Skip navigation and header
HUN Bigger text

Sleazan: D&D

Rules

Dices

Usually, the game uses d4, d6, d8, d10, d12 and d20 dice, but there may be exceptions.
Most actions are done with a d20 roll.

Levelling up

LvL 1: Players start at this level, so the player gets nothing.
LvL 2: When players reach this level, they get 2 stat points, i.e. 1 bonus. And a feat or a skill point.
LvL 3: When players reach this level, they get 2 stat points, i.e. 1 bonus.
LvL 4: When players reach this level, they get 2 stat points, i.e. 1 bonus. And a feat, or an ability.
LvL 5: When players reach this level, they get 4 stat points, i.e. 2 bonuses.
LvL 6: When players reach this level, they get 2 stat points, i.e. 1 bonus. And a feat or a skill point.
LvL 7: When players reach this level, they get 2 stat points, i.e. 1 bonus.
LvL 8: When players reach this level, they get 2 stat points, i.e. 1 bonus. And a feat, or an ability.
LvL 9: When players reach this level, they get 2 stat points, i.e. 1 bonus.
LvL 10: When players reach this level, they get 4 stat points, i.e. 2 bonuses. And a feat or a skill point.
LvL 11: When players reach this level, they get 2 stat points, i.e. 1 bonus.
LvL 12: When players reach this level, they get 2 stat points, i.e. 1 bonus. And a feat, or an ability.
LvL 13: When players reach this level, they get 2 stat points, i.e. 1 bonus.
LvL 14: When players reach this level, they get 2 stat points, i.e. 1 bonus. And a feat or a skill point.
LvL 15: When players reach this level, they get 4 stat points, i.e. 2 bonuses.
LvL 16: When players reach this level, they get 2 stat points, i.e. 1 bonus. And a feat, or an ability.
LvL 17: When players reach this level, they get 2 stat points, i.e. 1 bonus.
LvL 18: When players reach this level, they get 2 stat points, i.e. 1 bonus. And a feat or a skill point.
LvL 19: When players reach this level, they get 2 stat points, i.e. 1 bonus.
LvL 20: When players reach this level, they get 4 stat points, i.e. 2 bonuses. And a feat, or an ability and an ability point.

Success

Default: 1d20 + modifier vs. target number (DC).
Success: Roll 11 or higher.
Critical failure: NAT 1.
Critical Hit: NAT 20.

Stats

There are 6 types of stats in the game (Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma), and the rolls are usually made up of the bonuses of these values.

Abilities

Each character usually starts with 3 abilities, which can be developed and expanded later on at given levels.

Movement

Each character has a movement speed (expressed in squares) that determines how far they can move in a turn. Movement can be simple walking, moving over difficult terrain, running, climbing, swimming, or flying.

Crashing into the wall

It deals D4 damage for each not walked squares.

Initiative

At the start of combat, each participant rolls a d20. The result of the roll determines the order of action.

Attack and Defense

Targeted Attack: The target's AC must be rolled (Body, Head, Arms, Legs).
Untargeted Attack: The general AC must be rolled.
Damage: The damage rolled is subtracted from the target's health.
Healing: Outside of combat, the maximum rollable value is entered.

Turn structure: Action

Usually, during a turn, characters can take one main action, which can be an attack, use an ability, or any other significant activity.

Turn structure: Bonus Action

Bonus actions are usually less powerful than a character's main action, but they can be important in strategic decisions. Also, if the character has such a feat, they can perform a main action as a bonus.
Typical bonus action actions: encourage, demotivate, intimidate, knock down, push away, help up, investigate, sprint, repairing and reloading weapons, equipping new weapons, escape.

Turn structure: Reaction

Characters can make a reaction in response to events outside of their circle. Reactions can be used during special events, such as avoiding an enemy attack.

Turn structure: Free Action

During the round, it is also possible to do free actions, such as moving, changing weapons once, reloading certain weapons. Of course, the short exchange of words also belongs here.

Experience and Development

The XP system works with individual experience points. Players earn XP for various activities and completing challenges.
At certain levels, players can acquire new abilities and feats.

HP

A character's health determines how much damage they can take before being incapacitated.

Knockout / KO

When a character's health drops to 0 or below 0, they faint. There is no KO for minions, they die instantly. At an NPC, the first damage after KO kills.

Incapacitated

When the player is in KO status, they can roll maximum 3 saves to get to a stable but passed out state. In case of 3 failures, the character does not die, but cannot be awakened until the end of the battle. When in KO, the healing received is halved.

Awakening after KO

NPC remains incapacitated. A character gets one health after a successful save, but another character has to wake them up. After a KO, the person cannot perform a main action in the next round.

Injury

KO + 0 failure -10% Max HP
KO + 1 failure -20% Max HP
KO + 2 failures -30% Max HP
KO + 3 failures -50% Max HP.
The damage does not stack, if they are knocked out again, the greater damage remains.

Healing an injury

Usually the character heals by 5% after a long rest.

Healing in battle

The amount of healing must be rolled during combat.

Heal outside of battle

Outside of combat, the given amount of healing is maximum, don't need to roll.

Defense

By default, each character has their own base AC, which can be modified by the armor they wear.
We distinguish between two types of attacks: Non-targeted attack, Targeted attack.
For non-targeted attacks, defense is the base AC + Constitution bonus.
For targeted attacks, since they are divided into parts of the body here, the head, the chest, the hands and the legs have their own AC, which consists of the basic AC and the clothes worn.

Saving Throws

Characters can make saving throws in various situations, such as against traps. Saving throws have different attributes (e.g. Strength, Dexterity).

Ability Checks

When a character has to perform a certain task (e.g. break in a door, detect a trap), they make a skill check. These trials use the bonuses from the six basic stats.

Equipment and Item Usage: Weapons

Each weapon has its own attack value, damage type, range, and special properties. Each weapon also has durability, so they can break or be destroyed during use.

Equipment and Item Usage: Ammo

Ammunition is an item required for ranged weapons. These are one time use and may run out during combat.
All ranged attacks require ammo. The type of ammunition can affect damage, and certain ammunition can also cause special effects.

Equipment and Item Usage: Armors

Armors increase a character's defense, protecting them from attacks. Different types of armor provide different protections, advantages and disadvantages.

Equipment and Item Usage: Drinks

Drinks contain different liquids, such as water or wine.
Some drinks can have regenerative effects, while others can give temporary bonuses to attributes. Certain drinks can also have harmful effects, such as poisoning or intoxication.
It is mandatory to drink at least one liquid per day.

Equipment and Item Usage: Food

Food provides the basic nourishment for the characters. These can be simple foods like bread or meat, or special dishes that have special effects.
Food helps characters maintain their stamina and stay alive during longer adventures.
Eating at least one meal a day is mandatory.

Equipment and Item Usage: Medicine

Medicines are used to treat various diseases and poisonings. They can be herbs, salves, or remedies made by spells.
Characters may be able to get rid of various negative effects such as poisoning or disease. Certain medicines can also heal damage.

Equipment and Item Usage: Jewelry

Jewelry is a decorative object that can also have magical properties. These can be rings or necklaces.
Jewels can grant temporary or permanent bonuses to attributes or grant the wearer special abilities.

Equipment and Item Usage: Illegal

Illegal items are things whose use or possession is prohibited by the laws of the world. These may include illegal weapons, poisons, or drugs.

Equipment and Item Usage: Other

The "other" category includes objects that do not fit into the above categories, but may still be important for the characters.
These items can serve a variety of purposes, such as tools, props, or trade goods.

Carrying Capacity

Characters have a maximum amount of space in their bag of a given size that they cannot exceed. If exceeded, the given object falls to the ground.
In certain places, it is possible for each player to sell and store the contents of their bag in a chest.

Item Use During Combat

Retrieving or storing certain items may cost an action or bonus action.
Using potions, repairing weapons, reloading weapons costs a bonus action, unless the item description says otherwise.

Durability of objects

Some items may have durability points. If an item takes too much damage, it can become useless and disappear for good.

Repair of objects

Damaged items can be repaired, which requires a visit to the respective store. The cost of repair depends on the type of item.

Markets and Shops

Players can buy or trade equipment at various locations. The price of the items may vary depending on the location, demand, and supply.

Rest

Resting gives characters a chance to recover resources such as health, spells, and certain abilities.
Usually only long rest is possible, but the given situation can bring this differently.

Challenge Target numbers

Each skill check, attack, or saving throw has a specific target number that must be rolled to succeed. The target number controls the difficulty of the task and is a key element of the gameplay.

Conditions

Characters can take on different states (e.g. stunned, intimidated, paralyzed) that affect their abilities.

Damage Resistance

Some characters, creatures, or items are resistant to certain types of damage, which reduced the amount of damage.

Definition of Feats

Feats are special abilities that allow characters to gain unique advantages or abilities, increasing their effectiveness in various areas of the game.

Gaining Feat

Feats can be earned by players when leveling up.

Effects of Feats

Each feat grants the character specific bonuses and modifiers that improve the character's performance in specific situations.
In some cases, when players acquire multiple related feats, they can be combined to provide extra benefits.

Relationships

Relationships reflect the relationships between characters and various groups, gangs, factions, or other characters. These relationships affect how the given group relates to the characters, in what way they help them, or maybe how they hinder them.
Each relationship has different levels that determine the extent of the relationship. These levels, just like in reality, can differ between 2 characters.
Possible relationships between characters: Lovers, Friends, Allies, Neutrals, Enemies, Unknowns.
Possible relationships between gangs: Allies, Friendly, Neutral, Enemy, At War.

Repair Relationships

Relationships can be improved by various actions.
For example, the characters help the group or another character in some way: they solve a problem or get an important resource for them.
Characters provide gang-level benefits to the group that increase the group's gratitude (e.g. business opportunities, protection services).

Damaging Relationships

Relationships can deteriorate if the characters perform actions that harm the interests of the group or other characters.
Betrayal or Breach: The trust of the group is broken by breaking an important promise.
Cause Damage: Characters directly or indirectly harm the group, such as attacking them or stealing their resources.
Gain Bad Reputation: Characters gain a negative reputation, causing the group to treat them with hostility.

Impact of Relationships

Relationship levels have a significant impact on gameplay.
Obtaining information: In the case of a high level of connection, groups and characters are happy to share information, while in the case of a low level of connection, they tend to remain silent or mislead.
Resources: Allies often grant access to special resources, such as weapons, magical items, or even accommodation.
Defense and Support Actions: Allied groups and characters can actively participate in the defense of the characters or support them in battles.

Registry of Relationships

Each relationship should be recorded in the section of relationships reserved for this option, which shows its current level, the development of the relationship, and the events that affected it. This helps you keep track of how you relate to different characters.
The relationship between the gangs is led by the storyteller, as it can be influenced not only by the actions of the players, but also by other aspects and events.

Push

You roll with a Strength bonus against untargeted AC, on a success the target moves 1D4 spaces away from you. NAT20 also drops the target. NAT1 you fall.

Hearing distance

30 squares distance. Shouted 60 squares.

Encouragement

After one or two words of encouragement within earshot, you can give your partner an advantage. The cost of the action is Bonus Action.

Demotivation

After a sentence or two of frustrating text within earshot, you roll with D20+Char Bonus against a D20+Char Bonus against a rescuer. If successful, the person's next action will be disadvantageous. NAT1 the target gains advantage and you become demotivated. The cost of the action is Bonus Action.

Taunt

Enraging a character to target only you. After a one- or two-sentence infuriating sentence, you roll with D20+Arm Bonus against a D20+Arm Bonus rescuer. If successful, you will be the person's primary target. If he can't hit you, he will attack someone else, but with a disadvantage. With NAT 1, the target will gain advantage and you will be demotivated. The cost of the action is Bonus Action.

Capture

You roll with a Strength bonus against untargeted AC. If successful, your turn is over and neither you nor your target can move. A character can be captured by more than one person. All participants in the capture take 50% damage if any of the participating characters take damage. NAT1 your character will fall. The cost of the action is Bonus Action.

Examination

It can be done from a bonus action. Int bonus for characters, Wisdom bonus for items/spells.

Examination distance

It is possible to examine within a distance of 6 squares. But not from 7 squares, only if you have a suitable device. Of course, you can ask for a description of a character/object that can help you identify it.

Skip the right image and the footer