B.Y.O.
Dungeon Rules
The Scrapbook RPG
by Jacob DC Ross
Introduction
Welcome to B.Y.O. Dungeon! This is a rule set for roleplaying in any fictional
world or genre. It was heavily inspired by both Troika! and the games that
inspired Troika!. What makes B.Y.O. Dungeons unique is that it's designed for
use with my B.Y.O. Dungeon chapbooks, which allow you to create your own
custom adventures for yourself or your friends?
Do you need the chapbooks to play this game? NO!. Can you use the
chapbooks with any other RPG rules? YES! This is just an easy set of rules for
beginners and experience players alike, and it works very well with solo play.
I'm going to Kickstart the B.Y.O. Dungeon line very soon. In the meantime you
can keep up with the project by following along at BYODungeon.home.blog.
May your adventures be as wild as your dreams.
Many thanks,
Jacob DC Ross
2019 Thunderegg Productions
Art: Dean Spencer
Thanks to Mark Hunt for his sage wisdom and to Jeremy Hart for advice on
fonts and other elements
B.Y.O. Dungeon is an independent production by Thunderegg Productions and
is not affiliated with the Melsonian Arts Council. That said, many thanks to
Daniel Sell for making Troika! available.
Character Generation
To create a character, first determine your three main statistics. These are:
Skill: Roll 1d3+3 to determine
Stamina: Roll 2d6+12 to determine
Luck: Roll 1d6+6 to determine
Take 1 Knife, 1 Light Source (Lamp or Flashlight) and Fuel or Power Pack,
Backpack, 6 Rations and 2d12 Silver. Now decide on a Background for your
character.Your Background describes who you are and what makes you unique
as an adventurer.
Name your Background, such as Human Bard, Centaur Barbarian, Gray Space
Officer, or something else. This should reflect the core fictional concept of the
character. Now take 10 points and distribute them into between 3 and 10
different skills of your choice.
Skills are one- or two-word descriptions of a task at which your character
excels. They might be “Swordfighting”, “Knives”, “Dancing”, “Sneaking”,
“Lockpicking” “Horsemanship”, “Starship Piloting”, “Diplomacy”, “Lying”,
“Crafting Armors” or anything else that you can conceive.
Now distribute 6 points to your starting kit in one of the following ways:
*Roll 1d12 additional silver per point spent this way.
*Gain an additional basic weapon per point spent this way.
*Increase one basic weapon to an advanced weapon per point spent this way.
*Gain 1 basic armor equipment per point spent this way.
*Upgrade 1 basic armor equipment to an advanced armor per point spent this
way.
*“Integrate” 1 weapon or armor into your body per point spent this way.
Integrated items can’t be broken, lost, stolen or taken from you. This usually
represents some sort of species adaptation. It takes 1 stamina to reload
integrated ranged weapons after the first time that you fire them each day.
*Gain 1 technique or ability per point spent this way.You can only purchase this
option up to two times.
Inventory Slots
Every character has storage for 12 items. Each item normally takes up a single
inventory slot. Two-handed weapons and similar items take up two slots. A
purse of coins takes up just one, while a food pouch can hold multiple Rations,
within reason. Carrying 13 or more items imparts -4 to all rolls that you make.
Carrying 18 or more items also restricts your movement and anyone who
attacks you in this state only needs to roll under their Skill Rank to hit.
Now you’re ready to adventure!
Game Rules
The rules in this game are relatively simple. When you want to do something,
you roll 2d6. How the roll works depends on the type of action:
To do something to the environment, add one of your relevant skills (if you
have any) to your Skill attribute. This is your Target Number, or TN. Roll 2d6,
trying to get a number that’s lower than your TN. Rolling double sixes is a
fumble and always indicates failure. Not every action requires a roll. Save rolling
for when it really matters or for when the task that you want to do is hard
enough that your success is in serious doubt.
To do something to someone who can resist, add one of your relevant skills (if
you have any). to your Skill attribute. This is your Skill Rank. The opponent does
the same. The person who gets the higher total wins. Rolling double ones is a
fumble and always indicates failure.
Luck
When something happens to you and you try to avoid or mitigate its effects,
you roll 2d6, comparing it to your Luck attribute.You need to roll under your
Luck to succeed. No matter whether you succeed or fail, lower your Luck by
one after rolling it.You can choose to not test your luck, if you want. This means
that you suffer the consequences of the effect, but you keep your Luck score at
its current level.
To regain spent Luck you need to rest for 8 hours. Usually this means sleeping.
When you hit 0 Stamina, you can roll to see if you survive by testing your Luck.
You can only do this once per day.You somehow manage to survive with 1d3
Stamina points. Depending on the context of the situation you might stay on
your feet, get knocked out, become dizzy or suffer another condition.
In combat you may test your Luck to break a tie against your opponent.You
may also test your Luck after successfully hitting an opponent but before rolling
damage. If successful, add +2 to the damage roll.
Stamina
Stamina is not only a measure of how healthy you are, but it’s also a means of
powering special abilities. If you ever have 0 Stamina, you’re in danger of dying.
Test your Luck to see if you survive, if you haven’t already tested against death
today. If you’re in combat or with allies they can each use their turn to try and
heal you. If your turn comes up and you’re still at 0 Stamina, you die. Having -1
or lower Stamina is an automatic death.
Regain 2d6 every time you spend 8 hours resting.You also gain 1d6 Stamina for
each Ration you consume, up to 3 times a day.You can’t restore more Stamina
than your maximum Stamina; excess points simply vanish.
Advantage and Disadvantage
Advantage and Disadvantage are mechanics that simulate the effect of
preparation, having the high ground, or other conditions. When you roll with
Advantage it means that you roll 3d6 instead of two, taking the highest two
dice. Dsadvantage means rolling 3d6 and taking the two lowest. It's up to the
GM to determine if you have Advantage or Disadvantage. If you have both
Advantage and Disadvantage on a roll they cancel each other out..
Combat
Combat is a perilous situation where you face off against angry foes. Many
campaigns have combat as a focus, but you don’t have to feature combat at all in
your games.You can use the combat system here to represent other situations.
For instance, instead of fighting enemies you might be combating hazards, trying
to overcome an avalanche or outrunning falling stalactites. In these instances
the enemy’s Stamina instead represents its capacity to harm or hinder you.
Initiative
Some RPGs require you to roll initiative to see who acts in which order per
turn. The regular turn order in B.Y.O. Dungeons is that the heroes get to go
first, followed by the enemies. Some enemies or situations might state that
players go after certain enemies, but that’s not default.
Each character in a combat gets to act once in a round. This is called their turn.
Once every character takes their turn, move on to the next round. A round
generally lasts for about 6 seconds.
Actions
On your turn you may take a single action.You can usually move a short
distance and then take a simple action, such as attacking or picking up a fallen
comrade. Other actions, such as using a special ability or sprinting, take up your
entire turn.
Melee Attack
To make a melee attack against someone at Close Range (see the Ranges
section), roll 2d6+Skill Rank against your opponent’s 2d6+Skill Rank. The winner
hits the loser. On a tie nobody receives damage.You can only make a single
attack per round.
Unless an enemy has an ability that allows them to take extra attacks, your
attack against them counts as their attack for the round. Attacked enemies
might have other abilities that they can activate on their turn, but otherwise
they can’t attack again. Enemies that haven’t been attacked in a round can attack
any valid target that they wish. If an enemy uses their action to attack you, they
still take damage if you win, even if you’ve already made an attack this turn.
Enemies who attack before you take your action don’t prevent you from
attacking on your turn.
Ranged Attack
Ranged weapons or abilities work at distances greater than you can reach with
a melee attack.You normally can’t use these weapons at close range. Resolve
the attack by rolling 2d6+Skill Rank against the enemy’s skill, applying any
defensive bonuses that they have.
This is not a mutual attack, and it does not cause defending NPCs to use up
their attack for the round. Nobody takes damage if you miss a ranged attack.
Ranges
Close: Within arm’s reach
Near: Up to 15 feet or 5 meters
Long: Up to 75 feet or 25 meters
Far: Beyond Long Range but within clear sight from the ground or a rooftop
Distant: Beyond the horizon
Damage
Every weapon or creature performs damage according to a Damage Matrix. If
you’re successful, roll 1d6 and reference the result. That’s how much total
damage you do. Unless an effect states otherwise, any reference to a bonus or
penalty to damage, such as +1 or -2, refers to the roll to check the matrix, not
the actual damage done. If you roll double sixes on a melee attack you score a
critical hit and double the actual damage done on that attack. No damage roll
has a result lower than 1.
Armor and Shields
Armor and shields protect you from damage. Armor is passive, but you have to
be aware of an attack to use your shield. If you’re wearing armor you subtract
the armor value, -1, -2, or -3 for light, medium or heavy armor respectively,
from the damage roll. Shields subtract -1 from the damage roll.
Armor takes up inventory slots equal to twice its armor value. Shields normally
require only 1 inventory slot.
Character Advancement
As you adventure, you become more powerful and capable. This is the process
for advancement.
Every time that you successfully use a specific skill, put a check next to it. When
you rest afer an adventure, you may test up to three skills that have three
checks. Roll 2d6 once for each, and if you roll over your Skill Attribute+the
specific skill rank, increase that specific skill by +1. Then
remove all checks next to all skills.You cannot increase a skill past the point
where your skill rank and Skill attribute combined are greater than 11. So
someone with Skill 4 can increase their skills to up to 7, while someone with
Skill 6 can increase their skills to up to rank 5.
To increase abilities you need to find a mentor. Mentors charge at least 100
gold times the next rank of an ability.You have to train abilities one rank at a
time. It takes a number of weeks to train equal to the next rank of the ability.
Roll 2d6 at the end of this time, hoping to roll under your Skill attribute. If you
succeed, you learn the first or next rank of that ability. Otherwise you need to
take the training all over again.
Character Abilities
This section details some sample abilities to make your character more
interesting and powerful. They have ranks, just like skills, and when you use
them you add the rank of the ability to your Skill when you roll unless
otherwise stated. The number in parentheses after the ability name is the
Stamina cost to use it. Go ahead and come up with your own abilities to share
at the table.
Berserk (2)
Add your ranks in this ability to your melee attack roll made with any
applicable skill and add +1 to your damage roll if you hit.You suffer -2 armor
until your next turn.
Evasion (1)
Once per day if you fail to avoid a trap when you test your Luck, reroll, adding
your rank in Evasion, before you reduce your Luck.
Freeze Ray (3)
This is a ranged attack skill that can hit at up to Near Range. If you hit the
target loses their next 1d3 actions. It does 2 damage regardless of the damage
roll.
Healing Hands (2)
Roll Skill to apply a healing touch to anyone else within Close Range. The target
gains your rank in Healing Hands Stamina back if you succeed.
Items and Weapons
Even the most powerful adventurer needs some sort of gear. This section
details items that you might need while out on a quest.
Kits
Kits are specialty item sets that are designed to help you accomplish certain
tasks. They cover all sorts of things, from ropes and grapples for climbing to
camouflage clothing for hunting and more. Basically, any useful item that isn’t
exceptionally special or a weapon or armor is a kit.
Every discrete biome or area requires a 2-slot kit to properly explore. This
includes cities, forests, caves, etc. Each such kit costs 5 silver. If you have a skill
related to the task for which you’re using the kit, such as Hiding with grease
paint and camo, then you get +1 to your Skill Number for that roll. Kits don’t
give bonuses in combat.
Rations
Rations take up 1 slot per 6, and each one is worth a single meal that restores
1d6 Stamina. Rations cost 1 silver each.
Armor
Armor costs 15 silver for light (-1), 30 for medium (-2) and 50 for heavy (-3). It
takes up twice the number of slots equal to its protection.
Enemies and NPCs
Throughout your adventures you are going to encounter all manner of different
characters. NPCs, or non-player characters, are the extras, allies, enemies and
others who make up the setting. Not all NPCs are unfriendly. In fact most are
neutral or even cordial.
NPCs have Skill and Stamina, just like PCs, but they don’t have Luck. They have
very few skills, generally only a rank or two in something relevant to the
encounter. Since your adventurers often have to deal with multiple waves of
enemies throughout a story, standard NPCs should have between a quarter and
half of the Stamina of a PC. Bosses obviously have much more stamina than
regular enemies.
A basic NPC writeup includes only a line or two of text, including optional
special abilities, and looks like this:
Orca Man
Skill 7, Stamina 8, Equipped with a Spear, Armor 1. Skill +1 when underwater or
swimming.
To randomly generate enemies on the fly, determine if they’re Weak, Standard
or Elite.
Weak: 1d6 Skill, 1d6 Stamina, 0-1 Armor, Probably no special abilities.
Standard: 2d6 skill, 2d6 Stamina, 1-2 Armor, Maybe one or two abilities.
Elite: 1d6+4 Sklll, 2d6+3 Stamina, 2-3 Armor, One to three abilities.
Solo Play
B.Y.O. Dungeon booklets are designed for you to fill in yourself, or to trade
with friends. Fill them in for your buddy and then play the adventure that they
created for you.You can even pass around your B.Y.O. Dungeon booklet to
multiple people, having each person write up a small portion of an adventure.
If your group is too busy to meet up to play your B.Y.O. Dungeon module, you
can always play it yourself. Simply roleplay your exploration, and roll for
encounters using the tables in the module.
You can randomly fill in a B.Y.O. Dungeon book for yourself by using the
following tables for terrain, encounter types, and so on.
B.Y.O. Dungeon Books
Throughout this book you've seen refereces to B.Y.O. Dungeon booklets. These
booklets are a series of chapbooks with fill-in images and creative prompts.You
use them to create RPG adventure modules for your group to explore.You can
also make your own custom gamebooks out of these booklets in the style of
Choose Your Own Adventure, Fighting Fantasy and Lone Wolf. They're
compatible with all major RPG rule sets!
We’re going to be Kickstarting that product line very soon. Here’s what you can
get:
*Blank and themed chapbooks for creating solo and group adventures
*Bookmarks that serve as character sheets or encounters. Sneak them into
your friend’s books to surprise them with a trap, enemy or treasure!
*Illustrations from some of today’s best RPG artists!
Follow @JRossDiscoSoup on Twitter to get the latest news.You can also read
along at BYODungeon.home.blog, which is the home of new content for this
game,
Glossary of Terms
D3: A six-sided die, halved and rounded up. 1-2 equal 1, 3-4 equal 2, and 5-6
equal 3.
DX: A die with X number of faces, where X usually equals 4, 6, 8, 10, 12, or 20.
The rule system you decide to use with B.Y.O. Dungeon chapbooks might use
any of these, or none of them. B.Y.O. Dungeon game rules use D6 and D3.
Randomizers in the chapbooks call for other sizes.
GM: The gamemaster. A combination of referee and storyteller, the GM
narrates the action, manages the plot and arbitrates die rolls. If you're playing
solo, you act as your own GM and control a PC.
NPC: Non-player character. The GM usually roleplays for the NPCs. They can
be allies, enemies or anything in between.
PC: Player character. A PC is the in-universe representation of a player. Players
usually only hae one PC at a time.
Name:
Skill:
Stamina: /
Luck: /
Armor: Inventory:
Skills:
Abilities: