I suggest this. It changes some definitions so read it as if it were a new set of rules. For example, melee combat is just one roll per side and stunning and immobilization are combined.
You must choose a symbol and color to represent your character. You cannot take a wall, pillar, floor, door, lever, trap, or weapon rack symbol. If a mechanic takes a color then later mechanics cannot take his color, as the mechanic's traps laid will be set to his color.
You begin in a random starting space assigned by the GM. Your goal is to get to the MacGuffin, pick it up, and leave via the main entrance. If you die, you drop the MacGuffin.
You move 6 squares per turn and at the end of your movement you choose your facing and then can make an action. Possible actions include setting a trap, healing a comrade, attacking, changing weapons at a weapon rack, pulling a lever, or grabbing the MacGuffin. Only Rogues can move through someone else's square. Nobody can end movement in someone else's square.
Everyone gets a class, a main weapon, and a secondary weapon.
It's a huge shiny gem! Anyone carrying it gains +2 Move and +1 to Combat rolls. If you die you drop the MacGuffin.
You can make a melee attack on anyone adjacent in one of the cardinal directions at the end of your move. Each side makes their Combat Roll (which is the number attached to the weapon). Whoever rolls higher wins. If the rolls are equal, no effect. If the winner won by 1, the loser is stunned. If the winner won by 2 or more the loser dies.
If you attack from the front your victim has -1 to his combat rolls. If you strike from the side he takes a -2 combat penalty on his rolls. If you attack from behind he has -3.
Ranged attacks count diagonal directions as double distance. All ranged attacks must fire in one of the eight compass directions.
You can be stunned or slain outright. If you're slain you move back to a random unoccupied start location with one fewer life. You start with three lives and are removed from the game after losing all three. That is, you play at 3 until you die, then play at 2, then play at 1, but at zero you are removed.
If you're stunned you lose your next movement and action. Effectively you skip a turn. If you are stunned you cannot be stunned more - effectively being stunned makes you immune to stun until you lose your turn and lose the stun condition. If you're stunned you have -3 to combat rolls.
ClassesMechanicHas five mechanisms at his disposal to set up traps. One mechanism makes one trap in an adjacent square and takes an action. You cannot double-trap a square. Traps are visible and are set off by anyone except allies, the mechanic who set them, and Rogues. If you step on a trap that triggers roll 1d3 1 = slain, 2 = stunned, 3 = no effect and trap jams.
Any mechanic also has the ability to remove or unjam any adjacent trap. Setting or removing a trap is an action. If a mechanic dies then all his traps are removed and he gets five new mechanisms.
If a mechanic removes a trap the mechanism is lost. The enemy mechanic is reset to five carried traps when he dies. If he removes his own trap he regains that mechanism.
RogueCan pass through other players. You cannot end your Move on an occupied square.
You do not set off any traps.
Rogues receive only a -1 Combat penalty for defending regardless of the attack's original direction.
Warrior+1 Melee combat rolls on defense, but +2 on offense.
If you move at least 3 in a straight line and then attack someone on the next square in that line, you get an extra +1.
MageThe target's hair writhes and twists around him. Roll 1d3 1 = stunned, 2 = cut off own beard in horror and shame (lose next action), 3 = no effect. Range 6 LOS.
Release a crackling black bolt of lightning. Anyone in the path has a 1 in 3 chance to be hit. The first person hit rolls 1d12. If that equals range, target is stunned. If it is LESS than range, target dies. The bolt becomes more deadly as it travels.
The target weapon (which can be a secondary weapon) becomes poisoned. On the next hit the victim is poisoned. A poisoned victim has a 1 in 6 chance to be stunned per turn until healed or dead. If he rolls 1 for the poison two turns in a row it kills him. Range 1.
MarksmanCan fire one standard crossbow shot by sacrificing all Move. Can then fire again using Action.
Can fire a shot that bounces. If fired straight it bounces straight back from a perpendicular wall. If fired diagonally the shot turns 90 degrees and continues. For example,
++&+++▓ In this example
▓▓+x++▓ @ fires in the line of Xs
+▓++x+▓ The shot enters the square adjacent to the wall
+▓+++x▓ And then bounces out of that square immediately
++++@+▓ To fly over and (possibly) strike &
If you fail to hit anyone on three turns in a row you Tantrum, throwing random garbage in all directions. Everyone within 4 squares (counting diagonals as double) and in line of sight has a 1 in 4 chance to be stunned.
If you shoot and there is nobody in that line to hit, it doesn't count toward a tantrum. After a tantrum you reset to zero failures.
If you do a double shot and fail to hit anyone in any of your shots that turn, then the turn counts toward a tantrum. But if you hit once and miss once it counts as a successful turn.
PriestThe priest cannot bless himself.
Target has +1 to Combat Rolls until next action. Range 10 and LOS.
Target is healed of Stun and Poison. Range 10 and LOS.
Target gains protection from the next magic spell that hits him. This includes a beneficial spell like a Blessing. The protection evaporates and the incoming spell counts it as a clean miss.
Target gains +1 Move until his next action. Range 10 and LOS.
End ClassesIf you drop your main weapon it is gone and you must take an action while adjacent to a weapon rack to resupply.
Dagger (1d4) +2 Move +2 to attack from behind.
Short sword (2d3) +1 Move.
Hammer (1d6+1) No defensive facing penalties.
Axe (1d8)
Whip (1d8) Stuns instead of kills unless target is already stunned. If it hits, 1 in 2 chance to disarm main weapon.
Mace (1d8)
Pike (1d3) -2 Move. Range 1 diagonal, Range 2 cardinal. Does not hit adjacent cardinals. Roll 1 in 2 to hit. Roll d3 1 = slain, 2 = stunned, 3 = no effect.
Spear (1d10) -1 Move.
Crossbow (1d3) Roll under Range on d10 to hit. Hits intervening targets. Roll d3 1 = slain, 2 = stunned, 3 = no effect.
If you drop or use up your secondary weapon it is gone and you must take an action while adjacent to a weapon rack to resupply. You cannot carry extra Secondary Weapons.
Throwing Knife. You can make a special ranged attack. Hits intervening targets. Roll under Range on 1d4 to hit. Roll d3 1 = slain, 2 = stunned, 3 = no effect. The knife lands on the target's square if it hits, or at maximum range if not.
Shield. You gain +1 to combat value when attacked except from behind. You can downgrade an incoming stun to a no effect, or an incoming slain to a stun, but this shatters your shield. You cannot benefit from a shield if you are wielding a pike.
Flask of Booze. You can choose to drink (and use up) the flask at the start of your turn, curing a stun and poison. This does not use up your action, which comes after your movement.
Voodoo Doll. You can use the doll to cast a spell (Mage or Priest) and ignore LOS restrictions. The spell goes off as if you had cast it from adjacent to the target. You must pick a floor square from which the spell will cast, but this square can be occupied. The doll is burned up when you use it.