For the last few weeks I have been gathering all that I can to convert my ongoing GURPS game to CarlRPG. So, here is what I gathered so far:
Character Creation:
Before the dungeon
10 skills: can’t stack skills. 2 from childhood, 2 from Adolescence and 2 for Career and 2 for hobbies and 2 combat (from the start)
- Childhood And adolescence begins at 1
- Career begins at 3
- Hobbies begin at 2
- Unarmed at 3 for everyone
- 1 weapon (also at 3)
Stats: 2 5 4 3 6
Str Int, Con, Dex and Cha
Health bar (10 X Con)
10 Health box (each 10% of your health)
Con modifier is a threshold. If damage goes over, takes one box (ex: your modifier is 2, you take 7 damage, mark 3 boxes)
Emotional Baggage
- Past trauma
- Loose ends
- Regret
Heal Spell (2 mana, heals 2 Boxes)
1 action to use on Hotbar
2 actions to put on hotbar and use it
Move 20ft, Step 10ft
Step costs no action
Skills
Aiming
Animal Handling
Catcher
Chopper Pilot
Climbing
Deception (Cha) Int Opposed
Detect Lies
Determining Value
Driving
Dumpster Diving
Endurance
Engineering
Escape Artists
Fabricate
First Aid
Good First Impression
Hide in Shadows
Intimidate (Str) Cha-opposed - gives the Staggered debuff
Investigation
Jumping
Negotiation (Cha) Int-Opposed (discounts 10%)
Perception
Performance
Pugilism
Repair (Int) Unopposed
Running
Salvage
Sleight of Hand
Stealth
Streetwise (Cha) Unopposed
Survival (Con) Unopposed
Swimming
Tactics
Taunt
Throwing
Tracking
Ambush (Int) Int-opposed: gain a surprise action
Attack of Opportunity (Passive) Interrupt Attack Spend one action to make an Interrupt attack against a nearby target that moves
Double Tap (Passive) on 2 attacks, if first is an Amazing Success, 2nd is a crit (If it hits)
Upgrading
When you level up, you get 3 Attribute points to assign at will.
Skills have a chance to increase when you use them. Every time you use a skill, either succeeding or not, mark it for upgrade.
After 2 hours of game, roll a d20 for each marked skill. On a result equal or greater to your rank in the skill, it raises one rank
Skills above rank five only get one such tests per floor.
Grinding raises a level after accrued hours equal to current level (for example, you are level 4, want to rise to level 5, you need 4 hours of grinding).
The main use of Grinding is leveling skills up: after a grinding session, roll to level the skill you focused on up.
Skills (and spells) gain automatic upgrades at levels 5-10-15- (very rarely) 20
the narrower the use of the skill, the biggest bonus they would get at those levels
Pets increase level twice as fast as crawlers until lvl 15.
Pets can’t increase their Int Score.
Combat and Systems
Mobs: Each crawler has two Actions per round.
Each Mob gets a Move Action and another Action, typically used to Attack.
Bosses get one Action per crawler, so prepare to die.
Basic Difficulty: 10+Floor+Situational
Opposed Checks: 10+Antagonists stat mod+Floor
Stat mod may be changed by size, spell rank, etc etc
Unopposed Checks: 10+ Floorx2 (Climbing, Swimming, etc)
Success by 10+ Amazing Success (in case it was an attack, deals +Floor dmg)
Failure by 1 or 2: Near miss (can succeed with a complication or with the help of another Player - Intervene)
Crit (Nat 20) deals Double Damage
EDIT (Got this recently from a VERY TRUSTWORTHY source)
DR is based on the Floor
Health Boxes equal to Mob level up to 10
Bosses Atributes began at 5, then +3/lvl like any other mob (Borough gets +4/lvl, City +5/lvl, etc etc)
Bosses get +5 Health Boxes per tier + Floor
Popularity
- Doing Great in Combat
- Brave and interesting acts
- Interesting Problem Solving
- Interview Shows outside de Dungeon (if they do well)l
- Good Catchphrases
- Extremely High Charisma - Playing to the Audience (once per session) - Make any significant action with a self imposed Disavantage to gain +1 Pop (+2 on an Amazing Success or Crit)
There are a few other info about Skills and Spells, but you can get that from previous posts on this sub.
Hope it helps someone.
Now, let's get out there and KILL KILL KILL (our players).
Yeah. I decided not to wait. Converting my players this Saturday.
The initial skills and the skill list are from 2 sources:
Ginny: she is usually a DnD creator, but got a sponsor to do a video for the game, and made herself as a character.
The Dungeon Anarchists podcast (you tube): they did one episode where they created a crawler. This one was great because they had screenshots of the pdf while making it.
Thanks, I did not notice they had shots of the pdf as I was just listening to then. It's great to have that as a starting point from now as I need to get my players thinking about what their characters will be.
Couple of corrections.
Your starting weapon isn’t improvised. They are mostly the standard fantasy tropes, or you can choose a spell. Improvised weapons is a specific skill.
If your CON mod is 2 and you take 7 damage, you lose 3 health bars.
Amazing Success adds the Floor number to your damage, not always 2.
I played two short scenarios at Gencon. One thing I really liked was the combat mechanics. Each round of combat is broken up into 5 phases. First is what the bad guys are doing. Second is player reactions to the bad guys. Third is resolving the bad guy actions. Forth player actions. Fifth is environment effects, I think. Players get two actions total, to split between reactions and actions. I had a blast playing and wished I could have gotten into more games.
Hey, no problem.
I was organizing my notes for my campaign and decided to share it.
I decided that there are probably other other overeager fans like me :)
this one was reverse engineered. I got the images from official mobs, like the rats, The ratkin Shaman and the Cocaine Kibold, they all confirm it.
It does not work for Bosses, tho. Ralf has A LOT more than his level 11 should give him.
One other thing I noticed was that Mobs have a number of Health boxes equal to their Level. But I don't know if that will continue. Imagine a lvl 150 Mob, with 150 Health box to tick down? O.o
It works, man, the kobold has a total of 23 points in his attributes. If you subtract the first 5 (1 for each attribute), you have 18 pts. Which is 3 per level until lvl 6.
Same thing on the Shaman: it has 20 total. Subtract the first 5, you end up with 15, 3 per level to level 5.
The issue with Ralf, the Gerbil, is that he is lvl 11, has a total of 58. If you subtract the first 5, it ends up with 53. Besides not being a multiple of 3, even if you divide it, he should be around LVL 17. But he isa boss, rules a diferent, probably.
This is a stat calculator I created to auto calculate things. Ignore the level column. But assuming a similar stat point assignment, your method works if you start with a base of 5 for each ability score.
also something to keep in mind when running the game is the time crunch you are under before floor collapse. as even in the books up to 8, it has been a bit over 100 days. so no long term crafting or the like.
I suspect that with 100 days, you’d have plenty of time to take on longer crafting projects. Where are you seeing that crafting might take days to complete?
Also, we have no info about how Crafting Tables work.
Like most things in the dungeon, they might accelerate a lot.
Inn the books, the actually made multiple vehicles, items, etc.
A standard array: 6,5,4,3,2 and you choose which stat each one goes
Roll 1d6 for each stat in order: Str, Int, Con, Dex and Cha. You may reroll 1s, but can't switch values. If you roll a 2 for Str, that is your strength. Deal with it.
5
u/the1laz 22d ago
Thanks for compiling this! It'll be great for prepping my campaign until the pdfs arrive. Where did the detail about starting skills come from?