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Sporebound v1.4
Sporebound v1.4
Sporebound v1.4
1
11 Marble 41 Super Glue
( ) Your attacks with Gubbin weapons deal 32 Fishing Hook 62 Matchstick Wherever there is biomatter to consume and a
Broadblade (Strength DC) + d4 wounds. place to rest in mycelium networks, fungi folk
33 Wad of Gum 63 Bullet can survive. Natural objects like plant matter
( ) (Precision DC) x 6” night vision. Once per and pebbles can be made into basic tools or
Myco-Eyed session, dodge an attack targeting you. weapons. Gubbins — old-world human
34 Dice 64 Lighter
trinkets — can be used to enhance gear.
( )
You can ask the GM (Observation DC) Bringing Gubbins back to their fungal
times per session if an action would be 35 Figurine 65 Battery community allows PCs to advance their skills
Madcap
favorable, unfavorable, or neither.
to take on more dangerous challenges.
36 Guitar Pick 66 *Describe It*
Once per session, if you would die, roll a
( )
Resilience Save. Success: you have half Mutations have also occurred in other types of
Lichenheart Roll a d66 by rolling a d6 for the first digit and another for
max wounds remaining (rounded down). the second. GM: Consider bringing actual Gubbins to creatures, making them unpredictable in
sessions to encourage creativity and demonstrate ideas. intelligence, power, and intentions. PCs
At the start of the session you gain should be wary when encountering them or
( ) (Expression DC) tiny insect followers OR 1 unfamiliar fungi folk; gather intel, then act.
Crawl-Kin (Expression DC)-inch large follower.
v1.4 Designed, Written, Illustrated by A. Denbigh Strickland
Insect followers obey you within reason. Inspired by Mausritter (Losing Games), Knave (Questing Beast
Games), Mushroom Men (Gamecock Media Group), Shadowdark
Ask the GM about making custom specialties. (Arcane Library), and The Mutants of Ixx (Karl Stjernberg)
Released Under CC BY-SA 4.0, https://arcanesporecery.itch.io/
2d12
You will need a set of dice (d4, d6, d8, d10, and d12) The GM describes environments and 1 Glowing 1 Oil Spill
and a pencil. Complete the following in any order: controls non-PCs/creatures, and the players
tell the GM what they would like to do. If the 2 Pungent 2 Spore Cloud
1. Allocate your dice - Decide how each die
outcome of a character's actions are
should be allocated amongst five SPORE
uncertain, they roll a Save for the SPORE 3 Invisible 3 Missile
scores:
score the GM decides is most relevant. The
- Strength: Physical might and athleticism Save is passed if the roll on the die is a 3 or 4 Screaming 4 Stealth
- Precision: Accuracy and alacrity; speed less; the character succeeds their attempt.
- Observation: Wit and mental acuity 5 Terrifying 5 Levitation
If characters have an Edge (an advantage) in
- Resilience: Resolve; mettle and health
rolling a Save, they roll two Saves and use
- Expression: Charisma; overall presence 6 Multi- 6 Growth
the lower roll. They do the opposite if Off
Note: A smaller die means a better score. Guard. The GM decides if either applies.
7 Silent 7 Control
Either write or place these dice next to the Die Class (DC) - Each SPORE score has a DC
ranging from 1 to 5, d12 being the lowest 8 Far-Reaching 8 Beam
corresponding score on the character sheet.
and d4 being the highest. Some character
traits are determined by their scores’ DC: 9 Charming 9 Vision
2. Get some Gubbins: Roll 2d66 on the
Gubbins Table (see back) and choose one of
the two rolled to keep. Write it in “Stuff”. - PCs can carry (Strength DC) Gubbins, 10 Titanic 10 Explosion
tools/weapons, and other objects; stuff.
3. Name your character. - PCs can attach up to (Observation DC) 11 Healing 11 Trap
sacred stalks to themselves (learn spells).
The GM may also allow you to create a fungi - PCs can take (Resilience DC) wounds 12 Floating 12 Transformation
folk with a specialty, sacred stalk, or extra before they are killed outright.
Prestige Points to spend freely as a bonus.
Combat - The GM decides who goes first,
and that combatant can make an attack,
cast a spell, or attempt a feat/maneuver. Exploring - This game is best suited for
Everyone is either close, near, or far and can pointcrawl style play; a map with points of
PCs gain d4 Prestige Points when they give
move to nearby combatants to be close on interest connected by paths. When entering
a Gubbin away freely to their community.
their turn, acting before or after moving. POIs or paths, roll on the Hazard Die table:
There is no limit to points a PC can
accumulate. These points can be spent on That combatant elects any other to act next Enemies - Roll a d6
permanent character traits in settlements: until all have. The last combatant can elect pool of d6. More
anyone to start the new round. Attacks deal 1 Setback
dice means more
- Upgrade a SPORE score die: d4 wounds. Gubbin weapons deal (Relevant powerful foe(s).
d12 → d10 → d8 → d6 → d4 DC) wounds instead. PCs get a final action 2 Fatigue
Roll more/split
Point Cost:: 2 3 5 10 when they hit 0 wounds left before dying. pools for more foes.
3 Expiration
Total dice equals
-Pick a Specialty (8 pts, indicate on sheet) Sporecery - PCs can find sacred stalks in the attack damage, roll
wilderness: forgotten, powerful remnants of results equal total
4 Locality
Characters can have up to two specialties. the earliest fungi folk. These blooms contain wounds. Rotate or
These traits have a unique effect on how spell memories that can be used once per remove dice as
5 Percept
characters interact with the world and session each. A stalk contains a random wounds are taken;
makes them more suitable for certain tasks. spell (roll on the next page’s table). Work attack damage
6 Advantage
Some example specialties are listed at the with the GM to determine exactly what lessens with wounds Necropraxis Productions
bottom of the Character Sheet. effect happens when that spell is cast. taken. Be cunning. Hazard System v0.3 (2017)