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Fallen Down Manual-3

This document provides an overview of the rules and character creation for a tabletop roleplaying game set in the worlds of Undertale and Deltarune. It describes the basic d100 rolling system and six main character stats. It also covers character stats like HP, ATK, DEF, and magic as well as Levels of Violence and Virtue that can be gained through gameplay. Finally, it provides details on creating either a human or monster character, including human Soul Traits that represent different character traits.
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0% found this document useful (0 votes)
162 views49 pages

Fallen Down Manual-3

This document provides an overview of the rules and character creation for a tabletop roleplaying game set in the worlds of Undertale and Deltarune. It describes the basic d100 rolling system and six main character stats. It also covers character stats like HP, ATK, DEF, and magic as well as Levels of Violence and Virtue that can be gained through gameplay. Finally, it provides details on creating either a human or monster character, including human Soul Traits that represent different character traits.
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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This next experiment

will be very

Very

Interesting
Beta Build 1.1.0

Special Thanks to:

SomeGuyNamedEric (The Head Honcho)

No Thoughts (The Shoulders Honcho)

SixBong (The Knees Honcho)

UrfacecafrU (The Toes Honcho)

CallMeOreo (One of the artists)

NoobyEevee (Here to watch the fire)

Berri (No Thought’s Friend)

Oryx the Madgod (Just joined the Discord lol)

TanookiTrainWreck (Another artist)

Toby Fox (The creator of Undertale and Deltarune)

Starwalker (The Original)


Introduction

Welcome to the world of Fallen Down, the


Undertale/Deltarune Tabletop Roleplaying Game (or
TTRPG)!
This is a game about choices, and how those choices affect
the world around you. For better, or for worse.
Of course, this game does its best to imitate the world and
concepts of Toby Fox’s games, but a few liberties have been
taken to make the game more accessible and playable.
This system is very open about creation, so you should take
care to talk to your Game Master about your character, and
Game Masters should be open to ideas!
The Basic Rules

This game primarily uses d100 (also called d% by other


systems) to determine its rolls. It also primarily uses d12, d10,
d8, and d6 for attacks and damage.

Stats and Rolling

Fallen Down uses five main stats, plus an extra special


Karma stat.

The five main stats are rated from 1 to 99, and represent
your probability to succeed in related scenarios.
Scenario, in this case, refers to any event that would
require a roll (i.e. Breaking down a door, intimidating an
opponent, remembering a scene from an anime you
watched).

A 100 is an automatic failure, regardless of bonuses. A 1 is


an automatic success.

To determine starting stats, every stat starts at 15. Then,


take 4d6 and roll them 5 times, taking the results of every
roll and writing it somewhere. Then add them to the
individual stats.
So every stat will be 4d6 + 15.

To succeed in a related scenario, you roll d100. If your result


is less than or equal to your score, you succeed.
Scenarios also have a Minimum Requirement. This is a
score which if the character’s appropriate Stat exceeds,
that character automatically succeeds.

All stats besides Karma can be increased with every LV or


VL gained. Roll 1d10, and split the number gained between
your stats.

Strength

Strength refers to your character's general hardiness.


Something like breaking down a door, winning in a Flex-Off,
or resisting a vile poison would use Strength. Strength adds
1 per every 10 points of itself to ATK with a melee weapon
and DEF, rounded down to the nearest whole number.

Nimbleness

Nimbleness refers to your character’s ability to move


quickly and agile-ly. Something like throwing a dart,
dodging an oncoming missile, or precise lockpicking would
use Nimbleness. Nimbleness adds 1 per every 10 points of
itself to ATK with ranged weapons, and is used to Dodge
attacks.
Brains

Brains is how nerdy your character is, or how good they are
at remembering something. Brains would be used for
remembering what anime you watched last month, hacking
a computer, or casting a devastating healing spell. Brains
adds 1 per every 10 points of itself to your Magic.

Kindness

Kindness represents your character’s ability to get along


with others. Note that a high kindness doesn’t make your
character kind, it makes them more positively charismatic.
Kindness would be used for flirting with a slime, bribing a
slime for information, or learning about the slime’s family
history.

Scariness

Scariness represents your character being standoffish or


generally bad with people. Note that a high scariness
doesn’t make your character a bad person or evil, it makes
them more negatively charismatic. Scariness would be used
for intimidating a slime, torturing a slime for information,
or threatening to kill the slime’s family.
Karma

Karma is a special stat used to represent how the world


views your character. It is not used for rolls like any other
stat. Your Karma is shared amongst your entire party.

Karma starts at 0. It has a maximum of 18 and a minimum of


-18.

When you commit a good action like sparing a foe, helping


Old Man Jenkins find his missing apple, or freeing a
species from eternal damnation, you collect Karma.

When you commit an evil deed like killing a foe in cold


blood, stabbing Old Man Jenkins and stealing his wallet, or
damning a species to eternal damnation, you lose Karma.

Your Karma being positive or negative determines what you


obtain when you reach a Milestone, making it VERY
important to keep track of.

Positive Karma will grant your party a VL; Negative Karma


will grant them an LV.

Characters with high Karma may expect to be rewarded for


their good deeds, either through small things like extra G
for doing deeds, or even things like land and fortune!

Characters with especially low Karma may expect ridicule,


being labeled as outlaws or criminals, or at low enough
levels might receive cosmic retribution.
HP, LV, VL and Other Stats.

HP, ATK, DEF, and MAGIC are all determined by equipment


and Stats, though monster Abilities can be a factor.

Unlike in Undertale, this system does not track EXP, instead


tracking Karma as a way to gain power. Your power
increases when you reach a Milestone, determined by your
GM (i.e. defeating a powerful boss or getting through a
difficult area)

LV, LOVE, or Level of Violence, increases as your character


collects a Milestone while your party has Negative Karma.
LV represents a character’s capacity to hurt others,
distancing themselves from people.

VL, or Virtue Level, increases as your character collects a


Milestone while your party has Positive Karma. VL
represents a character’s will to help others, or to become
closer to the people around them.

You can have both LV and VL, but only to a maximum of 21


of both combined. Both LV and VL start at 1.

When you roll a die to deal damage with a weapon, the


number of dice rolled is equal to your LV.

Whenever you gain an LV, your party’s maximum Karma is


reduced by one, and the opposite for VL.
HP is your ability to stay fighting.

HP starts at 100, growing by 1d8 + 1 point for every 10 points


of Strength with every LV, or 1d6 + 1 point for every 10 points
of Strength for VL. Monster and Soul abilities can affect
this.

ATK and DEF both start at a base of 0, and are increased


via weapons and armor. They also go up with your LV and
VL.

For LV, ATK will increase by 2, while DEF becomes 1 at LV 5, 2


at LV 9, 3 at LV 13, and 4 at LV 17.

For VL, ATK will increase by 1, while DEF increases by one


every 3 VL instead, to a maximum of 6.

When determining damage, add your ATK to your roll. When


taking damage, reduce it by your DEF to a minimum of 1.

Magic is a stat used for Spells, which can only be used by


Monsters. Your Magic stat starts at 1, though traits and
Brains can increase it. What your Magic stat does is
determined by the spell.

Making your Character


The world in this game is inhabited by two species: Humans,
and Monsters.

Humans are bound to powerful Souls, and while they lack


magic, they make up for it with their Determination and
ability to ACT.

Monsters aren’t as lucky, but in return gain powerful Spells


and Abilities to aid them.

Humans

Humans are defined by their Determination, creating


powerful Souls that grant them boons.

These boons are known as Soul Trait.

Souls are built from the human’s characteristics, whether it


be unfaltering Determination, a proud sense of Justice, or
the gift of Patience. This is often called a human’s “Trait”.

Soul Traits are a unique passive ability for every human


based on their characteristics and Trait.

Soul Traits can have two major abilities or bonuses, unlike


other traits which may only grant one or two minor
bonuses.

While every Trait can be unique, we have seven abilities


ready:
Determination When you’re Downed and not killed,
you return to 1 HP at the start of your
next turn.
You can also raise your allies to 1 HP
as well on a successful Kindness or
Scariness roll.
Integrity Your solid bond to the world allows
you to more easily understand your
foes. When you ACT against a foe, the
initial Mercy gain is doubled.
Alongside this, you get one reroll on
any social check (Kindness or
Scariness) per short rest. You may use
the better result.
Justice Can see an enemy’s Karma when using
the Check Act. This information is
exclusively for the character who used
the Check Act.
Also, your ATK is boosted against
enemies of the opposite Karma to
yours based on how far their Karma is
from 0.
Bravery If you are adjacent to an ally who’s
being attacked, you can choose to
swap places with them at will, taking
the hit instead.
Alongside this, you can choose to add
half your DEF to any adjacent allies if
you would be affected by the same
AoE effect as you.
You are immune to Fear effects.
Kindness Your Kindness score is doubled.
As well, you can spend your turn
supporting a teammate, allowing them
to roll twice on any roll and use the
better result.
Patience You can stand your ground, doubling
your DEF against oncoming attacks at
the cost of your movement.
As well, you may spend your turn to
automatically dodge the next attack
or effect against you.
Perseverance Every round, on the start of your turn,
your DEF temporarily increases by 1.
On top of this, you are immune to
poisons.

ACTs

Humans cannot use Magic, but their willpower and


Determination allows them to ACT instead.

ACTing allows you to make miscellaneous actions using


your Attack action, though what can be done is up to your
imagination and the GM. The GM should create a list of
potential special ACTs for particular encounters, or the
party could come up with a unique way to solve the
problem at hand. Regardless, it must be a Human that
initiates this event.

Some ACTs may require TP be used, or require specific


party members. They may require die rolls of some sort (i.e.
using Strength to throw a nerd at wires) or are simply more
effective if done with more people. Know that using these
sorts of ACTs will use the involved character’s Attack action
as well, so use them wisely!

In especially dire fights, say against a mad jester or a killer


queen, a human may use the power of their Soul to imbue
their allies with a bonus to one particular Spell. This could
be extra damage to the ability to heal more targets.

Most ACTs in combat, however, are used to build Mercy.


How much is determined by the success of the ACT.

Monsters

Monsters are defined by their ambition and ability to use


Magic. Monsters are also defined by their various strange
traits that separate them from humans.

While Monsters cannot act, they can still use their Attack
action to use a rudimentary version of ACTing, mostly to
copy a single person ACT a human can use.

Magic

All Monsters have the ability to use Magic, which is casted


through Spells.

All Monsters also have an ‘elemental pair’ for their Magic,


which determines both the element of their spells and the
way in which they’re casted. The general rule for such
things is:

“Element/Flavor”

Element here refers to your magic’s main element if they


deal damage. There’s a limited amount of Elements, but
they can be interpreted in various ways.

Elements also have strengths and weaknesses against


other certain Elements.

When a monster takes damage from an effect or spell from


their Weakness, they take double damage. If they have a
resistant item or are hit by their strength, they only take
half. If a monster with a weakness gains an item that grants
them protection from that element, they take normal
damage.

Element Weakness Strength


Fire Water Ice
Ice Fire Water
Water Ice Fire
Thunder Ice Water
Holy Rude Dark
Rude Dark Holy
Dark Holy Rude
Death Holy Life
Poison Water Death
Psychic Rude Holy
Non-elemental None None

Flavor refers to mostly the visual aspects of your magic, or


how it’s utilized. A monster with “Spider” flavor might have
all their spells resemble webs or spiders, while a monster
with “Blade” flavor fires their spells from their blade.

Every monster starts with two spells, and can learn one
more every 5 milestones!

(For example: Susie would be something like “Rude/Blade”)

As for the spells themselves, it’s up to the players to create


them based on their element pair, but for simplicity here’s a
guide:

Spell Name
TP Cost
Element Pair

Effect (Damage, Healing, Buff, or Area Effect)

Generally, the more powerful the Spell, the more TP is


required.
However, the GM should take care to make SURE that the
Monsters spells align with their element. And if a spell is too
powerful, it’s up to the GM and Player to balance it
appropriately.

To cast a spell, you must use your Attack action and have
the required TP. Remember that your entire party shares
one TP bar!

For help, here are your favorite wacky spells from


Deltarune!

Heal Prayer
32 TP
Holy/Magic

Heavenly light restores a little HP to one teammate.


Heal one teammate by LVd8 + ½ Magic stat that’s within 5
squares.

Rude Buster
50 TP
Rude/Blade

Channels Rude Energy into your weapon to fire at your


foes!
Fire a beam of Rude Energy from your weapon at an enemy
within 4 squares. They take the weapon’s normal damage,
but the weapon’s damage is increased by your Magic stat.
This extra damage counts as Rude Damage.
Iceshock
16 TP
Ice/Angelic

Zaps a foe with ice magic, dealing a small amount of ice


damage to them.
Fire a small frozen bolt at a foe within 10 squares. This bolt
deals LVd6 + ½ Magic stat ice damage, and has a 20%
chance to apply the Frozen status effect. Freezes any
enemy it defeats.

Pacify
16 TP
Non-elemental

Puts a tired foe to sleep.


If a foe has the Tired status effect, they are Spared
instantly.

Snowgrave
200 TP
Ice/Angelic

Fatal.
When cast on a target, they are instantly killed, frozen in a
crystal of ice. The caster must succeed a Strength check or
be rendered Unconscious for 24 hours.
Uncastable under normal circumstances.
Character Traits

Monster or human, every person in this world is different


from one another. Some may have artificial limbs, a bad
temper, incredible strength, or might not exactly be of this
plane…

A character can have up to 3 positive traits, and must have


one negative trait. These traits count in-game mechanical
bonuses your character gets from their body, but smaller
or less consequential bits of your character don’t have any
cost (as long as they don’t give any bonuses!)

Humans get a Soul Trait during character creation, which


uses one of their three positive trait slots.

Some traits would only make sense for a monster to take,


like having a tail or being a ghost! These bits should be
reasoned out by the GM.

While it’s up to the player to create these traits, we do have


a short list here of more memorable traits. See if you can
find the one inspired by your favorite UT character!

Skeletal (Monster Only)

Your body lacks skin and muscle, leaving only the power of
bones to keep you going. You take half damage from
slashing or piercing attacks.

Hearty
You’re of an incredibly strong breed. You gain +20 max HP.

Powerful Soul (Monster Only)

Your soul is far more powerful than the average monster


soul, allowing you to survive to a negative hit point value
equal to 75% of your maximum HP rather than 50%.

Determined (Monster Only)

Your soul contains a spark of powerful Determination.


When you’re brought below 0 HP, you may choose to bring
yourself back up to 1 HP. This can only be done once per
rest.

Robotic (Monster Only)

Your body is mechanical in nature, making you hard to kill.


You gain +15 DEF when you start off.

Incorporeal (Monster Only)

You cannot be killed, but you also cannot interact with the
physical world in any meaningful way without possessing a
physical body.

While incorporeal , you cannot be harmed by physical


weapons, but you can only harm foes with spells. You may
possess any object that resembles a person (ie. A dummy,
an anime statue, or a robot), but your physical stats are
halved.

If you decide, you may succeed a Kindness or Scariness


check to fuse with your body, which allows you full use of
your stats but you can be harmed by physical weaponry.

Multiple Arms (Monster Only)

You have more than two arms. You obtain 2 more arms, and
may obtain 2 more at a penalty of -5 Nimbleness per extra
set.

Multiple Eyes (Monster Only)

You have more than 2 eyes, granting you better vision. You
have a +10 on Perception rolls.

Smart

Your brain is able to store large amounts of information


and remember smaller details. You gain a +10 to Brains.

Strong

Your body is a lot stronger than that of the average person.


You have a +10 to Strength.
Small

You’re smaller than the average person, which makes you


better at dodging attacks. When Dodging, your success
range is increased by 10. You also gain 1 movement speed.

Goner

A piece of you is not of this world, making you creepy and


distant. Goners often speak of being forgotten, and have a
monotone look to them. You gain a +5 to Scariness and
Brains, though every creature you talk to may treat you as if
you had -5 your current Karma.

Scatterbrain (Negative)

You’re not great at paying attention to your surroundings,


giving you a -5 to the bonus that Nimbleness to Initiative.
Cannot be taken with a trait that affects Initiative.

Weak (Negative)

You’re not as strong as your comrades, as you lose -5


Strength. Cannot be taken with a trait that increases
Strength.

Frail (Negative)
You have a tendency to fall more easily in combat. You have
-10 to max HP. Cannot be taken with a trait that increases
max HP.

Missing Arm (Negative)

From some sort of incident, you’re without one of your


arms. You cannot use two handed weapons or hold multiple
weapons. Cannot be taken with a trait that gives more arms.

Lazy (Negative)

You’re just never feeling up to it, and are a tad sluggish. You
have a -2 to your movement speed.

Titles

Fallen Down lacks Classes or Jobs, instead having Titles.

Titles, for the most part, exist mainly for flavor, and like most
things in this game are for the player to decide upon,
though Titles may be granted by the GM.

However, a Title can relate to your abilities, or be sort of a


focus of what they tend to use their abilities for.
For example: Susie’s “Dark Knight” is in relation to her ability
to use Rude Buster and deal dark damage.

The title “Leader” refers to the human’s ability to act,


though Titles are granted as they accomplish things like
inspecting beds or perpetuating the cycle of nature.

Titles exist merely as a way to show a character’s


accomplishments or their abilities, and shouldn’t be taken
seriously.

Equipment and Items

Even if Mercy is your first pick, you can’t always rely on your
words to get you through. Some attacks are too powerful,
some foes too villainous, or some challenges too
insurmountable without some help from equipment.

There are two main kinds of Equipment: Weapons, of which


you can have one equipped, and Armor, of which you can
have two pieces equipped.

Weapons

Sometimes, Mercy won’t work on foes. For this, having a


weapon is important!

Anything can work as a weapon in this world; A notebook, a


baseball bat, a giant axe, a stick, or even a gun!
Weapons increase your ATK stat mainly, but some others
can grant minor boons.

All characters start with a weapon.

There are four types of weapons, each one with its own
rules and associated die:

Special: d6; No or very little ATK bonus, but instead grants


boons and buffs to its wielder like increased movement
speed, more powerful magic, or an entirely unique ability.
Examples include: A notebook, a magic ring, ballet shoes, a
scarf.

Small: d8; Small ATK bonus, usually has some other effect.
When you attack with it, you can choose to spend a Speed
to obtain a reroll on your damage.
Examples include: A knife, a yoyo, a revolver.

Medium: d10; Moderate ATK bonus, may have some other


effect but usually not.
Examples include: A baseball bat, a sword, an especially
sturdy stick.

Large: d12; High ATK bonus, but has no or some minor


special effect. Must be wielded in two hands due to its
weight or unwieldiness. Might also have a Strength
requirement.
Examples include: An anime sword, a giant axe, a log.

Weapon Examples
Wood Blade
Medium; +3 ATK
No effects. Perfect for starting!

Mane Axe
Large; +4 ATK
No effects. Requires 25 Strength to wield. Perfect for
starting!

Red Scarf
Special; +1 ATK
+2 Magic. Perfect for starting!

Toy Knife
Small; +2 ATK
No effects. Perfect for starting!

Magic Ring
Special; +0 ATK
+3 Magic. Perfect for starting!

Broken Revolver
Small; +2 ATK
Can hit targets up to 5 squares away. Adds 1 point per 10 of
Nimbleness to ATK instead of Strength. Perfect for starting!

Notebook
Special; +1 ATK
Adds +5 to Brains when equipped.

Frost Ring
Special; +2 ATK
Doubles Magic when using spells regarding ice or snow.

Buster Sword
Large; +20 ATK
Requires a Strength of over 40 to wield. Can hit two
adjacent targets with one attack due to its massive size.

Twisted Sword
Medium; +16 ATK
A strange blade. Thorns twist around it, causing those hit
by it to receive a 5 DoT Bleeding effect for 3 rounds.

Thorn Ring
Special; +5 ATK
Reduces max HP to ⅓ its original value. Halves the TP cost
of all spells used while equipped.

Masterwork Dagger
Small: +8 ATK
A dagger of exceptional quality. If you get an Unseen
Attack on a foe, you deal double damage.

Armor
Armor is the source of DEF and most bonuses your
character may get. This is your character’s chance to
minmax their abilities, or obtain the drippiest combo of
armor known to the game.

You may only have two pieces of armor equipped at a time.

While armor is meant to be created by the GM, we do have


some simple armors as a jumping off point:
Amber Card
+1 DEF
A thin square charm that sticks to you, granting defense.

Big Shot Bowtie


+3 DEF
+1 Magic. A handsome bowtie.

Devilstail
+5 DEF
+2 ATK, +2 Magic. A J-shaped tail that gives you devilenergy.

Mouse Token
+1 DEF
+2 Magic. A golden coin with a once powerful mousewizard
engraved on it.

Dealmaker
+10 DEF
+5 Magic. Increases all money obtained by 30%. Protects
from attacks with Puppet or Cat elements by 40%.
Fashionable pink and yellow glasses from a [[Specil]]
someone.

Bandage
+1 DEF
Once removed, it cannot be put back on. Instead, it
becomes a consumable healing item that heals 20 HP.

Backpack
+1 DEF
A simple backpack. Increases inventory space by 6.

Items, Consumables and Inventory

HP is normally restored in this game through consuming


tasty snacks or applying some sort of healing ointment to
the wound.

Items and Consumables can have other effects as well, like


temporarily granting Speed boosts or increasing your
Defense.

Every character can carry up to 12 items or consumables


each, carrying them in their Inventory.

Inventory space can be increased by obtaining something


like a pouch or backpack.

You may also only carry 4 Weapons and Armor pieces per
person, which can be swapped out of battle at will. Pairable
weapons count as one weapon all together.
Example Items and Consumables

Tension Bit
100 G
Consumable
Use in battle to increase your team's TP by 32.

Tem Flake
1G
Consumable
A small piece of paper. Heals 1 HP.

Bicicle
10 G
Consumable
Two popsicles in one. Can be used twice as two separate
objects, restoring 11 HP with each use.

Choco Diamond
40 G
Consumable
A small diamond made of chocolate. Restores 2d12+10 HP.

Fire Paper
100 G
A piece of paper with fire drawn on it. When used in combat
on a weapon, the weapon deals an additional 1d6 fire
damage. This effect lasts for 3 rounds, and may only be
applied to a weapon once.
Can only be used once per combat, but replenishes.

Phone
900 G
A cell phone. Can be used to make and receive calls. Games
optional. Unlimited data, though it doesn’t work great in
alternate worlds made of darkness.

Combat

Sometimes, you might find yourself locked in combat with


somebody who wants to hurt you. Whether for malicious
reasons, or they’re just confused as hell, you need to learn
to defend yourself.

Fighting vs Sparing

In this game, there exists two main ways to end conflict:

You can Fight, which is using physical force to defeat your


foes. However, unless in very specific scenarios, using
Fighting is generally frowned upon, and may build up bad
Karma if done too much.

You can also use Sparing and Mercy. Enemies have a


Mercy stat that can be increased through ACTing or other
various means. This stat starts at 0, and increases through
correct ACTs.

ACTing and Sparing

The main ability of any human is the ability to ACT.

ACTing is more than just performing an action, it’s using


your innate understanding of your foe to cause them to
lower their guard, to the point where they don’t wish to
battle you anymore.

On a human’s turn, they may decide to use their Attack


action to come up with an ACT. One ACT they can always
use is the CHECK act, which allows a human to sus out a
monster’s ATK, DEF, as well a some tidbit of their
personality, likes and dislikes, or even a weakness.

It’s up to the GM what will work from here. Some enemies


cannot gain Mercy from ACTS.

Some ACTS require more than a single person to work. This


could be throwing an ally at wires, using their combined
powers to take care of a foe, or even having a more Kind
individual flirt with the enemy.

Sparing is an action that can be used on anybody’s Attack


action, which removes an enemy with 100% Mercy from
combat.
Initiative

When a battle begins, it starts with every creature involved


in the combat rolling initiative.

Initiative is rolled using a d20 + 1 for every 10 points in


Nimbleness.

The creature with the highest initiative goes first, followed


by the second highest, and so on and so forth. When you
reach the bottom, you start again from the top.

Turns and Actions

Every player character gets one Attack action and one


Move action.

A Move action allows a character to move up to their


Speed. If they have any abilities like climbing or flight, this
uses their Speed as well.

Your Speed is used as you move, and is replenished at the


beginning of your turn.

An Attack action allows a character to do one of the


following: Fight, ACT or use a spell, use an item, Spare, or
Defend. Unless you get an ability that says otherwise, you
only get one Attack action.

Enemies will often get more than one Attack action.


When you’ve completed your Move and Attack action
(though you don’t need to do both), your Turn ends. When
everybody has taken their Turn, the Round ends and a new
Round begins.

Some abilities and spells last a certain number of Turns,


and some effects activate after a certain number of Turns
as well.

Fighting

Sometimes, your words aren’t enough. Sometimes, you must


Fight.

You may Fight when you’re within range to use your


equipped weapon on a foe. When you Fight, you roll your
damage dice, depending on the size of your weapon, and
add your ATK. You roll a number of dice equal to your LV
(not VL).

When you or your enemy gets hit, they may dodge. When
you dodge, you must succeed on a Nimbleness roll. If you
succeed, you avoid the attack and take no damage.

If you are hit by the attack, you take damage equal to the
damage of the roll minus the DEF of the defender to a
minimum of 1.

Spells
If you’re a monster, you cannot ACT, but you can instead
cast a spell.

Spells are created by the character using their Elemental


Duo, costing TP to use.

Spells ignore DEF if the spell does damage.

Note that Monsters cannot ACT, but may spend their


Attack action to instead use a rudimentary ACT. To use this,
they must succeed a Kindness or Scariness roll, and on
success may increase the opponent’s Mercy by 1d6 percent.
This can only be done on creatures that can be Spared.

Tension Points, or TP

As the battle goes on, the party will gain Tension Points, or
TP. TP is shared among the party, and goes from 0 to 100.

TP can be gained in a variety of ways, like using a Tension


Bit, Fighting (which gives 6 TP per attack), Defending (which
gives 16 TP), or by taking a penalty when you Dodge (you
lower your Nimbleness score up to 16, gaining 1 TP for every
point lowered).

TP is like Mana Points in another game, being used for


special ACTs as well as all Spells.

When a battle ends, TP is converted into money. The


amount is the amount of remaining TP times the party’s
milestones.
Defend

The easiest and safest way to gain TP, and a great way to
protect yourself from oncoming damage. Defending halves
all damage taken after DEF is applied, even to Spells.

Defending applies to all attacks until your next turn.

Tiredness and Pacify

If Mercy proves to be difficult, there are other ways to solve


certain conflicts without the need for killing.

When enemies reach 10% of their maximum health, they


become Tired. Tired is the enemy running out of stamina
from being harmed.

When an enemy is Pacified, certain Spells can be used to


Spare them by putting them to sleep. One such spell is
Pacify.

However, the players can become Tired as well, and some


enemies might have some sort of Pacify spell on hand.

A character that has fallen asleep is not removed from


combat like a pacified enemy, but cannot make actions.

Downed, Dying and Death


When a character reaches 0 HP, they are not killed outright.
Instead, they are Downed.

A Downed character cannot make Attack actions, and only


has half of their Speed to move.

A Downed character loses 1d10 HP per turn they spend


downed. A Downed character must spend 1 Speed to dodge,
plus any additional Speed the attack requires to dodge.

If a downed human reaches -100 HP, or a downed monster


reaches -50 HP, they’re killed.

A killed monster turns to dust, and unless they have Strong


Soul their soul is destroyed. A monster with Strong Soul has
their Soul remain for as many turns as they have
milestones.

A killed human leaves their Soul behind.

A monster may absorb a human soul (or a human may


absorb a Strong Soul) to gain half of that human’s stats
and their Soul Trait. The human also gains the ability to
cast the spells of the absorbed monster.

The maximum number of souls a monster may have is 7,


and they must all have different traits.

Soul absorption is an alternate rule, by the way. If the GM


believes the players will abuse this rule, then the GM may
decide that human souls shatter instantly upon death, as
well as Strong Souls.
Speed

On your turn, you may move using your Speed.

The base speed is 7, affected by traits.

Every point of Speed is one unit of movement.

Once Speed is used, it cannot be regained until your next


turn.

GM Advice

Like many TTRPG’s, this game requires a Game Master, or


GM. The GM is the one who makes the world, creates the
enemies, and judges the party for their actions. Their word
is often final, even overriding the rules of this manual.

However, GMing for such an open and strange game can be


difficult, so this section is to grant advice from the guy who
made the game.

Creating a Campaign
A campaign is a series of games that string together into
an ongoing narrative.

Every campaign will be different, depending on the GM and


Players. One campaign might be an Underverse style game
involving different timelines and cool anime battles, while
another might be a political intrigue game involving
espionage.

The ultimate point of this game, as well as the story of


Undertale (and potentially Deltarune) is that the player's
choices have lasting consequences on the world, good or
bad.

Karma and Morality

Karma is a stat used to show how the world views the


players. It is not meant to be a murder tracker or a show of
good or evil. It is dependent on how the world views the
actions of the protagonists.

In Undertale, the player’s choices drive the game forward. It


is important to remember that Undertale is a game about
choices, not about good or evil. There is no antagonist
unless the player decides to create one.

This game tries its best to emulate this feeling of choice


using Karma. You should not automatically assume that
Fighting is inherently bad or that Sparing is always a good
thing or even possible for some.

In a game where eldritch monsters run amok, consuming


the souls of humans and monsters, killing those beings
might be inherently good for the sake of the world.

However, in a game where the enemies the players fight are


either fighting out of obligation or confusion, killing
hundreds of innocent monsters may be frowned upon.

Alternatively, killing a powerful being that threatens the


world might be better than allowing them to continue their
evil machinations just because of the promise of a positive
point.

Allow your players to make their own decision, and give or


take Karma whenever you believe they’re worthy of it.

What about Saving and Resetting?

In Undertale and Deltarune, the abilities to Save and Reset


are real, canonical parts of the game. However, in a TTRPG,
it can make death trivial and encounters unfun. Alongside
this, Resetting can be tedious for the players and GM due
to having to start over from the very beginning of a
campaign, meaning that all character interactions and
meaningful discoveries are erased from reality.
While Resetting might not work, Saving could be added to
games at the GMs behest. Perhaps in games where the
party dislikes perma-death, or for some sort of thematic
purpose. However, given how Saving works, some changes
and requirements may be required. A few suggestions are
listed below.

1) For a party to Save, they must have at least one human


with a Determination Soul Trait. The human does not
gain Determination’s Soul Trait, but instead gains the
Save ability.
2) When a character is Downed, they do not lose HP.
Rather, they regain a small portion of it every turn,
about 1d10 or so. When their HP is above 0, they get
back up.
3) When the entire party is Downed, the party all dies
together. They then return to the last Save point. When
they do, they return to the last point at full HP, though
anything done after the Save is lost.
4) If an encounter ends while a party member is Downed,
they’re returned to 1 HP.
5) Some more powerful beings might acknowledge Saves,
but most creatures will not know of it. The party is an
exception, though it can also be ruled that only the
human Saving might remember.

If you do use Save rules, don’t be afraid to make your


encounters a bit harder as a result. Remember, because
they can keep coming back, that means you don’t need to
worry about killing the party.
Creating Enemies and AoE effects

Of course, there’s very little reason to have combat rules if


enemies aren’t there to be combatted.

Enemies in this system are built a bit differently than player


characters. While we cannot accurately recreate the bullet
hell gameplay of Undertale and Deltarune, we’ve done our
best to give a similar focus on positioning and area of
effect attacks.

Enemies have HP, ATK, and DEF, but often not any other
particular stats like Strength or Nimbleness. Dodging is
rare in enemies, instead being replaced with Dodge Chance
if they can dodge at all. Because of this, enemies should
have high HP or DEF.

Enemies also often have some sort of weapon or ability to


melee attack, which is treated just like a player’s weapon (ie
King’s Mouth Flail or the Devilsknife).

Most enemies have only two Attack and one Move action
(one to set an AoE, one to Melee attack, but it varies), but
particularly powerful enemies may have more Attack
actions. The limit on melee attacks should be about 1 or 2 if
they have the actions for it, leaving the rest for AoE’s.

Some Attacks should also add or take away from the base
of the enemy, for variety.
An area of effect, or AoE, is an ability that affects more than
one square or creature. This can be a square, a line, a
zigzag, a cone, what have you.

There are different sorts of enemy attacks, ranging from

- Normal Attack: A normal attack or effect.


- Set AoE: An attack with a timer set to a number of
turns. When this number reaches 0, the effect goes off.
Best used for AoEs.
- Unavoidable Attack: Any creatures in the attack when
it goes off will automatically take all damage without
being able to Dodge. Best paired with Set AoEs.
- Orange Attack: An Attack that requires 1 Speed to
dodge. If they’re out of Speed, they cannot dodge.
- Blue Attack: An Attack that limits movement. If any
creature within the effect uses Speed while active, they
take damage without dodging.
- Timed Attack: An Attack that lasts a certain number of
turns or rounds. When the number reaches 0, the
attack ends.

Enemy HP, ATK and DEF

Enemies often cannot dodge, so it’s important to give them


enough HP to take a good few hits from the party. A point
should be made that the number of damage dice from
weapons increases with LV, meaning that a high LV party
might be able to easily kill very high HP hindrances, while a
VL party may struggle with the same enemies.
ATK should also be thought about in relation to the party’s
HP. Remember that the majority of enemy attacks use only
ATK due to not being weapon attacks, so that’s going to be
important.

DEF isn’t as important, but giving certain enemies high DEF


can allow Magic-Dependant players to shine!

Enemy Personality, Likes and Dislikes

For every enemy, they should have a short bit of


Personality, a Like, and a Dislike. A Check ACT can sus out
these on a successful Kindness or Scariness roll.

If an ACT satisfies their Likes or Personality, it should be


counted as a success. If it affects a Dislike, it might not be
effective.

If this proves difficult, having a short list of potential ACTs


alongside the things required for them to function (ie
succeeding to throw an ally or trapping mice) is
appropriate as well.

Enemy Template

Enemy Name
HP
ATK and DEF
Speed
Elemental Pair (if capable of Magic)
Dodge Chance (if any)
Attacks and Weapons
Personality, Likes and Dislikes/Potential ACTs

(A note should be made that a separate book with example


enemies will be made eventually. Playtesting is still
required.)

Giving Milestones

Milestones should be given after the players accomplish a


massive goal (ie sealing a fountain of darkness, defeating a
powerful foe, successfully killing an appropriate amount of
enemies).

Remember that the level a player gains is based on their


Karma when they gain a Milestone. This means, in a way,
you’re in control of how the party grows. PLEASE remember
to honor the party’s actions, even if negative. And
remember that, if a party member is acting in a way that
seems to be directly opposing the rest of the party, it may
be a good idea to talk to that player.

This is not a game of ‘making friends and being good


because killing bad’, it’s a game of consequences and
choices. Milestones, LV, and VL are measurements of a
character’s growth through love or LOVE.
If you wish, however, the party may gain LV or VL using the
party’s Average Karma, which is all of their Karma together
divided by the number of party members.

Consequences and Retribution

Depending on your player’s Karma, they may start to suffer


consequences for their actions. Towns may flee from a
rampaging group of murderers, heroes may appear to take
down the party, and those who keep an eye on the balance
of the world may show the party a bad time. It’s a good idea
to take notes of effects that may occur at certain Karma
levels.

When a player reaches -18 Karma, something else may


happen. At the GM’s discretion, the player may begin to feel
cosmic retribution for their actions in the form of KR.

KR is a status effect that cannot be removed once it is


gained, except by gaining a Karma of 0 or above. Any
damage dealt to a character with KR cannot be healed until
their turn after they take the damage. This turns even
minor enemies into great dangers.

How to Handle Character Progression


This system is rather video gamey, which means that as the
characters move forward they’ll often gain more powerful
equipment and fight more powerful foes.

It’s nearly impossible to gauge how exactly your party will


grow in strength, but there are a few things to keep in mind.

For starters, the ability to obtain stronger gear as the party


moves forward is important. Having only +3 ATK and 7 or so
DEF isn’t going to be fun for long.

Fill your shops conveniently with neat weapons your party


can use. Create weapons that add substantial ATK as the
health of enemies increases.

Build your encounters around the vibe of your party and


the story you wish to tell. Maybe allow a high LV party to
decimate the opposition, only to be crushed by a powerful
hero defending these lands. Or give a party focused on
Mercy an opponent that Mercy might not work on.

Authors Note

This game is nowhere near close to perfect nor balanced.


Alongside required playtesting and lack of experience
creating TTRPGs, this system is being held together through
sheer willpower.
This game is not supposed to be a perfect recreation of
Undertale or Deltarune, nor is it a substitute for those
games. PLEASE, if you enjoy this project go and support
Toby Fox, Temmie Chang, and everybody else who does
work on the games that we all enjoy so much.

This game is still in a pre-release state, and therefore is


open to criticism. However, do not complain or nag to
anybody working on this project.

Other resources

Character Sheet
Right here
Discord Server
Chaos, chaos!

This manual is Pissing me off.

I’m the original Starwalker.

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