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The Flashventure

The document provides an overview of the rules for creating and playing a character in the Flashventure roleplaying game. It describes the types of polyhedral dice used to determine outcomes. It outlines a 5-step character creation process that involves rolling dice to determine abilities, hit points, speed, starting weapon, and starting equipment. Characters have 4 abilities - Strength, Dexterity, Intelligence, and Magic - and hit points represent how much damage they can take. The document also includes sample tables for determining starting weapons and equipment.

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arthur
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0% found this document useful (0 votes)
15 views

The Flashventure

The document provides an overview of the rules for creating and playing a character in the Flashventure roleplaying game. It describes the types of polyhedral dice used to determine outcomes. It outlines a 5-step character creation process that involves rolling dice to determine abilities, hit points, speed, starting weapon, and starting equipment. Characters have 4 abilities - Strength, Dexterity, Intelligence, and Magic - and hit points represent how much damage they can take. The document also includes sample tables for determining starting weapons and equipment.

Uploaded by

arthur
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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THE FLASHVENTURE

COMPENDIUM DRAFT
WELCOME TO FLASHVENTURE

The world of Flashventure is


WHAT YOU NEED

THE DICE

Flashventure uses standard polyhedral dice to determine


outcomes in the game. These are referred to as d4, d6, d8, d10, d12 and d20. The d stands
for dice and the number is the number of sides the dice has.

Example: A d20 means a twenty-sided-dice.

Sometimes you’ll see a number before the d as well, which means you need to
roll multiple of the same dice and add the results together.

Example: 2d4 means roll two four-sided dice and add the results together.

In addition to the six dice there’s also the enormous d100, or percentile dice. Just roll a pair
of d10’s treating one as the tens value and the other as the units value.

Example: A roll of 5 on the first d10 and a roll of 6 on the second d10 is 56.

A pair of 0’s is 100, not 0.


Sometimes rules might tell you to modify a dice roll after it’s rolled.

Example: 2d6 + 4 means you roll two, six-sided dice and add 4 to the
result.
CREATING A CHARACTER

This is where a Player’s adventure starts. If you’re playing as a character,


follow these steps one by one. You will need a Character Sheet and
Item Pouch to mark down your progress.

STEP 1: ABILITIES

As an adventurer you have four Abilities: Strength, Dexterity, Intelligence, and


Magic.
For each Ability, roll 2d6 and write down the lower number on your
Adventurer’s Sheet next to that Ability.

Example: You roll a 2 and 4 for Strength. The smaller number is 2, so your
Strength is 2.

You may optionally swap the rolls of


two Abilities.

Any Ability of 1 is particularly ordinary, 3 is extraordinary, and anything over 5 is


otherworldly.
ST means Strength, IN means Intelligence, DX means Dexterity, and MG means Magic.
STEP 2: HEALTH POINTS

Your Health Points (HP) represent how much physical and mental trauma you can
take before you die. To determine your Hit Points, add all your abilities and add 2.
Your HP might represent your endurance, your previous injuries, or your size.

STEP 3: SPEED

Your Speed represents how far you can move in six seconds. All characters start
with a Speed of 30ft. The distance you can jump, climb, and swim is half of your Speed
(15ft). The height you can jump is a third of your Speed (10ft).
STEP 5: STARTING WEAPON

Now for your first Treasure, a weapon! Every Character starts with a
Weapon, maybe a family heirloom, a rusty tool, or a scavenged item.
Roll on the Starting Weapons table below to determine what you start with.

<insert starting weapons table>


It’s a dangerous and unforgiving world out there, who knows what you might
need. In preparation for your adventure you’ve managed to acquire a couple
of other odds and ends you might
find useful.
Roll once on the following tables and add the results to your Backpack.
The Local Tavern (d12)
1 Flask or Interesting Book
2 Bottle of Ale or Wine
3 One Day of Rations
4 Candle
5 Dice Set or Deck of Cards
6 Mirror or Something Fake
7 Grappling Hook or Caltrops
8 Sling & Ten Ball Bearings
9 Marbles or Cigarettes (12)
10 Unusual Item of Clothing
11 A Musical Instrument
12 Lockpicks or Spyglass
Third-Hand Armor (d10)
1-7 Nothing
8 Unflattering Helmet
9 Shield with Animal Painting
10 Itchy Leather Armor

General Store (d20)


1 Rope (50ft)
2 Chalk or Shovel
3 Soap or Bear Trap
4 Torch
5 Lantern + Oil
6 Bucket
7 Flint & Steel
8 Wine or Bedroll
9 Parchment, Quill & Ink
10 Crowbar or Spikes (5)
11 Facepaint or String
12 Hammer or Matches (12)
13 Whistle or Pick
14 Blanket
15 Fishing Rod
16 One Day of Rations
17 Cooking Pots
18 Net or Something Gross
19 Glue or Grease
20 Tent or Mule (+5 Slots)

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