Original version by Jason Morningstar; Adapted Works by Jim Adams; Adapted by Mark Causey
Usage provided under the Attribution-NonCommercial-ShareAlike 2.5 Creative Commons license
DS! ("Dungeon Squad!") + CO (“Coin-Op”) is a mod of my friend Jason’s game Dungeon Squad! It is inspired by his work and by an arcade game I played years ago that helped create my love for sword and sorcery action. The premise of this game is fantasy action. The players will make characters that have a need to rid the world of evil creatures that attack innocent people. There are weapons, magic, danger and action to be found. Don’t feel that this game should force a story to occur. If it does, great! Otherwise, relax and enjoy the action!
This system is based heavily on the rules of Dungeon Squad! Here are my interpretations of those rules.
Setup: One player in your group will take a different role than the
rest of the players. That player will get to do a lot of describing and will
be making decisions for all of the monsters in the game. See “The Special
Role” below for details on how to do this. Everyone else will make decisions
for up to two heroes that will fight the monsters in the game. Everyone at the
table will need a set of polyhedral dice consisting of a d4, d6, d8, d10, and
d12. Character sheets, pencils, and some pennies (about 10 per player) will
also be needed. If you want more of an arcade feel, you can use quarters – but
I never have that many quarters lying around.
Most players will play Hero Guides. The role of a Hero Guide is to describe the actions of two Heroes as they struggle to defeat the evil Monsters which plague the world.
Character Creation
A Hero is easy to create. Each Hero has three Abilities. The Hero Guide will assign a d12, a d8 or a d4 to each of them:
Example:
|
Abilities |
Die |
|
Explorer |
D8 |
|
Mage |
D12 |
|
Warrior |
D4 |
By assigning a D12 to one of these, you will be making that Ability the one that the Hero is best at for the game. These won’t change, so make sure you choose what you want that character to be best at. A D8 would be second best, and a D4 would be third best.
Example: I want to make a wizardly thief type character, so I choose Mage D12, Explorer D8, and Warrior D4. Let's hope I have someone along to keep me out of harm's way in a fight!
Abilities: So what do these Abilities mean? Whenever it is a player’s
turn, they can make a decision for a Hero. For instance, if a Hero attacks a
creature with a sword, the player would roll the Hero’s Warrior die to see if
the Hero successfully inflicts damage.
|
Abilities |
Tasks |
|
Explorer |
Athletic Tasks, Traps, Discover Secrets & Loot |
|
Mage |
Spell casting in and out of combat |
|
Warrior |
Physical Combat |
Basically, all weapon based combat is under the Warrior Ability. All magical
actions are up to the Mage Ability. Everything else is up to the Explorer
Ability.
Difficulty Numbers: When an Ability is being rolled, it is compared to
a Difficulty Number. Unless otherwise stated, the Difficulty Number is 4. This
means that an Ability set to D4 only has about a 25% chance of success! A D8
is about 50% likely to be successful, and a D12 is about 66% likely.
Stuff: After assigning your Abilities, the player should pick two
things that the character will equip to do battle with evil. These can be both
physical (e.g. weapons and armor) and immaterial (e.g. spells).
One item should be assigned to D4 and the other to D6.
It is suggested to take one offensive and one defensive item at the beginning.
More can be acquired throughout the game, and the ones you possess can be
improved. New Stuff will start D4 unless otherwise stated.
Hit Points: Unless otherwise stated, all Heroes have 15 Hit Points.
These get reduced when they are attacked and can be increased with healing
spells and healing potions. When a Hero is reduced to zero Hit Points, they
are out of the game!
The Special Role: The Gamemaster
This player (“Gamemaster” or “GM”) can do as little or as much preparation for a game as they desire. At most, the GM will have to decide on the setting and denizens of a stage at a time.
Stage: The GM will divide the game into stages. Each stage should have a distinctive Setting (“burning village”, “caves of frost”, “besieged airship”), Normal Denizens (monsters, non-combat characters, traps), and a Special Denizen: Boss (big monster, large monster group, complicated trap).
Monsters: Monsters may appear on the surface to be much like Heroes, but in the end they have four pertinent characteristics: Monster Ability die, Hit Points, Loot Type, and Cost. They are there to provide adversity. If there is ever any question as to what the Monsters do, it should be to the detriment of the characters.
Ability Die: Monsters have one die to roll no matter what they are doing, whether it be sneaking, attacking, or casting a spell.
Example:
Monster Ability Die Hit Points
Loot Type Cost Goblin D4 2 1 E or 1 W 1 Penny
Example:
Trap Ability Die Cost
Crushing Boulders Trap D4 1 Penny per Target
Example: I want to make a wizardly thief type character, so I choose Mage D12, Explorer D8, and Warrior D4. This character will be named "Faf of the Blue Steel". I need two pieces of Stuff for her. I think for a bit and choose Lightning Arc (a spell) and a pair of Chitin Bracers (armor). Then I set the levels of the Stuff. I set the Bracers to D6 and Lightning Arc to D4. My spell may not be powerful but I will have a chance to improve it as time goes on.
I also want a warrior type with a magical background. I choose Warrior D12, Mage D8, and Explorer D4. This character will be named "Urd the Indomitable". He will take the sword Goblinbane (a weapon) and Magical Tattoos of Defense (armor). Goblinbane is set to D6 and the Tattoos are D4.
I note that both Heroes have 15 Hit Points and I'm ready to go!
So, the Gamemaster has set the stage up for me. I'm overlooking a valley from a mountain pass, and will soon descend after a long journey. But, it looks like we aren't going to get away with a leisurely hike in the wilderness! Four Goblins rush us from cave mouths unseen and attack!
We get to go first. Faf blasts out with Lightning Arc! I roll a D12 to see if I can hit the Goblin, and easily strike with an 8. I roll my Lightning Arc die (D4) and deal 2 damage with the spell - enough to drop the first Goblin! Next is Urd's turn. I rush up to the next Goblin and take a swing. I roll the D12 again, and barely hit - I rolled a 4! Still, that's enough. I now roll a D6 for Goblinbane and fell my foe with a mighty 6 damage. Only two Goblins left!
Now it's the Goblins' turns. The Goblins both rush Urd, fearing magic more than blade. The Gamemaster rolls the Goblin's Ability D4s. One misses, but another hits! The Gamemaster rolls the D4 again and deals 3 damage! But, I remember that Urd has his Magical Tattoos. Another D4 roll later, and the Goblin only dealt 1 point of damage. Which I will return in kind on the next round.
Fast forward. Faf and Urd defeated the Goblins two rounds later (some bad dice tonight!). Both have suffered some damage and are ready to move on into the valley. However, the Goblins left a Trap! Crushing Boulders slide down from the mountain face and attempt to crush both the Heroes. They quickly dodge out of the way. I roll a D8 for Faf and a D4 for Urd. Faf is beaten on by the rockslide with a 2 but Urd manages to get away unscathed with a 4. Oh, the irony. The Gamemaster rolls the Trap's Ability D4 and Faf gets even weaker as she loses 2 more Hit Points.
Example:So, if Faf of the Blue Steel defeats a Goblin. Faf will collect 1 Penny (the Cost) and has a chance to discover Loot. In this case, either 1 E or 1 W.
Monster Ability Die Hit Points
Loot Type Cost Goblin D4 2 1 E or 1 W 1 Penny
|
Loot |
Description |
>>Should you be able to buy
Loot?<< |
|
1 E |
Add +1 to any Explorer Ability Roll |
|
|
1 M |
Add +1 to any Mage Ability Roll |
|
|
1 W |
Add +1 to any Warrior Ability Roll |
|
|
1 HP |
Add +1 to any Hero's current Hit Points |
|
|
1 C |
Add +1 damage roll to any Monster already damaged |
|
Back to the example. Faf's Hero Guide successfully rolls Faf's Explorer Ability die at the end of the combat scene with the Goblin. Thus, Faf will take something from the Monster. The Gamemaster declares that the Goblins can award either 1 E or 1 W. Faf's Hero Guide states that Faf has collected 1 W. This will greatly increase the chances that Faf can perform a Warrior action when Faf needs it most.
The Hero Guide will always end up describing what the Loot actually is or how
the bonus came to be. Note, this is one of the most powerful ways that a Hero
Guide can bring color to the game. This color can reflect on the Hero and on
the world. The Hero Guie can describe what the Loot is when they collect it,
when they use it, or any time in between.
Following the example, Faf's Guide can now describe a multitude of different
things that they can use later to give Faf a bonus later on, e.g. a magical
amulet collected from the body of the Goblin, poison culled from the Goblin's
blood, a sense of outrage from the Goblin's actions previous to the fight, and
so on.
Loot can be added together to create a greater Bonus. This doesn't have to be
decided until the Hero Guide wishes to use it. Bonuses are spent after the
roll, that is, the Hero Guide does not have to declare that the Hero is using
the Loot unless the Guide sees that the roll has failed and wishes to make it
successful. The only requirement is that the Hero Guide describe how the Loot
is helping the Hero out when it is used. A Hero Guide is not limited to
spending Loot on the Hero that collected it. However, the Guide is required to
describe how the Hero that owns the Loot is helping out the Hero that needs
the Loot.
Example:
Faf and Urd descended into the Dark Forest of the Dragon King. The Dragon King's border was guarded by four corrupted Goblins that seemed to be more spider than goblin. The Gamemaster didn't change the Goblin's information, feeling that simply describing things differently would distinguish them enough. Faf and Urd, now many Stages past their original encounter with the Goblins of the mountain are more powerful and easily defeat the Monsters. Faf collects 1 Penny and Urd collects 3 Pennies. The Hero Guide then rolls Faf's and Urd's Explorer Ability dice and only Faf succeeds. Lucky Faf! The Gamemaster informs the Hero Guide that the Goblins have either 1 E or 1 W available. The Hero Guide gives 1 E to Faf. The Gamemaster asks why, since Faf is great at Explorer Ability rolls and since Faf has such a hard time with Warrior Ability rolls. The Hero Guide smiles and announces that Faf starts to show Urd how to collect slick ichor from the corrupted Goblins, useful in all sorts of Explorer applications. The Hero Guide transfers the 1 E to Urd. The Hero Guide then describes how thankful Urd is and that Urd is giving Faf some silver coins to thank her. The Hero Guide then transfers one Penny from Urd to Faf.
As the game moves along, the Hero Guides will collect more and more Coins. What can they use those Coins for is a vital part of the game. The Coins can be used for Improving Stuff and Paying for Special Abiliities.
|
Level |
Special Ability |
|
+5 |
|
|
+4 |
|
|
+3 |
|
|
+2 |
|
|
+1 |
|
|
Level |
Arcane Vigor |
Divine Insight | Deadly Strike |
|
+5 |
Your spell can hit 5 additional Monsters |
Your spell can help 5 additional Heroes |
Deal 5 additional damage |
|
+4 |
Your spell can hit 4 additional Monsters | Your spell can help 4 additional Heroes | Deal 4 additional damage |
|
+3 |
Your spell can hit 3 additional Monsters | Your spell can help 3 additional Heroes | Deal 3 additional damage |
|
+2 |
Your spell can hit 2 additional Monsters | Your spell can help 2 additional Heroes | Deal 2 additional damage |
|
+1 |
Your spell can hit 1 additional Monster | Your spell can help 1 additional Heroes | Deal 1 additional damage |
|
Level |
Hardy Resilience |
Blurring Speed |
Inhuman Alacrity |
|
+5 |
Ignore 5 damage when hit by a Monster | Make 5 additional physical attacks | Cast 5 additional spells |
|
+4 |
Ignore 4 damage when hit by a Monster | Make 4 additional physical attacks | Cast 4 additional spells |
|
+3 |
Ignore 3 damage when hit by a Monster | Make 3 additional physical attacks | Cast 3 additional spells |
|
+2 |
Ignore 2 damage when hit by a Monster | Make 2 additional physical attacks | Cast 2 additional spells |
|
+1 |
Ignore 1 damage when hit by a Monster | Make 1 additional physical attack | Cast 1 additional spell |
|
Spell |
Description |
|
Heal |
Recovers spell rating Hit Points for Target |
| Bless | Allows Target to reroll one Ability roll with spell rating |
| Fireball | Deals spell rating in damage to Target |
| Haste | ??? |
| Invisibility | Target can't be physically attacked for spell rating Rounds |
| Mirror Image | Target is surrounded by spell rating in illusions with 1 HP each |
| Summon | Target summons companion with one Ability equal to spell rating for Scene |
| Shield | Target receives Armor equal to spell rating for Scene |