Dead by Daylight D&D One-Shot Rules
DEAD BY DAYLIGHT-INSPIRED D&D ONE-SHOT
A one-shot, asymmetrical PvP session. Vulkrem is the monster (a Vampire), and his goal is to drink the blood of his six victims. The Six “Survivors” have the goal of escaping with their lives, and in order to do that, they must complete a series of objectives. THE Objective – SURVIVORS
There are 10 primary crystals in the dungeon, plus one “master crystal.” In order to open the escape doors, the Survivors must EITHER deactivate all 10 primary crystals, OR just the one “master crystal.” However, in order to deactivate the master crystal, they must complete a series of other tasks, which will be more complicated. THE Objective – VULKREM
Vulkrem’s goal is to drink the blood of the survivors, until they are all dead. To feed, he must make an unarmed attack against a survivor, and on a hit, he may choose to not do damage to them, but instead grapple them automatically. Once grappled, Vulkrem can make one Bite attack against the Survivor per turn (this includes the turn he grapples them). Each successful Bite attack deals 1 HP of damage and gives them 1 Exhaustion Level. It also heals Vulkrem for 2d6 HP. Survivors can, on their turn, roll a Strength Saving Throw to try to break free of Vulkrem’s grapple. The DC to do this is equal to Vulkrem’s Strength Score + Proficiency Bonus. There are items that can force Vulkrem to let go of a Survivor as an Action or Reaction. A teammate may also attack Vulkrem, and if Struck, Vulkrem will be forced to make a Strength Saving Throw vs the Attacker's Strength Score to attempt to hold onto them. Some items will force Vulkrem to automatically let go. Every time Vulkrem successfully bites a living Survivor, he gets to roll on the Blood Table, which will make him permanently more powerful by unlocking new abilities for him. There are 6 Survivors with 3 HP each, for a total of 18 potential Blood Table rolls. This also means that if Vulkrem attacks a Survivor with a damaging attack that isn’t a bite, he loses out on that HP for a Blood Table roll. In this way, Vulkrem is encouraged to purely drink blood, and not waste any of it. If Vulkrem manages to drink 18 HP worth of Blood, he will get 2 additional Blood Table rolls, letting him fully unlock all 20 abilities. DEACTIVATING CRYSTALS
To Deactivate a Crystal, a Survivor simply needs to touch the panel on the crystal, and pass a DC 15 Intelligence Check. Upon deactivation, the Survivor who made the successful check gets a random powerup, either a bonus to one of their ability scores, their proficiency bonus, or a single-use spell they can cast. Some Crystals will have more than one panel, and therefore more than one Survivor can attempt to Deactivate the crystal at the same time. The player can choose to either roll their own check, or give their teammate Advantage on their roll. INJURY/HIT POINTS
Survivors will have 3 Hit Points, which cannot be healed. At 0 HP, they automatically die. Survivors lose Hit Points only by being damaged by Vulkrem, whether by attacks, or Vulkrem drinking their blood. Every time a Survivor is injured, they take 1 point of Damage and gain 1 Level of Exhaustion. Exhaustion can be healed, but Hit Points cannot. Vulkrem only gains benefits by drinking blood, and because each Survivor only has “3 Blood” max, Vulkrem damaging his victims BEFORE drinking their blood will result in Vulkrem having less blood to drink. Vulkrem will have his normal Hit Points, and will have various ways of healing himself. Vulkrem is not subject to Exhaustion like the Survivors are. EXHAUSTION
When a Survivor takes damage, or fail a Constitution Save to resist Exhaustion, or do something else to gain a level of Exhaustion, they gain 1 Level of Exhaustion. At Level 4 Exhaustion, the Survivor passes out.
Healing Exhaustion can be done in one of three ways. You can only heal 1 Level of Exhaustion per attempt, regardless of how you do it.
Survivors can use their reaction on Vulkrem’s turn only, to use an item or spell that can be used as a reaction, or use the Fleeing reaction. FLEEING
Fleeing is a reaction to seeing Vulkrem, Vulkrem’s Gaze, if the Survivor took damage from a Vulkrem attack, or if the Survivor is hiding in a Coffin. It can only be done on Vulkrem’s turn. It cannot be done if the Survivor is being grappled or restrained, though it can be done immediately after Vulkrem releases them from a grapple, provided they still have their Reaction available. Fleeing allows the Survivor to immediately move 30 feet. They can also make a Strength check to open or close a door if they reach it before their 30 feet is up, or fling open their Coffin if they’re inside of one (but not both). Flinging open a coffin breaks it. If you close a door as a part of Fleeing, Vulkrem cannot open it until the start of his next turn. Fleeing automatically puts the Survivor in the Frightened state, and they scream, which pings them on the map for all to see their location. At the end of Fleeing, the Survivor must make a Constitution Saving Throw to avoid gaining a Level of Exhaustion. The DC is 10, but increases by 1 every time you use the Flee Reaction. If Vulkrem can see a Fleeing Survivor, and still has his Action, he may use it to make an attack against them before they move, provided he’s within range. The DM will pause the game when the Survivor announces their intent to Flee. The Survivor is encouraged to interrupt anything going on to announce it, as that will be the moment the game is paused. Actions and movement will not be retconned because the Survivor waited too long to make the decision. FEAR
When a Survivor sees Vulkrem or his Gaze, takes damage, or another effect occurs to cause Fear, the Survivor must make a Wisdom Saving Throw to resist. The DC is 10, but increases by 1 every time they have to make the check. If they fail, they are Frightened. Some things, such as using the Fleeing Reaction automatically causes Fear, without a roll. This does not cause the DC to increase for future rolls. A Frightened character immediately screams, alerting everyone to their location on the map. While Frightened, you take Disadvantage to all rolls, except rolls made to recover from Fear or resist Screaming. At the start of every turn you must make a Charisma Saving Throw vs your Fear Resistance DC. If you fail, you scream, revealing your location on the map. While Frightened, you may move an additional 10 feet per turn if you Dash, which is not subject to the Speed Penalties from Level 2 Exhaustion. However, you must make a Dexterity Save vs your Fear DC to avoid tripping and falling prone. If you fail, you can only move a maximum of 30 feet before falling prone, ending your turn immediately. You cannot Stealth move while Dashing if you are Frightened. As an Action, you may attempt to recover from Fear at the end of your turn, provided you have not seen Vulkrem or his Gaze at any point during your turn. Recovering from Fear requires a Wisdom Save vs DC 15. If you have not moved on your turn, you can make this roll with Advantage. SUPERVISING
A Survivor within 15 feet of another Survivor can use their Action to “Supervise” them, effectively granting them a bonus to a Skill Check or Saving Throw. The “Supervisor” must make their action before the check takes place, and declare who it is for, and what check it is for. This can be used for any Skill Check or Saving Throw, but not Attack rolls. The check being supervised must be made before the start of the Supervisor's next turn. STEALTH
There is no hiding. If they can see you on screen, they can see you. The one exception is if you choose to hide in a coffin (see below). If you move your normal 30 feet and do not Dash, you are naturally moving stealthy and cannot be heard. If you Dash, a 60-foot radius marker will be placed on the map, which will penetrate walls, giving the possibility that Vulkrem will be able to see it, and deduce where you are. DOORS
As an Action, you may attempt to open a Door with a DC 10 Strength check. Success means you open the door, but a 30-foot marker will be placed on the map from the sound you made. If you roll a 15 or higher, this marker will not be placed and you’ll be considered to have done it quietly. If you fail the check, the door will slam back down, and a 60-foot marker will be placed. Once you open a door, it remains open. You may attempt to close it again, but doing so requires another check, and it cannot be done quietly. The noise is so loud the DM will ping the exact location on the map where it occurred, letting everyone know where it is. Vulkrem can, as an Action, open a door partially, step through, and let it slam shut behind him without making a check. He can also slam a door shut as an Action without making a check. However, either of these things are loud and the DM will ping the exact location on the map where it occurred. If Vulkrem wants to open a door silently, he must make a DC 10 Strength check. Failure means not only does the location get pinged, but Vulkrem also fails to open the door. COFFINS
Coffins serve two purposes: Survivors can hide in them, and they sometimes have gear inside that Survivors can use. To hide inside a coffin, a Survivor must use their Action to silently open it and slip inside. The player is encouraged to simply place their token on top of it and end their turn without drawing attention over voicechat to the fact that they’re doing it. The DM will make the token invisible, which will blind the player as well. Once inside, they may use their Action on their turn to silently slip out again, leaving the coffin intact, or as a bonus action instead they can simply fling the coffin top off, breaking it, but letting them leave without using their Action. Doing this pings their location on the map. Alternatively, on Vulkrem’s turn, the Survivor may use their Reaction to Flee, which flings open the coffin top, breaking it, and pinging their location on the map. They can continue to move 30 feet after doing this, but are subject to all the rules of Fleeing (such as automatic Frightened status). Secondly, as an Action, Coffins can be searched with a DC 10 Intelligence check. This does not compromise their ability to be used to hide in. On a Success, the DM will roll on a table to see if there’s any loot inside, and if so, what it might be. On a failure, no loot is found, but you may continue to attempt to search it on future turns. Each coffin contains at most one piece of loot. Destroyed coffins cannot be searched for loot, and coffins cannot be searched while you are hiding inside of them. As an Action, Vulkrem can break open a coffin with a melee strike, shattering it, and alerting everyone to his location. This destroys any loot inside, and ruins the coffin, preventing anyone from hiding in it in the future. If there’s someone hiding inside of a coffin that Vulkrem breaks, he automatically grapples them successfully, but he can’t suck their blood until the following turn. TELEPORTERS
There is a room with six teleportation lights, each of a different color. Touching them will instantly teleport you to the corresponding teleportation point elsewhere on the map. This can be done for free, but automatically ends your turn when used. Only Survivors can use these. Vulkrem cannot destroy the main teleportation lights, but if he finds the smaller ones throughout the map, he can destroy them as an action (does not require a check). The lights will go out on both ends to indicate they’ve been shattered. VULKREM’S GAZE
Vulkrem emits an ominous red light within a 45 degree arc directly in front of him, up to 60 feet away. This is known as his Gaze. If anyone can see his Gaze (or Vulkrem himself) they must immediately make a Wisdom Save to resist Fear. If anyone enters Vulkrem’s Gaze, Vulkrem can use his Reaction to move up to 15 feet closer to this person and make a melee or ranged attack against them, provided he’s within range to do so. He must decide to do so immediately upon seeing them. If anyone is within Vulkrem’s Gaze at any point throughout a round, Vulkrem can use his Bonus Action on his next turn to move an additional 10 feet, or 20 feet if he Dashes. He cannot use this additional speed if he is flying. As a Bonus Action, Vulkrem can activate or deactivate his Gaze, but while his Gaze is deactivated he cannot Dash, or use any of his spells, Class Abilities or Vampire abilities, except for his Unarmed Grapple Attack and Bite. TOTEMS
Vulkrem has 3 totems he can place. Vulkrem has 30 feet of vision through the totem, and the totem gives anyone within that 30 feet Disadvantage to all dice rolls. Survivors can break the Totem with a DC 10 Strength Check, which is made at Disadvantage. Vulkrem can make new totems by spending a full turn ripping the corpse of one of the Survivors to shreds. TRAPS
There are traps on the map, and more traps can be created when chat donates 500 bits. Traps can be spotted with a Wisdom Save, DC 10 if you are not Dashing, DC 15 if you are. Traps that are seen can be moved passed without tripping them with a Successful DC 15 Dexterity Save. Traps that can be seen can be disabled by spending an Action and making a DC 10 Dexterity Save. When chat donates 500 bits, a random trap will be added to a random location on the map. Traps can affect Survivors and Vulkrem equally, though Vulkrem will not gain Exhaustion from Traps. Traps do not cause Hit Point Damage, but can have a variety of effects. They might slow someone down, cause a level of Exhaustion (Vulkrem is immune), restrain someone until they disable it, blind them temporarily, create a lot of noise, alerting everyone to their location, and so on. ABILITY SCORES – SURVIVORS
Survivors have no Skills, Classes, or Racial Abilities. They only have their 6 Ability Scores. Their Ability Scores start out at 16, 14, 12, 10, 10, and 8. The two abilities that have the 16 and the 14 have Proficiency. The Survivors’ Proficiency Bonus starts out at +2. If they have Proficiency in an Ability, they can use it on both Ability Checks and Saving Throws. They also get their Proficiency bonus for Attack Rolls. Strength:
A one-shot, asymmetrical PvP session. Vulkrem is the monster (a Vampire), and his goal is to drink the blood of his six victims. The Six “Survivors” have the goal of escaping with their lives, and in order to do that, they must complete a series of objectives. THE Objective – SURVIVORS
There are 10 primary crystals in the dungeon, plus one “master crystal.” In order to open the escape doors, the Survivors must EITHER deactivate all 10 primary crystals, OR just the one “master crystal.” However, in order to deactivate the master crystal, they must complete a series of other tasks, which will be more complicated. THE Objective – VULKREM
Vulkrem’s goal is to drink the blood of the survivors, until they are all dead. To feed, he must make an unarmed attack against a survivor, and on a hit, he may choose to not do damage to them, but instead grapple them automatically. Once grappled, Vulkrem can make one Bite attack against the Survivor per turn (this includes the turn he grapples them). Each successful Bite attack deals 1 HP of damage and gives them 1 Exhaustion Level. It also heals Vulkrem for 2d6 HP. Survivors can, on their turn, roll a Strength Saving Throw to try to break free of Vulkrem’s grapple. The DC to do this is equal to Vulkrem’s Strength Score + Proficiency Bonus. There are items that can force Vulkrem to let go of a Survivor as an Action or Reaction. A teammate may also attack Vulkrem, and if Struck, Vulkrem will be forced to make a Strength Saving Throw vs the Attacker's Strength Score to attempt to hold onto them. Some items will force Vulkrem to automatically let go. Every time Vulkrem successfully bites a living Survivor, he gets to roll on the Blood Table, which will make him permanently more powerful by unlocking new abilities for him. There are 6 Survivors with 3 HP each, for a total of 18 potential Blood Table rolls. This also means that if Vulkrem attacks a Survivor with a damaging attack that isn’t a bite, he loses out on that HP for a Blood Table roll. In this way, Vulkrem is encouraged to purely drink blood, and not waste any of it. If Vulkrem manages to drink 18 HP worth of Blood, he will get 2 additional Blood Table rolls, letting him fully unlock all 20 abilities. DEACTIVATING CRYSTALS
To Deactivate a Crystal, a Survivor simply needs to touch the panel on the crystal, and pass a DC 15 Intelligence Check. Upon deactivation, the Survivor who made the successful check gets a random powerup, either a bonus to one of their ability scores, their proficiency bonus, or a single-use spell they can cast. Some Crystals will have more than one panel, and therefore more than one Survivor can attempt to Deactivate the crystal at the same time. The player can choose to either roll their own check, or give their teammate Advantage on their roll. INJURY/HIT POINTS
Survivors will have 3 Hit Points, which cannot be healed. At 0 HP, they automatically die. Survivors lose Hit Points only by being damaged by Vulkrem, whether by attacks, or Vulkrem drinking their blood. Every time a Survivor is injured, they take 1 point of Damage and gain 1 Level of Exhaustion. Exhaustion can be healed, but Hit Points cannot. Vulkrem only gains benefits by drinking blood, and because each Survivor only has “3 Blood” max, Vulkrem damaging his victims BEFORE drinking their blood will result in Vulkrem having less blood to drink. Vulkrem will have his normal Hit Points, and will have various ways of healing himself. Vulkrem is not subject to Exhaustion like the Survivors are. EXHAUSTION
When a Survivor takes damage, or fail a Constitution Save to resist Exhaustion, or do something else to gain a level of Exhaustion, they gain 1 Level of Exhaustion. At Level 4 Exhaustion, the Survivor passes out.
- Level 1 Exhaustion: Disadvantage on Ability Checks. In this context, an Ability check is anything that isn’t an Attack, Resisting a Grapple, Resisting Exhaustion, Resisting Fear, and Resisting Screaming.
- Level 2 Exhaustion: Speed is Halved.
- Level 3 Exhaustion: Disadvantage on all rolls.
- Level 4 Exhaustion: Pass out. On each following turn a passed out character can make a Constitution Save vs DC 15 to wake up with Level 3 Exhaustion.
Healing Exhaustion can be done in one of three ways. You can only heal 1 Level of Exhaustion per attempt, regardless of how you do it.
- Healing Spells: Survivors who Deactivate Crystals could be granted with a Spell of Healing, which is a one-use spell that will instantly heal someone of 1 Level of Exhaustion. It requires no checks to cast, and has no adverse effects.
- Healing Kits: A Survivor can use a healing kit on themselves or other Survivors by making an Intelligence Check. The DC is 10 for healing others, or DC 15 for healing yourself. A use of the Healing Kit is only expended of the attempt was a Success, unless rolling a natural 1. The Survivor being healed must also make a Constitution Saving Throw to avoid screaming out in pain. The DC is 10 if the Intelligence Check was a success, or DC 15 if it was a failure. If the Intelligence check was a Natural 20, no Constitution Saving Throw is needed.
- Catching Your Breath: You can self-heal your Exhaustion by doing nothing but standing still and otherwise giving up your turn (you can still use your Reaction as that doesn’t happen during your turn). You roll a Constitution Saving Throw vs DC 15. You cannot Self-Heal in this way past the amount of Hit Points you’ve lost, so if you’ve lost 1 HP, you cannot Catch your Breath to heal Level 1 Exhaustion. If you’ve lost 2 HP you cannot Catch your breath to heal Level 2 Exhaustion.
Survivors can use their reaction on Vulkrem’s turn only, to use an item or spell that can be used as a reaction, or use the Fleeing reaction. FLEEING
Fleeing is a reaction to seeing Vulkrem, Vulkrem’s Gaze, if the Survivor took damage from a Vulkrem attack, or if the Survivor is hiding in a Coffin. It can only be done on Vulkrem’s turn. It cannot be done if the Survivor is being grappled or restrained, though it can be done immediately after Vulkrem releases them from a grapple, provided they still have their Reaction available. Fleeing allows the Survivor to immediately move 30 feet. They can also make a Strength check to open or close a door if they reach it before their 30 feet is up, or fling open their Coffin if they’re inside of one (but not both). Flinging open a coffin breaks it. If you close a door as a part of Fleeing, Vulkrem cannot open it until the start of his next turn. Fleeing automatically puts the Survivor in the Frightened state, and they scream, which pings them on the map for all to see their location. At the end of Fleeing, the Survivor must make a Constitution Saving Throw to avoid gaining a Level of Exhaustion. The DC is 10, but increases by 1 every time you use the Flee Reaction. If Vulkrem can see a Fleeing Survivor, and still has his Action, he may use it to make an attack against them before they move, provided he’s within range. The DM will pause the game when the Survivor announces their intent to Flee. The Survivor is encouraged to interrupt anything going on to announce it, as that will be the moment the game is paused. Actions and movement will not be retconned because the Survivor waited too long to make the decision. FEAR
When a Survivor sees Vulkrem or his Gaze, takes damage, or another effect occurs to cause Fear, the Survivor must make a Wisdom Saving Throw to resist. The DC is 10, but increases by 1 every time they have to make the check. If they fail, they are Frightened. Some things, such as using the Fleeing Reaction automatically causes Fear, without a roll. This does not cause the DC to increase for future rolls. A Frightened character immediately screams, alerting everyone to their location on the map. While Frightened, you take Disadvantage to all rolls, except rolls made to recover from Fear or resist Screaming. At the start of every turn you must make a Charisma Saving Throw vs your Fear Resistance DC. If you fail, you scream, revealing your location on the map. While Frightened, you may move an additional 10 feet per turn if you Dash, which is not subject to the Speed Penalties from Level 2 Exhaustion. However, you must make a Dexterity Save vs your Fear DC to avoid tripping and falling prone. If you fail, you can only move a maximum of 30 feet before falling prone, ending your turn immediately. You cannot Stealth move while Dashing if you are Frightened. As an Action, you may attempt to recover from Fear at the end of your turn, provided you have not seen Vulkrem or his Gaze at any point during your turn. Recovering from Fear requires a Wisdom Save vs DC 15. If you have not moved on your turn, you can make this roll with Advantage. SUPERVISING
A Survivor within 15 feet of another Survivor can use their Action to “Supervise” them, effectively granting them a bonus to a Skill Check or Saving Throw. The “Supervisor” must make their action before the check takes place, and declare who it is for, and what check it is for. This can be used for any Skill Check or Saving Throw, but not Attack rolls. The check being supervised must be made before the start of the Supervisor's next turn. STEALTH
There is no hiding. If they can see you on screen, they can see you. The one exception is if you choose to hide in a coffin (see below). If you move your normal 30 feet and do not Dash, you are naturally moving stealthy and cannot be heard. If you Dash, a 60-foot radius marker will be placed on the map, which will penetrate walls, giving the possibility that Vulkrem will be able to see it, and deduce where you are. DOORS
As an Action, you may attempt to open a Door with a DC 10 Strength check. Success means you open the door, but a 30-foot marker will be placed on the map from the sound you made. If you roll a 15 or higher, this marker will not be placed and you’ll be considered to have done it quietly. If you fail the check, the door will slam back down, and a 60-foot marker will be placed. Once you open a door, it remains open. You may attempt to close it again, but doing so requires another check, and it cannot be done quietly. The noise is so loud the DM will ping the exact location on the map where it occurred, letting everyone know where it is. Vulkrem can, as an Action, open a door partially, step through, and let it slam shut behind him without making a check. He can also slam a door shut as an Action without making a check. However, either of these things are loud and the DM will ping the exact location on the map where it occurred. If Vulkrem wants to open a door silently, he must make a DC 10 Strength check. Failure means not only does the location get pinged, but Vulkrem also fails to open the door. COFFINS
Coffins serve two purposes: Survivors can hide in them, and they sometimes have gear inside that Survivors can use. To hide inside a coffin, a Survivor must use their Action to silently open it and slip inside. The player is encouraged to simply place their token on top of it and end their turn without drawing attention over voicechat to the fact that they’re doing it. The DM will make the token invisible, which will blind the player as well. Once inside, they may use their Action on their turn to silently slip out again, leaving the coffin intact, or as a bonus action instead they can simply fling the coffin top off, breaking it, but letting them leave without using their Action. Doing this pings their location on the map. Alternatively, on Vulkrem’s turn, the Survivor may use their Reaction to Flee, which flings open the coffin top, breaking it, and pinging their location on the map. They can continue to move 30 feet after doing this, but are subject to all the rules of Fleeing (such as automatic Frightened status). Secondly, as an Action, Coffins can be searched with a DC 10 Intelligence check. This does not compromise their ability to be used to hide in. On a Success, the DM will roll on a table to see if there’s any loot inside, and if so, what it might be. On a failure, no loot is found, but you may continue to attempt to search it on future turns. Each coffin contains at most one piece of loot. Destroyed coffins cannot be searched for loot, and coffins cannot be searched while you are hiding inside of them. As an Action, Vulkrem can break open a coffin with a melee strike, shattering it, and alerting everyone to his location. This destroys any loot inside, and ruins the coffin, preventing anyone from hiding in it in the future. If there’s someone hiding inside of a coffin that Vulkrem breaks, he automatically grapples them successfully, but he can’t suck their blood until the following turn. TELEPORTERS
There is a room with six teleportation lights, each of a different color. Touching them will instantly teleport you to the corresponding teleportation point elsewhere on the map. This can be done for free, but automatically ends your turn when used. Only Survivors can use these. Vulkrem cannot destroy the main teleportation lights, but if he finds the smaller ones throughout the map, he can destroy them as an action (does not require a check). The lights will go out on both ends to indicate they’ve been shattered. VULKREM’S GAZE
Vulkrem emits an ominous red light within a 45 degree arc directly in front of him, up to 60 feet away. This is known as his Gaze. If anyone can see his Gaze (or Vulkrem himself) they must immediately make a Wisdom Save to resist Fear. If anyone enters Vulkrem’s Gaze, Vulkrem can use his Reaction to move up to 15 feet closer to this person and make a melee or ranged attack against them, provided he’s within range to do so. He must decide to do so immediately upon seeing them. If anyone is within Vulkrem’s Gaze at any point throughout a round, Vulkrem can use his Bonus Action on his next turn to move an additional 10 feet, or 20 feet if he Dashes. He cannot use this additional speed if he is flying. As a Bonus Action, Vulkrem can activate or deactivate his Gaze, but while his Gaze is deactivated he cannot Dash, or use any of his spells, Class Abilities or Vampire abilities, except for his Unarmed Grapple Attack and Bite. TOTEMS
Vulkrem has 3 totems he can place. Vulkrem has 30 feet of vision through the totem, and the totem gives anyone within that 30 feet Disadvantage to all dice rolls. Survivors can break the Totem with a DC 10 Strength Check, which is made at Disadvantage. Vulkrem can make new totems by spending a full turn ripping the corpse of one of the Survivors to shreds. TRAPS
There are traps on the map, and more traps can be created when chat donates 500 bits. Traps can be spotted with a Wisdom Save, DC 10 if you are not Dashing, DC 15 if you are. Traps that are seen can be moved passed without tripping them with a Successful DC 15 Dexterity Save. Traps that can be seen can be disabled by spending an Action and making a DC 10 Dexterity Save. When chat donates 500 bits, a random trap will be added to a random location on the map. Traps can affect Survivors and Vulkrem equally, though Vulkrem will not gain Exhaustion from Traps. Traps do not cause Hit Point Damage, but can have a variety of effects. They might slow someone down, cause a level of Exhaustion (Vulkrem is immune), restrain someone until they disable it, blind them temporarily, create a lot of noise, alerting everyone to their location, and so on. ABILITY SCORES – SURVIVORS
Survivors have no Skills, Classes, or Racial Abilities. They only have their 6 Ability Scores. Their Ability Scores start out at 16, 14, 12, 10, 10, and 8. The two abilities that have the 16 and the 14 have Proficiency. The Survivors’ Proficiency Bonus starts out at +2. If they have Proficiency in an Ability, they can use it on both Ability Checks and Saving Throws. They also get their Proficiency bonus for Attack Rolls. Strength:
- Melee attacks.
- Get out of Vulkrem’s grapple.
- Jump over long distances (1 foot per DC, cannot exceed maximum speed for the turn).
- Pull levers, force open doors, break totems.
- Armor Class
- Ranged attacks.
- Vaulting over objects without it slowing you down.
- Avoiding Traps.
- Deactivating Traps.
- Avoid falling prone.
- Stealth
- Resist exhaustion when Fleeing.
- Resist screaming when being healed.
- Self-Healing non-injury Exhaustion.
- Medicine check to heal Exhaustion.
- Deactivating crystals.
- Searching Coffins for loot.
- Resisting Fear.
- Recovering from Fear.
- Spotting traps.
- Add as a bonus to supervise anyone making a check.
- Resist screaming when afraid.
- Spell Attack Modifier/DCs
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