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MM Smurfs QuickStartGuide v2 2

Smurfs RPG quickstart
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0% found this document useful (0 votes)
248 views20 pages

MM Smurfs QuickStartGuide v2 2

Smurfs RPG quickstart
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
You are on page 1/ 20

CREDITS

GAME DESIGNERS: Kevin Borrup & Jonathan Gilmour-Long


Based on the Burn2d6 System created by Kevin Borrup

GAME DEVELOPER: Jonathan Gilmour-Long


PROJECT LEAD & PRODUCER: Jason Azevedo
PROJECT MANAGER: William Foster
GRAPHIC DESIGN & LAYOUT: Jason Azevedo
ADDITIONAL GRAPHIC DESIGN: Peter Wocken
EDITOR: Patrick Morrison
ILLUSTRATOR: Alain Peral & Ludo Borecki

BUSINESS DEVELOPMENT: Javon Frazier


MARKETING: Lucy Martinez
OPERATIONS: Eric Bertrand
TALENT MANAGEMENT: Daryl Andrews
COMMUNITY MANAGEMENT: Cody Underwood

SPECIAL THANKS TO IMPS THE SMURFS TEAM!

- 2024 Licensed through Lafig Belgium - www.smurf.com

Maestro Media Ventures 15243 La Cruz Drive #1114 Pacific Palisades, CA 90272
Maestro Media Ventures www.maestromedia.com
Introduction great adventures in the Cursed Land but
you will also smurf to design and rebuild
Welcome to Peyo’s world of the Smurfs! your Smurf House. The more you
These little blue creatures, three apples adventure, the more resources you will
high, are a cultural phenomenon with smurf for this task.
numerous comics, graphic novels, tv
shows, and movies dedicated to them. The Smurfs
Now they will have their own tabletop
roleplaying game! In this Quickstart Guide you will nd ve
characters to choose from: Smurfette,
So, what in the smurf is a tabletop Hefty, Jokey, Smurfblossom, and Clumsy
roleplaying game? You, the Player, get to Smurf. If you want to play Papa Smurf or
take on the role of a Smurf in an Brainy Smurf, or if you want to smurf
immersive story. As a Smurf, you will go your own Smurf you will need to back the
on adventures, solve mysteries, and help Kickstarter. All of that and more will be
those in need. Your Smurf can be a well- smurfed in the full rules.
known Smurf or a unique Smurf of your
own creation. In addition, a Storyteller Smurfs are the stars of The Smurfs RPG.
takes on the role of describing the world They each have a name that tells us
and its challenges to you. So, you need something about them and a motivation
at least two people to play. that lets us know how they think. Every
Smurf has a special power called an
This Quickstart Guide will provide you Advantage that relates back to their
with a sample of Smurfs to play, explain name or motivation statement.
the rules, and provide an introductory Advantages are unique and provide
adventure for the Storyteller to use. bonuses in certain situations, modify
action rolls, or give Equipment special
Setting abilities. Refer to the sample character
sheets for examples.
The Smurfs live in a place called the
Cursed Land. Their village is somewhere
smack dab in the middle of it.
Unless you are a Smurf, you are
very unlikely to pierce the magical
veil that keeps the village
unseen by others. Even
so, the Smurfs nd
QUICK-START RULES

themselves
being
discovered
from time to
time. In fact,
the Smurf
Village is
recovering from a
recent attack. That
old Wizard Gargamel
smurfed his way into
the village and ended up
stomping on a number of
Smurf houses, including your
own! So, not only will you have

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What Makes a Smurf a Smurf? Let’s Get Smurfing!
Each Smurf has four attributes that will We are ready to dig into how we play the
determine how smurfy they are at Smurfs RPG. First of all, only the Smurf
something. These attributes have a Players roll dice. The Storyteller does
value from 4 to 12. The basic game not roll, they simply describe what the
mechanic is rolling a number of six- Smurfs see, hear, taste, and feel. On a
sided dice and adding them up, and if failed roll, they describe the bad e ect.
you roll under the attribute value, you On a success, they describe what
succeed. The number of dice to be rolled happens.
will be indicated using the notation of
“d6.” So, “2d6” means roll two six-sided Whether you are trying to smurf
dice. Here are the four attributes: something like jump across a gap, save a
Smurf from a dangerous mushroom
QUICK (Q): governs all things related to man, or defend against that cat Azrael, a
moving around including Smurf Player rolls a number of d6s
jumping, climbing, running, based on the level of di culty assigned
sneaking, swimming, digging, by the Storyteller. A simple or routine
and driving or piloting vehicles task should not require a roll.
of all types.
Actions are resolved by rolling a number
BRAWN (B): governs all things related to
of d6s and comparing that number to
stamina and physical prowess
the relevant attribute plus any bonuses
including surviving against the
provided by Equipment or Smurfberries.
elements, tests of bravery,
If you roll under that number, it is a
intimidating an opponent,
complete success. If you roll equal to the
wrestling, or physically hitting
number, it is a partial success. If you roll
someone or something.
higher than the number, it is a failure.

MIND (M): governs all things related to


For most actions that do not involve
seeing and thinking including
con ict with others, use this chart to
investigating, xing, debating,
determine di culty:
nding, knowing,
understanding, unlocking,
hacking, and aiming. EASY No action roll required

HEART (H): governs all things related to CHALLENGING 2d6 action roll
QUICK-START RULES

empathy and magic including


animal handling, persuasion, DIFFICULT 3d6 action roll
and casting spells.
4d6 hard/risky action
HARD/RISKY roll, or base roll without
Smurf specialization

IMPOSSIBLE 5d6, or higher,


impossible action roll

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Remember, circumstances can always STEP 1: Determine the base level of
lead to more dice being added in difficulty by referencing the NPC’s DL.
di culty.
STEP 2: Storyteller can then add +1d6
The rules are a bit di erent when you or more to the difficulty based on
run into Gargamel or come into direct circumstances.
con ict with some other non-player
character (NPC). Attacking, defending, or STEP 3: The Smurf Player decides if they
engaging in a physical contest such as want to voluntarily add a +1d6 or more in
avoiding being grabbed is resolved in difficulty to magnify the effect (this can
the same way that all action rolls are also increase damage).
resolved, but use the Di culty Level (DL)
of the NPC rather than having the Smurfing Effort to To Succeed
Storyteller assess the task di culty.
Our Smurfs have a tough game ahead!
How can a Smurf succeed if they need to
roll under a “6” when they need to roll
Example: If Gargamel is trying to
3d6 or even more? Smurfs can always
grab a Smurf, we look to see that
apply a bit more E ort to make any task
Gargamel has a DL of 3d6. The
easier. Next to each attribute on the
Smurf Player would roll a simple
character sheet is an E ort column. A
QUICK action roll with a 3d6
Player Smurf starts the game with E ort
di culty to avoid being grabbed. If
equal to their attribute values. E ort
we change the situation and our
can be spent to reduce the di culty of
Smurf is trapped in quicksand as
any action roll, and the di culty is
Gargamel tries to grab them, the
reduced by 1d6 for each E ort point
Di culty Level of 3d6 might be
spent. A maximum of 3 E ort can be
increased by +1d6 or +2d6, to take
spent on an action roll, this is the Rule of
into account the added challenge
Three. Once E ort is spent, move it from
of being stuck in quicksand. With
the attribute’s E ort column to the
any roll, the Storyteller should
Spent E ort Pool on the character sheet.
consider the circumstances and
E ort must be spent from the attribute
add a number of d6s in di culty as
that is being used for the action roll. If
appropriate. Also, a Smurf Player
you are making a QUICK action roll, you
might even ask to add more d6s to
can spend E ort from QUICK but not
increase the magnitude of e ect. In
from other attributes.
this case, if the Smurf succeeds,
increasing magnitude might mean
QUICK-START RULES

Running out of E ort in your attributes


that Gargamel is now himself stuck
is not very smurfy. When a Smurf runs
in quicksand! If Gargamel were to
out of E ort in one attribute, it will make
lose E ort equal to his E ort Max
all of their action rolls +1d6 more
(EM) he would be knocked out.
di cult. If a Smurf runs out of E ort in a
This is the same for all NPCs.
second attribute, they are smurfed and
will be unable
to perform
· any actions
other than
a Smurf
Safety Roll.

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Smurf Equipment, Smurf There are two ways that you can use
Smurf Power:
Power, and Smurfberries
1. To reduce the difficulty of any 2d6 or
Smurf Equipment greater action roll action roll by replacing a
Equipment has a bonus associated with d6 with the Smurf Power Die.
it that you can add to an attribute when
you explain to the Storyteller how you 2. To add a fact or other narrative to the
story, with the agreement of the Storyteller
are able to use the Equipment for a task.
(for example, a Smurf struggling in a river
Each Smurf has a limit of 4 pieces of
might spend Smurf Power to say there is a
Equipment that they can carry at any log in the river that they can climb onto).
one time. A hammer with a bonus of 2
might be used to help you climb (using
Smurfberries
QUICK) or to fend o an attacking snake
(using BRAWN). Like attributes, Smurfberries are awarded by the
you can use E ort associated Storyteller for great roleplaying. Every
with Equipment. When you Smurf starts the game with 1 Smurfberry.
spend all the E ort equal to Great roleplaying is playing a Smurf true
the bonus, that to a Smurf’s motivation, even when it is
Equipment is then not helpful. Check out the motivations
useless. listed on the sample character sheets.
Great roleplaying can also be coming up
with a creative solution to a challenge.
Smurf Power
Paying one Smurfberry to the Storyteller
Smurf Power is either active or not. will add a one-point bonus to any
Using Smurf Power allows you to replace attribute for a single roll. Smurfberries
one of the di culty dice to be rolled with are also the only reliable way to heal a
the Smurf Power Die. The Smurf Power Smurf. By paying the Storyteller three
Die is a d6 but with 5 sides marked with Smurfberries, a Smurf Player can add
the Smurf symbol and one side marked back a point of E ort to their own Smurf
with the Smurf Critical symbol. Rolling or to another Smurf.
the Smurf Power Die adds 0 to the roll,
but if the Smurf Critical is rolled a 1. Pay 1 smurfberry to add a bonus of +1 to
successful action becomes an amazing an attribute for a single action roll.
absolutely smurfy success. If the action
roll fails and the Smurf Critical is rolled, 2. Pay 3 smurfberries to recover 1 Effort for
the failure is more terrible than one can any Smurf.
possibly smurf. The Smurf Power Die can
QUICK-START RULES

only be rolled when at least one other


standard d6 is being rolled. If a di culty
roll is ever reduced to a single d6, you
cannot replace the d6 to be rolled with
the Smurf Power Die. Once used, place
the Smurf Power die on the inactive area
of the character sheet. Finally, Smurf
Power is recovered any time a
Player rolls all 6s, even if
rolling just a single d6 and
the Smurf Power Die.

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Smurfhouse Effects di culty level of 4d6, would result in 3
lost E ort on a failed roll as the Smurf
On each character sheet, there is a hits the bottom (4 minus 1 equals 3).
section listing a room or feature that
has been rebuilt in each Smurf’s house. Safety Rolls
Some of these give a bonus or power
during the game. As an example, If your Smurf ever runs out of E ort in
Smurfette has rebuilt her Storage Loft. two of the four attributes, they can take
Within the loft she has two pieces no further actions and are considered
of equipment. At any time she to be knocked out or asleep. If in a dire
can spend Smurf Power to situation where no Smurf is able
have that equipment appear to help, the Player can make a
in an open Equipment 2d6 Safety Roll. Some
slot, or have it switch conditions might increase this
places with a piece of roll by +1d6 or more at the
Equipment already in a Storyteller’s discretion. A
slot. Refer to the successful Safety Roll
sample Smurfs in means that the Smurf
this Quickstart wakes up in their own
to see how Smurf House,
features within safe and
a Smurfhouse sound. The
can support Player and
a Smurf while Storyteller can
adventuring. create a
narrative that
Getting Smurfed explains how they got there. The
Safety Roll’s roll-under number is based
Smurfs can become so tired during on a Player’s Smurf House (detailed in
game play that they cannot continue. the full rules). A Smurf can spend any
Every time a smurf falls, is hit by dragon remaining Smurfberries or Smurf Power
re, or is bitten by a purple smurf, they to assist with this roll. Safety Rolls have
lose E ort and get closer to being no partial successes. Failure means the
smurfed. Losing E ort is how a Smurf Smurf may very well start the next
becomes exhausted. The amount of session in a dire situation. Under these
E ort lost by a Smurf Player who fails a Quickstart Rules, consider each Smurf
roll where damage can result is based to have a “3” as their Safety Roll number.
QUICK-START RULES

on the number of d6s listed for the NPC’s


DL minus 1. If an NPC had a DL of 2d6 Taking Turns and Movement
and a Smurf Player failed to defend
against their attack, the Smurf Player The Smurfs RPG divides action into
would lose 1 point of E ort (2 minus 1 for moments. A moment can be as long or
a total of 1 point of spent E ort), as short as required for the narrative.
bringing the Smurf one point closer to The Players go in whatever order they
not being able to smurf any more. agree to. When a question comes up
about who goes rst, the Player with the
For rolls not involving an NPC, but that highest QUICK wins. As a general rule,
can result in harm - like falling o a cli , no Player should make more than two
the E ort lost will be equal to the rolls before another Player takes their
di culty level minus 1. A QUICK roll to turn.
avoid falling down a hole with a Hard

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In The Smurfs RPG, most of the action more di cult for the Player Smurfs. The
and story takes place in the imagination Storyteller begins each session with zero
of the Players and the Storyteller. thorns. Thorns symbolize the many
However, when positioning is important, enemies of Smurfs working to make
distances can be described in zones. things more di cult.
There are four zones: Touch, Near,
Between, and Far. Within a moment of The Storyteller can use a single Thorn in
action, almost all Players in the Touch the following ways:
and Near zones can interact. Depending
on the situation, moving to the Between 1. Add 1d6 of difficulty to an action roll by
describing a new circumstance.
or Far zones to take an action might
impose additional di culty to the action
2. Add or remove a story element that adds a
roll: +1d6 di culty for the Between zone complication.
and +2d6 for the Far zone.
QUICK-START RULES

3. Allow an opponent or enemy of the Smurf


The Storyteller and Thorns Players to act first, or to interrupt the action.

In the Smurfs RPG, imagine the 4. Cause a piece of Equipment to be lost.


Storyteller as Storyteller Smurf telling a
great Smurf adventure around the Wrapping-up
camp re. Also, about smurfberries, for
the love of smurf, give out lots and lots of You have what you need to take the
smurfberries! Smurfs RPG for a trial run. What is not in
here? Rules on helping actions, multiple
You should also know that there is a cost opponents, magic, advancement,
to Smurf Power. Any time a Player uses Smurfhouse building, and much more,
Smurf Power, the Storyteller takes 1 can be found in the core rules. Join the
Thorn. The Storyteller may later Kickstarter, coming soon, and let’s make
use Thorns to make things this a smurftastic success!

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Motivation: I will prove that I’m a real Smurf by doing
everything I can to help others.

Smurf Power: Yes Smurfberries: 1

QUICK 6
BRAWN 4 Advantage: When directly helping
MIND 9 others, Smurfette receives a +2 bonus to
HEART 5 the action roll’s roll-under number.

Equipment: Snacks +2

Smurfhouse: Storage Loft (By spending Smurf Power,


Smurfette can add a stored item to her Equipment slots.
Smurfette is currently storing: a. 50 feet of Rope +1, and b. a Fire y Powered
Flashlight +1)

Spent Effort Pool: 0

Motivation: As the strongest Smurf, I will lead the way


and protect other Smurfs.

Smurf Power: Yes Smurfberries: 1

QUICK 4
BRAWN 12 Advantage: In any test of strength,
MIND 4 Hefty receives a +2 bonus to the action
roll’s roll-under number.
HEART 4

Equipment: Lifting Belt +2


THE SMURFS

Smurfhouse: Exercise Gym (Once during each


adventure, Hefty can recall his workouts in the Exercise
Gym to become energized and thus regain his Smurf Power)

Spent Effort Pool: 0

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Motivation: The best sound is my own laughter.

Smurf Power: Yes Smurfberries: 1

QUICK 8
BRAWN 4 Advantage: When using an Exploding
Present to accomplish any action roll,
MIND 8 Jokey can reduce the di culty by 1d6.
HEART 4

Equipment: Exploding Present +2

Smurfhouse: Work Bench (Once during an adventure Smurf Power can be


spent to create a piece of needed +1 bonus Equipment that instantly lls an
Equipment slot)

Spent Effort Pool: 0

Motivation: I will do my best to be friends with, and not hurt,


any Smurf or other creature.

Smurf Power: Yes Smurfberries: 1

QUICK 6
BRAWN 4 Advantage: When using HEART to persuade,
calm, or befriend, she reduces the di culty by
MIND 6
1d6.
HEART 8

Equipment: Giant Flower Petal +2


THE SMURFS

Smurfhouse: Kitchen (During an adventure, a Smurf with a


Kitchen in their Smurf House, always seems to have food available and receives
minus 1d6 to the di culty of any action roll made to nd/make food or water)

Spent Effort Pool: 0

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Motivation: Despite the fact that I trip, fall, and cause a lot of
accidents, I want to help.

Smurf Power: Yes Smurfberries: 1

QUICK 6
BRAWN 6 Advantage: Any action roll that fails or
succeeds by no more than 1 becomes a
MIND 6
partial success instead.
HEART 6

Equipment: Lucky Charm +2

Smurfhouse: Storage Closet (By spending Smurf Power, Clumsy can add a
stored item to his Equipment slots. Clumsy is currently storing: a. Honeypot +1,
and b. Roller Skates +1).

Spent Effort Pool: 0

THE SMURFS

9
Papa Smurf Goes Missing
An Introductory Adventure for The Smurfs RPG

Summary: In “Papa Smurf Goes Part I: Papa Smurf Goes


Missing,” the Smurfs awake to nd Papa’s Missing
mushroom house gone. A large hole in
the ground is in the space where the [The Storyteller should read this out
house once stood. Smurfs who loud to the Smurf Players]
investigate will nd that Papa has been
Smurfnapped by intelligent bugs called “You awake to nd the Village alive with
Bugoofs. Following a trail left by Papa activity but, through the cacophony of
Smurf, the Smurfs will eventually get to noise, you hear Smurfs yelling for Papa
Bug City where Papa is, against his will, Smurf. Investigating, you come to a giant
aiding the sick Queen. When freed, Papa hole in the ground. You realize that this
SMURF ADVENTURE

and the Smurfs are whisked back to the is exactly where Papa Smurf’s house
Village by the power of Papa’s Magic should be. Smurfs are gathered around
Whistle. the edge of the hole with many of them
yelling down into the darkness for Papa
Before gathering their Smurf Players Smurf. Looking at you, a Smurf says, ‘well
together, a Storyteller should fully read aren’t you going to smurf something?’”
this adventure scenario. At the table,
Storytellers should encourage Players to The hole is deep, more than sixty apples
spend E ort to succeed, use their deep, which is a lot for a Smurf. Looking
Equipment, and spend those down into the hole reveals nothing.
Smurfberries! This adventure is Should a Smurf come up with the idea of
designed to help Smurf Players shining a powerful light into the dark, it
and the Storyteller learn the will reveal a smashed mushroom house
rules. at the bottom. Smurfs who decide to

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descend down into the hole can use a stu smurfed away and items from the
rope, perhaps y down, or invent some destroyed lab are scattered about. A
other way to reach the bottom of the MIND action roll is required to
hole. The Storyteller should use this investigate the wreckage of the house.
opportunity to have every Smurf Player Each Smurf can only search one time.
make an action roll (most likely a Di cult This is a 3d6 roll due to the dim light.
3d6 QUICK roll).
The rst successful MIND roll will
reveal a pouch with a whistle in it.
The pouch has the following words
Example: written on it: “Blow this whistle and
Smurfblossom decides you will return to Smurf Village.” Of
to go down into the course, the whistle only works for
hole, looking for Papa Papa Smurf.
Smurf. She decides to use
her Giant Flower Petal like a The second Smurf Player’s
helicopter and ride it down. successful MIND roll will reveal one
Smurfblossom has a QUICK of Papa Smurf’s potions, safe in an
6, plus 2 for the bonus from unbroken glass beaker. A red liquid
the Giant Flower Petal. This swirls within the beaker. A 4d6
gives her a roll-under number HEART action roll will be required to
of 8. The Storyteller decides determine what e ect the red potion
that this is a Challenging 2d6 roll. has. On a successful action roll,
Smurfblossom decides not to spend have a Smurf Player roll a d6: 1-3 and
any E ort, so she rolls 2d6. If her the potion increases a Smurf’s
total adds up to less than 8, QUICK by +2 for several moments;
Smurfblossom oats down 4-6 and the potion will make the
successfully. If she ties by rolling a Smurf double their height giving
total of 8, Smurfblossom will su er a them a +2 to BRAWN with the e ect
complication, such as losing control lasting for several moments.
of the Giant Flower Petal and having
A third successful 3d6 MIND action
it spin o into a side tunnel. If she
roll will reveal a re y lantern
fails, rolling more than 8,
covered by a hood. When uncovered,
Smurfblossom will end up falling o
the lantern casts bright light up to
the Giant Flower Petal and then lose
the Between distance.
a point or more from QUICK based
on the di erence between her roll Any additional successful searches
and the target roll-under number. will reveal a piece of equipment with
SMURF ADVENTURE

The Storyteller should consider a +1 bonus. The Storyteller can


awarding Smurfblossom 1 Smurfberry invent the item on the spot or ask
for such a cool idea, whether or not the Smurf Player what they found.
she is successful.

Reaching the wreckage at the bottom of


the hole, Smurf Players will notice that
there is a dim light allowing them to see.
They are in a tunnel and a glowing
fungus on the walls and ceiling provides
dim light. The Smurfs may choose to
look for clues in the wreckage of Papa
Smurf’s house. Papa Smurf had a lot of

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side, they are attacked by Smurf-sized
Example: Hefty decides to search spiders that drop down from above
the wreckage. He has MIND 4. Hefty [Spiders EM3/DL3d6]. Any attempt to
has no other bonuses. He has no use QUICK to get away will start at the
light other than the dim light of the Spider’s DL of 3d6, plus 1d6 in di culty
fungus and the Storyteller lets him due to the sticky webs. Other
know that this will be a Di cult 3d6 circumstances can raise or lower the
action roll. Hefty wants to succeed di culty. The Spiders will try to capture
so he decides to spend 2 points of the Smurfs in their webs, attacking
E ort from MIND. This reduces the nearby Smurfs with the same DL3d6.
number of dice to be rolled to 1d6.
Hefty decides to use a Smurfberry,
too; this gives +1 to the roll-under Example: The Storyteller describes the
number of 4. Hefty now needs to Spiders dropping down. Clumsy decides
roll under a 5 with a 1d6 roll. to help everyone by distracting the
Spiders. Clumsy uses his Smurf Power to
place the Honeypot +1 from his Smurf
house Storage Closet into his
Any Smurf who successfully searches for
Equipment. Clumsy then throws the pot,
tracks will nd Papa Smurf’s footprints
aiming for a spot nearby that is not too
walking away from the wreckage and
close to the Smurfs. He hopes to attract
down the tunnel. Papa Smurf’s tracks are
the Spiders to the Honeypot +1. Because
surrounded on either side by giant bug
he is aiming, this is a MIND action roll.
tracks. If the Smurf Players brought a
Clumsy has a MIND 6, and he also grips
light, this is a simple 2d6 MIND action
his Lucky Charm +2, as he throws the
roll, but, if relying on the dim fungus-
Honeypot +1. This gives him a roll-under
made light, the roll gains +1d6 in
number of 9. The Storyteller lets Clumsy
di culty, making it a 3d6 MIND roll.
know that it will be a Di cult 3d6 to get
Once the Smurf Players decide to set o the attention of the Spiders with the
after Papa Smurf they will walk forward Honeypot. Clumsy asks for the di culty
for many minutes before the path splits, to be raised to 5d6 so that, if successful,
giving them three choices. Papa Smurf’s he will distract all the Spiders. Clumsy
tracks are no longer visible once the decides to use 3 E ort from MIND,
Smurf PCs reach this point. reducing the roll to 2d6. Clumsy’s
Advantage makes any success or failure
Part II: The Two Paths by 1 into a partial success. As a result, if
SMURF ADVENTURE

Clumsy gets below an 8 (roll-under


“You turn a corner and the tunnel number of 9), then he succeeds and all
abruptly ends at the edge of a cli . the Smurfs will get away easily. If he rolls
Before you is a wide empty expanse and, a partial success (with an 8, 9, or 10) he
in the dim light, you are unable to see might nd that not all the Spiders fell
the other side.” for it. If he fails with an 11 or higher, the
Honeypot might explode, increasing the
First Path: “To the left, intertwined webs di culty due to the sticky honey by 1d6
create a makeshift bridge that extends for everyone! Since Clumsy used Smurf
out into the darkness.” Power, the Storyteller will take +1 Thorn.

The Smurfs might decide to climb across Getting away from the Spiders, the
the gap, using the bridge of webs. If Smurfs will reach the other side safely.
they do so, when they are halfway There, a tunnel leads to a ledge
across and can spot the other overlooking the Bugoof Hive. See the

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Ledge Entry Point in the next section to fall asleep and lose 2 E ort from the
continue. Should any Smurf not escape attribute they used for their action roll.
because they have smurfed two
attributes (used all their E ort), they will At the halfway point of their journey
be wrapped in silk by the Spiders and through the valley, or immediately after
pulled up into the darkness above. a Smurf is put to sleep, little worms and
scuttle bugs start moving in the
Second Path: “Directly in front of the opposite direction of the Smurfs, leaving
Smurfs is a cli . Looking over the edge the valley by entering the tunnel that the
reveals nothing but empty blackness Smurfs just emerged from. Then the
below.” ground starts shaking. Ahead of the
Smurfs, a herd of Tank Bugs (EM6/
A Smurf Player who makes a successful DL4d6) tramples the valley mushroom
2d6 MIND roll (plus 1d6 if the Smurfs do trees and heads in the direction of the
not have a light) will reveal a path, Smurf Players. The Smurfs will need to
spiraling downwards, cut into the side of save any Smurf who is asleep; this adds
the cli . This is a challenging path that +1d6 to any action they attempt. A
will require a 2d6 QUICK action roll to Challenging 2d6 MIND action roll will
navigate. Those who fail their roll will fall allow a Smurf to see a gap in
and lose E ort equal to the the valley wall in which to
di erence between the target hide. A 2d6 QUICK roll
roll-under number will allow a Smurf to get
and their roll total there before the Tank
from their QUICK Bugs.
attribute as
damage. If this If a Smurf decides to
happens, refer to stand their ground
the River against the Tank Bugs,
Entry Point they could use
in the next BRAWN or even
section to HEART to
continue. withstand the herd.
Those who The Smurfs may come
successfully make their rolls may up with other ideas, such as
continue on. A partial success will result riding the Tank Bugs or some other
in the loss of a piece of Equipment or an solution. If so, assign a di culty roll
SMURF ADVENTURE
item found in the wreckage of Papa between Hard and Impossible and let
Smurf’s lab. them smurf for it! Once the Tank Bugs
pass, the Smurfs can continue forward
The Smurfs make it down the cli before and will soon nd themselves at the gate
entering a tunnel that leads to a to Bugoof City [see the Gate Entry Point
beautiful valley of mushroom trees. A in the next section]. Any Smurf who is
path leads through the middle of the knocked out due to having their
valley. Should a Smurf touch any of the attributes smurfed will need to be
mushrooms, they will see a ne mist of carried out of the valley by the other
spores heading in their direction. This Smurfs.
will require a Di cult 3d6 QUICK,
BRAWN, or MIND roll to avoid the e ect
of the spores. Let the Smurf Players tell
you how they avoid the e ects. A failure
roll means that a Smurf will immediately

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the city.
Example: If Smurfette decides to
calm the stampeding Tank Bugs Ledge Entry Point: “Safe from the
(EM6/DL4d6), this requires a 4d6 spiders, you make your way through a
HEART action roll to calm one Tank tunnel until you reach a ledge
Bug. The Storyteller lets Smurfette overlooking Bugoof City, a golden hive of
know that she can add 1d6 to activity.”
magnify the e ect and calm all the
Tank Bugs for a total of a 5d6 action From here the Smurfs can make a 2d6
roll. Smurfette has HEART 5. MIND roll to get additional details about
Smurfette also has Snacks +2 and Bugoof City, such as where the Queen is,
she describes how she will use the based on the hive activity. By looking
Snacks +2 to calm the Tank Bugs. In around, which is an Easy task, Smurfs
addition, Smurfette has an will be able to see that the ying insects
Advantage that gives her a +2 bonus have riders on their backs. The Smurfs
when helping others. This gives will also see that below them, several Fly
Smurfette a roll-under number of 9. Bugs (EM4/DL2d6) are sleeping. From
She decides to use her Smurf Power here the Smurfs could decide to climb
to replace a d6 with the Smurf Power down to the Gate Entry Point, rig a zip
Die, reducing the roll to 4d6 plus the line from the ledge to the top levels of
Smurf Power Die. She also decides to Bug City, or even ride the Fly Bugs to the
spend 3 E ort from HEART to reduce city. They might even go back to collect
the roll by another 3d6. Smurfette spider thread and use that as material
with a roll-under number of 9, will for ropes or even parachutes. Whatever
succeed when she rolls the the Smurf Players decide, they will
remaining 1d6 plus the Smurf Power eventually end up smur ng into the city.
Die, no matter what. The Storyteller The Storyteller should work to assign an
will get +1 Thorn because Smurfette appropriate di culty level to action rolls
used Smurf Power. using their best judgment.

River Entry Point: “You fell from the


Part III: Entering Bugoof City ledge, falling and falling, hitting the
water with a painful smack.”
Bugoof City is the hive-like home of the
Bugoofs and is situated inside a giant To navigate this treacherous waterway,
cavern. The Bugoofs are Smurf-sized Smurfs who fell in will need to make a
insects that have their own language Di cult 3d6 QUICK action roll. A success
and society. They are ruled by the
SMURF ADVENTURE

allows the Smurf to swim to a golden


Queen Bugoof. The golden mounded city honeycomb wall, which turns out to be
of the Bugoofs is made out of a rigid the outside wall of Bugoof City. Smurfs
honeycomb-like material that glows. The can try to climb it with a Di cult 2d6
city has twelve circular levels stacked on QUICK action roll, or to break through
top of each other. The top level is the the wall using a Di cult 2d6 BRAWN
Queen's throne room and this is where action roll. Climbing will bring them to
Papa Smurf is being held.The Queen is The Gate Entry Point (see below).
sick and the Bugoofs, who have learned Breaking through the wall will allow them
of Papa Smurf, hope that he can help. to climb through and into the city.
Bugoof City is a busy place, with lines of
Bugoof and Tank Bugs moving in and The Gate Entry Point: “You arrive at a
out of the city. Flying Bugs door. The door has a visible lock that
regularly land and take-o from seems to require a key.”

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The Smurfs who arrive at this gate can
make a MIND action roll to open the
Example: Jokey fails his QUICK roll
lock, using whatever tools they have. A
and is confronted by a Bugoof
Smurf with technical skills or a useful
Sentry who attacks him. Jokey
piece of Equipment will do this at a
decides to defend himself by holding
Challenging 2d6 level. Those with no
up an Exploding Present +2. The
technical skills (like Hefty) and no
Bugoof has a DL3d6 meaning the
relevant Equipment will have to make a
di culty of this attack is 3d6. Jokey
Hard 4d6 action roll. Once through the
has a BRAWN 4. Combined with the
gate, the Smurfs will nd themselves in
Exploding Present +2, this gives
the city. Of course, the Smurf Players
Jokey a 6 for a roll-under number.
may invent other creative ways to get
Jokey spends 1 E ort from his
inside - this should be encouraged.
Exploding Present bonus, then
remembers that his Advantage
Once in the city, the Smurfs will each
allows him to reduce any action roll
need to make two Challenging 2d6
involving his Exploding Present by
QUICK rolls to travel, while remaining
1d6. The 3d6 roll is reduced by 2d6 to
hidden, through the tunnels and
become a 1d6 roll. If he succeeds, the
corridors of Bugoof City before they
Exploding Present will do a number
reach the top level and nd Papa Smurf.
of E ort points in damage to the
Should any Smurf fail one of the two
Bugoof equal to the di erence
QUICK rolls, they will encounter two
between the roll-under target
Bugoof sentries (EM2/DL3d6). The
number and the total value of the
Bugoof will try to capture the Smurfs or
dice rolled. Since the Bugoof Sentry
quickly leave to alert all of Bugoof City.
has an E ort Max (EM) value of just
2, this might be enough to knock out
the Sentry. Of course, this might be
a good time for the Storyteller to
spend 1 Thorn to make this roll more
di cult, or perhaps to have
additional guard show up. Also, the
Storyteller might give 1 Smurfberry
to Jokey for such a great use of the
Exploding Present.

Eventually, any Smurfs who pass these


SMURF ADVENTURE

challenges should make it to the


Queen’s chamber and Papa Smurf.

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Part IV: Concluding the A Note on Advancement
Adventure In the full game, Smurf Players earn
Build Points (BPs) at the end of each
Success: Papa Smurf will greet the
adventure. BPs are used to advance
Smurfs and explain that he healed the
Smurf characters. Check out the full
hurt Queen (EM8/DL4d6) but that the
game to learn more about Smurf Player
Bugoof Guards (EM4/DL3d6) refuse to let
advancement.
him go. If the Smurfs have Papa Smurf’s
Whistle, they can simply hold hands and
Papa Smurf can blow the whistle to
return every smurf safely to the Village.
Without the whistle, they will need to
either escape or convince the Bugoof
Queen to let them go. Escaping means
another adventure to get home. If the
Smurfs attempt to persuade the Queen
to let them go, since the Smurfs do not
speak the Bugoof language, a Smurf
Player should be encouraged to act out
what they want to communicate before
making an action roll. If successful, the
Queen will order her guards to take the
Smurfs back home.

Failure: If the Smurfs fail to escape,


meaning they all got smurfed, they will
need to make a 2d6 Safety Roll and roll
under a 3! Smurf Power and
Smurfberries can be used. If the Safety
Roll is successful, they will awake in their
beds in Smurf Village. In the village they
will hear the sounds of construction.
Investigating, they will see Papa Smurf
overseeing the rebuilding of his house
with the giant hole now lled in. Papa
Smurf will approach the Smurfs to check
if they are alright. He will explain that
SMURF ADVENTURE

after convincing the Queen to set him


free, he found each of the Smurfs and,
with the help of his new friends the
Bugoofs, he got them all home to safety.
For those who fail the Safety Roll, they
will awake in Bugoof City Jail, set for
their next adventure to get back to
Smurf Village.

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