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title: HAMMERCRAWL! RPG Player's Guide
subtitle: Book One: The Player's Guide to Crawlin' Hammers
author: N. Phillip Cole
last updated: 2022-07-28

A Player's Guide to HAMMERCRAWL!

This document serves as a Player's guide to staying alive during the HAMMERCRAWL! process. There is more behind-the-scenes data in the Smith's Guide, while this document focuses specifically on your role at the table.

For the most part, the general play of the game is handled according to the rules of the game system you are playing. This document details specific overrides put in place to better facilitate randomized old-school play.

Characters

Naming Your Character

We've discovered that the absolute most fun is had by having other players name your character. So once you've drawn up your random character, pass them to the left, right, or anywhere really, and have a different player give them a name.

Determine Party (Player) Roles

Hopefully the rest of your group has been making your characters alongside one another, and you've now all reached this point together. It's time to determine the party roles, which are mainly for administration and also for the use of the special new Party Actions.

The Roles to Assign:

  • Party Leader: This player is responsible for choosing Initiative orders, and for informing the Hammersmith when the party moves on or takes any of the Party Actions.
  • Mapper: This player is responsible for translating the Hammersmith's descriptions to a map that the party can use, in whatever artistic fashion the player sees fit.
  • Timekeeper: This player tracks the passage of game Beats, and keeps track of who is carrying what light sources (and how much time is left on them). Dyson's Torch Cards might come in handy here.
  • Lootkeeper: This player records all the loot found on the adventure.

Your Character's Inevitable Demise

When you die, your gear becomes party loot. Each item has a 50% (use a d6) chance of being made worthless and useless by your death, however!

Draw a new character from the pile! You arrive either one Turn or one Round later, whichever makes more sense or seems more exciting.

For added fun. draw a tombstone on the back of your character sheet, and give the character a fitting epitaph.

If the dead character was party leader, the group needs to elect a new leader! If this is instantaneous, then move on. However if there is any debate or argument on the role, it takes one turn of game time - mark off those lights!

Don't forget Food and Lights!

Before you head off on your trek, you should make special note that Food and Lights are extremely important to survival in the HAMMERCRAWL! experience. Dungeons are dark and scary places, and most characters can't see in the dark. Without light, you can't act, nor can you camp! Similarly, Food is required in order to camp as well. No food? No camp action. Camping in this system is an extremely beneficial resource for the party, so be sure to manage your light and food accordingly!

To better keep track of your light sources, I highly recommend making use of the awesome custom Torch Cards from Dyson Logos. There are lanterns there too! They make great tools for tracking the countdown of lights.

Managing Loot and XP

The characters will gain XP from encounters they defeat, and hopefully loot as well. XP earned from encounters is immediately applied to the character sheet.

Using some traditional old school game rules, monetary loot also counts as XP - but in HAMMERCRAWL!, that XP is only applied after the heroes make it back to town with the loot. So when loot is acquired, write down the loot and its value, but do not count it as XP just yet. Heroes can also convert a fraction of the loot to XP as a Camp Action, but this wastes the vast majority of it.

Using Skills

Skills are handled as one would expect in the base game being played. Since HAMMERCRAWL! is written primarily with "old school" games in mind, this means that the method expects the same kind of old school mentalities to apply when using "skills" in play.

If you are new to this concept, I recommend starting with the "Quick Primer for Old School Gaming" as a good introductory read.

In short, in "old school" style play, the characters are all assumed to be able to do a great number of things that aren't otherwise specifically written on their character sheets, provided they have a reasonable amount of time to do so. For just a few examples, given a low-stress situation (as in "not being actively stabbed by murder trees and melted by acid goblins") and appropriate time to accomplish, the following assumptions can be made:

  • Fighters and Thieves can climb a wall or barrier with assumed handholds.
  • Wizards and Priests can decipher ancient tomes through extended study.
  • A character from a woodsman background can tell if a plant is poisonous or not.
  • Anyone unencumbered and without clanky bits can walk slowly and silently for a bit.
  • ...and so on

Again, these are just some basic examples of assumptions that can be made. When there is a question of complexity and/or added danger, use one or more (or all!) of the following basic guidelines:

Is time a factor worth considering in this moment?

If so, let them perform the task without a roll, but let them know it takes one or more turns of time to accomplish. This can diminish light sources and spell durations, and also affect the exploration dice pools!

Is there a chance of a dangerous complication?

This includes things such as "they might hurt themselves" or such. If so, incorporate a basic Ability Check (d20 roll-under). Either way they succeed at the task, but with a failed roll they also suffer a setback, such as:

  • HP loss (1 to 1d4 points maybe)
  • Equipment loss
  • Injury or such resulting in Temporary penalty to near-future die rolls
  • an added challenge die to the next exploration pool
  • alerting nearby enemies
  • some other appropriate environmental response

Is there a chance of failure?

This one's a tough call, because again, these are supposed to be capable adventurers. If you truly feel that the feat is a tough enough that they might not succeed, first let them know this in your own preferred DM narrative way. Try to encourage them to offer new strategies to overcome the task, fall-back plans, or complete reassessment of the situation.

If they still persist, as above have them roll an associated ability check. With a failed roll, they both fail the task and suffer some complication from above. Sucks, but they knew the risks before they rolled!

"Thief Skills"

However, certain characters (Thieves, Specialists, etc) get very specific skills written down on their character sheets. The general approach to these skills is to only require them to be rolled against when the situation seems otherwise impossible, when the odds are visibly and obviously stacked against them. Each Thief skill has built into it the assumption that something really bad might happen if it fails. If you're not willing to make that bad thing happen, then what's the point of making the thief roll in the first place?

Other Skills (Proficiencies, etc)

If your flavor of game has skill proficiencies built into it for all characters, the assumption here is that simply having the skill in the first place means that you can just do it most of the time, no roll needed. You would only need to roll for those skills when you wanted or needed to do something truly spectacular with them.

Fighting Things (Combat Rounds)

Combat flows as normal for the base game's rules. HAMMERCRAWL! adds the following new special action(s):

  • Loot Fallen Ally

New Personal Action: Loot Fallen Ally

During active combat, a character can take any one readily-accessible item from a fallen ally as an action. Any more in-depth looting must wait until the action is over and the danger clear.

After combat, multiple PCs may wish to loot their ally at the same time. Handle this as a special kind initiative. Roll off as usual, and then on their turn a PC may take either one specific item or 1d4 random items.

Money loot from fallen allies is always split evenly among the survivors, unless they otherwise work something else out among themselves.

HUZZAH! (The Explore Action)

Each dungeon will likely consist of multiple levels, with many rooms among them. Each room can contain numerous horrible dangers, but also a good chance at wondrous loot as well. Moving from room to room requires exploration, which invites danger but also creates opportunity for new treasures and rewards!

In order to continue exploring the Dungeon, your party leader must tell the DM that your group is moving on to the next Room - be sure to discuss tactics and approaches before you move! Moving to the next room in this fashion initiates the Explore Action and tells the DM that it's time to roll the dungeon die and the Divining Pool. The rules for divining the Explore Action are in the DM's Document.

TIME: The Explore action requires a minimum of 1 turn of time, so have light sources ready!

Camping (The Camp Action)

The party Leader can choose to take a Camp Action at any location deemed a Safe Haven. These are discovered when the DM announces them as such, usually through the roll of net Falcons in the Divining Pool. This requires Light and Rations, however.

To take a Camp Action

TIME: The action takes a minimum of 6 Turns (1 hour; light is required and spent accordingly unless the entire party can see in the dark)

REQUIRES: 1 Ration Each (expended)

First, EACH CHARACTER DOES THE FOLLOWING FOR FREE: (based on Dark Dungeons character classes)

  • Cleric, Magic-User: Re-memorize 1 daily spell.
  • Dwarf, Fighter, Halfling, Mystic, and Thief: Recover half (round up) of currently-lost HPs.
  • Elf: Either re-memorize 1 daily spell or recover half (round up) of currently-lost HPs.

System Note: If using a different system, adjust accordingly, giving primary spellcasters a spell back, and hybrids a choice.

Then, EACH PLAYER PICKS ONE additional camp action:

  • Rest: Recover half (round up) of currently-lost HPs (or the second half, if doubling up from the free action above), but also use one additional Ration.
  • Re-Memorize: Recover one previously-spent daily spell use per character level.
  • Invest: Convert one-fourth (rounded up) of their current financial loot value to immediate character XP (1GP = 1XP exchange), marking that loot off of the character sheet. Leveling up requires a separate action, however...
  • Craft Ammo: Add 2d4 normal arrows for your bow/crossbow, or collect as many stones for your sling.
  • Level up!: If the hero has enough XP to reach the next level, they can apply the effects of that level as a Camp Action. This adds a Hit Die, as well as any other new-level bonuses. Note that it does not heal existing HP loss or restore used spells or abilities (those are separate Camp Actions, above).
  • Stand Watch: Add a Green Die to the next room explored, and -1 to GM's camp encounter roll (below).
  • Scout Ahead: Roll Search (or other system-appropriate check). If successful, add one Yellow die to next 1d4 new rooms explored. If failed, add Black dice instead.

Finally, DM ROLLS 1d6:

  • Subtract 1 for each party member Standing Watch
  • Add the current Dungeon Level

If total is 6+, an encounter happens while they camp! Roll as usual to generate a standard encounter. If none of the PCs chose to Stand Watch, then they are also surprised!

If an encounter occurs during camp, the Time and Rations are still spent, and all other chosen Camp Actions still occur. Resolve them before beginning the encounter initiative checks.

Returning Home (The Town Action)

When the heroes finally return to town (which likely involves backtracking through the dungeon to their original exit), the following happens, in order:

  • Restore HP to Max, and relearn daily Spells and Powers.
  • OPTIONAL: Each player can choose to spend any amount of their loot to acquire better goods at the DM's allowance. This could take time, though, so you might want to skip it in Con and One-Shot games.
  • If their loot value is enough to level them up, apply just enough to level them up and discard the rest as having been spent on R&R and upkeep.
  • Apply any effects of character leveling.
  • If their loot value is not enough to level them up, apply half of it as XP and discard the rest as having been spent on R&R and upkeep. You shouldn't have left the dungeon so soon!
  • Restore their standard starting equipment list to full original capacity.
  • Return to the Dungeon!

APPENDICES

APPENDIX R: Random Character Components

The following lists of random traits and skills and such have been a growing and well-loved component of my HAMMERCRAWL! games for years now. The lists' contents are a hodge podge of things take from books, programs, and our own continued additions as they arise in play. They add an element of silliness that isn't for everyone, so I've included them here in the appendices as an option.

Random Character Tags

Roll 1d400 (figure it out) once and consult the table below. If you're feeling adventurous, roll twice and keep both.

Roll Trait Roll Trait Roll Trait Roll Trait
1 Accusative 101 Educated 201 Liar 301 Reverent
2 Active 102 Elitist 202 Likable 302 Rigid
3 Adventurous 103 Emotional 203 Loud 303 Risk-taking
4 Affable 104 Enigmatic 204 Loving 304 Romantic
5 Affectionate 105 Enthusiastic 205 Loyal 305 Rude
6 Aggressive 106 Ethical 206 Lucky 306 Sadistic
7 Agreeable 107 Excited 207 Lust 307 Sarcastic
8 Aloof 108 Expressive 208 Malicious 308 Sardonic
9 Altruistic 109 Extroverted 209 Mean 309 Sassy
10 Amazed 110 Faithful 210 Meddlesome 310 Savage
11 Analytical 111 Fanatical 211 Melancholy 311 Scared
12 Angry 112 Fatalistic 212 Melodramatic 312 Scolding
13 Animated 113 Fearful 213 Merciless 313 Secretive
14 Annoying 114 Fearless 214 Merry 314 Seeker
15 Anxious 115 Feisty 215 Meticulous 315 Self-destructive
16 Apathetic 116 Feral 216 Mischievous 316 Selfish
17 Apologetic 117 Fierce 217 Miscreant 317 Selfless
18 Apprehensive 118 Flamboyant 218 Miserly 318 Senile
19 Argumentative 119 Flippant 219 Modest 319 Sensible
20 Arrogant 120 Flirtatious 220 Moody 320 Sensitive
21 Articulate 121 Foolhardy 221 Moralistic 321 Sensual
22 Artistic 122 Foppish 222 Morbid 322 Sentimental
23 Attentive 123 Forgiving 223 Morose 323 Serene
24 Beautiful 124 Friendly 224 Mournful 324 Serious
25 Bigoted 125 Frightened 225 Mousy 325 Servile
26 Bitter 126 Frivolous 226 Mouthy 326 Sexual
27 Blustering 127 Frustrated 227 Musical 327 Shallow
28 Boastful 128 Funny 228 Mysterious 328 Shameful
29 Bookish 129 Furtive 229 Mystical 329 Shameless
30 Bossy 130 Generous 230 Naive 330 Shifty
31 Braggart 131 Genial 231 Narrow-minded 331 Shrewd
32 Brash 132 Gentle 232 Needy 332 Shy
33 Brave 133 Gloomy 233 Nefarious 333 Sincere
34 Bullying 134 Goofy 234 Nervous 334 Slanderous
35 Callous 135 Gossip 235 Neurotic 335 Sly
36 Calm 136 Graceful 236 Nihilist 336 Smug
37 Cantankerous 137 Grave 237 Noble 337 Snobbish
38 Capricious 138 Greasy 238 Nonchalant 338 Sober
39 Careful 139 Greedy 239 Nurturing 339 Sociable
40 Careless 140 Gregarious 240 Obdurate 340 Solemn
41 Caring 141 Grouchy 241 Obedient 341 Solicitous
42 Casual 142 Groveling 242 Oblivious 342 Solitary
43 Catty 143 Gruff 243 Obnoxious 343 Sophisticated
44 Cautious 144 Guilty 244 Obsessive 344 Spendthrift
45 Cavalier 145 Gullible 245 Obstinate 345 Spiteful
46 Chaste 146 Happy 246 Obtuse 346 Stern
47 Cheeky 147 Hard working 247 Odd 347 Stingy
48 Cheerful 148 Harsh 248 Off-putting 348 Stoic
49 Childish 149 Hateful 249 Optimistic 349 Stubborn
50 Chivalrous 150 Heartbroken 250 Organized 350 Stylish
51 Clueless 151 Helpful 251 Ornery 351 Submissive
52 Clumsy 152 Hoarder 252 Orphan 352 Sultry
53 Cocky 153 Honest 253 Ostentatious 353 Superstitious
54 Comforting 154 Hopeful 254 Outgoing 354 Surly
55 Communicative 155 Hostile 255 Overbearing 355 Suspicious
56 Complacent 156 Humble 256 Overconfident 356 Sycophantic
57 Condescending 157 Humorless 257 Paranoid 357 Sympathetic
58 Confident 158 Humorous 258 Passionate 358 Taciturn
59 Conformist 159 Hungry 259 Pathological 359 Tactful
60 Confused 160 Idealistic 260 Patient 360 Tattooed
61 Conservative 161 Idiosyncratic 261 Peaceful 361 Tawdry
62 Contentious 162 Ill 262 Peacemaker 362 Temperamental
63 Contrarian 163 Imaginative 263 Pensive 363 Tempestuous
64 Controlling 164 Imitative 264 Pessimistic 364 Thief
65 Conventional 165 Impatient 265 Philanderer 365 Thorough
66 Cooperative 166 Impetuous 266 Philosophical 366 Thrifty
67 Courageous 167 Implacable 267 Phony 367 Timid
68 Courteous 168 Impractical 268 Pious 368 Tolerant
69 Cowardly 169 Impulsive 269 Playful 369 Transparent
70 Coy 170 Inattentive 270 Pleasant 370 Treacherous
71 Crabby 171 Incoherent 271 Poised 371 Troublemaker
72 Cranky 172 Indifferent 272 Polite 372 Trusting
73 Critical 173 Indiscreet 273 Pompous 373 Truthful
74 Cruel 174 Individualist 274 Pondering 374 Understanding
75 Cultured 175 Indolent 275 Pontificating 375 Unfriendly
76 Curious 176 Indomitable 276 Practical 376 Unhinged
77 Cynical 177 Industrious 277 Prejudiced 377 Uninhibited
78 Daring 178 Inexpressive 278 Preoccupied 378 Unpredictable
79 Deceptive 179 Insecure 279 Pretentious 379 Unruly
80 Defensive 180 Insensitive 280 Promiscuous 380 Unsupportive
81 Defiant 181 Insomniac 281 Proper 381 Vague
82 Deliberate 182 Instructive 282 Proud 382 Vain
83 Deluded 183 Intolerant 283 Prudent 383 Vapid
84 Depraved 184 Introverted 284 Prudish 384 Vengeful
85 Discreet 185 Irreligious 285 Prying 385 Vigilant
86 Dishonest 186 Irresponsible 286 Pugnacious 386 Violent
87 Disingenuous 187 Irreverent 287 Punctual 387 Vivacious
88 Disloyal 188 Irritable 288 Quiet 388 Vulgar
89 Disrespectful 189 Jealous 289 Quirky 389 Wanderlust
90 Distant 190 Joking 290 Rascal 390 Wanton
91 Distracted 191 Jolly 291 Rash 391 Wasteful
92 Distraught 192 Judgmental 292 Realistic 392 Weary
93 Docile 193 Jumpy 293 Rebellious 393 Well-travelled
94 Dominating 194 Kind 294 Reckless 394 Whimsical
95 Dramatic 195 Know-it-all 295 Refined 395 Whiny
96 Drug-addled 196 Lawful 296 Repellent 396 Wicked
97 Drunkard 197 Layabout 297 Reserved 397 Wisecracking
98 Dull 198 Lazy 298 Respectful 398 Witty
99 Earthy 199 Lethargic 299 Responsible 399 Youthful
100 Eccentric 200 Lewd 300 Restless 400 Zealous

Random Age Table

Roll 3d6 and check the table below:

Roll Age
3 Early Teens
4-5 Late Teens
6-8 Young Adult
9-12 Adult
13-15 Middle-Aged
16-17 Elder
18 Ancient

Random Attire Style

How does your character dress usually? This determines the style of your starting clothing. Roll 1d10:

Roll Attire
1 Drab
2 Threadbare
3 Fancy
4 Filthy
5 Disguised
6 Common
7 Skivvies
8 Antiquated
9 Anachronistic
10 Slovenly

Random Backgrounds

To determine your character's background, roll 1d200 (figure it out) and consult the table below:

# Background # Background # Background # Background
1 Accountant 51 Coppersmith 101 Laundress 151 Ratcatcher
2 Acrobat 52 Counterfeiter 102 Lawyer 152 Roofer
3 Actor 53 Courier 103 Lead smith 153 Rope maker
4 Alchemist 54 Courtesan 104 Leather worker 154 Runner
5 Animal seller 55 Courtier 105 Librarian 155 Saddler
6 Animal trainer 56 Custodian 106 Linen maker 156 Sail maker
7 Apiarist 57 Demagogue 107 Locksmith 157 Sailor
8 Apothecary 58 Doctor 108 Maid 158 Scavenger
9 Architect 59 Engineer 109 Marine 159 Scholar
10 Armourer 60 Engraver 110 Mercenary 160 Scout
11 Artillerist 61 Exotic Dancer 111 Merchant 161 Scribe
12 Artist 62 Explorer 112 Midwife 162 Sculptor
13 Astrologer 63 Falconer 113 Miller 163 Servant
14 Author 64 Farmer 114 Miner 164 Server
15 Baker 65 Fence 115 Minstrel 165 Sharpener
16 Banker 66 Fisher 116 Moneylender 166 Shepherd
17 Barber 67 Fletcher 117 Musician 167 Shipwright
18 Barkeep 68 Flower seller 118 Navigator 168 Shopkeeper
19 Beggar 69 Food seller 119 Net maker 169 Silk trader
20 Blacksmith 70 Forester 120 Noble 170 Silversmith
21 Boat builder 71 Forger 121 Nurse 171 Soap maker
22 Bodyguard 72 Fortune teller 122 Official 172 Soldier
23 Bookbinder 73 Fruit seller 123 Outfitter 173 Spice trader
24 Bounty hunter 74 Furniture maker 124 Page 174 Squire
25 Bow maker 75 Furrier 125 Painter 175 Stabler
26 Brewer 76 Gambler 126 Paper maker 176 Stevedore
27 Builder 77 Gamekeeper 127 Pawnbroker 177 Steward
28 Butcher 78 Gardener 128 Peasant 178 Stonemason
29 Calligrapher 79 General 129 Peddler 179 Student
30 Candle maker 80 Glass maker 130 Perfumer 180 Tailor
31 Captain 81 Goldsmith 131 Pharmacist 181 Tattooist
32 Caravan driver 82 Governess 132 Photographer 182 Tax collector
33 Carpenter 83 Grave digger 133 Physician 183 Taxidermist
34 Carpet maker 84 Groom 134 Pilgrim 184 Teacher
35 Cart maker 85 Guard 135 Pilot 185 Thief
36 Cartographer 86 Guide 136 Pimp 186 Thug
37 Carver 87 Haberdasher 137 Pirate 187 Tile maker
38 Cavalry 88 Hatter 138 Playwright 188 Tinker
39 Cheese maker 89 Healer 139 Plumber 189 Trader
40 Chef 90 Herald 140 Poacher 190 Trapper
41 Clerk 91 Horse trader 141 Police 191 Undertaker
42 Clock maker 92 Hosteler 142 Porter 192 Vagrant
43 Cloth dyer 93 Hunter 143 Potter 193 Veterinarian
44 Clothier 94 Illustrator 144 Priest 194 Vintner
45 Clown 95 Innkeeper 145 Printer 195 Water seller
46 Coach driver 96 Jailer 146 Professor 196 Weaponsmith
47 Cobbler 97 Jester 147 Prospector 197 Weaver
48 Composer 98 Jeweller 148 Prostitute 198 Wheelwright
49 Cook 99 Judge 149 Purser 199 Wine seller
50 Cooper 100 Labourer 150 Ranger 200 Woodcutter

Random Character Class (and stats)

Want to randomly pick your class, and then also ensure that you at least have some stats that match it? Use this system. Note that this is still using data from the prior HAMMERCRAWL! game system. It will eventually be updated for other games.

Roll 3d6, and then consult the following table:

Roll Class
3-4 Elf Exemplar
5-7 Dwarf Defender
8-13 Human*
14-16 Halfling Burglar
17-18 Half-ogre Berserker

*If human, roll 1d4 to determine your actual class:

  1. Cleric
  2. Fighter
  3. Magic-User
  4. Thief

Note: These tables are for a primarily humanocentric fantasy setting, such as that established in The OG. Adjust these as needed for your campaign setting.

Now roll 3d6 seven times, and write them down in order (NOTE: The previous game system added a seventh stat for Social Status, or SOC).

Example: Darla rolls 3d6 seven times and writes them down in the order she rolled them: 9, 14, 11, 10, 5, 17, and 6.

First assign your highest rolls in order of their rolling to the Prime Stats of your character class. Most classes should have two Prime Stats, some only one, and maybe others three. However many, take the highest rolls from your set in the order they were rolled, and assign them to the Prime Stats in the order they appear on the character sheet.

Example: Since Darla rolled a Fighter in the first step, she notes that her class's Prime Stats are STR and CON. Darla's highest-rolled stats are 14 and 17. Assigning them in the order rolled, she notes that her new Fighter now has a STR of 14 and a CON of 17.

Next assign the remaining rolls in order of their rolling to the remaining empty stats on your character sheet.

Example: Darla's remaining rolls are 9, 11, 10, and 5. She assigns them in order to her Fighter's remaining stats, which results in a final spread of: STR 14, DEX 9, CON 17, INT 11, WIS 10, CHA 5, SOC 6.

Finally record the stat mods next to each one, using the following table:

Stat Mod
3 -3
4-5 -2
6-8 -1
9-12 0
13-15 +1
16-17 +2
18 +3

Random Languages

Some characters begin the game knowing additional bonus languages. Roll 1d30 for each, and consult the following table. If you double up on a language, you speak that language as if you were born to it. If you triple up, you also know all rare dialects of it, should they come up in play.

Roll Language Roll Language
1 Celestial (Law) 16 Goblin
2 Dragon 17 Grimlock
3 Drow 18 Halfling
4 Druidic 19 Infernal (Chaos)
5 Dwarf 20 Kobold
6 Elemental, Air 21 Manticore
7 Elemental, Earth 22 Medusa
8 Elemental, Fire 23 Naga
9 Elemental, Water 24 Ogre
10 Elf 25 Ophidian
11 Esperanto 26 Orc
12 Giant 27 Pidgin (special)
13 Gibberish 28 Pigeon
14 Gnoll 29 Sylvan
15 Gnome 30 Teenager

Pidgin: If you roll Pidgin, randomly roll two more languages (reroll if you get Pidgin or a language you already know). You now speak both of them very badly.

Random Money and Gear

(NOTE: Originally inspired by The Nightmares Underneath, this sub-system is based on the previous incarnation's SOC stat.)

Multiply your rolled SOC score by its associated multiplier, and that's how much money you have to spend. Use the Equipment section of this book to purchase anything you can afford.

SOC (3d6) Coins Status
3 x0* Scum
4-5 x10 Peasantry
6-8 x15 Poor
9-12 x20 Middle Class
13-15 x25 Lesser Nobility
16-17 x30 Greater Nobility
18 1000* Royalty

A Note on Royalty

You read that right, Royalty is rich as fuck and starts with 1000 coins. Enjoy the comforts of a shitload of money, buy all the things you want, and see how long that works out for you down there in that awful, horrible, no-good dungeon...

A Note on Scum

If you are lucky enough to roll into Scum as your social status, do not dismay, for you may have just lucked out. Enjoy three completely random rolls on the 'Smith's magic items tables. These are guaranteed to not survive your character's final death, and as such cannot be looted from your body.

Random Skills

For groups that want to randomize everything, use this table for skill choices. Roll 1d150 (figure it out) for each skill, and consult the table below:

Roll Skill (Stat) Roll Skill (Stat) Roll Skill (Stat)
1 Accounting (INT) 51 Etiquette (Choice of Culture) (CHA) 101 Musical Instrument (DEX)
2 Agriculture (INT) 52 Feline Husbandry (INT) 102 Nature Lore (INT)
3 Anger management (WIS) 53 Finding your happy place (WIS) 103 Navigating (WIS)
4 Animal Handling (INT) 54 Fire-building (DEX) 104 Never getting the joke (INT)
5 Animal Training (INT) 55 First Aid (WIS) 105 Oh no you didn't (INT)
6 Appraising (INT) 56 Fishing (WIS) 106 Painting (DEX)
7 Arcane Lore (INT) 57 Fly fishing (DEX) 107 Performance (Choice of Medium) (CHA)
8 Armorer (STR) 58 Food Cart Management (INT) 108 Pivot Tables (INT)
9 Art Criticism (INT) 59 Food Tasting (CON) 109 Playing Spoons (DEX)
10 Artistic Ability (CHA) 60 Forgery (DEX) 110 Poison-Making (INT)
11 Astrology (WIS) 61 Freestyle Beats (CHA) 111 Pottery (DEX)
12 Balance (DEX) 62 Funny Walks (DEX) 112 Pouting (CHA)
13 Ballet (DEX) 63 Gambling (CHA) 113 Puppetry (DEX)
14 Base jumping (DEX) 64 Gaming (INT) 114 Religious Lore (INT)
15 Being Drunk Before Noon (CON) 65 Gem-Cutting (DEX) 115 Riding (Choose Animal) (DEX)
16 Being Forgotten (CHA) 66 Geography (INT) 116 Rope Use (DEX)
17 Being Mistaken for Someone Else (CHA) 67 Getting Picked Last (CHA) 117 Running (CON)
18 Birdcalls (CHA) 68 Gourmand (INT) 118 Seamanship (WIS)
19 Birding (INT) 69 Healing (INT) 119 Seamstress/Tailor (DEX)
20 Birdwatching (WIS) 70 Heraldry (INT) 120 Selfies (CHA)
21 Blacksmithing (STR) 71 Herbalism (INT) 121 Sense Motive (WIS)
22 Blathering (CHA) 72 History, Ancient (INT) 122 SEO (INT)
23 Bluff (CHA) 73 History, Local (INT) 123 Set Snares (DEX)
24 Bobsledding (STR) 74 Hollerin' (CON) 124 Singing (CHA)
25 Bonsai (DEX) 75 Horsehair Braiding (DEX) 125 Skiing (STR)
26 Bovine Husbandry (INT) 76 Hullabaloo (CHA) 126 Skydiving (STR)
27 Bowyer/Fletcher (DEX) 77 Hunting (WIS) 127 Social coordination (INT)
28 Brewing (INT) 78 Ice fishing (CON) 128 Spearfishing (DEX)
29 Busking (CHA) 79 Intimidation (STR or CHA) 129 Spotlight Stealing (CHA)
30 Butchery (DEX) 80 Jackassery (CHA) 130 Spreadsheets (INT)
31 Caber Tossing (STR) 81 Juggling (DEX) 131 Squaredancing (DEX)
32 Calling Dibs (CHA) 82 Jumping (STR) 132 Stonemasonry (STR)
33 Calling Shotgun (CHA) 83 Landscaping (STR) 133 Stone-Skipping (DEX)
34 Carpentry (STR) 84 Laws (Choice of Culture) (INT) 134 Sunbathing (CON)
35 Cat Facts (INT) 85 Leatherworking (DEX) 135 Surfing (DEX)
36 Charioteering (DEX) 86 Limbo stick (DEX) 136 Survival (WIS)
37 Chess (INT) 87 Limericks (CHA) 137 Swimming (STR)
38 Cobbling (DEX) 88 Lip Reading (WIS) 138 Sword-Swallowing (CON)
39 Cooking (WIS) 89 Looking awesome (CHA) 139 Tanning (CON)
40 Cribbing (INT) 90 Looking Conspicuous (CHA) 140 Tightrope-Walking (DEX)
41 Curing hiccups (CON) 91 Magical Engineering (INT) 141 Totally Making out (CHA)
42 Dancing (DEX) 92 Making an entrance (CHA) 142 Tumbling (DEX)
43 Diplomacy (CHA) 93 Making an exit (CHA) 143 Ursine Husbandry (CON)
44 Direction Sense (WIS) 94 Mansplaining (INT) 144 Useless Card Tricks (DEX)
45 Disguise (WIS) 95 Milk (WIS) 145 Ventriloquism (CHA)
46 Dog Grooming (DEX) 96 Mime (DEX) 146 Weaponsmithing (STR)
47 Doomsaying (WIS) 97 Miniature Equine Aficionado (INT) 147 Weather Sense (WIS)
48 Engineering (INT) 98 Mining (INT) 148 Weaving (DEX)
49 Equine Husbandry (INT) 99 Mountaineering (WIS) 149 Xtreem luge (STR)
50 Escape Artist (DEX) 100 Multi-Level Marketing (INT) 150 Yodeling (CON)

Random Weird "Item"

Roll 1d50 to determine what your random weird item is. Some of these may not make sense as items, but trust me, they are. Keep them wherever you like, they require no encumbrance, and they can be looted (sometimes unwillingly!) upon your death. Have fun with them.

Roll Weird Item
1 crippling apathy
2 twitchy eyes
3 a Certain "je ne sais quoi"
4 a love of horrible puns
5 a feeling of general loathing for everyone around you
6 a case of the wiggles
7 wanderlust in your heart
8 an independent streak
9 the first love letter anyone every wrote you
10 a sack full of bandit ears
11 a regrettable haircut
12 chronic silent but deadly gas
13 curious pocket lint
14 all of your nail clippings, ever
15 an irritable tabby cat
16 a map to an island that doesn't exist
17 a pure white badger pelt
18 a set of pornographic goblin trading cards
19 a single strip of slightly used sandpaper
20 a petrified dragon egg
21 a lock of hair from your mother or father
22 a fake beard
23 rusted nipple clamps
24 two weird puppets
25 1D6 commemorative plates
26 a bottle of freshly-harvested llama milk
27 a free drink coupon for the Inn, but it expires soon...
28 a tendency to insert yourself into conversations
29 unsettling memories from last night
30 a strong distrust for the government
31 an unsettlingly sexy facial scar
32 a free spirit that cannot be shackled by despair
33 an obviously fake accent
34 a feeling like you forgot something very important before heading out...
35 a case of the wiggles
36 a letter of recommendation from someone important
37 a tourist brochure for the dungeon
38 a signed Maseym's Bears Base-Ball
39 an undislodgeable wedgie
40 a very nice fitted suit
41 a scrap of finely-groomed gnoll hair
42 a visible tattoo that you deeply regret
43 a massive debt of back rent
44 an unbreakable padlock that can never be opened once clicked (currently open)
45 shame, so much shame
46 the constant doting of your parents
47 the knowledge that you recently betrayed someone in the party
48 a conspicuously dead parrot
49 a rock in a sock
50 a student loan disbursement check (requires Bank)

Random Wizard Weapons

(These are rules from the previous incarnation of the game, and will need to be adjusted to fit yours).

Magic-Users (and only Magic-Users) have access to a special class of "common" magic items commonly referred to as Wizard Weapons. Owing mainly to their renowned squishiness in adventuring parties, wizards across the known world have developed specialist weapons that allow them a chance of contributing more to their adventures than just a handful of spells each day.

There are two specific types of Wizard Weapons in HAMMERCRAWL!: battle wands and battle staves. A Battle Wand is a custom-crafted piece of short-range artillery that functions almost identical to a sling in basic combat mechanics. They are Medium one-handed weapons that do normal Hit Die-based damage at 80/160 range, and use INT as their attack modifier. They have effectively infinite ammo, but on an attack roll of natural 1 they fizzle out. To recharge a fizzled battle wand, the magic-user must "sacrifice" one of their currently-known spells to empower the wand, forgetting that spell until rememorized.

A Battle Staff is meant as more of a defensive item. It functions as a basic Staff for purposes of combat attacks. If a magic-user take a Defensive Action (see Combat rules) while wielding a Battle Staff, their Defense is raised by their current XP level until their next action (in addition to the normal Banes applied by the action). If hit by a natural 20 attack, the staff is drained of defensive power, and must be recharged using a method identical to that for charging battle wands.

Each battle wand and staff is a unique item, from the base components of its crafting to the energy it exudes. Use the table below to randomly determine the properties of yours.

Note: The base lists of options below were originally provided by Grey Knight on Google Plus (RIP), used with their permission (CC0).

Random Rolls

My wizard weapon is a:

1d2 type
1 wand
2 staff

My weapon is made of:

1d30 components
1 animal bone
2 birch wood
3 brass
4 bronze
5 copper
6 delicious candy
7 gnarled vines
8 granite
9 green glass
10 hazel wood
11 human bone
12 iron
13 ivory
14 mahogany
15 maple wood
16 marble
17 oak wood
18 pine wood
19 petrified wood
20 reforged blades
21 rowan wood
22 rusted iron
23 sandstone
24 steel
25 terracotta
26 tin
27 twisted and bound tentacles
28 welded chains
29 wicker
30 wrought iron

My weapon is decorated with:

1d20 decorations
1 boxes
2 bulbous lumps
3 chains
4 curlicues
5 demonic faces
6 dots
7 edging
8 flowers
9 hexagons
10 rings
11 runes
12 thin wires
13 scales
14 smooth panels
15 spikes
16 spirals
17 stars
18 streaks
19 vanes
20 webs

...which are made of:

1d20 materials
1 aluminium
2 amber
3 animal horn
4 coral
5 gold
6 jade
7 jasper
8 lead
9 mirrored glass
10 mother-of-pearl
11 obsidian
12 onyx
13 platinum
14 porcelain
15 quartz
16 shell
17 silver
18 tortoise shell
19 titanium
20 zinc

It is tipped with "feature" "type" (roll on both tables below):

1d20 tip_features
1 an agate
2 an amber
3 an amethyst
4 a brass
5 a clear glass
6 a diamond-studded
7 an emerald-studded
8 a garnet-studded
9 a golden
10 an ivory
11 a jade
12 a mirrored
13 a mother-of-pearl
14 a pearly
15 a peridot
16 a porcelain
17 a rusty
18 a sapphire-studded
19 a silver
20 a turquoise

(type:)

1d20 tip_types
1 acorn
2 conch
3 cube
4 egg-shape
5 eyeball
6 fan
7 feather
8 fist
9 fork
10 geometric cage
11 grape-like cluster
12 hand
13 orb
14 point
15 prism
16 pyramid
17 skull
18 snake
19 spiral
20 star

When I hold it, I alone notice:

1d24 effects
1 a burning smell
2 a distant buzzing noise
3 a faint glow
4 a goosing in your skin
5 a shimmering haze
6 a slight vibration
7 a soft murmur
8 a tickle in your palm
9 an occasional popping noise
10 an occasional twitch
11 an oily sheen
12 an unnatural feeling of arousal
13 intermittent puffs of smoke
14 it balances easily on its end
15 it is cold to the touch
16 it is damp to the touch
17 it is warm to the touch
18 it rotates slowly by itself
19 it writhes in your grip
20 the scent of minty herbs
21 the scent of old books
22 the scent of old leather
23 the smell of sulphur
24 the distant stink of rotting flesh

It attacks/defends with:

1d20 energy_forms
1 a field
2 a wavefront
3 an intense point
4 arcs
5 blasts
6 bolts
7 bursts
8 clouds
9 curling tendrils
10 discs
11 forking lines
12 geometric lines
13 orbs
14 pulses
15 runic shapes
16 shooting stars
17 skull shapes
18 waves
19 webs
20 wisps

which are made of:

1d20 energy_types
1 actinic sparks
2 arcane energy
3 burning plasma
4 choking sand
5 concussive force
6 crackling energy
7 dripping blood
8 eldritch goo
9 explosive flame
10 fearful darkness
11 flensing particles
12 foul venom
13 freezing cold
14 frothing water
15 iridescent air
16 potent acid
17 rainbow light
18 spatial distortion
19 throbbing sound
20 vibrant lifeforce