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If a character wants to attempt something with a chance of success and failure, they should roll a CHECK. This means rolling a d20 and adding the relevant stat. If they match or beat the Target Number, they succeed in the action.
Some CHECKs have a small chance of accidentally succeeding no matter what. In these cases, a roll of 20 automatically succeeds, regardless of whether the total matches the Target Number (TN).
If something with stats is opposing a character's CHECK, then the TN they must match is equal to 10 + the opposition's relevant stat.
When a character takes damage that would reduce them below 0 HP, apply the effect on the Death Die Table indicated by how much damage they've taken below 0, then set their HP to 0.
If a character takes damage while they have any Death Dice, roll that many d6s and add it to the damage taken.
Many areas of the mall are too dark to see in, and most CHECKs performed in the dark will have higher TNs.
Regardless of lighting or architecture, characters can only just see into the next area as the supernatural darkness bears down on them.
Whenever time passes or the party is especially conspicuous, roll 1d4 to see if there is a random encounter. On a 1, roll on the relevant encounter table to determine what the encounter is.
Whenever a character sits down and has lunch, they regain all their HP and lose up to one Death Die. In order to have lunch, you need food and a quiet moment.
Whenever a character has a good sleep, they regain all their HP and lose all their Death Dice and Minor Injuries. If characters attempt to sleep in an unsecured spot, check for random encounters 6 times. Any damage incurred by these random encounters is not healed by the rest.
At the start of a time-sensitive situation, each participant rolls an INITIATIVE CHECK. Each participant takes a turn performing actions, starting with the participant with the highest INITIATIVE CHECK result.
On your turn, you can perform one primary action, one secondary action, and one movement. Primary actions are things such as throwing something big, hacking a terminal, or attacking something with a weapon. Secondary actions are things like throwing something small, pressing a button, or picking up a weapon. Movement is things like walking, running, or jumping. You may use your primary action to do a secondary action or movement.
Attacking is usually an Opposed CHECK of ATTACK versus DEFENSE. If it succeeds, it deals damage based on the weapon used to attack (or 1 if you're unarmed).
Normally, you can move up to 6 meters on a turn. For every 4 points of MOVE stat, modify this distance by 1 meter.
You can delay taking any amount of your turn until later. Describe what actions you wish to take, and what moment you're waiting for. If and when that moment happens before your next turn, you may perform the actions.
When you drink a bottle of Level Up!, you gain:
Bottles of Level Up! can usually be bought from vending machines for 4 Experience Quarters. The whole group can share one bottle of Level Up! and still get the effects.
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