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Delta Warriors RPG: Hopeful Adventure Guide

Delta Warriors: Shining With Hope is a tabletop RPG system inspired by Undertale and Deltarune, designed for free distribution. The rulebook includes character creation, races (Humans and Monsters), magic paths, and gameplay mechanics. It aims to faithfully adapt the original games into a tabletop format while providing comprehensive rules for players and game masters.
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0% found this document useful (0 votes)
19 views80 pages

Delta Warriors RPG: Hopeful Adventure Guide

Delta Warriors: Shining With Hope is a tabletop RPG system inspired by Undertale and Deltarune, designed for free distribution. The rulebook includes character creation, races (Humans and Monsters), magic paths, and gameplay mechanics. It aims to faithfully adapt the original games into a tabletop format while providing comprehensive rules for players and game masters.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Yellow Flower Games

Only then, shining with hope...


Your soul shines with hope

Created by
Yellow Flower Games
Written by
Furbish Lia Flower
Summary
5 Introduction
6 Races
6 Humans
9 Monsters
14 Magic
14 Paths
22 Magics
32 Connected Soul
34 Equipment
34 Weapons
39 Armors
42 Initial Items
43 Varies Items and Money
46 Key Items
47 Inventory
49 System
49 Status and Attributes
51 Rolls
52 Battle
60 Leveling Up
63 Elements
65 Temporary Effects
67 Guides
70 Creating Character
67 Master
75 Credits
78 Player Card
79 Enemy File
Introduction
Delta Warriors: Shining With Hope is an RPG System
from the Table set in a fusion of the universes of
Undertale and Deltarune, original games made by Toby
Fox and its team (all rights to the works
originals go to their rightful creator.

This system aims to adapt in the best way


possible the original works for the RPG environment of
Table, with dice rolls, character sheets,
master and players, and everything that composes this type of
games.

In this rule book, you will find all the rules


necessary to play or lead a Tabletop RPG in
style of Undertale and Deltarune.

This project was made without the intention of profit and the
distribution of this book and the character sheet is
done completely for free.

Although it also adapts the universe of Deltarune, the race


Darkner was not included because the original game did not.
for sufficient information about this breed. Our
the goal is to be as faithful as possible to the games
originals.

All credits for the original works, members of


team, supporters, collaborators and anyone else
content creators used in this book can be found
on the credits page at the end of this book.

This system is a remake of the original system 'Delta'


Warriors RPG
system.

System and book current in version 0.6.0 br.


Races
A long time ago, two peoples reigned over the Earth:
HUMANS and MONSTERS.

Humans
You know humans well, after all, you are an outsider of
RPG!
Here, Humans are not very different from what you are.
used to, they are versatile, they may be weak but
agile, or strong but slow. You define your own
qualities!

Points and Status:


+2 in Action, +1 in Attack or Defense
Displacement (DS): 9m

Hit Points (HP): 20 + Defense


Power Points (PP): 5 + Act

Being Human, you choose your soul and can start with
two initial items.

Humans are not prohibited from using magic, but it is not


very good your focus. You can choose to start with
no initial item and a spell.
Choose a path of magic to start at level 1.
You will not be able to change your path or choose another.
path to level up.

Special Skills
As a Human, you gain two special abilities.
based on your soul, one to ACT and the other to
ATTACK.
They are used according to what you choose to do in
your battles. If you are used to ATTACKING, your
the ability to ATTACK will be active, and if you prefer
always ACT, your ability to ACT will be used.

Your Soul
Souls are represented as hearts, each one of a
cor.
Humans possess 7 colors of souls, each representing
suas virtudes:Determinação,Bravura,Justiça,Bondade,
Patience, Integrity, and Perseverance.

For humans, your soul is what defines your main.


skill.

Determination!

Ability to ACT
You are persistent and do not give up when you fail.
Whenever there is a failed result in a test for
ACT against an enemy in battle, can re-roll this
test.

Ability to ATTACK
You don't fall easily. Only once per battle, if your
PV reaching zero, instead of falling, you remain standing.
with 1 of PV.

Bravura!

Ability to ACT
You are confident to speak, always maintaining your
posture even when you don't know what to say. If the enemy
If you have counter-ACT, all your attempts to ACT against
this enemy is with advantage.

Ability to ATTACK
You don't let yourself be humiliated by a silly mistake. Whenever
have a failed result in a test for attack, it can
re-roll this test.
Justiça!

Ability to ACT
You do not accept injustice. If an enemy attacked you from
unjustly, or for unjust reasons, you have
advantage to ACT and convince him to apologize.

Ability to ATTACK
You have an advantage when attacking if it is to seek justice.
whatever your vision of what is fair.

Kindness!

Ability to ACT
Can you say something that makes the enemy feel
better. You always increase the enemy's SAVING by +2% if
the action demands your speech, even if what you said was not
exactly what would make the SAVINGS increase.

Ability to ATTACK
Sometimes, the right thing to do is to free your...
enemy of this suffering. You deal double damage to
to attack, as a form of kindness (before applying
weakness or resistance.

Patience!

Habilidade de AGIR
You wait for the right moment to act. If it's your turn
if you do nothing, the next time you act your action
it has an immediate effect, without counter-ACT from the enemy.

Ability to ATTACK
When choosing to attack, you may appear to give up on the
your attack. If you do this, when an enemy attacks
you and fail, you counter the attack, hitting yours
attack automatically. This preparation is nullified when
your next turn is coming.
Integrity!

Ability to ACT
You do not let yourself be shaken by the words of your enemy.
You are immune to debuffs from enemies' counter-ACTION.

Ability to ATTACK
You do not accept having your integrity harmed. If it's
hit, your next attack will have advantage.

Perseverance!

Ability to ACT
You persist, you do not back down. If the enemy obtains
success in counter-ACTION you can try to ACTION again,
if successful your ACT works, if it fails you receive the
disadvantage normally.

Ability to ATTACK
You don't stop until you achieve your goal, once for
round, if you have attacked in your previous turn, you can
attack again as a counterattack if an enemy
attack you (after the enemy's attack, regardless if
failed or succeeded).

Monsters
Monsters are made of pure magic, so they have a
ease for this art. But also, when your life
comes to an end, their bodies become dust, and their
Souls do not remain after they die.
Monsters can be of the most varied sub-races.
possible! Generally, Monsters choose partners from
same sub-race to reproduce, but nothing prevents
that monsters of different sub-races unite, that's how it is
what new types of monsters emerge!
You can feel free to create the appearance that
you want, with the elements you want. You can base your
type of Monster in animals or even in objects.
However, some characteristics provide some
special advantages, which will be listed further down.

The soul of a Monster is white, and it represents its


pure essence: Magic.

Points and Status:


+2 in Magic, +1 in Mind
Displacement (DS): 7m

Pontos de Vida (PV): 10 + Magia


Power Points (PP): 10 + Mind

Being a Monster, you start with an initial item and


choose two paths of magic to start at level
1.

Magic
As a Monster, you do not receive a special ability.
according to your Soul, instead of that you can use magic!
You will have a list of magic paths and some
spells to choose according to the course of the adventure,
based on the path you chose.
By leveling up from LV/NV, you also level up on the path.
of the spells you chose.
You can choose up to two paths initially, but
Throughout the adventure, you can choose more paths.
starting the newcomers at the beginner level. They can only move up.
at level one a path each time your LV/NV increases. But
think carefully, each path has its own evolution, if
choosing many paths to level up will be more
difficult to reach the maximum level in any of these
elements.
Special Features

Ghost
You can become intangible whenever you want, you can.
able to pass through walls and can float around. Furthermore, it is
immune to any physical damage.
At a disadvantage, it receives -2 in all attributes except
Mind (cancels the +2 Magic gained by the race) and has
weakness against any magical damage.
You still need to eat and sleep, but you cannot eat.
physical foods, only 'phantasmagorical' foods
uuuUuU

Horns or Claws
You have a natural weapon in your own body! You
cannot be disarmed from this weapon. This weapon can be
large and pointed claws or sharp talons on the
your hands.
Type: Single attack.
AT: 1.
Damage: 10 + Mod of AT of physical damage of hit,
drilling or cutting, depending on which weapon you choose.
At a disadvantage, it does not start with any other item.
initial.

Principles
You can fly wherever you want! Your travel
increases by +3.
At a disadvantage, your body needs to be lighter to
to take off, and for this he receives -2 in Defense.

Extra Arms
You can have two more arms (totaling 4).
You can have two weapons equipped, but you still attack with
only one of them per shift.
At a disadvantage, you may not be able to use some of the
armors to find (seeing that most do not have)
sufficient holes for 4 arms.
Spider
You have a total of 6 arms (making a total of 8 limbs),
receives the same advantages and disadvantages of having 4
arms (just above).
You can create natural webs (they don't need to come out
from your back...) and receives the magic Spiderweb.
You can also use the webs for other creative purposes.
At a disadvantage, your vision is terrible (yes, despite
so many eyes, spiders see very poorly). You see
just 5m in front of you and sees everything as if it were almost
dark.
Your displacement is also reduced to 5m.
If you want, you can choose to have only 2 arms. You will have
a larger protrusion from your waist down and goes
having 6 legs. You will no longer have the advantages and
disadvantages of extra arms.

Robot
You are made of metal and magic, be a Soul placed
in a metallic body or an artificial intelligence
allowed to feel emotions, in any case it is
considered a living being, with a soul. A Monster.
You don't feel hunger, thirst or tiredness, you don't need to.
sleep and can choose up to two of the following advantages:
• More than one arm (maximum 4 total)
• Electric shock (no need for test, damage: 1d4)
of physical damage from lightning
• Speed (+2 movement)
• Natural light (illuminates in a radius of 10m)
• Night vision (sees in the dark as if it were day)
• Thermal vision (can see people through
walls)
• Soul scanner (can know the truth
intentions of the person being scanned, if it is a person
good or bad, and your statuses, such as PV, PP, and NV/LV,
10 minutes cooldown in roleplay
At a disadvantage, all of your attributes are set to 10.
(Mod 0, nullifies the race additions) and you receive
weakness to any Physical type damage.
You still need a break to recover the
energies.
Soul scanner will reveal "if they are a good person or
"bad" according to the player's sense of morality.

Flower
You are a plant, it can be a flower of any type,
just a stem with some leaves and a flower, where in
in the middle of them are your eyes and mouth. You need to
of oxygen, but it is absorbed by its petals and
leaves. The sunlight serves you as food, but you
still needs to drink water. If there is no access to light of
Yes, you can eat solid foods.
normally.
Your movement has no limits, to move you
enters the ground and resurfaces in the desired place, the only one that
the change from one distance to another is the time it takes to
rise from the ground. You can arise from any type of
the ground is as if there is a hole in the earth beneath you
magical would be created. It just cannot appear in places
with water or other liquids.
You can control plants and roots, serving as
your arms, in addition to receiving the magics Friendly Vinese
Plant Control.
You are small and fit in places that other characters do.
they wouldn't fit, besides walls are not a problem
for you.
At a disadvantage, you do not have a body to equip.
items. You cannot equip weapons, armor, and any
another item, and it also cannot take an inventory nor
items seen that cannot be taken into the land
with you.
Magic
The stove is impeccable. Someone must be using fire magic.
instead of him.

Each magic belongs to a path of an element, and


they can evolve, changing names and functions.
Each element path has its level evolution
individual.

To facilitate the understanding of the spells, their names


are painted in different colors. Magic that causes
wounds are red, healing spells are yellow,
buff or debuff spells are combined spells with others
functions are blue.

Paths
Path: Fire
Level 1: Beginner
Choose to start with one of the following spells:
FirewaveouHealfire.

Levels 2, 3, and 4
Firewave receives +3 damage.

Level 5
Choose between evolving the current magic or choosing the magic.
that did not choose.
Firewave receives +4 damage.
Healfire receives +2 healing.

Levels 6 and 7
Firewave receives +4 damage.
Level 8
Firewavese becomes Firewall
Healfire receives +2 healing.

Levels 9, 10 and 11
Firewall receives +5 damage.

Level 12
Choose between:
Firewall becomes Omega Fire.
Healfire turns into Flame Power.

Next Levels
FirewallouOmega Fire receives +7 damage.
HealfireouFlame Power receives +2 healing every 4
levels.

Path: Ray
Level 1: Beginner
It starts with the magicThunder.

Levels 2, 3, and 4
Thunder receives +3 damage.

Level 5
Receive the magicHandshake.
Thunder receives +4 damage.

Levels 6, 7 and 8
Choose to evolve only one of the spells:
Thunder receives +4 damage.
Handshaker receives +3 damage.

Level 9
Choose to evolve only one of the spells:
Thunder becomes Gamma Thunder.
Handshake receives +3 damage.
Levels 10, 11, and 12
Choose to evolve only one of the spells:
ThunderouGamma Thunderrecebe +5 damage.
Handshake receives +5 damage.

Level 13
Choose to evolve only one of the spells:
Thunderbecomes Gamma Thunderou Gamma Thunderbe
Returns Omega Thunder (in case Thunder becomes Gamma
Thunder add +10 to damage.
Handshake receives +5 damage.

Next Levels
Thunder, Gamma Thunder or Omega Thunder receives +5 from
damage.
Handshaker receives +7 damage.

Path: Ice
Level 1: Beginner
Choose to start with one of the following spells:
IceshockouFreeze.

Levels 2, 3, 4, and 5
Iceshock receives +3 damage.
Freezerecebe +3 damage.

Level 6
Iceshock receives +4 damage.
Freezese turns Alpha Freeze

Levels 7, 8, 9, and 10
Iceshock receives +4 damage.
Alpha Freeze receives +4 damage.

Level 11
If you choose the Freeze magic, you receive the Ice Floor magic.
Iceshock receives +5 damage.
Alpha Freezese becomes Omega Freeze.
Levels 12, 13 and 14
Iceshock receives +5 damage.
Omega Freeze Receives +5 damage.

Level 15
If you choose the magic Iceshock, you receive the magic Snowgrave.
Omega Freezerecebe +7 damage.

Next Levels
Iceshock receives +7 damage.
Omega Freezereceive +7 damage.

Path: Light
Level 1: Initial
Choose to start with one of the following spells:
Heal StarouStarshot.

Levels 2, 3, and 4
Starshot takes +4 damage.
Heal Star receives +1 healing at level 4.

Level 5
Choose between:
Receive the magic you did not choose.
Starshot becomes Starlink.
Starshot receives +5 damage.

Levels 6, 7, 8, and 9.
Heal Star receives +1 healing at level 7.
Starshot receives +5 damage.
Starlink receives +4 damage.

Level 10
Choose two options from:
Receive the magic you didn't choose.
Heal Starse becomes Light Heal.
Starshot turns into Starstorm.
Starlink becomes Starcluster.
Next Levels
Heal StarouLight Heal receives +2 healing every 3
levels.
Starshot or Starstorm receives +7 damage.
Starlink or Starcluster receives +5 damage.

Path: Psychic
Level 1: Beginner
Choose to start with one of the following spells:
Shockwave,Magnet,Shield,MercyouDizzy.

Levels 2, 3, and 4
Shockwave receives +3 damage.

Level 5
Receive one of the spells that you did not choose.
Shockwave receives +4 damage.

Levels 6, 7, 8, and 9
Shockwave receives +4 damage.

Level 10
Receive one of the spells you did not choose.
Shockwave receives +5 damage.
Magnet returns to Omega Magnet, only if chosen
initially.
Shield receives +7 HP.
Dizzy receives +1 on the debuff.

Levels 11, 12, 13, and 14


Shockwave receives +5 damage.

Level 15
Receive one of the spells you did not choose.
Shockwave receives +7 damage.
Shield receives +10 HP.
Dizzy receives +1 on the debuff.
Next Levels
Shockwave receives +7 damage.

Path: Rude
Level 1: Beginner
It starts with the magic Rude Buster.

Levels 2, 3, 4, 5, 6, 7, 8, and 9
Rude Buster receives +4 damage.

Level 10
Choose between:
Rude Buster becomes Scarlet Buster.
Rude Buster becomes Stronger Buster.

Next Levels
Scarlet Buster receives +7 damage.

Path: Chaos
Level 1: Initial
Choose to start with one of the following spells:
Laugh RainouVugnaes Sreo.

Level 4
Choose to receive one of the following spells:
Banana Chair.

Level 7
Choose to receive one of the following spells:
WAKE UP!ouBoing!

Level 10
Choose to receive one of the following spells:
MetamorphosisouStrings.

Level 15
Choose to receive one of the following spells:
The World Revolving Big Shot.
Path: Pacific
Level 1: Beginner
It starts with the magicPacifyeHealplayer

Level 4
Healplayer receives +1 healing.
Choose to receive one of the following spells:
AT Down, DF Up, Voice Up.

Level 7
Receive the magic you did not choose.
Healer receives +1 healing.

Level 10
Healer receives +1 healing.
Choose between:
Receive the magicSleep Mist.
Receive the magicClear Ally.
Receive the magicImmunity.

Level 13
Receives a magic that was not chosen.
Healplayer receives +1 healing.

Level 15
Receive the magic. It’s healing magic, but in reverse!
Healer receives +1 healing.
AT Downrecebe +1 on the debuff.
DF receives +1 on the buff.
Voice receives +1 in buffs.

Next Levels
Healplayer receives +1 healing for every 3 levels.

Path: Flower
Level 1: Beginner
It begins with the magicFlower Grown.
Levels 2, 3 and 4
Flower Grown receives +3 damage.

Level 5
Flower Grown receives +4 damage.
Choose between:
Receive the magicWonderful!
Receive the magic Flower Fear.
Receive the magicFriendly Bullets.

Levels 6, 7, 8, and 9
Flower Grown receives +4 damage.

Level 10
Flower Grown becomes Flower Disaster.
Friendly Bullets receive +20 damage.

Levels 11, 12, 13, and 14


Flower Disaster receives +5 damage and +3 damage from
poisoning.

Level 15
Receive the magic Afterlife.
Flower Disaster receives +7 damage and +5 damage from
poisoning.
Wonderful! Receive +5 healing.
Friendly Bullets receive +20 damage.

Next Levels
Flower Disaster receives +7 damage and +5 damage from
poisoning.
Spells
Firewave– Dano, 7 PP
10 fire magic damage.
Raise a wave of fire from a point reaching
all enemies in a line 5m on each side of
initial point. The wave spreads to the left and
right from the player's perspective. The wave spreads across the
floor.

Firewall - Damage, 10 PP
50 fire magic damage.
Now instead of a wave of fire that runs to the
sides, a wall of fire is raised hitting also
enemies in the air. The wall goes up to 7m on each side
starting from the starting point.

Omega Fire - Dano, 15 PP


80 fire magic damage.
Now the wall spreads in four directions: left,
right, front and back, from the perspective of the player who used the
magic. In addition, now the wall extends up to 10m in
each direction.

Thunder– Dano, 5 PP
15 lightning magical damage.
A red stain appears on the ground and a lightning bolt falls from the sky.
above her after a few seconds. Roll a die like the
number of enemies +2 for where the lightning will strike. The
two additional numbers are errors, the radius falls without
hit no one.

Gamma Thunder– Dano, 10 PP


50 magical lightning damage.
Now the lightning definitely strikes an enemy. Roll the dice.
same as the number of enemies present to know in
which one gets struck by lightning.
Omega Thunder– Dano, 20 PP
65 magic lightning damage.
Now two rays fall, one is random like before and the
then you can choose which enemy to target.

Handshake– Dano, 15 PP
10 lightning magic damage.
You need to touch an enemy. Upon touching it, your hand
it fills with rays and an electrical discharge hits the
enemy. The enemy is paralyzed for the next turn.

Freeze– Dano, 5 PP
10 ice magic damage.
A wave of ice hits a target of the player's choice.

Alpha Freeze– Dano, 7 PP


35 ice magic damage.
Now the ice attack has a chance of 1 in 1d10 to
leave the enemy paralyzed.

Omega Freeze– Dano, 10 PP


70 ice magical damage.
Now the chance of leaving the enemy paralyzed is reduced.
for 1 in 1d4.

Iceshock– Dano, 7 PP
15 points of ice magic damage.
An ice shock hits a target of the player’s choice.
If an enemy is killed with Iceshock, regardless
from your race, your body is frozen.

Snowgrave– Dano, 30 PP
100 magic and physical ice damage.
A ice storm rises from the ground, hitting
all enemies. Enemies killed with Snowgrave are
frozen, just like Iceshock.

Starshot - Dano, 5 PP
10 points of magical light damage.
A star is thrown at the target chosen by the player.
Starlink – Damage and Protection, 10 PP
20 points of magical light damage.
When activating magic, PP is consumed and your turn ends.
stars are created spinning around the player, and in us
next turns can attack without spending PP by shooting
one of the stars in a target of choice. As long as there is
at least 1 star rotating around the player, the
magic provides +1 to DA. You cannot use this magic
while she is active.

Starcluster - Damage and Protection, 20 PP


50 light magic damage.
It works the same way as Starlink, but now the
magic creates 5 stars and provides +2 in DA.

Starstorm - Dano, 20 PP
60 points of magical light damage.
A shower of stars falls hitting all enemies.

Shockwave– Dano, 7 PP
Damage: 13 psychic damage.
A psychic wave hits a target of the player's choice.

Rude Buster– Dano, 10 PP


20 magic damage from rude and physical damage accordingly
with your weapon.
A burst of magic shoots from your weapon hitting a
enemy of your choice. You cannot use this magic if
cannot attack with your weapon.

Stronger Buster – Dano, 20 PP


60 magic damage of rude and physical damage accordingly
with your weapon.
The same burst, now stronger. Leaves the enemy with
disadvantage to attack you.
Scarlet Buster - Dano, 20 PP
50 magical and psychic damage of rough and damage
physical according to that of your weapon.
The same gust, now red as blood. It leaves the
enemy with disadvantage to attack you and for any
action related to ACT.

Boing!- Dano, 8 PP
damage: magical chaos damage and physical hit damage.
When an enemy attacks you, you can choose that the
attack automatically, taking the damage
normally. If you do this, you jump back to
enemy causing damage. The damage caused is equal to the damage
what you took x10.

Metamorphosis– Dano, 30 PP
80 chaos magic damage and physical damage accordingly
with your weapon.
You transform into a giant version of yourself.
weapon, hitting an enemy of your choice and the enemy
closer to what you chose. You return to your form
as soon as the attack is over, but you stay
TIRED after the attack.

Big Shot– Dano, 15 PP


70 magical chaos damage.
Your soul shines, and from it comes a burst of magic that
hit a target of your choice. In addition to dealing damage,
magic breaks any shield that the target is on
ignore any damage reduction.

It's healing magic, but in reverse!


60 magic damage of hope.
You cure an enemy, only the opposite.
Flower Grown– Dano, 7 PP
10 poison magic damage.
Thorny roots come out of the ground below two targets,
injecting your poison into both. One of the targets is your
choose, the other is random. Roll a die equal to
number of enemies in the battle to decide which of them
it will be the second correct one.

Flower Disaster– Dano, 20 PP


50 poison magic damage and 20 magic damage
of poison by poisoning.
Now 4 roots emerge from the ground hitting enemies
random. Roll a die equal to the number of enemies
four times to decide which enemies will be
Correct. After that, roll one more die equal to the number.
from enemies, the chosen one will be poisoned for 3
rounds, taking poison damage, starting
for the next turn of this enemy.

Afterlife– Dano, 30 PP
100 psychic damage of fear.
You bring an enemy into your mind through a
brief moment, where he can see all the horrors that
can you imagine. Upon returning, only bosses and
sub-bosses will be able to hold their ground in battle if their HP
não estiver zerado. Inimigos comuns caem cansados
immediately.

Healfire– Cure, 7 PP
Care: 2 of PV.
Use the power of fire to heal an ally.

Flame Power - Cure, 10 PP


Cure: 8 of HP.
A flame surrounds you and one more ally, healing.
the two.

Heal Star– Cure, 7 PP


Cure: 3 of PV.
Use the power of light to heal an ally.
Light Heal - Cure, 20 PP
Cure: 7 of PV.
The power of light encompasses all allies, healing all.
world.

WAKE UP! - Cure, 20 PP


Heal: restores all HP.
Use the power of chaos to raise a fallen ally with
your HP at maximum. Can only be used on allies
fallen.

Healplayer - Heal, 7 PP
Cure: 5 of HP.
Use the power of hope to heal an ally.

Wonderful!- Cure, 10 PP
Cure: 5 of HP.
Use the power of the poison from your plants to heal yourself
temporarily, but as soon as the battle is over you
takes the same amount of damage that it healed before, magical damage of
poison. Can only be used on yourself.

Ice Floor– Debuff, 10 PP


Element: physical effect of ice.
Freeze the ground beneath an enemy in an area of
1x1m, leaving the target at a disadvantage to attack. The
enemy movement is reduced to 1m, the
enough to get out of the frozen ground. The ground
remains frozen until the end of the battle.

Dizzy– Debuff, 5 PP
Element: psychic effect.
The magic makes the enemy nauseous, leaving them with
-2 from AT and DA for 3 rounds. Cannot be used if
the target is already under the effect of this magic.
Laugh Rain– Debuff, 10 PP
Element: magic effect of chaos.
A rain falls over the entire battlefield, making
all enemies and allies, including yourself,
they will laugh non-stop for 5 rounds. Everyone receives
disadvantage in any test.

Vugnaes sreo– Debuff, 7 PP


Element: magical effect of chaos.
A target of your choice takes disadvantage on all
your tests for 2 rounds. Cannot be used in the same one.
target in the same battle.

The World Revolving– Buff and debuff, 30 PP


Element: magical effect of chaos.
The world around begins to spin. All allies and
enemies suffer disadvantage to attack, enemies
recebem -2 de Mod de DF. Apenas você tem vantagem em
all your tests. This effect lasts until the end of the
battle. The world is yours now.

AT Down– Debuff, 7 PP
Element: magical effect of hope.
You can leave an enemy with -1 AT Mod.
effect lasts until the battle is over. You can use this magic
on someone who already has the effect of this magic activated.

DF Up – Buff, 7 PP
Element: magical effect of hope.
You can give an ally +1 to AC. The effect lasts
until the battle is over. You can use this magic on someone
that already has the effect of this magic activated.

Voice Up– Buff, 7 PP


Element: magical effect of hope.
You can give an ally +1 to attack and +1 to modifier.
Act. The effect lasts until the battle is over. You can use it.
this magic in someone who already has the effect of this magic
activated.
Flower Fear– Debuff, 7 PP
Element: psychic effect of fear.
An enemy of your choice is extremely afraid of you.
and/or their group. The same receives disadvantage for
attack any member of your group including yourself or
just you.

Magnet - No cost
Element: psychic effect.
You steal 1d4 of HP from an enemy for yourself.

Omega Magnet - No cost


Element: psychic effect.
Now you steal 1d4+1 of PP and can direct the PP
stolen for another ally.

Shield - Protection, 7 PP
Element: magical and psychic effect.
A magic barrier is created around an ally.
protecting it from any damage received. The barrier has
10 HP, all damage received is dealt to the barrier, and
when the PV runs out, the player starts taking damage again
normally. This magic can only be used once
as an ally in the same battle.

Mercy– 5 PP
Element: psychic effect.
Mix with the mind of a TIRED enemy and make them want.
stop fighting, saving the players. The same leaves the
battle.

Banana– 5 PP
Element: physical effect of... slipping?
Makes a banana appear perfectly beneath the foot of a
enemy, causing it to automatically make any action wrong
that precise of your movement, including your attacks.
Your displacement also fails and the enemy does not leave the
place. The banana is crushed and loses its effect as soon as the
enemy at peace.
Chair– 5 PP
A chair appears for you or an ally to sit down.
rest. Those who rest on it recover 3 HP and PP and
remove the TIRED effect. Rest takes a turn
complete. It can also be used as a weapon, giving 10 +
AT mode of physical damage dealt to enemies, or 2 of
physical damage from a blow to players. Enemies too
you can rest in the chair if you are near them, one
enemy recovers 3 PP, 15 HP and removes the effect
TIRED or reset the percentage of TIRED. The chair
stays in the battle, but breaks when used to
attack.

Pacify– 5 PP
Element: magical effect of hope.
Pacify a tired enemy, taking them out of the battle.

Sleep Mist– 15 PP
Element: magical effect.
Create a sleep cloud in the middle of all the enemies,
putting to sleep all those who are TIRED,
all other enemies increase by 5% TIRED.

Clear Ally– 15 PP
Element: magical effect.
Cleans all temporary effects and debuffs from a
ally, but also removes the buffs.

Immunity – Protection, 15 PP
Element: magic effect.
Leaves an ally completely immune to any damage, from
any element and type. This effect lasts until the beginning
at your next turn.

Friendly Bullets– 15 PP
The activation of the magic takes your entire turn, and your
the effect occurs on your next turn. If the battle
finish and the effect of the magic did not happen, it will happen
in your first turn in a next battle.
This magic has 2 functions:
1 – If your weapon is of the shooter type, friendly seeds
they rise to serve as ammunition. These friendly bullets give
10 magical damage and physical damage by bullet piercing,
fires 3 bullets per shot in weapons with 1 and 3 shots and 1 bullet
for shooting with 6-shot firearms.
2 - If your weapon is of the single attack type or a glove,
friendly seeds emerge hitting the enemy after its
attack, even if the attack misses. 3 bullets hit your
target, dealing 30 magic damage.

Spiderweb– 10 PP
Element: physical effect of spider.
You use your webs to trap an enemy. To
to let go, the enemy must succeed in a test of
attack against your DF (he does not attack, he just lets go)
and its turn ends). The enemy trapped in the webs does not
you can move, attack, use items or cast spells, but
you can still speak and counter-ACT.

Friendly Vines– 10 PP
Element: physical effect of plant.
You use your roots to trap an enemy. To
to let go, the enemy must succeed in a test of
attack against your DF (he does not attack, he just lets go)
and your turn ends). The enemy trapped in the roots does not
you can move, attack, use items, or cast spells, but
you can still speak and counter-ACT.

Plant Control - No cost


This is your ability to control roots as yours
hands. You can also use this ability to attack
like your unarmed attack, you can choose whether to attack with
roots or with seeds. Roots cause 10 physical damage
suddenly, seeds deal 10 magic damage.
Connected Soul
Upon reaching NV/LV 20, your soul connects to your
main power, your main skill.

For Humans
Humans gain a new power based on their main
weapons and armor, but if they use magic and prefer they can
choose the customization of a spell.
As you evolve reaching this level, be prepared for your
main weapon and armor, like in Undertale, where each
Soul in the game has two items that represent them, one
weapon and armor.
These two items connect to your Soul. They are more
difficult to be broken, but if they are broken
This affects you. You will take 5 magical damage without
no reduction or immunity, besides that your character
you will feel immense pain in your Soul.

Weapons
Customizing a weapon, whatever its type, it
receives +1 in your AT.
If additionally the weapon provides any bonus in DA,
she receives +1.
For single attack weapons, +20 is added to the damage.
magical.
For glove-type weapons, you start to hit the enemy.
with 5 strikes, and to shout and deliver a sixth blow
you still need to hit at least 3 attacks.
And for shooter-type weapons, +10 is added.
magic damage for each bullet fired.
In addition, you can better customize your weapon, changing
colors and appearance.

Armors
Customizing your armor, whatever its type,
she receives +1 in her DF.
If additionally the armor provides some healing for
turn, this healing receives +1.
Shields lose the disadvantage of breaking, becoming
basically permanent like armor.
You can also create your own armor, abandoning the
which was equipped and making some piece of its
character your new armor, like some part of
clothes or a hat. You can choose between them.
armor has 5 defense, this armor has 4 defense and
provide +1 additional AT or this armor has 3 of
DF and heal 2 PV every two turns or provide +2%
of POUPAVEL and TIRED.
For Magics
Monsters and Humans who prefer magic can
customize your main magic (just one). This
customization can change the name, style of the effect,
element and color, but cannot change types of elements
and functions. A bonus is added to magic depending on the
what she does. If magic has more than one function,
add the bonus of all the functions that the magic has.

Example: if the spell is Starlink, which causes magical damage


of light and protects, you will add the bonus to
damage spells and for protection spells. It will not
alterar a função, dano e proteção, e o tipo do elemento
deals damage, magical, but can change the element, light,
keeping the same element and adding a new one based on
in your style customization, fire, for example.
You cannot delete the current element, light. Also
you can change your name, your colors, and the style, that in
instead of being 4 stars rotating around you it could be
a shield formed of stars or rings around it
like those of planets, you are free in this part.

Bonus for the spells:


+20 damage to damage spells.
+4 healing for healing spells.
+2 to AC for protection spells.
+2 for buffs and debuffs.
Equipment
The refrigerator!? Do you want to eat the whole refrigerator!?
No!

Equipment includes all the items you can carry,


including your inventory.
There are 4 types of equipment: equipable items,
usable items, key items, and inventories.

Weapons
Your weapon is what allows you to attack. If you do not have
a weapon equipped, your only weapon will be your fists
(or your feet, if you prefer to kick).
An unarmed attack has damage equal to its damage attack modifier.
physical blow.

Every weapon has its own AT. The AT of your weapon is added.
to Mod of AT in the attack test.
Some weapons can also provide some kind of
bonus, disadvantage or some other detail.

Weapons are divided into 3 types: single attack, glove and


shooter.
• Single attack weapons deliver a single body blow-
body, usually weapons of this type deal physical damage
sudden blow or cut. Your critic happens when it falls.
a result of 20 on your test and it doubles the damage of the
weapon (before applying weakness and resistance).
• Glove-type weapons are a bit self-explanatory,
they are weapons that dress your hands. Used to
melee attacks, when attacking with a weapon from
type glove you make 3 attacks, rolling your test
individually for each one. You always add
the total of AT Mod to damage (your AT Mod of
attribute + the AT provided by the weapon + any
another AT bonus received), adding to the damage
provided by the weapon. Its critical occurs when
hit the 3 attacks, and when you crit you deal more
a punch without spinning test. This type of weapons also
it is good for shoes in case you prefer sneakers, but shoes
glove types are not included in this book,
they must be created by the master.
• Weapons of the shooting type are any weapons that
shoot at long distances. These weapons can give 1,
3 or 6 shots. Unlike other weapons, this type
weapons do not attack on their own, they need
Ammunition. The ammunition will dictate the damage and amount of
shots fired in a single shot, applying weakness
and resistance individually for each bullet. A
attack test is done for each shot of the weapon. Its
A critical event occurs when the result is 19 or 20.
in your test. When you scream, your next shot has
automatic adjustment, and if that is the last type
you shoot one more without a test.

When a weapon specifies the type of damage by putting a


"or" in the middle means that the type of damage will
depending on the attack that the player made, being able to choose
one of these two damages. For example, a sword that can
causing cutting or piercing damage means that the
the player can choose whether to pierce or cut the
enemy.

List of Weapons
(does not include starting weapons)

Arma, Tipo, AT Descrição Damage, Extra


Revolver of A weapon for 1 shot
Toy children
Shooter fearless.
AT 1
Fun Yo-Yo Lethally 15 physical damage
Unique Attack funny. suddenly
AT 1
Arma, Tipo, AT Descrição Dano, Extra
Perfect Kitchen Gloves for +7, physical damage
Glove bake breads and suddenly
AT 1 enemies.
Brilliant Salvation Ring and +5, physical damage
Glove inspiring. suddenly
AT 1 +1 for anyone
fire healing and
light
Ice Crystals Conveniently 2 shots per bullet,
Ammunition they do not melt. 10 physical damage
of drilling and
ice for bullet
Broom with bristles while taking 25 physical damage
Unique Attack careful, the suddenly
AT 1 thorns serve to
your favor.
Cold Gloves Thick for +12, physical damage
Glove warm your suddenly
AT 2 attack fists.
Sword It has already been used 37 physical damage
Rusty cutting time or
Unique Attack back, but still drilling
AT 2 serve.
Powdered Stones Hardened by 2 bullets per shot,
Ammunition humidity, still 18 physical damage
they can explode all at once and fire
impact by bullet
Marble Small pieces 3 bullets per shot,
Fragile of colored ground. 15 physical damage
Ammunition gunshot wound
Blind Knife Maybe it doesn't deal 40 physical damage.
Unique Attack for a butcher, but for drilling.
AT 2 with strength still
machuca.
Arma, Tipo, AT Descrição Damage, Extra
Frying pan It doesn't serve anymore. 45 physical damage
Burnt to cook, suddenly
Single Attack but it can serve +1 of DA
AT 2 for something else.
Tempered Glass Hard as stone, 1 bullet per shot,
Ammunition sharp as 37 physical damage
bullet cutting blade
Ring of Hope Made of dreams and +7, physical damage
Glove hope. suddenly
AT 2 +3% SAVINGS and
TIRED
+1 from AA
Old Fashioned Best Even without 3 shots
Shooter arrows, still
AT 3 serves as a
type of
slingshot.
Heavy Hammer Made for hands 50 physical damage
Unique Attack big and strong. suddenly
AT 3 -2 of DS
It occupies two
spaces in
inventory
Shock Weapon Your regulator 37 physical damage
The ravine is broken and of shock
Single Attack arrested in the last Reach more than one
AT 3 power. enemy himself
are connected
for some
conductor of
electricity
English sock You can +27, physical damage
Glove feel the hate like a blow
AT 3 what was done.
Arma, Tipo, AT Descrição Damage, Extra
Pointed Notebook You feel a 30 physical damage
Single Attack magic that suddenly and magically
AT 4 refusal to oneself You can attack
detach from what is far away with this
it belongs to you. weapon
+1 from AA
Kitchen Knife It seems stolen from the 47 physical damage.
Single Attack kitchen of a of cutting or
AT 4 good mother. drilling
Lead Ammunition Besides being 1 bullet per shot,
Ammunition heavy, it deals 40 physical damage
with a slight piercing pain and
from memory. psychic
Ice Ring You can feel +15, physical damage
Glove the sighs sudden and ice
AT 4 their ice creams. Add +30 of
damage for spells
of ice
Frying pan of She has already taken 65 physical damage
Iron with some tenderness of a blow
Single Attack day in the past. +2 of DA
AT 5
Wild Revolver You feel the 6 shots
Shooter old magic
AT 5 west run by
cano.
Strong Gloves You feel a +40, physical damage
Glove strange magic hits you
AT 5 leaving more
strong
Shining Sword For a moment, 70 physical damage
Unique Attack you thought to have of cut or
AT 5 I saw a pencil during drilling
instead of the sword.

Mother's Slipper Undisputed. 50 physical damage


Single Attack suddenly
Arma, Tipo, AT Descrição Dano, Extra
- AT 5 You can attack
from afar with this
weapon
Pacific Whales So ironic 1 bullet per shot,
Ammunition how much it seems. 80 physical damage
They do a good of drilling by
damage. ball

Armors
Your armor is what protects you from the outside, your object
of trust when resisting an attack.

Each armor has its own DF, this DF is added to


your Active Defense (AD).

Armors are divided into 2 types: armors and


shields.
• Armor is the most basic, you equip it and it's done.
protected. Armor can also provide some
type of additional bonus or healing per turn.
• Shields serve the same purpose as armor, with the
difference that can nullify attacks but with the
risk of breaking. Every shield will specify a
probability in d100 of being broken. When it is
attack and the attack hit, you can choose
defend the attack, thus nullifying it, but
when doing this a d100 test has to be
rolled based on the probability of breaking of
shield, and if the test hits the probability the
shield breaks and the item is lost, leaving the
player without equipped armor.
List of Armors
(does not include initial items)

Armd, Tipo, DF Descrição Prob, Extra


Coat Warm and Resistance
Comfortable cozy. against damages of
Armor ice
- DF 1
Red Hat It makes you feel like +2 for anything
Armor you will save the damage
DF 1 world.
Forgotten Bow Patiently +2% TIRED
Armor waiting for a
- DF 1 new owner.
Old and cracked Wooden Shield, 76% chance of
Shield but still usable. break
DF 1
Dusty Tutu Something tells you that +2 EXP for LV
Armor this dust is not
DF 2 simple dirt.
Fluffy Blanket Gives your enemies +1 AA
Armor we would think not of you

DF 2 to attack.
Hat With Cure 1 of PV to
Soft and at the same time
Little flowers fearless tempo. every 3 turns
Armor Resistance
DF 3 against damages of
poison
Cloudy Glasses It seems that it does not make you see
Armor used for many bad, -3 from DS
DF 3 years. Resistance
against damages of
magic type and
psychic
Cool Cover It makes you feel a
Armor true super-
DF 3 hero.
Armd, Tipo, DF Descrição Prob, Extra
Pot Lid There is fat in 68% chance of
Shield all the part of to break
- DF 3 inside.
Old Helmet A good old
Armor helmet for
DF 4 ride a bike.
Anti-vest It is made of a Cancel 1 bullet of
Reply very fabric shooter weapon
Armor resistant.
DF 4
Comfortable Chair Bank 54% chance of
Shield sure. to break
DF 4
Viril Bandana It makes you feel
Armor more masculine.
DF 5
Cowboy Hat The strength of a +1 of Mod of AT
Armor true cowboy +1 from AA
- DF 5 makes you more
confident.
Stained Apron Used with a lot Heal 2 of PV to
Armor love and affection, every two turns
DF 5 fills you with
hope.
FBI badge Perfect for you 37% chance of
Shield protect from... to break
DF 5 Well, let it go. Occupies two
there. spaces in
inventory.
Initial Items
These are the items you can choose from when creating
your character, according to the amount with which the race you
Let it begin.
Initial items include weapons and armor of all types.
types.

Item, Info Info Description Extras


Wooden Sword A good start 10 physical damage
{"Arma":"Weapon","Ataque":"Attack"} for everyone suddenly
Unique warrior.
AT 0
Spiny Branch Mash your own 15 physical damage
{"Arma":"Weapon","Ataque":"Attack"} enemy, like this of cut
Unique how yours Cause 1 of damage to
AT 1 own hands. yourself always
what hits a
attack
Slingshot A toy that shoots
Weapon, Shooter can break
AT 0 some glasses.
Torn Gloves Even very +5, dano físico
["Weapon","Glove"] used, still you hit me
AT 0 they strengthen.
Sweet Ring Not edible, +2, physical damage
Weapon, Glove but you feel a blow
- AT 0 sweet aroma coming +1% SAVABLE and
tired
Lucky Headphones, still
Kitten one side works.
Armor
- DF 0
Aluminum sheet is rusted -1 for anyone
Armor it is dirty, but must be healed
DF 1 to serve.
Item, Info Info Description Extras
Cardboard Shield Creativity 79% chance of
Shield protect more than break
- DF 0 the material.

General Items and Money


In addition to choosing your starting items, you can begin
with some other items and some extra cash. For that,
you will roll a die to determine your money and with
with this money you can buy as many items as you want and
power. You will start the adventure with these items that
bought and all the money he didn't spend.

The currency used is simply called Money,


using the symbol $ to simplify.
You can roll 1d10 or 1d6+2 to determine your money.
initial.

Consumable items are spent after use and cannot


to be used more than once, unless the item states otherwise
number of uses.
Equippable items in weapons and armor remain
permanently adhered to such item, unless they are
removed externally during the adventure.

These items can also be found in stores.


long from the adventure, perhaps more expensive or cheaper.
Item List

Item, Preço Function Description


Dressing Greedier but PV Cure 2
Consumable sure. It can be used
2$ twice
Light Sandwich Sliced Bread, Cure 4 of PV
Consumable ham, cheese, +2 DS for 15
- 2$ lettuce and tomato. minutes
Flashlight + Batteries Takes two batteries Illuminates places
4$ durable. dark
Sleeping Bag Never close it Allows breaks
$3 completely. long in
any place
Juicy Orange So sweet, so Cura 5 of PV
Consumable delicious.
3$
Goat's foot Perfect for It can be used
5$ to scare someone to break in
bullies. closed places
10m of Rope Resistant and It can be used
4$ reliable. for climbing
Food + Water A meal Does not cure PV, but
Consumable complete. can be divided
5$ among the group
everything to avoid
tiredness
Matchbox The best invention Can be used
1$ from alchemy. without spending for
light bonfires
Item, Preço Function Description
Healing Spray You feel Cure 12 of PV is
Consumable like an animal used all of one
7$ used wild time
to battle. Cura 5 of PV is
used only half and
can be used
a second time
Star of Life The last shine Heal all the PV
Consumable of salvation. Raise fallen
7$
Pendant of It makes you have good Equippable on the weapon
Heart memories. Provides +5 EXP
5$
Flower Brooch It even seems that Equippable in
5$ will squirt armor
water. Restores +1 HP
every two
shifts
Dry Ice Don't ask. Recover 4 from PP
Consumable
3$
Cookie of They cannot recover you 6 PP
Whisper hear here.
Consumable
4$
Repellent Spray Made for Cause 10 damage
Consumable scare insects, physical of poison
- 4$ burns in the eye of Leave the enemy
anyone. cego
It can be used
twice
Item, Preço Function Description
Laughing Spray Hilariante como Make the enemy
4$ always. enemy with
disadvantage for
any action
It can be used
twice
Sleep Spray Just read the +10$ increase
4$ label already you Tired
makes you sleepy. It can be used
twice

Key Items
Key items are the most important items that remain
always in your inventory. They take up an item space
special, so you can carry them without worry of
fill your inventory.

You can choose a key item to start with.


adventure.

List of Key Items

Item Function Description


Notebook + Pencil Creativity Used for annotating
never you what you need is
abandon. remember things
important
Basic Telephone Small but Used to make
resistant. connections and playing
the game of
little snake
Item Function Description
Modern Compass Left, Right Besides showing
frente, trás, the directions
top, bottom. (north, south,
this, west
there is also a
meter of
altitude
canteen Keeps it well Used for
temperature of store liquids
your interior. Capacity of
500ML
Keychain All your keys Used for
meetings and put your
entangled. keys in the same
place, unoccupied
more than one space
of key item

Inventory
Your inventory is where you store your items. Each
inventory has a different size with a quantity
specifics of spaces.
Equipped items do not take up space in the inventory.
Quando não tiver nenhum inventário disponível você
there can still be 2 spaces for any item, like yours
bags.

You can start with the most basic inventory: Bag


Small.
Inventory List

Inventário Descrição Spaces


Small Bag A small bag with 5 spaces for
basic for common items
start a 1 space for
adventure. key item
Common Backpack A little bigger, 8 spaces for
common items
there are two handles
para pendurar bem 2 espaços para
on the back. key item
Perfect and safe travel backpack 12 compartments for
for adults common items
travels. 4 spaces for
key items
Dimensional Bag Inside it the 100 spaces for
space is very all types of
greater than items
apparent for
fora.
System
They are illegible scrawls.

Status and Attributes


All characters have 5 attributes, these attributes
there will be a specific value and this value will correspond to
to a Modifier (Mod). This Mod is always added in
rolling a d20 when making a test of the respective
attribute.
To every two values, +1 is added to the Mod, starting
from -5 to 0 and 1. Thus, the scale becomes:
0 and 1: -5 of Mod;
2 and 3: -4 in Mod;
4 and 5: -3 of Mod;
6 and 7: -2 of Mod;
8 and 9: -1 of Mod;
10 and 11: 0 of Mod;
12 and 13: +1 from Mod;
14 and 15: +2 of Mod;
16 and 17: +3 of Mod;
18 and 19: +4 of Mod;
20 and 21: +5 from Mod;
And so it goes.

Attributes

• Attack (AT) – Your attack can also be your


strength. Your AT Mod is always added to the test
when attacking.
• Defense (DF) - Your defense can also be yours.
skill. Your DF mode is added to your DA.
• Act (AG) - Your charisma, your ability to
communication. Your AG Mod is always added to the test
when interacting with an enemy and is added to your
IN.
• Mind (MN) - Your knowledge, your wisdom, your
intelligence. Your MN Mod is added to your PA.
• Magic (MG) – Your ability to learn and manipulate
magic. Your MG Mod is always added to the test for
resist to magic and learn external magic.

Health Points (HP) is your main health bar, if


if your HP reaches zero you fall, and if all players
In battle, they fall, they lose.

Power Points (PP) is the bar that is spent when used.


magic, your energy. When your PP reaches zero you
can no longer use magic, and when the PP is below
from 3 you start to feel more tired, although this
do not change anything in status.

Active Defense (AD) is the defense that matters in a


battle. For enemies to hit you with an attack
their test result needs to surpass your DA, and
vice versa. Your DA starts at 10 and you add your Mod
of DF + the DF modifier of your armor + any other
bonus acquired in defense.

Active Perception (AP) is your perception, used to


perceiving things around you, adding the value of
your PA in a perception test (d20). Your PA starts
being 0 and you add your Mod of MN.

Initiative (IN) is your agility to act when you enter


in battle. When a battle begins, everyone
participants roll their initiative, a d20 die
adding its value in IN, and whichever has the highest
result first, and thus forms an order of
actions. Your IN is equal to your Mod of AG.

Displacement (DS) is the distance in meters that you can


move freely without spending your action in battle.
Active Acting (AA) is like your DA, but for ACTING. Your AA
starts at 10 and you add your Mod of AG + any other
bonus received in Act.

Rolls
Rolls are made with the d20 die.
When you need to test an attribute, run
a d20 die adding the modifier of that attribute
tested.
If the modifier is negative, it applies in the same way.
subtracting the modifier value from the result on the d20.

Examples:
If the Mind attribute is equal to 14, the modifier
It will be +2. For a Mind test, a 1d20+2 would be rolled.
If the Attack attribute is equal to 8, the modifier
It will be -1. For an Attack test, it would be rolled 1d20-1.

Critical results can occur when the result


On a d20, is it a minimum or maximum value.
A positive critic would be rolling a 20 on the die, and a
A negative critic would be rolling a 1 on the die.
Regardless of the value added to the test, the critic
it still happens when the result ON THE DICE is 1 or 20,
regardless of whether the modifier produces the result
increase to 2 when it drops to 1 or decrease to 19 when
fall by 20.

If the master allows, some tests may be enforced.


when there is a failed result.
Forcing a test will allow you to run the test
again, having a second chance to get what
I wanted. The test is run against the same difficulty, if
If it has success, it will not be as good as if it had.
happened the first time. In addition, cannot obtain a
critical success, if it drops 20 it counts as a result
common.
But if the result is a failure, it will be worse than
what could have been the first time, will be a failure
critical regardless of the value obtained on the die.
Attacks cannot be forced unless the master
change the rule.

Tests can also be run with advantages or


disadvantages. This depends on the situation or some buff
you debuff.
Running tests with an advantage or disadvantage implies running
test it twice, and count it as the test result
the highest value in case of advantage or the worst value in
case of disadvantage.
Is it possible for a situation to provide more than one
advantage or disadvantage, so you run the
testes more in the same amount of how many advantages
or drawbacks of receiving.

Battle
Battles happen in every good adventure (not that a
good adventure may not have battles...
Battles occur when an NPC character attacks the
group of players.
In this, the battle consists of two groups:
Allies, all those who are fighting alongside
you, in your group; and Enemies, all those who
they are fighting against your group or against you,
not necessarily all enemies are allies
of others.

Order of actions:

Initiative

As soon as the battle begins, all the participants


roll initiative, a d20 die adding your current IN
on your record.
This defines the order in which each participant of the battle
will act, the order of turns.
The higher your result on the roll, the first you
will act.
In this test, critical results do not count.

If more than one character achieves the same result, the


tiebreaker happens by restarting the initiative. Who
whoever gets the highest score wins.
The first result obtained is what matters to define
your turn.

Examples:
Four characters in battle, Character A, B, C, and D.
Everyone runs the initiative, Character A rolls 18 in the
test, Character B a 5, Characters C and D obtain the
same result, 15.
Characters C and D have to roll initiative again.
to break the tie, the result of Character C drops 13 and the
Character D is 2.
With that, the order of turns is (in order of the first
to the last)
18 - Character A
15 - Character C
15 - Character D
5 - Character B

Your turn

When your turn comes, you will have some options.


about what to do. Your options are divided into Actions
Complete Books and Actions.

Starting with the Free Actions, you can perform


as many Free Actions as you want without ending your turn,
respecting the rules of each possible Free Action.
• Moving is a free action, you can move
so many meters that are on your record, more than
this implies spending your Full Action.
• Talking to your allies is also a Free Action, but
don't exaggerate by taking too long in the dialogue, each turn
usually lasts between 10 seconds and 1 minute of
Hurricane. Talking to enemies is considered TO ACT,
so it only counts as Free Action if it's something
very short, like a small phrase or a simple one
comment.
• Equipping items is a Free Action ONLY WHEN NOT
HAVE ANOTHER EQUIPPED ITEM in the same space you want
equip. In other words, if they disarm you, your space of
equipped weapon becomes empty, and you can equip your weapon
again without spending your Full Action.

Going for Complete Actions, this is your main action in


your turn. At the end of a Complete Action, your turn
You can only perform one Complete Action per
turn, unless some special skill or
specific situation say the opposite.
Starting with the simplest ones:
• If you have already spent your limit on your Free Action
movement, you can spend your Full Action to
move again, still with the same limit of
meters specified in your form.
• Unequipping and equipping a new item takes your Action
Complete. As explained before, if you do not have a
equipped item can equip a new item in it
empty space without ending your turn, but if you want
replace the item in your equipped weapon or armor
will spend your Full Action.
• Defender can be a good way to end your
in case you don't know what to do or don't want to do it
nothing. Defending, you recover 1 HP and receive +1
from DA until your next turn, but apart from that you cannot
do nothing before your next turn begins. Or
Well, if you could counterattack, you won't be able to anymore.
• If you do not want the disadvantages of defending yourself,
you can simply do nothing. This will pass you.
turn and you receive nothing, neither advantage nor.
disadvantage.
• Saving is a way to take an enemy out of the battle.
peacefully, but this will take your action
Complete. You can only spare an enemy for
time.
• ATTACK, ACT, or use magic are your main actions.
actions in battle, follows below.

TO ATTACK
An attack is always made with your weapon (it can also
happening to attack unarmed) and is used to end
with a battle in a violent manner.
Attacking, the attack test is run. Your test will be
specified by its weapon type. Generally, one or
more d20 dice are rolled adding your AT Mod and the
AT from your weapon, in addition to any other AT bonus
provided by armor or buffs.
Negative modifiers also apply in the same way.
form than any other test.

For your attack to be successful, the result of


The test must exceed the DA of your target. The same applies to
applies when an enemy attacks you. If the result
for a success, you can narrate your attack or allow
let the master narrate.
If you fail, you can also narrate your failure or
let the master narrate.
The failure in roleplay can be given by the enemy.
defending or dodging the attack or for you
just making mistakes, or even tripping over a mushroom
and falling miserably on the hard ground and getting dusty
making the enemy laugh uncontrollably along with
by your own allies humiliating shame you
completely leaving you in tears creating a trauma
deep in your soul that will never be overcome no
it matters how hard you try to forget.......

When hitting an attack, the damage specified by the weapon is


given to the enemy.
When the test result is equal to the value in the DA,
if the Attack attribute of the one being attacked is
superior to the target's AC, the attack hits. If the AC is
higher than the Attack attribute of whoever is
attacking, the attack fails.

ACT
AGIR serves to resolve conflicts without violence,
ending the battle peacefully. You talk
with your enemy in an attempt to make him SAVABLE or
TIRED.

For AGIR, an Agir test is run. To obtain


success the result must surpass the AA of your
goal. If you achieve success, you will need
interpret your character saying something to calm
the enemy.
Not always saying something can be the right thing, or not
always something to calm down or something nice can be what
it will end the battle. Sometimes even cursing your
the enemy can prove useful. This will vary from a
enemy to another.
Even so, even if you achieve success by acting, what
talking may not increase the percentage of SAVABLE or
TIRED. But thanks to a failure or one of those
situations, the enemy's response can provide some
information on what to say in your next attempt.
When an enemy is not POPULATED or TIRED the master
you can notify the players after someone tries to ACT.

Some enemies, usually bosses and sub-bosses, can


against-ACT
When it happens in a test to ACT, the enemy can
against-AGIR running a test for AGIR in the same way
that the players. If the enemy fails, the ACT of
the player happens normally, but if the enemy has
success, he answers the player, and the player needs
run your test to ACT again.
If the player's test succeeds again, his ACT
it happens normally, responding to the enemy again and
increasing the percentage of SAVABLE or TIRED.
If you fail, your ACTION fails, and furthermore you receive
disadvantage of ACTING again against the same enemy.
A counter-ACTION can happen even if what the player
I said in the first AGIR it would not increase the percentage.
of TIRED or WEARY, and the enemy's counter-ACTION can
provide new information for the player to say the thing
certain of acting next time.

Using Magic
Use any magic, whether it's for damage, healing, or anything else.
another function does not require testing unless magic asks
some specific test.

Generally, the enemy cannot avoid taking damage or


effect of a spell, but any is always applied
immunity that the enemy possesses, and this can indeed annul
a magic.

When using a spell, remember to apply all of your


effects on the target, whether ally, enemy, or you
even applying damage, heals, buffs, debuffs or others
effects.

3. End of Shift
At the end of your turn, always check if there is any damage
Chronic needs to be applied or if any other effect
it needs to be seated.

Finalizing Battles
Most battles can be finished in 4
different ways: Saving, Pacifying, Killing or
Terrorizing.
The EXP is gained in any way, but going to your N
or LV depending on how the battle ended.

End peacefully, Saving or Pacifying,


it will give EXP in your NV.
Ending violently, by killing or intimidating,
will give the EXP in your LV.

Some enemies, usually bosses and sub-bosses, can


not to end the battle immediately, by saying something
before dying, surrendering instead of fleeing when
scared or happening some scene after
to save.

Also, when the battle ends, in addition to providing EXP,


money is also earned which is an amount
specified in the enemy's record.

Peaceful Forms

The percentages of SAVINGS and TIRED serve to end


with the battle peacefully Sparing or
Pacifying.
These percentages start at 0% and go up to 100%.

When an enemy is at the percentage of SAVABLE


He definitely doesn't want to fight anymore and can be spared.
this takes him out of the battle.
Depending on the enemy, he may remain in the area of
battle after being spared, but outside of the battle, or can
just leave.

When an enemy is at the TIRED percentage.


in 100% he can be Pacified, this removes him from the
battle just like Save, but needs a spell or
item to pacify. Pacifying can calm the
enemy and spare him or it can put him to sleep.
Violent Forms

Choose ATTACK, hit the enemy until their HP reaches


zero, can not always be a violent form. In some
sometimes a specific battle may require that the
players attack up to a certain point.
But most often, attacking will be a more
violent to defeat an enemy.
Using magic to cause damage is the same.

When an enemy's HP reaches zero, two things


he can die or he can stay
Frightened and fleeing.
When an enemy dies, he dies. Simply.
But when an enemy becomes frightened, their HP
stays at 1, and the same one flees from the battle without
possibility of reaching it, at least in the majority of
times.
Some specific battles, usually bosses and sub-
bosses will be defeated instead of dying or fleeing.

In addition, there is a mixture of the two methods.


Some enemies can become 100% SAVABLE or TIRED
when your HP is low enough.
Some enemies may have a different percentage,
but usually it is 20% of your total PV.
Winning a battle this way will divide the EXP by
half, half going to LV and the other half to NV.

Types of Enemies
The battles can vary between some types depending on
of the main enemy.
Common Enemies attack randomly, it's the battles.
common elements of an adventure.
Within common enemies, there may be an enemy.
Special, a battle that is not quite a Boss or
Deputy chief but still more than just a battle
common.
Sub-bosses are usually more important battles.
appear in the middle of areas or during the adventure.
Bosses are the main enemies of the adventures, they can
are area leaders or final bosses of adventures.
Both, Chiefs and Sub-chiefs, and perhaps even Enemies
Specials may contain different mechanics, or even
breaking some rules of the system, this will depend on
master.
Bosses can also be Secret Bosses, enemies
bosses that are not mandatory for advancement
adventure, but that can reveal something or
provide some special item.

When your HP reaches zero


When a player's or ally's HP in battle reaches
zero, he remains fallen.
A fallen character cannot act in any way in
battle, he remains fainted until someone heals
your PV.
When the fallen player has 1 or more hit points, he
wakes up and can continue to act in battle normally.

When all players or allies are down,


they lose the battle.
From now on, the master decides what can happen. If
the players die or something else happens
may you be saved.

If the master wants, he can ignore the fallen rule and


just kill the players when their HP reaches zero.

Leveling Up
LV and NV are the two ways to level up and improve.
your skills in an adventure.
You level up from LV or NV gaining EXP in each of them.
individually.
Whenever you level up, some rewards.
they are gained, moreover, if you are following a path
With magic, you can level up in a path at any time.
what to upload from LV or NV.

EXP means Experience, these are the points that you


receives when winning a battle, depending on how
to overcome, peacefully or violently, the EXP goes to
LV or NV, as mentioned before.

LV means LOVE, 'Level Obtained by Violence', is


evolved in a more violent way, killing or
intimidating enemies. Calculates your ability to cause
give without caring about the consequences. The more
The higher your LV, the easier it becomes to cause pain without realizing it.

feel guilty. But these details can be overridden.


if your NV rises at the same frequency.

NV is simpler, means Level, evolved by overcoming.


battles in a peaceful way, saving or pacifying. It is
a way to receive a reward for doing good.

EXP and NV Rewards

EXP NV Rewards
0 1 Initial level, everyone starts at NV 1
10 2 +2 max PV, +2 max PP
30 3 +2 max HP, +2 max PP
70 4 +2 max HP, +2 max PP
120 5 +4 HP max, +4 PP max, +1 AG, +1 DF
200 6 +2 maximum health points, +3 maximum power points
300 7 +2 PV max, +3 PP max, +1 MG or MN
500 8 +2 PV max, +3 PP max
800 9 +2 max HP, +3 max PP
1200 10 +4 HP max, +4 PP max, +2 AG, +1 DF
1700 11 +2 PV max, +3 PP max
EXP NV Rewards
2500 12 +2 max health points, +3 max skill points, +1 magic or mana
3500 13 +2 PV max, +3 PP max
5000 14 +2 max HP, +3 max PP
7000 15 +4 Max HP, +5 Max PP, +2 AG, +2 DF
10000 16 +2 PV max, +4 PP max
15000 17 +2 PV max, +4 PP max, +1 MG or MN
25000 18 +2 PV max, +4 PP max
50000 19 +2 HP max, +4 PP max
99999 20 Connected Soul, +10 Power and Will, +4 Agility and Defense

EXP and LV Rewards

EXP LV Rewards
0 1 Initial level, everyone starts at LV 1
10 2 +2 HP max, +2 PP max
30 3 +2 PV max, +2 PP max
70 4 +2 max HP, +2 max PP
120 5 +4 max HP, +2 max PP, +1 AT
200 6 +3 Max HP, +2 Max PP
300 7 +3 HP max, +2 PP max, +1 DF or MG
500 8 +3 max PV, +2 max PP
800 9 +3 Max HP, +2 Max PP
1200 10 +5 HP max, +2 PP max, +2 AT
1700 11 +4 max HP, +2 max PP
2500 12 +4 max HP, +2 max PP, +1 DF or MG
3500 13 +4 max HP, +2 max PP
5000 14 +4 max HP, +2 max PP
7000 15 +7 max PV, +2 max PP, +4 AT
10000 16 +5 max HP, +2 max PP
EXP LV Rewards
Fifteen thousand seventeen +5 HP max, +2 MP max, +1 DF or MG
25000 18 +5 HP max, +2 PP max
50000 19 +5 max HP, +2 max PP
99999 20 Connected Soul, +10 PV and PP, +4 AT

Elementos
All effects and especially damages have one or
usually more than one element.
Characters can have weakness, resistance, or even
immunity against some of these elements.
Armors can also provide some of this.
characteristics.

Ter resistência a um tipo de dano vai diminuir o dano


half, so if it received 10 damage, it now receives
just 5.
From weakness to a type of damage, it will add half of the damage.
to the total damage you would receive, then you would receive 10 of
damage now receives 15, the damage + half of it.
The immunity does not only apply to damage, it nullifies any
type of damage and effect of such element.
Receiving double damage from any element is also
considered a weakness, but more extreme.

Elements are divided into 3 types, so whenever


check the element of some effect or damage will
first appear the TYPE and then the ELEMENT.
• Physical - Any effect and damage that comes from an origin
Physics is always accompanied by some element.
• Magical – All effect and damage that comes from an origin
magic, like spells, can there be some effect or
damage only of the magical type, when this happens
it means that magical is the type and the element of
effect or damage.
• Psychic - Any effect or damage that originates from
psychic, of the mind, can also have an effect or
psychic damage only like the magic type.

Elements:
• Cut
• Blow (also known as blunt)
• Drilling
• Fire (heat)
• Ice (cold)
• Lightning (electric shock)
• Poison
• Rude (fury)
• Chaos (magical element, but in its purest form)
• Magical (when the effect/damage is only magical)
• Psychic (when the effect/damage is purely psychic)
• Light
• Hope
• Fear (fear)
• Bleeding (damage from losing blood)
• Pain
• Spider
• Slipping (I don't know what other name for it)
• Explosion? (I think that was a bit far)

New elements can always be added by


master.
Temporary Effects
During battles or outside of them, for different reasons,
a temporary effect can usually be obtained
negative.
These effects have a duration established by
situation that originated the effect, and can always be
removed or will be removed at some point.
If the effect lasts forever, it becomes a
Permanent effect, and it will end up on your record.
permanently (you can include it in your skills or
character description.

Effects:
• TIRED - A tired player or ally becomes
disadvantage for any action.
• Fallen – A character is FALEN when their HP
reaches zero and cannot act in any way, remains
fainted. When a battle ends all the
fallen characters heal 1 HP, unless
be UNSTABLE. They can wake up or remain
fainted, it will depend on the situation or the master.
• UNSTABLE – When a character is DOWN,
depending on which injury caused him to fall, he may
be UNSTABLE, with the open wound, losing
blood. In battle, takes 3 physical damage from
bleeding, if the PV reaches -10, the character
dies. An UNSTABLE character cannot be awakened.
until your injury is closed and stable.
• ASLEEP – A SLEEPING character has the same
consequences of FALLEN, but without the part of the PV
to reach zero or to wake up when the battle ends.
• COLD - A COLD character takes 1 damage
physical pain every 5 minutes in roleplay outside of
battle or every 3 turns in battle. In addition
there is a disadvantage for any test of Acting and Mind
for the headache. Additionally in roleplay
starts to sneeze and the nose starts to run, what
it bothers a lot.
• SUNSTROKE - A character with SUNSTROKE takes 2 of
physical pain damage every 5 minutes in roleplay
out of battle or every 3 turns in battle. In addition
In the roleplay, I feel a headache and dizziness.
• HUNGER / THIRST - These two effects are additional to
the effect TIRED, can come along with TIRED if it was the
HUNGER or THIRST that tired the character or may come
later. Whenever the character gets HUNGRY or
THIRSTY, he also gets TIRED, and the TIRED effect
it cannot be removed without first removing the effects
HUNGER or THIRST. HUNGER and THIRST cause 2 points of physical damage.
pain every 5 minutes in roleplay or every 3
battle turns. HUNGER can only be removed
eating something solid or drinking some liquid, THIRST
it can only be removed by drinking some liquid, from
water preference.
Guides
Here, hold my hand for a moment.

Creating Character
Have your record in hand, it contains all the information.
will be filled will be present.

Starting with the Name,


choose the name for the
your character, logo,
in the Player space
put your own
name, the name of whom
control the record
of that character.

Now choose your race, you have two options: Human and
Monster. Choosing, check all details that the race
receives.
In the Sub-race/Soul space, enter your main one
characteristic as Monster or the soul that chose as
Human.
Your soul skills or advantages and disadvantages
the special characteristics of Monster go in the field
Skills on the card.

Going to your attributes, you will need to run them. For


that is, you will roll a d6 die 4 times and exclude the lowest
value, this for each attribute, then it will roll this
5 times.
Summarizing: 5 times 4d6 – the lowest value
You can run everything at once and then choose.
In which attribute will each result be placed.
Don't forget to apply the points gained by the race.
These points are added to the total value, not to the
modifier.
After distributing your points, place them in the space below
of the attribute or the equivalent modifier.

Now that you know your modifiers, fill in your HP and


PP according to the values provided by the breed that
you chose.
Place the same amount of PV on each side of the bar.
( / ), the value on the left is your current PV, when
taking damage you will deduct the HP from there. The one on the right is yours
Total PV.
The same thing applies to your PP.

In LV and NV put 1, after all, everyone starts at level 1.


In EXP, both from LV and NV, you can fill in.
with a zero, after all the adventure hasn't started yet.

Fill in your distance in meters with what your race


provides.

Time to choose
your items
according to how much
that your race leaves
you start.
Place your items
initials already
equipped, together
with your AT and DF and
any other extra of the item.

Now let's calculate your DA. Add 10 + your Mod of DF +


the DF of the armor or shield you chose. Put the
result on the form where it says DA.
Now for your AA, same thing, 10 + your AG Mod and
some other bonuses if you received any in your AA, the
the result goes in the square where it says AA.

Your PA is nothing more than your MN modifier and your IN.


it's the same as your AG modifier.
Now choose an inventory, place the name where it says
Invite and specify the total number of spaces in Espç of
right side of the bar ( / ), on the left side you can
indicate how many spaces have been filled or how many
spaces are free, you decide.

Run out of your money and finish choosing the items with
which will start, put all the items in your
inventory discounting the spaces that were
filled.
Remembering that equipped items and key items do not take up space.
general item spaces.
And finally, put what remains of your money in the
money space $.

Now it's your turn


magic, if any
chosen Monster or
Human with magic in
instead of items.
Try to summarize the name,
expenses and functions in this
large space for
spells on your character sheet.

Remember that in
the future will receive more
magic and will need space for all of them.

As mentioned before, your skills go in Skills.

Finally, try to describe your character in a few


words, since the space is small, in the part of
Character Description.
Can you provide details about your personality or
describe the overall appearance to remind her when
introduce your character to the other players.

So, your file is ready!


But remember that every good character needs more.
prepare outside the system. Create your personality and
concepts to improve your gaming :)

You can also always jot down things that don't fit in the
card on a sheet of paper or a text file.

Master
Mastering is not easy, but with determination, anyone can.
can do.
You will need to create a world, or improve yours.
any existing way, such as the universes of games
on which this system is based, Undertale and Deltarune.

Don't get too caught up in the system's rules, you are the
master, the god of the world who will narrate, you can
change the rules as you wish. Just remember to
make them fair for everyone and that they make sense in
universe used.

Creating enemies
Both to create original enemies and to use
characters that already exist, you will need to fill in
a form.

Start filling in
the Name of
character, and
then the Local
where he appears and
So, if it's going to be
a common enemy,
a Chief, a Sub-
boss or a
Special enemy.
Keep in mind that enemies can be stronger.
depending on your type, following the scale (from the most
weak to strongest): Common, Special, Sub-boss and
Boss.

Race is not something very important for characters.


enemies, you don't need to limit yourself to the races of
system, can create any being and define its
details in the way you think is best.

PV and PP do not depend on attributes, so put the


as much as you think is best.
For PV, take into account how much maximum damage the
players can cause arriving at the place where they find
o tal inimigo, assim você pode calcular uma boa
amount, so that it doesn't remain balanced.
PP is not mandatory, you can very well create attacks.
that do not require PP or simply spells with
different rules that also do not use PP.

If the enemy can be SAVED or TIRED, let it be


these fields to zero, if it cannot be SAVED or
TIRED, fill in indicating that these percentages do not
can be increased, or leave blank if you prefer.

EXP is how much the enemy will give to the players when
defeated, so take into account at what level the
players will be when they find you.
The more advanced, the more EXP you need to give to
to monitor the progress of the players.
Money follows the same logic, but it doesn't need to accompany.
both the players. Put how much you think this
enemy would give.

Now it's time for the attributes. Fill it out based on what
to think that this enemy is better or in what he will be
harder to defeat, in the attack, in action or at the base
of magic.
Now is the time for your
weapon and armor. Yes,
enemies can also
to have equipped items.
Se o inimigo pode
attack with your
weapon, can you
put in your
such attacks
information.
The attack with the weapon
it will spin normally, depending on the type of weapon.
The armor also normally increases your DA.

Speaking of DA, fill in with the total DA of the enemy,


adding 10 + your Mod of DF + what you receive for
armor.
Your AA is also filled in, with the result of the sum of
10 + your Mod of AG + any other bonus you received
some.

PA is filled with the Mod of MN, and IN with the Mod of AG.
Your movement is not limited to race, so
put as much as you think, this is generally based on
character's appearance.

And finally, it's time for the Attacks.


Here you will check the available attacks when it is the
enemy's turn.
You can choose which attack the enemy will use, or
roll a die equal to the number of attacks that the
The enemy has to choose one randomly.
Attacks have some information, such as the quantity of
targets, which can be from 1 to all players and allies
in battle. You can also choose the targets or
choose randomly with a roll in the same way
that the attacks.
The damage from the attack is also important, but keep in mind
count the number of PV that the players have, seeing
that the PV scale of players and enemies is quite
different.
To start an adventure, consider 5 damage as damage.
loudly, and with that adapt the damages of the next ones
enemies as players evolve.
Put a cat of PP if the attack uses any PP, and
you can also describe the attack or put others
extra information at your will.

An example of how an attack can be (summarized and


abbreviated, how it would look on the form):

Stone Rain –2alv-5PP


2 blows FIS
Rocks fall from the sky *bonk*

Now, for your Action, you can put information


about your speeches and whether the enemy can counter-ACT and in
what conditions.
Not all enemies are obliged to counter-ACT, and if
he can counter-ACT he is not obliged to do so
always. Can you specify something that the players
they can tell him to take his counter-ACTION or to
to stop doing it.
In addition, the most important information that needs
being in this part of the form is how much SAVABLE or
CANSADO will increase actions against the so-called enemy.
Don't get attached to fixed values, you can leave one
minimum and a maximum percentage that increases and
choose how much it will increase depending on the
interpretation of the player who acted.
You can also specify how much HP the enemy has left.
SAVINGS or TIRED, or if he can stay SAVINGS or
TIRED of causing so much damage.
Now that it's all over
important, remains to be placed
any other skill,
weakness, resistance
immunity or any
another information of this
like if he has.

And finally, describe the character and specify a


music for the same, if he has it.

And that's it!


Your enemy is ready to face your players.

Some additional tips

Building a Basement
This is kind of obvious, since when using a system
based on Undertale and Deltarune probably you
you want to run an adventure related to
yes, but still, use it as inspiration to create
a world or the underground presented in Undertale, is a
perfect world building.
Divide areas with different biomes, with a chief and a
sub-boss by area and some secret enemies, with more
or at least one new weapon and armor per area.
A evolução de nível de Undertale pode ser perfeitamente
used, giving the same EXP as the game's enemies
original, since the scale of both LV and NV is the
same as the game.

Customizing the Game


Some say that this is not a good practice, but it is a
a good way to include each player.
Create some challenges that depend on some skill
specific to each player, so not always the
challenges will be solved by just one person and everyone
they can participate and interact.
Basically, don't be afraid to adapt your story.
for those who are playing it.
Credits
Toby Fox
Creator of the games Undertale and Deltarune
Undertale: [Link]/app/391540/Undertale/
Deltarune: [Link]/app/1671210/DELTARUNE/

YellowFlowerGames
Furbish Lia Flower1
Writer, Design
Discord: @furbish_flower
YouTube: [Link]/@furbish_flower

Gius Valentine1
Ideas and support

Lucy1
Ideas and support
Instagram: [Link]/ahlucca

Leandra A. S. Gonçalves1
Ideas and support, Design
Instagram: [Link]/leandrasgoncalves

Collaborators
Beautiful1
Translations and support

Botanic "Master"
Playtest
Twitter: [Link]/Botanic_Swine
Well 'P.A.X'1
Playtest

Tom
Playtest

Inspirations
Deltatraveler
Created by RynoGG
Inspiration for the fusion of Undertale and Deltarune
Gamejolt: [Link]/games/deltatraveler/661464

Undertale Yellow
Created by Team Undertale Yellow
Inspiration for the shooting weapons system, some
items and some spells
Gamejolt: [Link]/games/UndertaleYellow/136925

TS!Underswap
Created by Team Switched
Inspiration for some items
Gamejolt: [Link]/games/tsunderswap/160094

Mothers 2: Earthbound
Created by Nintendo
Inspiration for some spells and some items

Omori
Created by OMOCAT
Inspiration for some spells
Acknowledgments
Ru, by the support of sister 1
dad and mom :)1

OtherProjects
Lighsteps RPG
Another tabletop RPG system by Yellow Flower
Games
Gamejolt: [Link]/games/lightsteps/845649

DeltaRPG
A RPG table using Delta Warriors
Twitch: [Link]/botanic_swine
YouTube: [Link]/@Botanic_Swine

Discord Server of the System


For support and conversation
Convite: [Link]/ks4b8uwFz6

System Page
For downloads and updates
Gamejolt: [Link]/games/deltawarriorsrpg/769354

[Link]
To support our main project
supporting the Lightsteps project also supports the project
Delta Warriors
[Link]: [Link]/lighsteps
The cowboy Taturu is saying goodbye to you.
Thank you for reading our book!

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