Table of Contents
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Quick ReferenceIntroductionOff-White Cube aims to take many familiar elements from popular RPGs and streamline them into a game simple enough to run with a double A5 spread and a normal six-sided die (d6). Player TermsBy labelling some of the people around the table ‘players’ and one individual as, well, anything else, it is implied that the latter is not a player. To try and mitigate this, Off-White Cube labels the player guiding the other players through a fictional world as the Host, and the other players as Guests. Yes, it’s pretentious, but bear with us; while a group’s Host caters to their Guests, they should enjoy themselves too. It’s a poor Guest that seeks their own fun at the expense of the Host’s. Sources of InspirationBasic
GameplayChallenge RollsTo accomplish an action or task, or to avoid a negative consequence, describe how your character tries to do so. If there is a reasonable chance of a failure or negative consequence, the Host may ask for a challenge roll. Roll a d6 and add any relevant modifiers, and a total of 6 or more results in success. Rolling a 6 is an automatic success, a 1 an automatic negative consequence. Common modifiers include:
Chance RollsThere are some circumstances over which players have relatively little influence. Roll a d6 and consult the table below:
If the Host calls for a chance roll, they should describe a possible positive and negative outcome. If the Host agrees, Guests can suggest a highly positive outcome if they also come up with a highly negative one. BackgroundA character’s background is a simple descriptor (usually a single word) of their life up so far, such as a prior profession or their upbringing. It may indicate whether a character is particularly suited to a task. AttributesCharacters’ innate abilities are indicated by attribute modifiers which may affect how suited they are to adventuring challenges:
Characters can be very competent adventurers with sub-par attributes. ClassA class is the character’s archetypal and grants bonuses and abilities for different aspects of adventuring. Levels & Experience PointsA character’s level shows how experienced they are. Fresh-faced rookie are level 1, legends are level 10. The default procedure is to award 1 point of experience for each gold coin’s worth of treasure found and ‘banked’. The Host should clearly explain their preferences and procedures. Hit Dice & Hit ProtectionHit Protection (HP) is a character’s ability to avoid otherwise debilitating damage (lucky dodge, a scornfully spat out tooth, plot armour, whatever you like). If HP is reduced to 0, characters start to get hurt. Each class level, roll a d6 for each Hit Die (HD) the class has to determine maximum HP. If the total is lower than that of the previous level, the old HP is increased by 1 instead. Load SlotsCharacters have 10 load slots to carry equipment. Most items take up 1 slot each. 10 tiny items may be grouped into 1 slot. Some larger items take up multiple slots. 100 coins fit in 1 slot. BurdensIf a character is reduced to 0 HP and takes further damage, each extra point of damage becomes a Burden. A Burden may also come from a condition or class ability. A Burden takes up 1 load slot. Anything in that slot which can feasibly be dropped is so, or it is destroyed by the Burden cause. A character with 10 Burdens dies. Breathers & RestsIn a quiet moment, characters may take a breather - consuming a Supply or gaining a Burden to regain 1d6 HP. Resting in a place of safety for a night removes a Burden. Save BonusThis class-based bonus is added to rolls relating to a character trying to avoid harm from spells and environmental traps and hazards. Specialism BonusSome classes give a bonus in an area of expertise. These represent a particular capacity to act under pressure, and may negate the need for a challenge roll at all in less tense circumstances. Attack BonusAn attack bonus is used when rolling to attack in the thick of a scuffle. It indicates a character’s ability to both hit and mortally wound an opponent. DefenceEquipped armour determines a character’s defence, reducing some damage suffered. Magic & Casting PointsMagic-wielding characters have a number of points they may commit to casting. Magic is cast in tiers - the higher the tier, the more powerful the spell. The tier number at which magic is cast is how many points to subtract from the character’s pool of casting points. These points are replenished after a safe rest. Characters can cast magic of tiers up to half their level (rounding up). Turn-Based PlayTurnsTurns are used to when it is important to mark the passing of time. The length of a turn depends upon the situation. Turns have a basic structure in terms of activity and distances but can be flexible, and play can switch between types of turns. There follow some common turn procedures, but the Host can come up with their own structure to suit a scenario. Turn OrderIf a turn order needs to be established, one Guest rolls a d6. On a 4-6 the Guests’ characters go first this turn, on a 1-3 they go last. Roll again each turn. ActionsAll characters get one significant action a turn allowing them to move to and interact with something. A significant action is a task which would take up most of the turn (e.g. picking a lock rather than opening a door, or probing a room for hidden traps rather than strolling over to a door). DistancesRanges depend upon the turn length. The following descriptors are used: Close < Near < Far < Distant In the space of a turn, a character can… CombatCombat is a whirling struggle between opposing individuals. Each turn represents a series of movements in a scuffle, rather than each attack being a single strike. Example: bar brawl, roadside ambush Close: within arm’s reach SurpriseIf one side was unaware of the presence of the other, they cannot act on the first turn. If neither side were prepared, roll for turn order as usual. If it’s not obvious whether a side would have been aware, pick one character to make a WIT challenge roll. AttackingTo attack a creature, roll a d6 and add the class’ Attack Bonus. The total (minus the target’s Defence down to 0) is taken from the target’s HP or health. Weapons affect attacks. Rolling a 1 always fails to do any damage. If the die comes up as 6, roll again and add to the total. Modifiers are only applied once to the total, not to each die. Dangerous ExplorationExploring a dangerous environment with wandering inhabitants or rivals means moving slowly from area to area, ensuring the room or space ahead is safe. Example: dungeon delve, heist Close: in the same room or corridor Random EncountersAt the start of every other turn the Host rolls a d6 - on a 1, they roll up a random event or encounter. If the party have drawn attention to themselves, roll every turn instead. ActionsThe following are some common actions:
HurryingIf a character does not spend the time to scout an area out, they will miss (or trigger) hidden hazards and treasures. ExhaustionBecause constantly being on your guard is tiring, characters must rest for a turn every 6 turns or gain a Burden. Long-Distance TravelJourneys across great expanses are a regular feature in fantasy tales. The Host may provide a map for Guests to examine and plan around, perhaps with a hex overlay. Example: travel between settlements Close: 3 miles / same hex Travel TurnsEach day consists of three turns: morning, afternoon and night. The Host rolls to see if there is a random encounter each turn (see Dangerous Exploration). Characters need to rest once every 3 turns or gain a Burden. ActionsCommon actions include:
Different ScalesThe rules above assume a party making three or four moves a day. To track shorter distances (such as through smaller-sized hexes), increase the number of turns, or reduce them over larger distances / hexes. Characters should be looking to rest once a day. EquipmentMuch of the base mechanical nature of equipment is abstract. Guests and Host work together to make items flavourful and interesting. Equipment properties beyond their base mechanical effects can be agreed between Guest and Host (e.g. spears used from a distance, slings bludgeon rather than pierce, metal armours rust). WeaponsWhen attacking without a weapon, roll two d6s and use the lowest.
When attacking with a two-handed weapon, characters may re-roll all 1s. Melee weapons can only be used against a target the attacker can reach in a turn. Ranged weapons cannot be used against enemies attacking the user in melee. Their slots include ammunition. With two one-handed melee weapons, attackers may re-roll their first d6. They must take the second roll. ArmourWorn armour gives a Defence value. Only a shield can be added to other armour.
If a Burden fills a Load slot holding armour, that armour is damaged rather than dropped. Each affected slot reduces its defence by 1. Armour may be repaired by smiths. If all of an armour’s slots are affected, it is destroyed beyond repair. A shield may be sacrificed to raise Defence to 10 for one attack. Only one shield may be carried at a time. Adventuring SuppliesA Supply takes up an Load Slot. Each one may be permanently converted to a piece of mundane adventuring gear. A Supply costs 5 coins, and may be written simply as ‘Supply’ in a slot. Some examples of what a supply might be converted into during an adventure:
Followers & InteractionsCharacters may recruit a retinue of followers, be it to carry their equipment, help in combat, or replace fallen characters. PortersA porter will carry 10 slots of items. They will not willingly engage in combat or put themselves in extra danger. Porters have d6 health and die if this is reduced to 0. They expect around 10 coins a day, plus expenses. CombatantsA combatant is prepared to fight and back up the characters in combat. They are usually level 0 with d6 health, dying at 0. They expect around 20 coins a day, plus expenses. They only carry their own gear and resent facing more danger than their employers. LoyaltyPorters and combatants have a modifier: loyalty, starting at 0. This may vary by treatment (and wage). If an event would cause a follower to question their employer’s leadership, they make a challenge roll modified by their loyalty. Circumstances should indicate what a failure means - it might mean they disobey an order or flee home with whatever they are carrying. RetainersA retainer is essentially a secondary character. They may start as a level 0 character without a class or bonuses, in which case they may be given a level and class upon gaining 100 XP. Or they might already have some experience, their own equipment and stories to tell. They require at least 25% of the hiring character’s (and Guest’s) share of gold and experience. ReactionsWhen the reaction of creatures and people (follower or otherwise) towards the actions of the characters is uncertain, the Host makes a chance roll. This can also be done to determine their initial disposition. Depending on how the characters approach these encounter, this chance roll may be modified by the appropriate attribute of the lead character (Might if intimidating, Discipline if ordering, etc). ReputationSimilar to loyalty, reputation is used as a modifier to represent the characters’ standing with the various organisations and factions. Character Creation1. For each attribute roll 3d6 (MIGht, NIMbleness, DIScipline, WITs) to determine the modifier: No duplicates = no modifier 2. Give your character a name and background (usually a one-word descriptor). Backgrounds help guide you and the Host as to the character’s competence at tasks. Why is the character adventuring? If you would like some creative prompts, try the optional tables below. A d66 means roll two d6s, one for each axis. 3. Choose a class and note down its abilities and features: Fighter - capacity to use any weapons and armour, able to support allies in combat 4. Roll a d6 for your Hit Die (HD) to find your max Hit Protection (HP). 5. Choose your character’s starting equipment from the class’ options. 6. Update Defence for any armour your character is wearing. 7. Write down your class’ Attack Bonus, Save Bonus and, if it has one, Specialism Bonus. 8. If casting points are a feature of your chosen class, note these too. 9. Note down the experience points (XP) needed to advance to the next level. If the four attributes total a negative number, the XP needed for each level is 10% less. 10. Go get some adventure. Humble Beginnings VariantInstead of a reasonably-equipped team of explorers (with that new armour smell), start off with a gaggle of ordinary individuals thrust into adventuring. Follow steps 1 and 2. Characters start with five Supplies and a one-handed melee or ranged weapon. No bonuses, no HP. Characters gain a class (though not the free equipment) upon gaining 100 XP. Might be worth having Guests roll up a few characters each. Fantasy Trope VariantSome gaming tables may prefer more mechanical recognition of different fantasy tropes than these basic classes. If so, consider giving an Additional Feature to starting characters. Alternatively, characters might strive to learn these features as they adventure. Random Prompt TablesMY NAME IS…
I USED TO BE A(N)…
BUT NOW I ADVENTURE FOR…
I AM…
…WITH…
I REMIND OTHERS OF…
I REALLY CAN'T STAND…
ClassesFighter
WEAPONS AND ARMOUR STARTING EQUIPMENT
STRATEGISTS COUNTER ATTACK Specialist
WEAPONS AND ARMOUR STARTING EQUIPMENT
SKILLED PERSONNEL Some example specialisms are:
ALWAYS PREPARED Spellcaster
WEAPONS AND ARMOUR STARTING EQUIPMENT BOOKKEEPING ARCANE RESERVES CASTING POINTS
BEYOND ONE’S LIMITS Adventurer
WEAPONS AND ARMOUR SKILLED STARTING EQUIPMENT
ADAPTABLE
SPELLCASTING
Additional FeaturesIt is suggested that characters add 500 to the required XP to get to level 2 for each feature they take, and each subsequent level is double the level below (i.e. an Adventurer taking Lethal Blow would require 2,500 XP to get to level 2, then 5,000 XP to get to level 3, etc). Guests and Host agree upon their own additional features. ADRENALINE SURGE ANIMAL COMPANION ARCANE TALENT BATTLING THROUGH THE PAIN BRAWLER ENTRANCING LETHAL BLOW QUICK REACTION REPEL UNDEAD SHAPE SHIFTING SUPPORTIVE PRESENCE Character SheetCopy this document to make editable version Barrowmaze-specific gameplayEscape the Barrows!If for whatever reason the party has not returned to a place of safety by the end of the day (session), the group gets split up as the thick, impenetrable fog falls. Every character stumbles back on their own, barely holding onto their sanity, let alone anything else. Characters lose all equipment and gain no XP for the session, such is the trauma. Moral of the story: be back by nightfall! CarousingCharacters may drown their sorrows / toast the fallen / celebrate their success by a night on the town. Whatever the outcome, they generally feel better prepared for adventuring afterwards. The player, having decided that the character is going to go carousing tonight, first rolls a d6 x 100: this is both the expense incurred and the amount of XP received from the night's events. If the character doesn't have enough gold to cover the cost, they are now in debt to an NPC. The GM will roll randomly to determine what the character got up to while 'under the influence'. Researching SpellsA magic casting character may research an arcane word at the cost of 2d6 x 100gp (they may subtract their WIT modifier to a minimum of 100gp). It takes a week of solid study (minus their DIS modifier in days). The character chooses whether they researched a verb or a noun, and rolls on the following table (re-rolling duplicates). They may combine two (or more) words to create a spell, agreeing with the Host a spell effect, and spending another week (modified by DIS) to create the specific spell. They may choose to try and combine two words on the fly while adventuring to create a spell effect at the cost of 2d6 x 100gp (they may subtract their WIT modifier to a minimum of 100gp). It takes a week of solid study (minus their DIS modifier in days). The character chooses whether they researched a verb or a noun, and rolls on the following table (re-rolling duplicates). Depending on the spell effect, the Host may ask the character to make a successful challenge roll. If they fail, they may face a magical repercussion for toying with magic without due diligence. The Host should warn what sort of mishap might happen. If the Guest suggests a worse consequence, the character gets a bonus to their challenge roll. Verb
Noun
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