As Above,So Below
Inspired by Troika, Into the Odd, Knave, Cairn, Maze Rats, and countless blog posts and conversations.
Characters
Characters are treasure hunters, driven from their chosen life by misfortune, and desperate enough to brave wilderness and dungeon in search of gold and renown.Who are you?Abilities
Roll 3d6 for each Ability in order.- Strength - Athletics, fortitude, and stamina.- Dexterity - Mobility, grace, and reflexes.- Willpower - Magic, leadership, and cunning.Hit Protection
HP is a measure of characters' ability to avoid wounds. Roll 1d6 for HP.Details
Roll on the Backgrounds table
Roll on the Details tables.Equipment
Characters start with a backpack, 2 rations, and 1d6 gold Coins.
Choose Shield, or a Lantern and Oil
Choose a Simple Weapon or a Mail
Choose a Martial Weapon or a Spellbook
Roll 3 times on the Gear table
d6 Traits
Demeanor | Appearance | Vice | Misfortune |
---|---|---|---|
1. Sarcastic | 1. Patrician | 1. Greedy | 1. Betrayed |
2. Stoic | 2. Bohemian | 2. Wrathful | 2. Abandoned |
3. Friendly | 3. Gaudy | 3. Envious | 3. Framed |
4. Reserved | 4. Disheveled | 4. Prideful | 4. Hunted |
5. Crass | 5. Meticulous | 5. Slothful | 5. Robbed |
6. Pious | 6. Rugged | 6. Gluttonous | 6. Banished |
d20 Dungeon Gear
1. Grappling hook, 50ft rope | 2. 100 ft Rope | 3. Bear trap | 4. Lock picks |
5. Small mirror | 6. 10 ft Pole | 7. Spyglass | 8. Mallet and pitons |
9. Parchment and charcoal | 10. Fishing pole | 11. Marbles | 12. Jar of grease |
13. Hand bellows | 14. Fishing net | 15. Sack | 16. Lantern oil |
17. Chalk | 18. 2 Candles | 19. Crowbar | 20. Live chicken |
d20 Backrounds
1. Merchant | 2. Charlatan | 3. Preist | 4. Magician |
5. Hunter | 6. Farmer | 7. Sailor | 8. Butcher |
9. Pickpocket | 10. Brewer | 11. Miner | 12. Poet |
13. Mason | 14. Cultist | 15. Fisherman | 16. Carpenter |
17. Blacksmith | 18. Scribe | 19. Alchemist | 20. Doctor |
Gameplay Rules
The majority of gameplay should be a conversation between the players and the Referee. If characters want to attempt risky actions or find themselves in a dangerous circumstance, the Referee may call for a Save to find out what happens. Rolling dice should be a last resort.
Saves
A Save is a roll to avoid the consequences of risky choices or other danger.Characters making a Save roll a d20 and compare it to the relevant Ability. If they roll equal to or under that Ability, they pass. Otherwise, they fail and suffer the established consequences.Rolling equal to their Ability is Ideal.
Rolling a 20 is Grave.When at an advantage: Roll 2d20 and pick the lowest.
When at a disadvantage: Roll 2d20 and pick the highest.Talk through problems when possible. Only call for saves when the characters do something difficult or risky. Consequences should be related or telegraphed. Characters should make informed choices.When Luck is the dominant factor in an unclear situation, roll a d6. On a 4+ the result favors the characters.In situations where two parties are acting in opposition, such as a race, or a contest, the Referee may call for an Opposed Save, in which all parties roll a d20. The character with the highest roll that does not exceed its relevant Ability succeeds. If both fail, it is a stalemate or the stakes escalate.
Backgrounds and Training
Backgrounds give characters an advantage on saves where their training is applicable.Backgrounds can also take the place of tools if needed. Characters attempting risky or difficult actions with both a relevant Background and the needed tools do not need to save, they are successful.Characters must find a mentor to learn a new Background. It should take weeks and cost hundreds per week depending on the Background. Limit 1/level
Inventory
Characters can carry a reasonable amount of items, given that they have a backpack, sack, or other container for them. Equipped Armor and worn or carried weapons do not need a container. Use your best judgement and lean towards ease of play.Characters carrying 3+ Heavy items have 0 HP
Rest and Healing
Characters can rest to regain HP, remove Fatigue, and heal Wounds- Short rest: 10 minutes. Exposes character to danger. Eat rations to regain all lost HP- Long rest: 4-8 hours in town or a secure campsite. Eat rations to regain all lost HP. Remove all Fatigue.- Bedrest: 1 week. Regain all HP. Remove all Fatigue. Heal a Wound.Gain 500xp for healing a Wound.
Survival
Characters who go without food, water, or sleep for 24 hours are DeprivedCharacters who are Deprived do not benefit from resting and gain Fatigue every 4 hours.Characters reduce all Abilities by 1 for each Fatigue gained.Characters can remove **Deprivation ** by addressing its cause and can remove Fatigue by resting.