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Skorne v.1.0 Spreads
Skorne v.1.0 Spreads
CREATED BY
SAM DOEBLER
PREFACE RULES III:VIOLENCE
One player is SKORNE the devil prince: commander of 3:1 All actions are taken simultaneously.
demon rulers and their armies. The other players are 3:2 Damage is dealt in hits: one hit for simple weapons, two
renegades, part of mankind’s insurrection against the for martial weapons, three for devastating weapons, four for
darkness that reigns. Overthrow the evil Tyrants. Free deadly weapons. Damage is instant, no roll required.
chained captives. Fight to the last man. 3:3 Good positions and clever tactics increase damage dealt.
To play, bring these rules, scratch paper, writing 3:4 Renegades have hits equal to six plus their Strength.
instruments, and at least two six-sided dice (2d6). These rules Armor provides one additional hit to the wearer but is a
will be marked up during play if not outright destroyed. bulky item. Shields also provide one additional hit but
Bring also a source of fire and a brazier of any size. Use require one hand to use.
them to dispose of discarded notes and rules, and the sheets 3:5 When a character is out of hits, they are incapacitated. If
of dead renegades. they go below zero hits, they are slain.
3:6 When a renegade dies, do not linger but instead call forth
RULES I:ABILITIES
a new, determined soul.
1:1 There are three abilities: Strength, Dexterity, Willpower.
3:7 Humans recover one hit after a night or day of resting.
1:2 Strength is lifting, grappling, enduring. Meals help recover an additional hit.
1:3 Dexterity is dodging, balancing, fleeing. 3:8 People carry as much as makes sense, but carrying three
1:4 Willpower is persuading, deceiving, using Powers. bulky items will hinder them.
3:9 Time and fate make fools of us all.
RULES II:ROLLS
2:1 The vast majority of actions described require a quick RULES IV:MAGIC
judgement call to resolve. Renegades who leverage their 4:1 Magic is corruption.
environment, use their items and common sense, and clearly
4:2 Any soul may wield Fire as their Power.
declare their actions often receive success. The consequences
of any described actions follow accordingly. 4:3 Using a Power is an uncertain action.
2:2 When a renegade takes an uncertain action, Skorne rolls 4:4 Instead of rolling 2d6, the player rolls as many d6s as they
2d6. If the action is against another character, add the dare and adds Willpower.
appropriate ability of that opponent. 4:5 Each die that shows ‘6’ is a disaster. Folly and distortion
2:3The player then rolls 2d6 and adds the appropriate ability. are not without consequence.
2:4 If the player rolls higher, they pass. If Skorne rolls 4:6 If two or more dice show ‘6’, the next of the seven seals is
higher, something nefarious comes to pass. If tied, do both broken. Roll on the broken seal table. When the seventh
or roll again. seal is broken, the world is ruined and the game
ends. Tear the rules into seven pieces and burn them.
RULES V:APOCRAPHAN
The following passage is an example of a session underway. It has no
direct bearing on your game:
Skorne: Having travelled three days on your way to Gutscar
Keep, you come to a fork in the road. A tall horned demon
stands guard in full gold plate armor resting a skull club on
his shoulder. What do you do?
Clovis: Should we just sneak around?
Bianca: No good. That old woman warned us to stay on the
path. Don’t disregard decrepit fortunetellers.
Clovis: Got it. I step forward and say, “We are willing to pay
for safe passage. Would 70 Gold Crowns do?”
Skorne: The giant stands in silence.
Clovis: I quickly charge. That’s Dexterity, right?
Skorne: Right. I’m going to say that this has decreased risk
because the demon’s bulky armor slows him down. A minus
one for him. [Rolls 2d6] 6 total.
Clovis: [Rolls 2d6] 3 and 4 plus 1 is 8. I move behind him.
Skorne: You do that. Bianca, what do you do?
Bianca: I’ll use the power of fire. I have a feeling we’ll need
magic for this fight. Just a giant blast directly at him. I’ll roll
three dice.
Clovis: Please be careful. We can’t break another seal…
Bianca: You’ll be fine. You’re behind him, right?
Skorne: [Rolls 2d6] That’s a 10.
Bianca: [Rolls 3d6] Adding Willpower... that’s 11 total.
Skorne: The demon is engulfed in flames, taking 3 hits. He
only has four left. He roars loudly and you smell his charred
flesh. I see you rolled a “6” there too. Here’s the disaster:
Clovis, you catch fire. Take 1 hit.
Clovis: “You’ll be fine.” I’ll choke him from behind, still on
fire. Strength roll?
Skorne: No, he’s distracted. The outcome seems pretty
certain here. You’re gripping him from behind and can take
him down. His arms are flailing around as he curses.
Bianca: I move to strike him in the chest with my knife.
Skorne: His eyes burn with rage as he swings wildly and
smacks you with the club, sending you flying back... and off
the road.
Bianca and Clovis: Oh no...
Skorne: A dead hand bursts from the earth and grips your
wrist, pulling with fearsome strength. The demon continues
to rage as he takes another hit from his burns. And Clovis,
you’re still on fire. What do you do?
Here ends our reading… What happened next is up to your
imagination…
RULES VI:CREATION
6:1 In the beginning, give your renegade a name, though it
will not save them. Names have power. Older names have
even more power.
6:2 Roll 2d6 for each of the three abilities. A result of two or
three subtracts two. Four or five subtracts one. Six to eight is
nothing. Nine or ten adds one. Eleven or more adds two.
6:3 Gain 2d6 x 10 Gold Crowns (GC), enough for a week of
hired labor of varying quality.
6:4 Go to the next page. Add the abilities together to find
which row to roll on. Then roll 1d6 to find the column and
take that renegade package. Mark that package used.
6:5 If another renegade has taken that package, take the next
unused package to the left and so on. Move to the rightmost
package on next row up if this is not possible.
6:6 If a player rolls and is unable to get an unused package,
there is no one left alive. Humanity has lost and the
game ends. Burn the rules as the world is consumed.
1 2 3 4 5 6
Power: Death Power: Shadow Power: Bone Power: Blood Power: Stars Power: Tar
-5 Garrote Poison Spiked club Longbow Flail Longaxe, bone
Knife Grapple hook Full armor Royal flag Lantern Sack
or Boltcutters Waterskin Torch
Cloak Rope Horse
less Crucifix, wooden Cataracts, spreading Missing finger Steel wire Double-jointed Crucifix, silver
Power: Gust Power: Ash Power: Sea Power: Bark Power: Ice Power: Fungus
-3 Billhook Halberd Spear Oar, chewed Knife Hammer
Lantern Fire oil Shield Crucifix, wooden Net Full armor
or Torch Fishhook and line Mule
Blastpowder Metal ingot Medicine box
-4 Missing eye Idiot twin Authored book Clothing, old-time Love letter Cart, wooden
Power: Rain Power: Stone Power: Corrosion Power: Glass Power: Thunder Power: Metal
-1 Zweihander Morningstar Flail Halberd Longspear Twin blades
Minor fame Fake jewelry Blastpowder Flute Full armor Skeleton key
or Grapple hook Manacles Medicine box
Mirror Clothing, formal Glue
-2 Locket, silver Missing arm Tattoos Guild credentials Soothing herbs Book of Scriptures
Staff Hefty rock Knife, rusty Oar, broken in two Sling Sharpened stake
+5 Mule Sack Femur Pet rat Liquor Smokedust
Snare Dead bird Flute, silver Antitoxin Poison Metal ingot
or Meat Grapple hook Letter of pardon
Star chart Torch Fishhook and line
more Bloody eye Tunneler vision Clothing, fine fur Illiterate Crucifix, wooden Perfume
d66 Broken Seal
11 Animals die - “Your oxen shall die and herds wither…”
12 Animals transform - “And the land covered with beasts…”
13 Assassination - “Wrenched both by and before their fate…”
14 Betrayal - “Enemies closer… And friends estranged…”
15 Blood rain - “The heavens spill forth essence of sacrifice…”
16 Crops fail - “Food shall inhabit the hues between green and grey…”
21 Deadly fog - “The mists dissuade inhalation… Travel declines…”
22 Demon call - “Hosts arrive and hosts they become…”
23 Disappearances - “Even the closest watches will one dusk tire…”
24 Drought - “Even wealthiest will dream of rainy days…”
25 Endless darkness - “The sun shine not upon any head or horn…”
26 Endless thunder - “The clouds dare not break despite the crashes…”
31 Endless winter - “Time as frozen as the cold earth…”
32 Eruption - “The ground bursts with fire, clumped mudmen clamber…”
33 Famine - “Rotten fruits remain… vermin are reluctantly stewed…”
34 Flooding - “High waters force pilgrims to even higher grounds…”
35 Forgetfulness - “Even the wombed are devoid of fond memories…”
36 Graves open - “Vengeful ancestors bemoan cramps of hunger…”
41 Innocents taken - “Unable to lift a sword, no shackles will be rent…”
42 Intense gusts - “Sailors lost to fickle winds and sinister spirits…”
43 Invaders - “Barbarians seize valuables and cast aside treasured ones…”
44 Iron rusts - “The demons’ vulnerability snatched by cursed fortunes…”
45 Maggots - “The dead are no longer along in being plagued by worms…”
46 Magic doubles - “Arcane multiplication spells certain doom…”
51 Mass aging - “More wrinkled warriors, fewer haired recruits…”
1 2 3
4 5 6
7 8 9
Each space represents a room or area in the dungeon.
The numbering of these spaces can be in any order you
choose, but the lowest number room is the first space and the
highest number is the goal (treasure, hostage, Tyrant, etc,).
Renegades move in the four cardinal directions from one
space to another. This creates loops of spaces to explore
while directing the experience towards a climax.
Here is a checklist of things to include in the dungeon:
• Valuables to take. This is a strong incentive to explore.
• Things to attack. Easy threats instill (false) confidence.
• Things that attack the renegades. Danger lurks.
• Things to experiment with, don’t have to be magical.
• Things that differentiate the ways to go. Create choices!
• Ways to get scars, powers, or transformations.
• Obstacles and hazards. Make them obvious.
• Beings to talk to. Humans, demons, animals, monsters.
• Secrets. Things that are difficult to find or learn.
• Reminders that Skorne is in charge. Because you are.
Touchstones
Playing
• Dark Souls
• Darkest Dungeon
• MORK BORG
• Maze Rats
• Any Planet is Earth
• Into the Odd
Reading
• Berserk
• Attack on Titan
• Goblin Slayer
• Vinland Saga
• The Tapestry
• The Witcher
• The Screwtape Letters
Listening
• Greta Van Fleet