence) 8 Mv (Move) 20 Sk (Skills) Blades 2 (Rusty Daggers 2 Damage),
Throw 1 (Shoddy Spear 2 Damage) Tr (Treasure) 1 dice x 5 Gold Each F
(Friendliness) Hostile X (Experience) 17
Whether they have the advantage of surprise or not, the toad guards will
throw their spears (roll 1 dice + Quick (2) + Throw (1) for each toad guard) on
their first attack; then draw their rusty daggers to be used the next combat
round (roll 1 dice + Strong (2) + Blades (2) for each toad guard). The survivors
will attempt to run away if two of them are killed.
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OneDice Quickstart

Crygazs Grove
Once the characters have dealt with the toad guards there will be no further
incident until they reach the Druids grove. When they arrive there, read or
paraphrase the following:
Finally you leave the thicket and enter a clearing. There is a large standing
stone, and sat, leaning against it, is a wizened old man with a long beard, a
tall slender frame and withered legs. He looks up when he sees you and waves
you over as if he has been expecting you...and youre late!
Crygaz will seem distracted and irritable when talking to the party, aside from
when giving them their mission. If they mention the toad guards, he will shrug
and agree that they are pests. If any of the party are badly injured, he will
grudgingly hand them a herbal Healing potion (restores 1 dice worth of Health
when consumed).
Crygaz will not be travelling with the party, so his statistics havent been
provided. Safe to say, despite his advanced years and immobility, he is a
formidable spellcaster and the Adventurers had better not cross him! He is
much more interested in woodland wildlife than he is in humans. He can walk,
though it causes him great pain. If the Adventurers ask him to accompany
them, he will he point out his relative immobility and also get extremely
cross!!!
He explains that his woodland friends have informed him that there is a
wicked spirit inhabiting a nearby hollow. He has sent for the Adventurers, to
ask them to defeat the creature. If they manage the task, he will give them
a (small) reward. Lemzip cannot really refuse to do so would risk her losing
her druid magic!
Crygaz will give the party directions to the hollow (which is another mile away,
this time to the northeast). If the party insist on receiving more help, he will
grudgingly give them a herbal Healing potion (restores 1 dice of Health when
consumed), but explain he can do nothing more for them.

Journey to the Hollow


It wont take the Adventurers long to reach the hollow, but there will be one
event on the way. Read or paraphrase the following:

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OneDice Quickstart

Something is crashing through the woods towards you its obviously big,
from the sound its making.
Its a large bear! And its angry and bleeding there is a large metal shard
embedded in its cheek.
It stands up tall, towering over you, roaring.
The party can help the bear if Lemzip casts aid animal in which case the
bear will not attack (its used to druid magic) and once treated will head off
into the woods. Otherwise, after a couple of combat rounds have gone by,
roll 1 dice on a 1-3, in its pain and confusion the bear attacks the
Adventurers; on a 4-6, the bear drops onto all fours and slinks away.
Bear S (Strong) 6 C (Clever) 1 Q (Quick) 4 H (Health) 15 D (Defence) 8 Mv
(Move) 40 Sk (Skills) Bite/Paw Slash 3 (Damage 4), Stealthy 1 F (Friendliness)
Neutral X (Experience) 75

The Hollow
After dealing with the bear, the Adventurers can make their way to the
hollow. Once they are there, read or paraphrase the following:
You arrive at what must be the hollow. Standing in front of a fallen tree, at
the bottom of a shallow slope, are two figures. They look like elves, but
something about them is... unnerving. Then you see the beast you are stalking.
Its a curious creature, humanoid and human-sized, but made entirely from
what looks like a twisted combination of wood and metal. It points towards
you, and the strange elves move to attack.
The Horror of the Hollow S 5 C 2 Q 4 H 12 D 9 Mv 30 Sk Shoot Shards 2
(Damage 3, Range 15), Bash 2 Sp Enthrall Elves Tr 1 dice x 20 Gold; roll 1 dice,
on a 6, 1 minor magic item F (Friendliness) Hostile X (Experience) 120
Enthralled Elves S 2 C 2 Q 2* H 6 D 6 Mv 20 Sk Blades 2 (Sword Damage 3)
Tr 1 dice x 10 Gold F Hostile (Friendly)** X 20
The elves are normally quicker and have a bow skill, but in their entranced
state they have a Quick of 2 (rather than 3) and can only use their swords
(with, nonetheless, alarming skill!).
**The elves are normally friendly, but enthralled as they are, they are mere
puppets of the Horror of the Hollow. If the Horror is killed first, they will be
33
OneDice Quickstart

released from their enthralment and will be extremely grateful. If however


one of them has been killed and the other survives, the survivor will declare
the party enemies of the elves, before darting off into the woods.
The Horror of the Hollow will try to fight from a distance, shooting shards at
the party, letting the eves get in close. However, should the party corner it
(or simply kill the elves first), it will fight to the death it cant run, its bound
to the hollow.

Returning to Crygaz
Assuming the Adventurers deal with the spirit of the hollow and its entranced
followers, they can return and report to Crygaz. He will reward them with a
gem each (value 50 Gold) and may offer them some more herbal healing
potions as well (3 potions, each will cure 1 dice worth of damage when
consumed), if they have not already had them all.
He will be extremely distressed to hear that either of the enthralled elves or
the wounded bear were killed by the Advnturers, shaking his head, and saying
there must have been another way.
He will not want the party to hang around for long, unless severely wounded,
and will be very pleased to see the back of them if they hurt the bear or elves!

Ending the Adventure


That is the end of this adventure. If playing using experience points, then each
adventurer will receive 25-35 XP for successfully completing the adventure,
as well as a share of the XP for defeating any creatures encountered.

34
OneDice Quickstart

Solo Adventure

The following solo adventure is set in space the readymade character has
been dropped on the planet Graxlek 5 and asked to check out an unknown
facility which seems to be giving off strange readings. Start at the first entry
(1.) and follow the instructions provided to play the game.
Remember you have 3 Stunt Points and can use them as described on p.XX.
Readymade Character
Choose a name for your readymade Adventurer and then begin.
Security Officer, Human, Strong 2, Clever 2, Quick 2, Health 6, Defence 6,
Move 20, Stunt Points 3
Investigation 2, Computers 1, Shooting 2, Sneaky 1
Equipment: Security Officers Uniform; hand laser (damage 3);
communication device; teleportation band; 6000 Credits

35
OneDice Quickstart

Raid on Graxlek 5
1.
You materialised close to the strange facility. You entered the metal bunker,
but the door shut behind you and shows no sign of opening any time soon.
Your communicator has stopped working and your teleportation band seems
to have no signal. You are in a small metal chamber with a corridor stretching
ahead of you to the north. It is the only way to go. You advance along towards
an open door, which you can see at the end of the corridor. Although the
walls and ceiling look clean and shiny, there is a vague dung-like smell in the
air. Do you:
Sneak towards the door, if so go to 6.
Just walk through the door, if so go to 17.

2.
You let off a shot. You have completely surprised the Skrkkkki, so you get a
free attack. If the Skrkkkki is not dead after your first shot, roll for Initiative
(your Quick (2) +1 dice vs the Skrkkkkis Quick + 1 Dice; highest wins, and,
in a draw, you win).
The Skrkkkki has the following statistics:
Skrkkkki Scientist, S 2, C 4, Q 2, H 6, D 6, Mv 20, Sk Mandibles 1 (2 Damage),
Science 2, Computers 1, Sensors 1, Hyperdrive 2 X 20
The Skrkkkki will need to roll a 4 to breach your Defence (6) (its Strong (1)
+ Mandibles (1) + 4+).
You will need to roll a 2 to breach the Skrkkkkis Defence (6) (your Quick (2)
+ Shooting (2) +2+).
After each hit, take damage (damage = to hit roll minus targets Defence +
weapon damage rating) from the targets Health score until either you or the
Skrkkkki reaches zero.
If you win the fight, go to 18.
If you lose the fight, the Skrkkkki nibbles on you for a bit, before calling its
hive mates to inform them of your demise. They will send a ship to deal with

36
OneDice Quickstart

your friends above, but you wont be alive to witness the outcome of that
battle...its Game Over (though you could always try again!).

3.
You try to zap the Scuttlenugget. Make an Initiative roll (your Quick (2) +1
dice vs the Scuttlenuggets Quick + 1 Dice; highest wins, and, in a draw, you
win).
If you win Initiative, go to 8.
If you lost Initiative, go to 9.

4.
You manage to sneak past the creature and head down the corridor to the
east.
Go to 10.

5.
You continue down the long eastern corridor and eventually reach another
small chamber. There is a large pressure door at the far side of the chamber
but it seems to be fused shut. There are no other exits. Along the left-hand
wall are large computer banks and a small operator console. Do you:
Use the computer console, if so go to 11.
Smash the computer banks, if so go to 21.

6.
You try to sneak. Make a Challenging (TN 6) Sneaky roll. Roll 1 dice and add
your Quick (2). (You need to roll a 4+).
If you succeeded, go to 12.
If you failed, go to 19.

7.
You examine the console. Make a Hard Computer roll using your Clever (2)
and Computers (1) (Target Number 8). (So you will need to roll a 5 or 6).
If you succeed, go to 13.
If you fail, go to 10.
37
OneDice Quickstart

8.
The Scuttlenugget has a Defence of 8. Roll to hit you roll 1 dice + your Quick
(2) + Shooting (2) (so you will need a 4 to get the total of 8 needed to hit the
Scuttlenugget).
If you hit, go to 14.
If you miss, go to 9.

9.
Your laser beam misses the creature and bounces off the metal walls, until it
dissipates somewhere along the corridor. The creature takes its chance and
scoots off between your legs and off to the west, before you can catch it. It
rounds a turn in the corridor and is out of sight. Youll have to:
Continue down the corridor, go to 20.

10.
You head down the eastern corridor. It stretches on for a long way, twisting
and turning, but eventually you round a bend... and see a small crab-like metal
creature in front of you. It makes a whirring sound, its head spins 360 degrees,
then it begins to whizz off, away from you. Do you:
Attack the Scuttlenugget, if so go to 3.
Allow it to depart, if so go to 20.

11.
You try to use the console to hack into the computer. You need to make a
Mildly Challenging Computer roll using your Clever (2) and Computers (1)
(Target Number 6). (So you will need to roll a 3 or above).
If you succeed, go to 23.
If you fail, go to 22.

12.
You sneak into the chamber ahead. It is a small room, with just one exit (aside
from the direction you have come in) to the east. There is a large insectoid
in the room! It is one of the Skrkkkki an intelligent and aggressive insect
race, with whom humanity is at war! The creature has its back to you. Do you:

38
OneDice Quickstart

Shoot the Skrkkkki, if so go to 2.


Try to negotiate with the Skrkkkki with your gun raised, if so go to 16.
Try to sneak past the Skrkkkki, if so go to 4.

13.
You dont learn much aside from the fact that if you can find the main
computer room, you will need to use the console there to release the
entrance doors that closed behind you, and to disable the automated
defences in this remote station. If you tamper with the computer banks in
the main computer room before you have used the console to remove their
defences, it is liable to get very nasty.
Go to 10.

14.
Your laser beam fries the little droid. It whirrs a final time, then lies there
smoking.
Go to 5.

15.
It tries to bite you with its sharp mandibles, screeching and clicking as it snaps
its jaws. You try to laser it before it can eat you!
Roll for Initiative (your Quick (2) +1 dice vs the Skrkkkkis Quick + 1 Dice;
highest wins, and, in a draw, you win).
The Skrkkkki has the following statistics:
Skrkkkki Scientist, S 2, C 4, Q 2, H 6, D 6, Mv 20, Sk Mandibles 1 (2 Damage),
Science 2, Computers 1, Sensors 1, Hyperdrive 2 X 20
The Skrkkkki will need to roll a 4 to breach your Defence (6) (its Strong (1)
+ Mandibles (1) + 4+).
You will need to roll a 2 to breach the Skrkkkkis Defence (6) (your Quick (2)
+ Shooting (2) +2+).
After each hit, take damage (damage = to hit roll minus targets Defence +
weapon damage rating) from the targets Health score, until either you or
the Skrkkkki reaches zero.

39
OneDice Quickstart

If you win the fight, go to 18.


If you lose the fight, the Skrkkkki nibbles on you for a bit, before calling its
hive mates to inform them of your demise. They will send a ship to deal with
your friends above, but you wont be alive to witness the outcome of that
battle...its Game Over (though you could always try again!).

16.
You attempt to reason or intimidate the creature, but it is having none of it.
Go to 15.

17.
You walk through the door into a bright chamber. It is a small room, with just
one exit (aside from the direction you have come in) to the east. There is an
insectoid creature peering at a console, but it hears you and turns. It is a
Skrkkkki an enemy of humanity. It moves to attack...
Roll for Initiative (your Quick (2) +1 dice vs the Skrkkkkis Quick (2) + 1 Dice;
highest wins, and, in a draw, you win).
If you win, go to 18.
If you lose, its Game Over (although you could always try again!).

18.
With the Skrkkkki dead and still smoking from the burns inflicted by your
laser, you can either:
Examine the console it was working on, if so go to 7.
Or leave via the exit to the east, if so go to 10.

19.
You fail to sneak past the creature, and hearing your clattering feet, it turns
to face you!
Go to 15.

20.
You carry on along the corridor a long way, until you eventually see another
chamber ahead. You head towards it, but you are disturbed by laser fire!

40
OneDice Quickstart

There are two Skrkkkki soldiers behind you! You are going to have to fight
it out!
Roll Initiative (your Quick (2) +1 dice vs the Skrkkkkis Quick (2) + 1 Dice;
highest wins, and, in a draw, you win).
The Skrkkkki soldiers have the following statistics:
2 X Skrkkkki Soldiers, S 3, C 1, Q 2, H 8, D 7, Mv 20, Sk Bludgeon 1, Shooting
1 (Laser pistol, Damage 2), Blades 1, Bruiser 1 X 25
The Skrkkkki will each need to roll a 3 to breach your Defence (6) (their Quick
(2) + Shooting (1) + 2+).
You will need to roll a 3 to breach the Skrkkkkis Defence (7) (your Quick (2)
+ Shooting (2) +3+).
After each hit, take damage (damage = to hit roll minus targets Defence +
weapon damage rating) from the targets Health score, until either you or
both Skrkkkkis reach zero.
If you win, go to 5.
If you lose, the Skrkkkki munch on you a while, before calling in to report
your presence. A Skrkkkki ship is dispatched to attack the human ship above,
but you are half-chewed and dead such matters are no longer yours to
worry about! ...its Game Over (though you could always try again!).

21.
You smash the computer console. The good news is that you have caused a
major setback to the Skrkkkki remote base... The BAD news is that the door
you came in from has snapped shut and the automated defences have kicked
in. A toxic gas streams into the room, and you fall unconscious. Everything
goes black...Game Over (though you could always have another go!).

22.
You spend too long trying to access the console. A Skrkkkki soldier comes
into the chamber and tries to shoot you!
Roll Initiative (your Quick (2) +1 dice vs the Skrkkkkis Quick (2) + 1 Dice;
highest wins, and, in a draw, you win).

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OneDice Quickstart

The Skrkkkki soldier has the following statistics:


Skrkkkki Soldier, S 3, C 1, Q 2, H 8, D 7, Mv 20, Sk Bludgeon 1, Shooting 1
(Laser pistol, Damage 2), Blades 1, Bruiser 1 X 25
The Skrkkkki needs to roll a 3 to breach your Defence (6) (its Quick (2) +
Shooting (1) + 2+).
You will need to roll a 3 to breach the Skrkkkkis Defence (7) (your Quick (2)
+ Shooting (2) +3+).
After each hit, take damage (damage = to hit roll minus targets Defence +
weapon damage rating) from the targets Health score, until one side reaches
zero.
If you win the fight, go to 11.
If you lose, then your corpse lies on the floor of the computer room... at least,
until it is dragged away to become Skrkkkki larvae food! The Skrkkkki soldier
alerts its hive mates and a Skrkkkki ship is sent to destroy the human ship
that you travelled here in. Game Over...though you could always try again.

23.
You manage to hack into the main computers, via the console. You disable
the stations defences, open the entrance-way you came in on, transfer secret
files to a hackstick, and smash the Skrkkkki main computers the remote
Skrkkkki base has been delivered a major setback. You leave the station
unmolested. Once you have been teleported back to your ship, you are sure
to be awarded a service medal, promotion and cash bonus!!! Game
Over...Congratulations, you won!!!

42

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