Tim B. | Congas.blog

Smoke rises from the chimney of a small cottage. An ominous ruin towers overhead.

RUINOUS is an ashcan ultralight system based on my earlier project, Ruins & Rogues. I’ll be updating this page every so often as I come up with new ideas for the game.


Character Creation

First, choose one of the following armor kits, which determines your maximum HP and how many spells you know:

  1. No armor (4 HP) and 3 spells
  2. Light armor (6 HP) and 2 spells
  3. Medium armor (8 HP) and 1 spell
  4. Heavy armor (10 HP) and 0 spells

Second, choose one of the following weapon kits. For flavor, feel free to replace “sword” with “knife” or “bow” with “gun” or anything like that.

  1. Sword and shield: +2 maximum HP while wielding the shield.
  2. Sword and bow: Shoot targets from a reasonable distance. Don’t bother to track ammunition, you have plenty.
  3. Sword and spear: Once per round, when an enemy moves into range of your spear, you can make a free attack against them.
  4. Sword and wand: You know 1 additional spell.

Here are some examples of spells you might know. Feel free to come up with your own (as long as you run them by your GM before playing).

  1. Wizard spells: disguise face and hair, illusory [sight/sound], imperfect invisibility, impose [fear/rage], read surface thoughts, vertical-only levitation
  2. Cleric spells: flash of [light/dark], interrogate corpse, poison or purify drink, repel [fiends/undead], turn sticks to snakes, zone of truth-telling
  3. Druid spells: become small beast, create indoor weather, enlarge [flora/fauna], speak with [flora/fauna], tangle of [vines/webs], wall of [crystals/ice]

You can cast each spell you know once per day. When you cast a spell, the GM should roll dice to determine how well it goes.


Rolling Dice

Only the GM rolls dice. Whenever the GM is uncertain, the GM rolls a d6; the higher the result, the better the outcome for the PCs.

If the result seems unlikely, the GM may roll a second d6 and take the new result if it seems more likely. The GM may not roll a third d6.

Typically, all you need to know is that a 1-3 is bad and a 4-6 is good, but you might break it down further:

  1. Very bad
  2. Bad
  3. Mostly bad
  4. Mostly good
  5. Good
  6. Very good


Combat

Each round, first each enemy gets a turn, then each player. On your turn, you can move a reasonable distance and take one action. Exception: Surprised enemies do not go first.

No dice are rolled in combat. Weak attacks deal 1 damage, normal attacks deal 2 damage, strong attacks deal 3 damage, and attacks against an especially vulnerable target deal 4 damage.

Since damage is static and the odds may be stacked against you, you should be clever with your items and your environment. If it isn't outright deadly, a trap or other environmental hazard deals 2 (weak), 4 (normal), or 6 (strong) damage.


Damage and Recovery

When you take damage, you lose that much HP. If you run out of HP, you die.

A good long rest restores you to your maximum HP. Up to twice per day, you can take a short rest to regain up to half your maximum HP.


Monsters

Monster statblocks look like this: "Name. HP, weapon (attacks x damage tags)."

For example: "Dragon. 32 HP, claws (2x3) or fire breath (6 heavy blast)." 2x3 means the dragon can make two claw attacks per action that deal 3 damage each; attack tags are explained below.

Monsters have HP as follows:

  1. Easy: 2, 4, or 6 HP
  2. Medium: 8, 10, or 12 HP
  3. Hard: 16, 24, or 32 HP

Here are some attack tags:

  1. Blast: The attack strikes all targets within whatever area of effect the GM deems reasonable.
  2. Body: The attack strikes all targets that the attacker moves into or otherwise touches on its turn.
  3. Heavy: The attack costs two actions: one to ready the attack and one to attack next turn.
  4. Stun: The target takes 1 damage if it moves and 1 damage if it acts on its next turn.


FAQ

Q: What happens when you gain or lose armor in the middle of an adventure?

A: The GM should make a ruling based on whatever feels right in the moment. Maybe you wait to adjust HP until the next rest, or maybe you adjust it right away; maybe you only adjust maximum HP or maybe you adjust current HP too.