Professional Documents
Culture Documents
Trashladn
Trashladn
Trashladn
Character Creation
Roll 1d4 + 1d6 + 4 to determine your Muscle, Step, Heart, Noggin, Smiles, and Eyes. Roll 4d4,
taking the two closest to 3 (if 3 or more are of equal difference to 3, your choice). Add your Heart
modifier to find your Body.
Damage
If you're dealt damage, roll 2d6, taking the one closest to you to see where the attack hits you; 1:
head (Noggin), 2: left arm, 3: right arm, 4: chest, 5: left leg, 6: right leg. If the attacker rolled a
mega-hit against you, bad luck – YOUR LIMB FALLS OFF! Your Max. Body is reduced by 1 (min.
1) until you can scrounge up a replacement, or re-attach the old one.
Acting
During combat, each player has 1 primary action and 1 secondary action. You may only spend your
primary action on your turn, but you can spend your second action either on your turn or anyone's
turn after, as a response.
Death
If you die – tough luck, but you're not out yet! You sink into the garbage, losing 1 of your hopes,
and describing (in excruciating detail) how you do so. You come back, crawling out of a nearby
garbage patch. As something immortal though, you're not invincible – If you ever lose all of your
hopes, you simply become too sad to swim back up out of the garbage. You also die if you lose all
of your limbs.
Attacking
Roll your weapon's attack die (AD) to see if it hits – rolling over the target's armor means YOU
HIT! Deal damage equal to the difference. Good job!
Initiative
To determine initiative, each player stacks as many dice of a set as they can. They note down the
number of dice stacked + their Step – 10.Whoever has the highest number goes first, then it goes
anti-clockwise. If the highest person put a d4 at the bottom though, they immediately go last and
initiative passes to the person to the right (there's no need to be a show-off).
Weapon-Makery
3 Axe 1 Labrys
(Upgrade Damage Die) 2 Handaxe
3 Onzil
4 Halberd
5 Splitting Maul
6 Epsilon Axe
4 Sword 1 Flyssa
(Upgrade Damage Die) 2 Scimitar
3 Rapier
4 Estoc
5 Zweihandler
6 Claymore
5 Blunt 1 Bludgeon
(Upgrade Damage Die) 2 Mace
3 Nunchucks
4 Morningstar
5 Flail
6 Kanabo
8 Bow 1 Flatbow
(Upgrade Range) 2 Shortbow
3 Longbow
4 Crossbow
5 Reflex Bow
6 Recurve Bow
9 Staff 1 Quarterstaff
(Upgrade Range) 2 Singlestick
3 Makila
4 Baston
5 Throwing Stick
6 Reroll (I couldn't think of another)
1 Copper
2 Silver
3 Aluminum
4 Cobalt
5 Tungsten
6 Platinum
7 Nickel
8 Zinc
9 Iron
10 Lead
11 Polycarbonate Plastic
12 Ultra High Molecular Weight Polyethylene Plastic
13 Polypropylene Plastic
14 Neoprene Rubber
15 Silicone Rubber
16 Clear Quartz
17 Diamond
18 Limestone
19 Basalt
20 Gold
D5 + D10 Quirk
1 Smell 1 Smells like burnt rubber
2 Smells like rotting meat
3 Smells like old leather
4 Smells like an old person's home
5 Smells like cleaning liquid
6 Smells like petrichor (you shouldn't need to look this up)
7 Smells like rock dust
8 Smells like seawater
9 Smells like oil
10 Smells like a wet dog
D20 A Previous Bearer... (Roll 1d4 for number of previous known bearers)
1 Broke it, but fixed it (kind of...)
2 Used it to win a war
3 Showed it off to anyone who would listen
4 Kept it hidden
5 Used it in an ancient ritual (all cult-like)
6 Used it to assasinate a powerful figure
7 Experimented on it
8 Forgot about it and lost it
9 Kept it in a glass case
10 Tried to sell it for a pair of animal-themed socks
11 Shot it out a cannon
12 Was killed with it by someone else
13 Was robbed of it
14 Never used it
15 Carved their initials into it
16 Got it as a present from a relative
17 Killed a puppy with it (accidentally or not)
18 Tried to use it to bribe / break out of a jail
19 Bought it off of a beggar
20 Killed themselves with it (by accident)
You may also spend 15g to gain +1 to damage, 25g to gain +1 to Attack Die, and 50g to gain +1 to
AC while wielding the weapon.
De Scarey Fellas
Each monster has a number of Harm Dice. To find a monster's HP, multiply their HD by 4.
Monsters add their HD to each ability roll. Their attack die has an attack die, depending on their
HD.
1-2: d4
3-4: d6
5-6: d8
7-8: d10
9+: d12
Each monster can attack a number of times per turn equal to their HD divided by 3, rounding up.
Roll on the following tables to determine your monster's traits, which may encompass some
additional abilities.
2D20 Flesh
1 Gooey
2 Chitinous
3 Scales
4 Feathered
5 Bone
6 Polychromatic
7 Lightning
8 Eyeball-Covered
9 Bioluminescence
10 Stony
11 Rust
12 Transforming (Imagine Mimics)
13 Leathery
14 Veiny
15 Furry
16 Waxy
17 Wood-Like
18 Gossamer
19 Oily
20 Iridescent
D8 Arms
1 0 Arms
2 1 Arm
3-6 2 Arms
7 3 Arms
8 4 Arms
D8 Hands (Per Arm; Roll 1d4 for where additional hands are located; 1: Elbow, 2-4: Palm)
1 0 Hands
2-6 1 Hand
7 2 Hands
8 3 Hands
D8 Legs
1 0 Legs
2 1 Leg
3-6 2 Legs
7 3 Legs
8 4 Legs
D8 Feet (Per Arm; Roll 1d4 for where additional feet are located after first; 1: Knee, 2-4: Ankle)
1 0 Feet
2-6 1 Foot
7 2 Feet
8 3 Feet
2D10 + 2D20 Interesting Monster Features (If it doesn't make sense, make it work)
1 Its tongue is... 1. Disproportionately large.
2 Its eyes are... 2. Invisible.
3 Its tongue is... 3. Weirdly soft.
4 Its nose is... 4. Covered in thorns.
5 Its neck is... 5. Caked in acid.
6 Its arms are... 6. Iron-cold.
7 Its legs are... 7. White-Hot.
8 Its torso is... 8. Ferrous.
9-10 Its [Physical Feature] is... 9. Gravitationally odd.
10-14. Robotic.
15. 4-Dimensional.
16. Lets off a noxious gas.
17. Dagger sharp.
18. Covered in hard bone.
19. Pure energy.
20. Badly fixed with open wiring.