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Revolver/Pistol 1/2/2

Shotgun 1/2/1, deals 2 damage at range 1


Rifle 2/3/1, cannot be used at range 1
Sword, Axe 2/1/1
Baseball bat, club, knife 1/1/1

Dungeons & Dagon

Damage is the amount of damage a weapon deals on a


successful Brawn test.

In Dungeons & Dagon, players assume the role of an investigator,


uncovering the mysteries of the Cthulhu Mythos while trying to
maintain their sanity. Can you survive against cultists, madness, and
alien horrors from beyond space and time? Will you piece together
the clues in time to save the world?

Range is an abstract system: a range of 1 means


immediately next to you, a range of 2 means across the
room or down the hall, and a range of 3 means down the
street or on the next block over.
Speed is the number of attack rolls a player can make each
turn. Some weapons are faster than others.
Characters are assumed to have enough ammo for their guns.
If the characters are in a town or city, they have access to
standard supplies such as pens, paper, food, water, hand
tools, flashlights, and the like. Players have enough wealth to
buy these things at any time, but not enough wealth to buy
things like vehicles or houses.
When players are out exploring, they are assumed to have
ammo, food, and water. Characters do not need to track gear
before adventures, as most adventures wont rely much on
gear. If the players need a piece of gear in the field, they may
make a Brains check to come up with a specific item on the
spot, with the difficulty based the likeliness they would have
the item. Each player can do this three times per adventure
for each point of Brawn that player has; this represents a
limitation on how much gear they brought, in an abstract
way. Note that there isnt an actual limit on how much a
player can carry; this is just a limit on this particular ability.
Failures do not count against this total.
If the player is trying to come up with an ordinary item that
anyone would think to remember like rope or torches that
player is Blessed for that check. For things esoteric or obscure
a book for translating hieroglyphics for example that
player is Cursed for that roll. Players may treat any handheld
object used in their professions as an automatic success.

Players Pamphlet
Version 1.2

Your group will need at least one set of three d6s ideally the
Lovecraft-themed dice included with this game as well as one copy
of Cthulhu Dice from Steve Jackson Games, available online at
www.sjgames.com/dice/cthulhudice or at most gaming stores.

The Core Mechanic


Any time a player attempts to complete a task, that player
will roll a number of 6-sided dice, looking for at least one
Success; most of the time, a roll of 5 or 6 indicates a
success, but some game effects may change these numbers.
The GM may also modify the number of successes needed, or
may make the check an opposed roll. For opposed rolls, the
GM rolls dice as well; if the player gets at least as many
successes as the GM, the player succeeds!
Note that ties always go to the player, never to the GM.

Character Creation
First, players need to determine their characters attributes.
There are four in total: Brains, Brawn, Stamina, and Sanity.
Brains is a representation of a characters overall mental
prowess, willpower, intellect, wits, and mental stability. It is
used for any and all mental actions or skills.
Brawn is a measure of a characters brute physical strength,
their combat ability, their overall health, and their hardiness
of body. It is used for all physical actions, attacks, or skills.

Using the Character Sheet

Stamina represents how much punishment a characters


body can endure before collapsing.

The character sheets are designed to fit precisely inside a


plastic card sleeve.

Sanity represents how much more trauma a characters


psyche can withstand before fracturing.

1.
2.
3.

Cut out the character sheets.


Have players fill out sheets and place in sleeves.
Use a dry-erase marker to cross-out hearts and
brains as characters lose health and sanity.

The material presented here is my original creation, intended for use with
the Cthulhu Dice system from Steve Jackson Games. This material is not
official and is not endorsed by Steve Jackson Games.
Cthulhu Dice is a registered trademark of Steve Jackson Games. All rights are
reserved by SJ Games. This material is used here in accordance with the SJ
Games online policy.

Each player chooses to have a score of 3 in either Brains or


Brawn, and has a score of 2 in the other. This score
represents the number of dice that player will roll when
attempting an action related to that attribute. Sanity and
Stamina are based on these stats: a player gains four points in
Sanity for each point in Brains, and four points in Stamina for
each point of Brawn. This is the players normal maximum.
Next, players will need to think up a profession and four skills
that pertain to that profession. These choices are only limited
by a players imagination. Some examples of professions

might be Police Officer, Librarian, or Accountant, while skills


might include History, Interrogation, Brawl, Library Use,
Navigation, Sneak, Pistol Use, or Climb. Unlike most games,
there is no set list of skills; players may create any skill they
can think of, as long as the GM says its okay!
Ask your GM if you are unsure or need assistance with skills, and always get
the GMs approval for any skills you select.

Each time a player attempts an action that uses a skill they


have taken, that players dice become Blessed that is,
they gain successes on 4, 5, or 6!
Sometimes the GM will decide that an action is especially
dangerous, reckless, or difficult. When the GM does so, the
players dice become Cursed that is, they only gain
successes on a roll of 6!
Cursed and Blessed cancel each other out. If a players
dice are Blessed and the GM says the players dice become
Cursed, that player instead rolls normal dice, succeeding on
a 5 or 6 as normal.

Combat
Combat is broken down as follows:
Roll Initiative
Each player rolls dice equal to their Brawn; the player with
the most successes goes first and play continues clockwise
around the table from there. This is only performed once per
combat scenario.
Player Turn
Each player, in turn order, takes one action. This action can
be either attacking or moving. Players can move about 20
feet in a turn. If the player makes an attack, they make an
opposed Brawn roll against their target; if they succeed, they
deal damage equal to their weapons damage score. Players
may take other actions other than attacking or moving,
making skill checks when appropriate.
It is important to note that Brains cannot be used to make an
attack. Players with a high Brains score are naturally more
useful outside of combat, while investigating and gathering
information. Once a fight breaks out, its best to let the
stronger players have their moment to shine!
GM Turn
The GM controls all monsters and enemies, moving them and
attacking as appropriate. Monster and enemy actions are
handled exactly the same as player actions.

When a player is hit by an attack, they lose Stamina equal to


the damage score of the attack. When a player falls from a
high location, they take 1d6 damage for every 15 feet they
fell; players can easily die from falling damage, so be careful!

Insanity and Death


When a character reaches 0 Stamina, that character is either
dead or unconscious, depending on circumstance.
When a character reaches 0 Sanity, that player takes one
token from the groups Cthulhu Dice set and places it with
their character. Their maximum Sanity is reduced by 1 for
each of these tokens that player has. That player then rolls
the Cthulhu Die:
Yellow Sign: Cling to reality; regain 2 Sanity
Tentacle: Incapacitated by terror until current encounter is
resolved, and then regain 1 Sanity.
Eye of Horus: Same as Tentacle, but with a permanent
phobia or mental disorder chosen by the GM.
Elder Sign: The Stars Are Right; restore all Sanity*.
Cthulhu: The Stars Are Wrong; permanent insanity.
Remove the character from play.
* Up to their new maximum, adjusted for tokens gained.

Regaining Stamina and Sanity


When characters take the time to rest, they will eventually
recover some of the mental and physical damage that they
have endured.
For each day that a character rests, that character may roll a
die. If they roll a success, they regain one point of Stamina. If
they spent that day under the care of a doctor, their die roll is
Blessed. They may never regain more Stamina than their
normal maximum, no matter the circumstance.
For each day that a character spends with a counselor,
psychiatrist, or psychologist they may roll a die. If they roll a
success, they regain one point of Sanity. They may never
regain more Sanity than their normal maximum, modified by
tokens gained from the Cthulhu Dice set.
Players with an appropriate skill may perform quick care in
the field. On a Simple Brains test with the right skills (such as
First Aid or Psychology), players may regain one Sanity and/or
Stamina after each combat, depending on the skill used.

Money and Equipment

Losing Stamina and Sanity

Players may start with one weapon of their choosing,


appropriate for the time period.

Throughout the course of the game, characters will lose both


Stamina (when they take damage) and Sanity (when they
encounter horrific things).

Below is a list of weapons and their listed stats. Stats are


listed as Damage/Range/Speed.

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