TEXT: ROGUELIKE
   
           A RPG of Commercial At Heroes
  
  Writing and Design
  James D. Hargrove
  Artwork and Fonts
  http://www.lordkyl.net
  Additional Credit
  This work was inspired by many a roguelike
  PC game and by John Garwood’s paper and
  pencil RPG entitled “Monsters & Mazes”.
  Roguelike is Copyright © 2004 by James D. Hargrove, All Rights Reserved
  
  Introduction
  Roguelike is a tabletop role-playing game designed to emulate a specific type of computer game commonly
  referred to as being “roguelike” - that is, similar to a game called “Rogue” that was unleashed upon the world in 1980.
  Traditionally, roguelike games are single-player computer role-playing games, comprised entirely of randomly generated
  dungeons that are represented by ASCII characters on the computer screen - the hero (the character being controlled by
  the player) is, as you might have already guessed, represented by an Commercial At symbol. Despite the extremely
  simple nature of roguelike games, they continue to enjoy a large amount of popularity even today.
                Despite its stated design goal of recreating the experience of very simple PC games on the table-top, Roguelike
  isn’t a beginner’s RPG - it assumes that the reader has at least some basic familiarity with the tenets and terms associated
  with table-top role-playing games. That said, if you read Roguelike and feel that you understand it, then run with it (after
  all, being adventurous is what the game is about). 
  Preparation
  Roguelike can be played either solo (by yourself) or with other friends, but either way you’re going to need a
  few things handy. First, each player is going to need a few six-sided dice (technically, each player can get by with a single
  six-sided dice, but ideally they’ll have access to at least three) a piece of paper (or a copy of the character sheet included
  at the end of this document), a few sheets of ¼” graphing paper, and a pencil. And it probably goes without saying that
  you’ll need a copy of this document. 
  If you’re playing Roguelike solo, you can go ahead ans skip ahead to the section of this document entitled
  “Creating a Character”. If you’re playing Roguelike with friends, you’ll need to appoint one of these friends as the
  Referee (the person responsible for telling you how things go down when you roll the dice). Ideally, the Referee should
  be the player with the best understanding of the rules.
  Now, if you’re playing Roguelike with friends, you may be tempted to work together in an effort to tell a story -
  don’t be. Roguelike isn’t about telling stories or working together - like the games that it seeks to emulate, Roguelike
  is all about beating the crap out of anything and everything that moves (including those pesky rival Commercial At
  symbols), looting bodies, amassing a hoard of wealth, and eventually dying in battle while attempting to smite a ferocious
  domesticated house cat.
  Creating a Character
   Characters in a game of Roguelike are generated
  in a random fashion, period. The very idea of a player having
  some say as to what kind of character they play is largely
  unheard of in most roguelike games - as a result, it’s simply
  not an option in this game, either (but a chance can be fun,
  anyhow). 
  First off, you need to determine your character’s
  occupation. To do this, pick up a single six-sided die and roll
  it. Once you have generated a die result in this manner,
  consult the following list to determine what your character’s
  occupation will be. 
  #   Character Occupation
  1   Priest
  2   Thief
  3   Warrior 
  4   Wizard
  5   Barbarian
  6   Tourist
    
  
  While it’s not in the spirit of roguelike games to inform the player as to what a given character occupation
  actually is or does, this is a pretty standard feature of table-top role-playing games. I thought about this long and hard,
  and decided to stay true to my initial design goal of emulating roguelike PC games - if you want to know what a Priest
  is or where a Wizard’s magic comes from, use your imagination.
  Once you have determined what your character’s occupation will be, you need to determine their race. Again,
  you’ll turn to a single six-sided die to make this determination (random all of the way, remember?). Roll it as you did
  to determine your character’s occupation and then consult the following list to determine your character’s race. 
  #      Character Race
  1      Elf
  2      Dwarf
  3      Hairfoot
  4-6   Human
  Much as was the case with character occupations, for a roguelike game to actually describe character races is
  extremely rare. Here I’ll leave such description to your imagination again (if you can’t imagine what a Human is, then
  you need to put this game down and go find another hobby). Now, once you’ve determined your character’s occupation
  and race, you’ll need to record their derived attributes. 
  Any given character’s derived attributes are governed specifically by their occupation and race - that is, a
  character’s occupation and race determine all other aspects of a character. All you need to do is consult the following
  charts and record the information that pertains to your character’s occupation and race. 
  Character Occupation   Health   Attack   Defense   Special Abilities
  Priest
  9           9           5              5 Miracles
  Thief                                 15          6            7          2 Picks, 1 Sneak
  Warrior 
               18          4            9              2 Dodges
  Wizard                               6           9            4                3 Spells
  Barbarian                          20          5            5               1 Berserk
  Tourist                               8           10           4                  None 
  Character Race   Speed   Power   Intellect   Special Abilities
  Elf
     8           6            7                1 Spell
  Dwarf                      6           9            7             1 Smithing
  Hairfoot                  4           5            7                1 Heal 
  Human                    7           8            8                 None
  [Note: These lists denote attributes and abilities for characters of the
  first level only. See the section of this document entitled “Leveling 
  Up” for information on raising a character’s attributes and abilities 
  above these base values.]
  Once you’ve recorded your character’s derived attributes on the character sheet, you need to choose their
  starting Spells and/or Miracles as indicated on the lists above. For instance, if your character is an Elven Priest, they will
  begin play with one spell and five miracles of your choice (see the section of these rules entitled “Spells and
  Miracles”).To cast a spell or enact a miracle, a player only need state that they are doing so and then mark the said spell
  or miracle off the list of abilities available to their character (once it’s used, it’s gone). Picks, Heals, Sneaks, Berserks,
  Dodges, and Repair require a bit more explanation. 
  Picks are merely representative of lock picks. If a Thief character comes across a locked chest or door, their
  player may expend a Pick ability to unlock it. Sneaks are representative of a Thief character’s well-known ability to move
  undetected through shadows and past adversaries. A Thief character may automatically bypass one obstacle that requires
  them to move stealthily if their player expends a Sneak ability.  
  Berserks represent fits of insane bloodlust, during which a Barbarian character doubles the amount of damage
  that they deal for three combat rounds. In order for a Barbarian character to enter a berserker rage, their player need only
  expend on Berserk ability. 
  
  Dodges represent the ability of a Warrior character to maneuver expertly in combat situations and reduce the
  amount of damage dealt to such a character in a given combat round by half when they are expended by a player. 
  Repairs represent a Dwarven character’s ability to repair destroyed or damaged items. Should a Dwarven
  character stumble across a broken or damaged item, they may repair it if their player expends a Repair ability. 
  Finally, Heals represent a Hairfoot character’s knowledge of medicine. A Hairfoot character may heal 4d6
  points of damage to any character (including themself - and maybe especially themself) if their player expends a Heal
  ability. 
  [Note: Once a special ability has been expended by a player (to whatever end), it is gone forever. The only way to
  replenish a character’s special abilities is to raise their level or discover items that duplicate their effects (Heal Potions,
  Lock Picks, Repair Kits, Magic Scrolls, etc).]
  Finally, every character starts play with the same equipment (hey, the game is called Roguelike)- a rusty dagger,
  a burlap sack, and three rations. 
  [Note: You may say, “Hey! My character would never leave the house equipped like that!” - but then you’d be forgetting
  that this is a roguelike game and that your character is also wandering into a bottomless dungeon, risking certain death
  or worse just for the hell of it. So, yeah, not only would your character leave the house equipped like that, but they’d also
  wander into a deep pit of hell equipped like that. For no good reason. Obviously those Intellect scores briefly mentioned
  earlier don’t count for much (oh, and in case you’re wondering, a rusty dagger does one whole point of damage when
  wielded against an opponent in combat).]
  Killing Stuff
  When characters engage in killing stuff (sometimes referred to as “combat” in games with more class than
  Roguelike). Action is broken up into sections of time called turns, with each turn representing a space of ten seconds
  passing in the dungeon during which a single character or creature takes an action (for example: the Referee will use his
  turn to attack your character with the Big Ugly Dragon and you will then use your character’s turn to act out their death).
  To determine the order in which players take their turns, each player participating in killing stuff rolls one six-
  sided dice and adds their character’s Speed score to the result. Players then take their turn in descending order with the
  player who scored the highest result having their character act first, the player who scored the second highest result
  having their character act second, and so on. Should two players score the same result, the computer will lock up and
  you will need to reinstall your operating system (or alternately, I guess that you could just roll the dice again). 
  On their turn, a player’s character must perform one of the following actions - Attack, Defend, Cast Spell, Pray,
  Use Other Ability, Run Away or Commit Suicide (they may also die from wounds sustained in the course of killing stuff,
  but this isn’t considered an action). 
  [Note: There is no movement (other than running away) available to a character engaged in killing stuff. Remember that
  in roguelike games, killing stuff isn’t a cinematic endeavor - there is no swinging from chandeliers, there are no flying
  fists of fury, and there most certainly aren’t wicked cool spell effects. Actions and descriptions thereof should be kept
  as dry and simple as possible in a game of Roguelike.]
  Attack - Players who decide to have their character Attack need to roll two six-sided dice. If the combined result of both
  dice equals or exceeds the character’s Attack score, then the attack has successfully hit its intended target unless, perhaps,
  if the intended target is defending (see below). 
  Defend - A character for whom the Defend action was chosen on their turn is assumed to be defending. In this instance,
  the player of the defending character rolls two six-sided dice and totals the results whenever a potentially successful
  Attack has been scored against them. If the combined result of both dice is equal to or lesser than the character’s Defense
  score, the attack has been averted. 
  Cast Spell - Players who choose to have their character cast a spell merely declare what spell their character will be
  casting (remembering to mark it off their character’s list of available spells), specify a target and then announce the effect
  of the spell in the plainest terms possible.
  
  Pray - See ‘Cast Spell’ above (they both work in exactly the same way, mechanically speaking). 
  Use Other Ability - A player whose character is using an ability other than casting spells or requisitioning miracles via
  prayer should consult the section of this document that explains the use of a character’s special abilities (under the
  heading “Creating a Character” on pages four and five). 
  Run Away - A player who wishes their character to Run Away from killing stuff (or stuff killing them, as is usually the
  case), needs to roll two six-sided dice and add their character’s Speed score to the result. If the result equals or exceeds
  the Speed score of the foe that the character is trying to escape from, then they have successfully Run Away. If not, their
  attempt has to Run Away has been thwarted and they lose their next turn.
  [Note: You might be wondering why a failed attempt at escape causes a character to forfeit their next turn. The logic
  behind this is that in order to Run Away, a character must turn their back on any foe that they are fleeing. If the fleeing
  character fails to outrun their foe, said foe gains an opportunity to attack them unhindered due to their disadvantage of
  facing the wrong direction.]
  Commit Suicide - A player whose character has the means available to commit suicide may have them do so (and, yes -
  just in case you’re wondering - a character can successfully slit their own throat with the aforementioned rusty dagger).
  Should a player choose to have their character enact this option, that character dies instantly. 
  Killing stuff continues in this manner until
  either everything that poses a threat to the player
  characters has been killed, the player characters have
  all been killed, or the player characters have
  successfully Run Away from the glory of killing stuff
  (or being killed by stuff). Should all of the player
  characters be killed, the game is over and points (see
  the section of this document entitled “Leveling Up” for
  details) can be tallied. 
  After all of the stuff that needed killing has
  been killed, any surviving characters may scour the
  bodies of the dead things and loot them of their
  personal belongings (if creatures or NPCs, roll on the
  loot table in Appendix B to determine what personal
  belongings that they have in their possession). And,
  no, defiling the dead in any other way simply isn’t an
  option in Roguelike (at least until the “MMORPG”
  upgrade is made available for download). 
  [Tip: Some of you may be tempted to portray monsters
  and NPCs in Roguelike as thinking, intelligent, beings.
  Don’t. Again, the game is called Roguelike for a
  reason - monsters exist only to  kill player characters
  and will fight to the death. They won’t run away
  (running away is for spineless player characters only)
  and they’ll never try to ‘talk out their differences’ - and
  if you ever suggest such a thing to your Referee, I give
  him my permission to slap you.]
  Finally, once the killing of stuff has come to an
  end, if any character has gained enough points to Level Up you should make a note of it and then advance the character
  accordingly (again, see the section of this document entitled “Leveling Up” for more information pertaining to character
  advancement). 
  Pay no attention to this line of text. This is filler and filler only. I swear that it isn’t a cleverly hidden in-joke.
  
  Death and Damage
  Whenever an Attack successfully hits a target, it deals an amount of damage to said target equal to the damage
  rating of the weapon being used by the attacking character and their Power rating, minus the armor rating of the target
  character (monsters, as seen in Appendix A, already have their Power rating factored into the listed damage). For those
  of you who find math sexy, I present the following formula in a cheap attempt to get you hot and bothered: 
  DMG = (WDR + PWR) - AR
  This damage is subtracted from a character’s Health rating. Should a character’s Health rating ever be reduced
  to zero, the character has been knocked unconscious. Should a character’s Health rating ever be reduced to less than zero,
  the character is dead and gone forever. Characters that perform the Commit Suicide action automatically have their
  Health rating reduced to less than zero, rendering themselves stone cold dead. 
  [Note: Death in Roguelike is final, unlike death in many other fantasy role-playing games. As it is impossible to save the
  state of your game and ‘try again’ in roguelike games, so is it impossible to resurrect your character and ‘try again’ in
  this game. Death mocks you at every turn of the dungeon corridor in Roguelike, so be sure to think about the possible
  consequences of any given action before you commit to it. Or, hell, throw caution to the wind for all I care.]
  Weapon Name   WDR
  Rusty Dagger         1
  Dagger              1d6-1
  Club                     1d6
  Big Club            1d6+2
  Staff
               1d6+1
  Short Sword       1d6+1
  Long Sword       1d6+2
  Short Bow          1d6-1
  Long Bow            1d6
  Crossbow           1d6+1
  Morning Star       2d6
  War Hammer      2d6+1
  Battle Axe          2d6+2
  Halberd               3d6
  Spear                  2d6+1
  Grenade
  4d6
  Armor Name       AR
  Robes
   3
  Animal Hide
   4
  Leather
   5
  Studded Leather    6
  Ring Mail
   7
  Chain Mail
   8
  Field Plate
  15
  Full Plate
  20
  Buckler
   3
  Small Shield
   5
  Large Shield
   8
  Tower Shield
  10
  Skull Cap
   2
  Helmet
   3
  Bracers
   2
  
  Spells and Miracles
  As established earlier, some characters are adept at casting spells or requisitioning miracles from their god.  The
  following are the lists of spells and miracles common to Roguelike, as well as their effects. How these spells and miracles
  are utilized in play is discussed in the sections of this document entitled “Creating a Character” (page 4) and “Killing
  Stuff” (pages 5 and 6). 
  [Note: Where spell and miracle damage is concerned, it is figured in exactly the same way as weapon damage (as
  discussed on the previous page of this document), except that the spell or miracle’s damage rating is used instead of a
  weapon damage rating and that a character’s Intellect rating is added to this value, rather than their Power rating.]
  Spell Name      SDR      Effect
  Fireball             4d6       Exploding ball of flame materializes in the air and strikes designated target.
  Ice Storm          4d6       Focused stream of ice and snow sprays from caster’s hands and strikes designated target.
  Blast                 5d6       Bolt of lightning mysteriously materializes in dungeon and strikes designated target.
  Magic WMD    8d6       WMD mysteriously materializes, evading weapons inspectors, and strikes all characters.
  Minor Heal       NA        Restores 2d6 points of Health to the designated target.
  Major Heal       NA        Restores 4d6 points of Health to the designated target.
  Blocker             NA        Seals doorway or other portal with a magic barricade.
  Unblocker         NA        Dissipates magic barricade created using the spell “Blocker”.
  Sleep                 NA       Causes target to lose three turns. 
  Paralyze            NA        Causes target to lose 1d6 turns while killing stuff. 
  Molasses           NA        Reduces target’s Speed rating by half (rounded down) for three turns.
  Amphetamine   NA         Doubles target’s Speed rating for three turns. 
  Teleport            NA         Randomly teleports target to unexplored area of the dungeon (generate a new room).
  Invisibility        NA         Renders target invisible for three turns, raising their Defense score by ten points. 
  Miracle Name      MDR      Effect
  Healing Touch       NA        Restores 3d6 points of Health to target when caster slaps them on the forehead.
  Detox                     NA        Flushes all poisons from target’s system, preventing them from doing any further damage.
  Convert                  NA        Convinces NPC opponent to join your religion and fight alongside you until they die. 
  Create Food           NA        One ration materializes on the dungeon floor. Mmmmm... food!
  Detect Evil
    NA        Allows petitioner to discern the whether a creature, character or item is evil.
  Detect Magic         NA        Allows petitioner to discern whether a creature, character or item is magical.
  Curse                     NA        Reduces target’s Speed, Power, Health and Intellect ratings by three until removed.
  Remove Curse       NA        Removes Curse as per above.
  Clap On                 NA        Lights caster’s current location (room or corridor) in dungeon when caster claps hands.
  Clap Off                NA        Darkens caster’s current location (room or corridor) in dungeon when caster claps hands.
  Holy Touch 
   4d6        Inflicts holy damage to unholy (evil) creatures or NPCs.
  Holy Kick             5d6        Inflicts holy damage to unholy (evil) creatures or NPCs. 
  Holy Crap!            8d6        Petitioner’s god is angry and lays the smack down on all characters. 
  Confession               NA         Makes petitioner feel good about themselves. Raises Attack rating by four for three rounds.
  thank you to everybody from
  rpgnet and tangency that was
  kind enough to help me out.
  
  The Dungeon
  Many table-top fantasy role-playing games have vast detailed settings to explore, deep  themes full of metaphor
  that make players pause to examine their own lives, and developed story arcs that tie these themes and settings together.
  This game, however, has none of these things - in Roguelike these things are all considered hindrances to an entertaining
  adventure. Instead of depth and detail, Roguelike has a dungeon - not a wilderness area with boundaries or an enclosed
  a building - an honest to god brick and mortar dungeon, a sprawling underground complex that exists for no good reason
  and is chock full of evil creatures (also for no good reason).
  [Note: You may be asking yourself what makes a dungeon so special - after all, a lot of table-top fantasy role-playing
  games have dungeons, right? Well, what lots of table-top fantasy role-playing games don’t have is a dungeon that is
  generated extemporaneously as you’re playing the game. A lot of games also don’t have random dungeon generation
  matrices. Roguelike, unlike lots of games, has both of these things.]
               
  As you may have guessed, all games of Roguelike take place in the aforementioned dungeon (after all, this game
  is all about killing stuff and looting bodies - and what better place to do that than in a dungeon). That said, every game
  of Roguelike will be different, as the dungeon in any given game of Roguelike is defined extemporaneously by rolling
  dice and consulting the next several pages of dungeon matrices (okay, they’re really tables, but if Gygax can call a
  collection of tables “matrices”, then so can I). To get started, consult the following matrix first:
  Dungeon Entrances - Roll 1d6
  Die Result      Entrance Type              Description
          1             Wooden Door              A wooden door set in the side of a small, grassy, hill. 
          2             Rusty Iron Door           A rusty iron door set in a rocky cliff face. 
          3             Stone Archway             A massive stone archway set in a rocky cliff face. 
          4             A Big, Gaping, Pit       A gaping, stone-walled, pit in the ground..
          5             A Small Hole               A small hole in the ground, located pretty much wherever you like. 
          6             Secret Entrance            Roll Again. The entrance indicated is hidden behind/beneath a statue shaped 
                                                              like a giant skull. Lucky you. 
  Characters 
  (well, 
  Commercial 
  At
  Characters, anyhow) always begin the game standing
  in front of the dungeon entrance determined by the
  matrix above. Why they’re there is entirely up to you
  - maybe the characters are brave adventurers that
  explore dungeons professionally or maybe they’re
  criminals being forced into the Deadly Maze of
  Zaksanbar as offerings to the dreaded Elder Thing of
  Horror that dwells within. Truthfully it’s pretty
  immaterial, but if providing a justification for why
  your character is preparing to walk into a monster
  filled underground fortress makes you feel better,
  feel free to do so. 
  Once you’ve determined what the entrance
  to a given dungeon looks like, you’ll need to fill in
  what lies behind it - one room, corridor, and
  chamber at a time. That is, you won’t know what is
  in a given room or stretch of tunnel until your
  character enters it, at which time you’ll roll some
  dice and consult the following  matrices to randomly
  define the room in question. Naturally, you’ll start
  with the room directly behind (or below, in the case
  of a pit or hole) the entrance to the dungeon.
  
  Room Type - Roll 1d6
  Roll Result       Room Type      Decription
          1                 Corridor         A hewn limestone corridor. 
        2-3                   Room           A hewn limestone room.
          4                  Cavern          A natural limestone cavern 
        5-6                Chamber        A natural limestone chamber 
                            
  [Note: Caverns and Chambers are the naturally occurring equivalent  of Corridors and Rooms, respectively.]
  Corridor and Cavern Features - Roll 2d6 Four Times
  Roll Result       Direction/Length       Width/Height       Contents                                                   # and Type of Doors
          2
                 Straight / 30'                 5' / 5'             Trap (see Traps matrix)                               1 Wooden Door
          3                   Straight / 60'                 6' / 8'             Empty                                                            2 Open Arches
          4                   Straight / 90'                8' / 10'            Staircase Down                                            4 Wooden Doors
          5              45N Left Turn / 30'          10' / 10'           Loot Chest (see Appendix B)                   2 Iron Doors
          6             45N Right Turn / 30'         15' / 15'           Creature or NPC (see Appendix A)                 1 Iron Door
          7              90N Left Turn / 50'            5' / 5'             Trap (see Traps Matrix)                             1 Locked Iron Door
          8             90N Right Turn / 50'           6' / 8'             Loot Chest (see Appendix B)                 3 Open Arches
          9               ‘Y’ Fork in Path              8' / 10'            Creature or NPC (see Appendix A)                 1 Open Arch
         10              ‘T’ Fork in Path             10' / 10'            Trap (see Traps matrix)                               2 Wooden Doors
         11                Dead End / 10'             15' / 15'            Staircase Down                                               3 Iron Doors
         12           Four Way Intersection        5' / 5'              Empty                                                                No Doors
  Room and Chamber Features - Roll 2d6 Three Times
  Roll Result       Area in Feet²       Contents                                                          # and Type of Doors
         2                        25'               Creature or NPC (see Appendix A)                   2 Wooden Doors
         3                        50'               Coffins and Crypts + Undead Creatures                3 Iron Doors
         4                       100'              Loot (see Appendix B)                                    1 Open Arch
         5                       150'              Fountain 1d6: 1-4 = Good. 5-6 = Poison              3 Open Arches
         6                       200'              Creature or NPC (see Appendix A)                        1 Iron Door
         7                       250'              Staircase Down                                                  1Locked Iron Door
         8                       300'              Staircase Up + Trap                                               2 Iron Doors
         9                       350'              Trap (see Traps matrix)                               2  Locked Wooden Doors
        10                      400'              Loot (see Appendix B)                                   2 Open Arches
        11                      450'              Creature or NPC (see Appendix A)                   Locked Portcullis
        12                      500'              Trap (see Traps matrix)                                            Portcullis 
  Traps - Roll 2d6
  Roll Result       Type and Description                         Damage/Effect                       Saving  Roll             
         2                Pit Trap - 10'x10'                                          2d6                                        4
         3                Pit Trap w/ Spikes - 10x10                           4d6                                        6 
         4                Bouncing Betty Fireball Mines         4d6 to Entire Room                          8
         5                Disintegration Device                                  Death                                    10
         6                Chute Down to New Level                           2d6                                        4
         7                Chute w/ Razors Down to New Level          4d6                                        6
         8                Teleport - To New Room                            None                                      7
         9                Falling Slab of Rock                                     5d6                                       8
        10               Poison Arrow Volley                  1d6 / +1d6 per Turn Poison                   5
        11               Spinning Blades From Walls                        3d6                                       5
        12               Cursed Rune                                      As Curse Miracle                             9
  
  [Note: A thief character entering a room with a trap has a chance to spot and disarm it. Their player should roll 2d6 and
  total the results. If the roll result is equal to or less than the trap’s Saving Throw, then the Thief character has successfully
  located and disarmed the trap. If not, the character has triggered the trap and damage is dealt as per normal.]
  The above matrices can, with a little imagination, be used to generate extensive dungeon networks for you to
  explore. Oh, and in case you’re wondering what chance a character other than a Thief has to spot and disarm a trap, the
  answer is none -in roguelike games, all other character types will automatically trigger traps if they should wander into
  a room in which they exist. Why? Well, aside from my being a cruel bastard, it’s very much an unspoken rule of
  roguelike PC games that this shall be true (therefore also being true of this game). 
  Leveling Up
  As mentioned earlier, characters progress in levels over the course of a Roguelike game by gaining points.
  Characters gain points by killing stuff, plundering stuff, clearing rooms, and staying alive longer than other characters.
  The exact number of points gained for these things is as follows:
  Action or Accomplishment                                         Points Gained
  Surviving Long Enough to Leave a Room                             4
  Locating and Disarming a Trap                                              3
  Landing the Killing Blow while... uhm... killing stuff            5
  Being the Last Commercial At Character on The Screen      10
  Finally, every piece of loot (see Appendix B) that your character has in their possession at the end of the game
  is worth one point. For example, if your character has five gold pieces and one magic sword in their possession at the
  end of the game, they’ll receive six points.
  For every twenty points that a character gains, they also gain one level. Gaining levels allows characters to
  improve their chances of survival, and thus, their chances to gain more points. Every time a character gains a level, their
  player may choose to do one of the following things:
  1. Add 1d6 points to a character’s Health rating.
  2. Replenish two Special Abilities of the type allowed for their character.
  3. Lower the character’s Attack rating by one (to a minimum rating of 3). 
  4. Raise the character’s Defense rating by one (to a maximum rating of 11). 
  5. Raise a character’s Speed, Power, or Intellect rating by one point. 
                Now, as mentioned earlier, character death is a very real hazard in Roguelike games - which raises the question
  “Isn’t it pretty damn boring for players whose characters die early on to sit around watching somebody else play the
  game?”. The answer, of course, is “Hell, yes!” - luckily, in Roguelike, that isn’t what players whose characters die early
  on do. Instead of sitting around like a bag of potatoes, these players become act as additional Referees - that is, they split
  the duty of defining the dungeon and adjudicating rule disputes with the original Referee (i.e. they take turns rolling dice
  and narrating the game).
              
  While sharing the responsibility of Refereeing the game, these individuals still earn points (they just earn them
  for a different set of things) that count toward the point totals tallied at the end of a Roguelike game (see the section of
  this document entitled “Winning” on the following page). The things that the former controller of a now-deceased
  Commercial At Character earns points for are outlined below:
  Action or Accomplishment                                         Points Gained
  Commercial At Character Dies on Your Turn                       5
  The Last Commercial At Character Dies on Your Turn       10
  Having a Trap Triggered on Your Turn                                2  
  [Note: Obviously, you can ignore the last few paragraphs if you’re playing Roguelike solo (unless you suffer from MPSD
  or something, in which case you probably shouldn’t be playing games like this, anyhow).]
                       
  
  Winning
  That’s right, you can win this role-playing game (in fact, if you’re playing with a group, that’s kinda’ the point).
  If you’re playing Roguelike solo, winning is a simple matter of scoring 100 points or more before your character dies.
  If you’re playing with a group, the player who scores more points than anybody else wins. In the event of a tie between
  players, the characters of each player get to duel it out in a round of Killing Each Other (which works just like killing
  other stuff, really), with the last character left standing declared the overall victor. 
  [Note: If it actually comes to engaging in a round of Killing Each Other, both characters are considered to be alive and
  functional for the purposes of the duel (yes, even previously dead characters). That said, if you really get off on the idea
  of a living character fighting the animated corpse of a fallen comrade, you can play it that way too (you sick, depraved,
  fuck).]
  Appendix A ~ Creatures and NPCs
  To randomly determine creature or NPC encounters, the first thing that you need to do is roll 1d6 to determine
  creature or NPC type. A die roll result of one to two indicates a Type 1 creature or NPC, a result of three to four indicates
  a Type 2 creature or NPC, and a result of five to six indicates a Type 3 creature or NPC. Once you’ve determined a
  creature or NPCs type, consult the proper list below and roll another 1d6. 
  Type 1 Creatures and NPCs       Type 2 Creatures and NPCs       Type 3 Creatures and NPCs
  1. Animals
          1. Insects                                     1. Reptiles
  2. Undead                                   2. Flying Creatures                     2. Acids and Gels
  3. Flying Creatures                     3. Humans                                  3. Elementals
  4. Humanoids                             4. Reptiles                                  4. Plants
  5. Humanoids 2                          5. Animals                                  5. Undead
  6. Humanoids 3                          6. Domestic Animals                  6. Dragons
  Each sub-category of creature or NPC type listed above has a corresponding list on the following page, and each
  list has six entries that define common creatures or NPCs of the specified type (naturally, you’ll want to roll 1d6 and
  consult these lists as well). Each entry on these lists exists in the following format:
  Name - What the creature or NPC is called (for example, “crocodile”). 
  Health - The amount of damage that a creature or NPC may sustain before they fall unconscious or die. 
  Speed - The creature or NPC’s Spped rating.
  Attack - The creature or NPC’s Attack rating.
  Defense - The creature or NPC’s Defense rating.
  Damage - The amount of damage that a creature or NPC deals when they land a successful attack.
  Loot -Denotes whether or not the creature or NPC carries loot upon their body.
               
    
  
  Acids & Gels
  Roll Result      Name                        Health      Speed      Attack      Defense      Damage         Loot
          1              Green Jelly                  3d6            2              5               2        2d6 + Poison       No
          2              Black Jelly                  2d6             2             4               2         2d6 + Curse        No
          3              Anal Jelly                    2d6            2              7               2               3d6               No
          4              Jelly Bear                    4d6             4             8               3       3d6 + Paralyze      No
          5              Technicolor Gak         2d6             3             6               2         1d6 + Poison       No
          6              Jelly Baby                   2d6             3             9               2             1d6 -1              No
   
  Animals
  Roll Result      Name                        Health      Speed      Attack      Defense      Damage          Loot
          1
           Bear                             4d6            4              8                6               3d6               No
          2              Lion                            3d6             6             7                6              2d6+3            No
          3              Tiger                         2d6+3          6              7                5               2d6               No
          4              Wolf                           2d6             5              7               4                1d6               No
          5              Platypus                      1d6             4             9                2              1d6-1             No
          6              Platypus of Death       3d6             6              3               4                2d6              Yes 
  Domestic Animals
  Roll Result      Name                        Health      Speed      Attack      Defense      Damage          Loot
          1             Cow                             3d6             3            10               2              1d6-1             No
          2             Horse                           3d6             5             8                3               1d6             Maybe
          3             Dog                            1d6+2           5            8                3                1d6               No
          4             Cat                              1d6-1           4            3                8                5d6               No
          5             Goat                             2d6             3            10              4                1d6               No
          6             Pig                                2d6             2            11              3               1d6-1            No
  Dragons
  Roll Result      Name                        Health      Speed      Attack      Defense      Damage         Loot
          1              Fire Red Dragon         6d6           11             6                8               5d6             Yes
          2              Ice Blue Dragon         5d6             9             5                7               5d6              Yes
          3              Acid Green Dragon    6d6             7             4                7               6d6              Yes
          4              Shadow Dragon          5d6             9             6               10              4d6              Yes
          5              Clockwork Dragon     6d6            10            7               10              6d6              Yes
          6              Teacup Dragon           1d6            10            6                2               3d6               No
  Elementals
  Roll Result      Name                        Health      Speed      Attack      Defense      Damage          Loot
          1              Earth Elemental          3d6             4             9                9                3d6              No
          2              Water Elemental         3d6             6             4                3                4d6              No
          3              Fire Elemental            3d6             6             5                2                4d6              No
          4              Metal Elemental         5d6             5             4                10               4d6             Yes 
          5              Void Elemental           2d6            8             5                 9                6d6              No
          6              Fused Elemental         5d6             7             3                11               5d6             Yes
  [Note: Metal Elementals are essentially living piles of precious metal, and drop the equivalent of 50 gold pieces in loot
  when defeated. Fused Elementals (the result of all five other elemental types fusing together) drop the equivalent of 20
  gold pieces when killed.].
  
  Flying Creatures
  Roll Result      Name                        Health      Speed      Attack      Defense      Damage         Loot
          1              Bat                                2              9              5                8              1d6               No
          2              Owl                            1d6-1          8             5                 9              1d6               No
          3              Eagle                           2d6            7             4                 8             1d6+2            No
          4              Flying Serpent           2d6+2         6              8                4        1d6 + Poison      No
          5              Rok                             3d6            7              3                7             2d6+2            No
          6              Griffin                         4d6            5              4                6              3d6               No
  Humanoids
  Roll Result      Name                        Health      Speed      Attack      Defense      Damage         Loot
          1              Goblin                       1d6+1          5             9                3               1d6              Yes
          2              Kobold                       2d6             5             7                5                2d6              Yes
          3              Orc                             3d6             4             6                6                3d6              Yes
          4              Ogre                           4d6             4             7                7                4d6              Yes
          5              Troll                           4d6             5             6                8                4d6              Yes
          6              GUTB                        4d6             8             5                4                3d6              Yes
  Humanoids 1
  Roll Result      Name                        Health      Speed      Attack      Defense      Damage         Loot
          1              Gorgon                        3d6            4             8                6       1d6 + Paralyze    Yes
          2              Minotaur                     4d6            6             4                8                3d6              Yes
          3              Troglodyte                  2d6            5             5                6                2d6              No
          4              Lizard Man                 3d6            4             6                6                3d6              Yes
          5              Doppleganger             2d6            5             5                4         2d6 + Poison      Yes
          6              Grue                            2d6            8             7                9              3d6+2            No
  [Note: The Doppleganger is a shapechanger and can appear as any other Humanoid or Human NPC or creature -
  including an Commercial At character that it has killed. Also, they’re fun at parties.]
  Humanoids 2
  Roll Result      Name                        Health      Speed      Attack      Defense      Damage          Loot
          1              Sprite                             1             12            4               11                1                 No
          2              Gnome                       1d6+2          4             6                5         1d6 or Spell      Yes
          3              Pixie                              2              10            4                9              1d6                No
          4              Leprechaun                  2d6            6             5                 6            2d6+3            Yes
          5              Black Elf                      3d6            7             5                6         3d6 or Spell       Yes
          6              Satyr                             2d6            7             7                7         1d6 or Spell       No
  Humans (or Sub-Species Thereof)
  Roll Result      Name                                Health      Speed      Attack      Defense      Damage          Loot
          1              Neanderthal                       3d6            6              8               3                1d6               No
          2              Giant Human                     5d6            4              5               5                3d6              Yes
          3              Crazed Madman                3d6            6              5               6           3d6 or Spell      Yes
          4              Commercial At Character    -               -              -                -                   -                 Yes
          5              Catpiss Man                      2d6            3              9               4           1d6 or Smell      No
          6              Playa Killa                        4d6            8              4               8                3d6               Yes
  [Note: Commercial At Characters are generated using the rules covered in the section of this document entitled “Creating
  a Character” that begins on page 3.]
  
  Insects
  Roll Result      Name                        Health      Speed      Attack      Defense      Damage         Loot
          1             Giant Mantis                2d6             8             5                7               2d6              No
          2             Giant Centipede           3d6            10            7                8        3d6 + Poison      No
          3             Giant Scorpion             2d6             9             6                9        2d6 + Poison      No
          4             Giant Beetle                 3d6             4             8                9             1d6+2            No
          5             Giant Cockroach          3d6             7             6                8              1d6-2            No
          6             Giant Locust                 2d6            6             7                7                2d6              No
  [Note: Some Insects may be used as mounts at the discretion of the Referee (or at your discretion if you’re playing solo).]
  Plants
  Roll Result      Name                        Health      Speed      Attack      Defense      Damage          Loot
          1              Strangle Vines             4d6            3              8                3              1d6               No
          2              Mushroom Man           2d6            4              6                4              2d6               No
          3              Creeping Fungus          3d6           8              5                 4        1d6 + Poison     No
          4              Carnivorous Plant        4d6           3              8                 4              2d6            Maybe
          5              Zombie Vine                3d6           3              9                 3      Curse + Poison    No
          6              Ent                               4d6           3              5                 9               4d6              No
  [Note: Zombie vine inflicts no physical Health damage, but if poison is left untreated for more than five turns, the
  afflicted character turns into an NPC zombie.]
  Reptiles
  Roll Result      Name                        Health      Speed      Attack      Defense      Damage         Loot
          1              Boa Constrictor          3d6             4            10               3      1d6 + 1d6/Turn    No
          2              Rattle Snake               1d6             7             7                2           3 + Poison        No
          3              Alligator                     2d6             5             7                5             2d6+2            No
          4              Crocodile                   4d6              6             5                7              3d6               No
          5              Giant Lizard               3d6             7              6                5            2d6+2            No
          6              Giant Salamander       3d6             8             6                4             3d6+1            No
  Undead
  Roll Result      Name                        Health      Speed      Attack      Defense      Damage         Loot
          1              Skeleton                    1d6+2           4             8               6               1d6              Yes
          2              Zombie                       2d6              3             7               4          1d6+Poison      Yes
          3              Lich                            3d6              6             6               7          2d6 or Spell      Yes
          4              Vampire                      3d6             8             5               8           3d6+Poison      Yes
          5              Mummy                     2d6+2          3             7               4                1d6               No
          6              Phantom                      1d6             7             6               7           1d6 or Spell       No
  [Note: Neither Zombie or Vampire poison does any physical damage, but if poison is left untreated for more than five
  turns, the afflicted character turns into an NPC vampire or zombie (whichever bit them).]
  You may notice that some creatures and NPCs have special attacks such as “Paralyze”, “Poison”, or “Curse”.
  Unless otherwise stated, the Poison attack delivers 3 points of damage per round to a successfully attacked character until
  they are cured, the Curse attack functions like the Miracle of the same name, and the Paralyze attack functions like the
  Spell of the same name.
  Finally, you may note that no method appears to determine how many of a given creature type appear in an
  encounter. This, I will admit, is an oversight on my part - for now, roll 1d6. The result of this roll is how many creatures
  or NPCs of a given type are encountered. I’ll be sure to correct this when I get chance to re-edit (post contest deadline).
  
  Appendix B ~ Loot
  This Roguelike appendix allows players and/or Referees to quickly and easily generate random loot to plunder
  from dead creatures, NPCs, and treasure chests. In fact, all that you need to do is roll two six-sided dice and consult the
  following list for each body, room, or treasure chest plundered by a Commercial At character:
  Roll Result      Loot Plundered
          2              Single weapon of player’s choice.
          3              Single armor piece of player’s choice.
          4              5 gold pieces
          5              10 gold pieces
          6              20 gold pieces
          7              5 small gems
          8              10 small gems
          9              Bejeweled ring
         10             Fancy Necklace
         11             Amulet
         12             50 gold pieces
  [Note: You may be quick to note that certain loot rewards will unbalance character progression when playing Roguelike
  with other people. Now recall that I earlier mentioned that this wasn’t a game about working together - it’s a game about
  killing stuff, plundering loot, and dying with the most toys. Naturally, unbalanced character progression helps promote
  competition, hence its inclusion in Roguelike.]
  
  @
  Character Portrait
  Roguelike Character Record
  Character Name:
  Character Occupation:
  Character Race:
  Character Level:
  Speed:     Power:  
  Intellect: 
   
  Attack: 
  Defense:        Health:
  Spells and Special Abilities: 
  Weapons and Armor:
  Loot:
  Points Earned:
  
SOURCE: textdata/thevault/Roguelike/Roguelike Corebook.pdf