Dungeons to Fungeons V1.0: Rule Sheet.
Player:
As a player, you will fill out your character sheet and live as this
character.
Make up your characters Name, your LV is 1, and XP is 0.
Check one box for each of the following: Age, Race, Body Build,
Race, and Species.
The STATS for your character are included in your appearance
decisions. Transfer the STR, DEX, and INT from next to the
appearance details, to the STATs list STR, DEX, INT currently
labeled -1. If a stat did not change, you may leave it at -1.
You gain one STAT point(either STR, DEX, or INT) per LV (level). You
may add one point, as you are now LV.1.
With your STATs set, use stat info to fill in HP and MANA. On the
back side of your character sheet are skills you may buy using the
stat points you have acquired. One Stat point per skill. Skills may
not be doubled up. You may not change once a decision has been made.
A general guide is on the back of your character sheet at the bottom
of the page. Refer to it when you need some game play advice.
Master:
You rule the world. The player lives and dies in your world. The
goal is to make a fun and interesting story for the game to follow.
This is a new kind of role playing game, and to keep it simple for
the player, a lot of imagination is required from the Fungeons
Master. EX: If the party is fighting some
Jelly's, on the Jelly's turn, instead of having the Jelly
generically attack; have the player roll a 10 with 1d10+dex to see
if the player is engulfed by a Jelly. If they are stuck, make them
roll on there turn to get out. Give them 3 turns till they run out
of air, or they pass out. Remember that the player has created a
unique character with STAT points. Apply these STAT points to rolls
as much as possible.
EX: If a player is trying to sneak passed gaurds.
Roll 1d10+DEX.
EX: If a player is pulling themselves up a rope,
you maybe roll 1d10+STR, but if an orc is shaking
the rope from the bottom. Roll 1d10+dex.
EX: If the player tries to build something, 1d10
+INT.
Inquire: Ask the Fungeon Master an in-game
question. The Master may ask you to roll 1d10(+STAT's)
Rest: Rest only when clear of danger. Rest restores
'Out Cold' HP, & Mana. Gain adventure XP.
Order of Action: At first sign of combat, all party
roll 1d10+DEX. Highest roll will Act First.
10 to Succeed:
Roll 1d10+STAT. Succeed on 10, Almost succeed on an 8 or 9.
Attack: Roll 1d10(+STR for Close Combat)(+DEX for
Ranged WPN)(+INT for Magic) -Enemy EV
Ranged Att: Roll 1d10+DEX for ranged WP -1DEX per
unit out of range
Magic: 1d10+INT -1INT per unit out of range
Damage: Close-Combat: WPN+STR , Ranged: WPN+DEX ,
Magic: Spell+INT (if applicable) , - Enemy DF
Taking Damage: -EV from enemies 1d10 roll to hit.
-DF from enemies Attack Roll.
LV Up: Gain One level for every 1,000XP. Gain one
Stat Point per Level (STR, DEX, or INT)
Out Cold: If health falls below 1, Lights out, you
are asleep until next healed above 0hp or rest
Death: If health falls below -10HP, life has been
extinguished.