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Heroes and Smart People
Heroes and Smart People
This game will let the players play the brains behind the heroes in your classic medieval fantasy
story. Because we all know that the heroes in these stories just throw themselves in dangerous
situations without any regards of danger. The game master of this game will control all of the idiots
and dumb heroes, so their name will be referred to as the Idiot Master (IM) or Dumb Master (DM).
The classes the players can choose are alchemist and blacksmith. (I will add more if I continue to
work on this game). All of the players (recommended 1-4 excluding the IM) control one character
each with one class. These characters work in the same building, so they have lunch and fika breaks
together.
The adventuring party are equal to the number of players. The players choose an adventuring party
when the game starts. Feel free to name the adventurers.
These are the classes the adventures are:
Each day the adventurers goes on one adventure. Each adventure contains of multiple missions (the
fewer the easier). These adventures are prepared by the IM before the game. Before each adventure
the player characters tries to convince the adventurers to follow their plan for the mission with a
convincing-roll. The players roll 2d6 for each player character and the IM rolls the social stats for
the party that are being convinced. If the players roll equal or above the adventuring party, then they
control their choices during the adventure. If the players give good reasons to the party, the IM can
decide to give the extra dice for the convincing-roll. If the players fail the convincing-roll, the IM
takes control of the adventurers during this adventure and makes bad decisions for the adventurers.
The player characters has access to a crystal globe, which they can use to look at their dumb
adventurers on their adventures.
Example adventure:
Missions to go through:
1. wilderness | combat | DL:15
2. town | social | DL:25
The adventurers that are going on this adventure are: Beatrice the tracker, Billy the deceiver and
Adam the warrior. By looking at the stats on each of the adventurers we can see what dice to roll for
each mission. For the first mission, the tracker will get their wilderness and combat dice, which are
2d6 and 1d6 respectively. The deceiver will get 1d4 and 1d4. And the warrior gets 1d6 and 1d6. You
will also add dice from items with the passive trait.
Now you are going to make a mission roll. When you have calculated what dice to roll, you can
now decide to roll items that has the pre-roll trait and add the result to the mission roll. The IM rolls
the dice and compares it to the DL of the mission the adventurers are on. If the roll is successful, the
adventurers succeed and simply move on to the next mission. However if the mission roll is a
failure, the adventurers fail and one randomly selected adventurer dies (or goes to jail if the mission
was in a town). And then the rest of the adventure party continues to the next mission.
Let’s say that you rolled 22 on the mission roll. They succeed. So they go on to the next mission.
After you have recalculated the dice and made the mission roll. Let’s say you rolled 31. The
adventurers succeed and return to the players.
When the adventurers return, they have gathered items based on how much above the DL they
succeeded on each mission. For each 5 rolled over the DL on each mission they return with 2d6 of
one random item from the ingredient table.
Crafting system
to craft an item:
you have recepies – some recepies can be crafted easier by some classes.
roll dice based on your stats&items
Any item that does not have the passive trait is destroyed when used, unless specified otherwise.
Ingredients:
Earth Water Fire Air
tree bark 1d4 dogs 1d4 tree bark 1d4 bat fur 1d4
tongue
bone 2d4 honey 2d4 wood 2d4 bat wing 2d4
Snake egg 3d4 Jellyfish 3d4 dragon 3d4 Puffball 3d4
tentacle scale
iron bar 1d4 Holy water 4d4 Dragon 4d4 Dragon 4d4
wing wing
steel bar 2d4
mithril bar 3d4
wood 2d4
In one day you have 8 hours to craft items, this is your time bank for the day. It will reset each day.
To craft an item, you need to spend time equal to the items crafting time.
Crafting instructions:
1. First we need to roll for the elements. If we would make a fancy iron armor, we need 5 fire.
• So we will mark of one wood in our inventory
• And then roll for the woods fire, which is 3d4.
• Luckily we got a 9 which is higher than the 5 fire we needed. So we can move on to the
next step. If we would not have met the requirements we would redo step 1 and add the
result we just got.
2. For the other requirements, we will do the same thing as in step one. We will just ignore
what type of element the item has.
3. When this is done you need to reduce your time bank with the crafting time.
4. If you successfully met the requirements you can add the fancy iron armor to your inventory.
If you did not meet the requirements however, all the items that you tried to use to create the
item are lost. And you waste 1h of being frustrated and unable to craft. (which is also
removed from your time bank)
Blacksmith
The blacksmith anything made from metal and leather.
All items made by a blacksmith needs to be attached to one adventurer. If that adventurer is lost, so
are all the items attached to them. Each adventurer can have a maximum of one set of armor, one
weapon and one shield. The warrior can have 2 weapons and 2 shields, but still only one set of
armor.
Your passive ability as the blacksmith, when crafting you can exchange one of the dice of each fire
item with one stronger die (1d4 > 1d6).
As the blacksmith you can once per day assist 1h in one recepie of your allies. Your passive ability
is applied to all recepies that you assist in
Alchemist