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Cripta (EN) (2)
Cripta (EN) (2)
CRIPTA RPG
#0
Translator’s Note
- Rachi
2
“WE CAN’T
STAY HERE,
IT’S BAT
COUNTRY!”
Introduction.................................... 6
1. WHAT IS RPG?............................... 7
2. THE CHARACTER........................... 9
2.1 Name........................................................ 9
2.2 Attibutes.................................................. 9
2.3 HP (Health Points).................................... 10
2.4 Defense and Evasion.................................. 10
3. ITEMS.......................................... 11
3.1 Provisions................................................. 11
3.2 Armament................................................ 11
3.3 Possessions.............................................. 13
3. 4 Relics...................................................... 13
3.5 Occupation.............................................. 15
3.6 Vices and virtues....................................... 16
3. 7 Luck........................................................ 17
4. ROLSS......................................... 19
4.1 Challange rolls........................................... 19
4.2 Advantages and Disadvantages................... 20
4.3 Collective rolls.......................................... 21
4. 4 Combat................................................... 21
4.5 Damage................................................... 21
4.6 Turns....................................................... 22
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INTRODUCTION
CRIPTA is a generic, customizable role-playing game based on a set of
light rules, which offer fast (swift? lively? deadly? ravenous?) game sessions,
dosed in an Old School spirit. It’s written to be played at bar tables, breaks
between classes, or in any free time with friends.
This book contains all the basic rules you need to play a session of
CRIPTA. By convention, typical fantasy troupes were used as an example
but, as you read the system, you will be able to easily adapt its contents to
any other settings.
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1. WHAT IS RPG?
You may think of RPG as a movie, a book or a story where the charac-
ters are controlled by the spectators. During an RPG session there are two
types of players: the judge and the characters. The judge sets up the fictional
world where the adventure happens, and describes what the characters are
seeing and hearing, as well as what is about to happen. The characters - con-
trolled by the other players - are the protagonists of said adventure, and must
have freedom to act, change the course of the story and, of course, taste the
consequences of their actions.
As said in the Dungeon World game manual, a good part of how RPG
works is as a “conversation between friends”. It is an exchange between the
judge and the players where the judge describes the scene and asks what the
characters will do next, and the players describe how their characters will act,
and so the story goes forward.
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In order to play CRIPTA RPG you need:
• A group of 2 to 6 people.
• Pen and paper.
• At least one copy of this book.
• A prepared adventure.
• A good amount of six sided dice (D6);
a full RPG dice kit could also prove useful.
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2. THE CHARACTER
2.1 NAME
Your character’s name. Try to give them a name proper to the adventure
presented.
2.2 ATTRIBUTES
the physical and mental characteristics of a character, are divided into:
• Strength (STR): Physical prowess, used
to lift and push heavy objects.
It is also used in most melee attacks.
• Agility (AGI) : Bodily control, movement
precision and balance. Affects Evasion and is is
used in most ranged attacks and some meele.
• Intelligence (INT): Used to retain
information, make deductions and to
get to the right conclusions.
• Charisma (CHA): Defines the character’s
influence and personal magnetism, as
well as their mental strength, empathy
and other personality traits.
• Fortitude (FOR): Vitality,
stamina, resistance to poison, hunger,
cold and other bodily afflictions.
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The player must roll 1D6 to define the value of each attribute in sequence.
So first they roll for STR, then for AGI, and so on. Attributes max at 5. If the
player rolls a 6, they get an extra +1 on an Attribute of their choice.
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3. ITEMS
3.1 PROVISIONS
Basic survival items, usually consumed
on single use, like water, food, medicine,
torches, traps, etc.
3.2 ARMAMENT
Weapons are categorized by the quality of their components and
fabrication. Weapon modifiers go from +1 to +3. This modifier is added to
the damage of Attack Rolls (more on Combat).
Armors are vestments that offer extra protection to the wearer and are
classified in two categories: Light, which offers damage reduction but are
damaged when used, and Heavy, which give Armor bonuses but also give
Evasion penalties.
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Each point of durability can be converted into a point of damage reduction
against an incoming attack. A few hours are needed to repair Light Armor.
Heavy Armor can only be used by characters who have Strength equal to
or higher than 2.
Damaged shields can be repaired with some time and appropriate tools.
When a shield’s durability reaches 0, they break and become useless. When a
shield breaks in the hands of a character, that character receives disadvantage
on their Evasion rolls until their next turn.
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3.3 POSSESSIONS
They are broader worldly items, whichever doesn’t fit into the previous
categories. The following is a list of possessions to be used in any way that
is convenient.
3. 4 RELICS
These are items that have inexplicable special properties. Whether by
contact with a divine entity, by exquisite forging, or by means of advanced
technology, each relic is unique in the world, and leaves legends wherever
it goes. There are relics from the most trivial to the most powerful, but
all are rare and valuable. Adventures and even entire campaigns can be
formed around a relic. Relics have their own file, which can be downloaded at
@cripta_rpg.
Some Examples:
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• Savingthrow, (long sword +1 blessed by Episte, the Fair God.)
It has the appearance of an ordinary long sword, but the attentive
eye perceives that it emits a pale glow. SavingThrow emits a blind
glow when it cuts human flesh and
blinds everyone Nearby, preventing them
from acting on their turn. With each blow,
SavingThrow gathers the sins and
injustices of those hit by its blade,
accumulating their sentences and
doubling their weight. Each
successful blow deals 2 or more
damage doubles the sword’s
weight, causing a penalty on
attacks that use STRENGTH.
• Berkizg’s Cup
Cup adorned by the millennial king, who is able
to bring from the dead whoever drinks from it.
When used once for this purpose, it breaks into
a thousand pieces.
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3.5 OCCUPATION
Occupation is her character’s former job, which he did before throwing
himself into the short life of an adventurer.
The table below, like most of the lists, is not exhaustive and serves as an
inspiration and model for judges and players to create their own.
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[a] Axe (+2), a harpoon, a canoe.
6. Peasant
[b] Pitchfork (+1), a sacred symbol, bread.
1. Fair 6. Addict
2. Chatty 7. Accumulator
3. Soft Heart 8. Violent
4. Liar 9. Paranoic
5. Altruistic 10. Chaste
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3. 7 LUCK
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CRITICAL STRIKE
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4. ROLLS
CRIPTA RPG uses a binary, success and failure dices system. The basic
dice is D6, with the following possible outcomes:
D6
1,2,3 FAILURE
4,5,6 SUCCESS
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TABLE 2.2 - Difficulty Levels
Unique achievements,
4 hits
that will be remembered.
4. 4 COMBAT
A fight is a dispute between two characters, and it can work two ways:
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• Attack roll vs Evasion: the attacker rolls the attribute’s dice
(physical attacks often use force ou agility), and the
target rolls his Evasion dice. For a successful attack roll,
the attacker’s hits must be equal to or greater than
the Evasion’s hits.
• Attack roll vs Defense: The attacker rolls the
attribute’s dices against the opponent’s Fixed Defense
(FD). For a successful attack roll, the hits must be
equal to or greater than the defense value.
4.5 DAMAGE
Combat damage is determined by the number of
sucess minus the attack roll, subtracted by defense
or evasion, and added to the weapon’s bonus.
1 2-3 4-6
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4.6 TURNS
When starting a combat, the turns are individualized and the characters
involved act in an order determined by an initiative roll: each one rolls a 6-si-
ded die and adds the result to the value of the agility attribute. The highest
values act first.
Nearby up to 9 meters
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CRIPTA RPG is a system of rules for
fast, generic and fierce
role-playing games
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