DAMN! QUICK START GUIDE

DAMN! QUICK START GUIDE

This quick adventure introduces the core rules of DAMN! The Roleplaying Game. Players take the role of travelers exploring a ruined site outside a Bronze Age city where something terrible has awakened.

Characters are defined by four attributes:

Damage — attacking strength
Armor — defense and toughness
Movement — speed and positioning
Notoriety — knowledge, influence, and skill

Roll a number of d6 equal to the attribute used.

Each 5 or 6 is a success.

Combat uses Damage vs Armor rolls.

HP = Notoriety × 2
Magic Pool = current HP × 2

PLAYABLE CHARACTERS

Choose one of the following characters.

Endiku the Bronze-Handed

Temple engineer turned wandering mechanic.

D4 A3 M2 N3 HP 6 MP12

Sword (+2 Damage Dice)
Shield (+1 Armor Die)
Bronze Prosthetic Hand (+1 die to Notoriety rolls involving strength or tools)

Endiku understands strange machines and dangerous inventions.

Sareth Caravan Guard

Veteran protector of desert trade caravans.

D4 A3 M3 N2 HP 4 MP8

Sword (+2 Damage Dice)
Shield (+1 Armor Die)
Armor (+1 Armor Die)

Reliable in battle but cautious around unknown magic.

Tali the Glassmaker

Inventor experimenting with unusual lenses and sunlight devices.

D2 A2 M3 N5 HP 10 MP20

Knife (+1 Damage Die)
Tool Kit
Burning Lens Device (ignites flammable materials)

Tali solves problems through clever thinking rather than brute strength.

Hama Temple Scholar

Archivist trained in forbidden texts and ancient rituals.

D2 A2 M2 N6 HP 12 MP24

Knife (+1 Damage Die)
Spell Book
Spell: Spark

Spark
Cost: 1–5 Magic
Ignites torches, lamps, or dry materials.
Deals 1 Damage for each Magic spent.

PLOT HOOKS & ADVENTURE

Roll 1d6 or choose one.

1–2 The Burning Lens
A glass lens stolen from the city workshop has been taken to a ruined temple outside the city. Strange fires have been seen at night.

3–4 The Missing Archivist
A temple scholar disappeared while investigating an ancient machine rumored to lie beneath the ruins.

5–6 The Furnace Cult
Workers claim a cult has begun worshiping a bronze idol in the ruins and feeding animals into its furnace.

All hooks lead to the same location.

THE RUINED WORKSHOP

The adventure takes place inside an abandoned engineering shrine partially collapsed by time.

The ruin contains three chambers.

A. ROOM 1

Collapsed Courtyard

Broken statues and scattered bronze tools lie half buried in sand.

Possible actions:

Searching the rubble requires a Notoriety roll vs 1 success.

Success reveals old mechanical diagrams and a partially intact tool kit.

Danger:

Loose stones may fall.

Armor vs 2 successes
Failure causes 2 damage.

A stairwell leads underground.

B. ROOM 2

The Inventor’s Chamber

Ancient worktables hold broken lenses and experimental machines.

A strange device occasionally sparks with light.

Searching the room requires Notoriety vs 2 successes.

Success reveals the adventure’s treasure.

ß. TREASURE

Sun Lens Device

Cost: 3 BP

A polished bronze lens that focuses sunlight.

Effect
Once per combat, the user may project intense light at a target.

Target must roll Armor vs 2 successes or take 2 Damage.

C. ROOM 3

The Furnace Shrine

A bronze idol stands over an ancient furnace pit.

Inside the chamber lurks a guardian creature awakened by recent disturbances.

D. FINAL MONSTER

Bronze Furnace Guardian

D5 A4 M2 N1 HP 2 MP4

Massive animated bronze construct created to protect the shrine.

Hammer Arm (+2 Damage Dice)

Description
A hulking statue that moves with grinding mechanical joints. Its eyes glow with furnace light as it attacks intruders.

Tactics
The guardian attacks the nearest character and attempts to block escape routes.

If reduced to 0 HP, the construct collapses into shattered bronze fragments.

E. ENDING THE ADVENTURE

After defeating the guardian, the players may claim the Sun Lens Device and recover ancient knowledge from the shrine.

The city will reward those who return with news of what was found inside the ruins.

Reward suggestion:

Each character gains 1–3 Build Points depending on their success.

F. WHAT NEXT?

This quickstart demonstrates the core mechanics of DAMN!:

Attribute rolls
Combat resolution
Hazards
Devices
Magic

The full game expands these ideas across many settings, from ancient bronze civilizations to strange cybernetic futures.

Game Master Section

Core Roll

Roll a number of d6 equal to the attribute used.

5–6 = success

More successes = better outcome.

Attributes

Damage — attack strength
Armor — defense and toughness
Movement — speed and positioning
Notoriety — skill, knowledge, reputation

Character Statistics

Stat blocks look like this:

D4 A3 M2 N3 HP 6 MP12

HP = Notoriety × 2
Magic Pool = current HP × 2

Combat

Attack Procedure

  1. Attacker rolls Damage dice + weapon bonuses
  2. Defender rolls Armor dice + armor bonuses
  3. Count successes (5–6)

If attacker has more successes:

Damage = success difference

Example:

Attacker: 3 successes
Defender: 1 success

Defender loses 2 HP

Movement

Characters move:

2 inches × Movement

Example:

Movement 3 → move 6 inches

Mounts and vehicles:

3 inches × Movement

When HP Reaches 0

Character is incapacitated.

They cannot act and may die without help.

Non-Combat Actions

Roll Notoriety.

GM sets difficulty.

Difficulty Guide:

Easy — 1 success
Moderate — 2 successes
Difficult — 3 successes
Heroic — 4 successes
Nearly Impossible — 5 successes

Magic

  • Casting a spell costs 1 Magic unless noted.
  • Roll Notoriety.
  • If required successes are reached, the spell works.
  • If the roll fails:
  • The Magic point is still spent.

Hazards

Common environmental dangers.

  • Heatstroke
    Notoriety vs 2 successes
    Failure: 1 HP damage
  • Falling Masonry
    Armor vs 2 successes
    Failure: 2 damage
  • Fire
    2 damage each round
    Armor may resist
  • Snake Bite
    1 damage immediately
    Notoriety vs 2 successes
    Failure: 1 damage each round for 3 rounds
  • River Crossing
    Notoriety vs 2 successes
    Failure: 1 damage and swept downstream

Healing

After a full night of rest:

Recover 2 HP

Panacea treatment:

Cost: 2 Ku silver
Restores +1 HP during rest

Limit: once per day

Rewards

After an adventure, award Build Points.

1 BP — survived the adventure
2 BP — partial success
3 BP — major goal completed

Extra BP may be awarded for heroic achievements.

Quick NPC Template

NPC stat blocks follow the same format as players.

Example:

Temple Guard
D3 A3 M2 N2 HP 4 MP8

Sword (+2 Damage Dice)
Shield (+1 Armor Die)

Random Difficulty Modifier (Optional)

Roll 1d6 when something unpredictable happens.

1 — Situation worsens
2 — Minor complication
3–4 — Normal conditions
5 — Favorable situation
6 — Unexpected advantage2d6 

Random Tables

Get on the ground running. Role a few tables and get your own quick adventure running. Roll on a few tables and get the details.

Equipment Table

2D6EquipmentBPDescription
2Temple Relic Knife1 BPCeremonial bronze blade used by priests and temple guards. +1 Damage Die.
3Bronze Sword2 BPStandard bronze weapon of soldiers and mercenaries. +2 Damage Dice.
4Hunter’s Bow2 BPComposite bow of horn and wood used by scouts and hunters. +2 Damage Dice (ranged).
5Shield1 BPRound wooden shield reinforced with bronze. +1 Armor Die when defending.
6Leather Armor2 BPHardened leather armor worn by guards and caravan escorts. +1 Armor Die.
7Traveler’s Pack1 BPRope, lamp, food, and tools for long journeys. +1 die to Notoriety rolls involving travel.
8Engineering Tools1 BPFiles, chisels, and bronze implements used by craftsmen. +1 die to Notoriety rolls involving repairs or machines.
9Sun Lens2 BPPolished lens focusing sunlight. Can ignite dry materials with preparation.
10Bronze Prosthetic Hand3 BPMechanical replacement limb powered by springs. +1 die to Notoriety rolls involving strength or tools.
11Chemical Fire Sprayer4 BPBronze pressure tube projecting flame in a 3 inch cone. Targets struck take 3 Damage.
12Ancient Machine Key3 BPA strange bronze tool used to activate unknown mechanisms in ruins.

1d6 Spell Table

D6SpellCostSuccessDescription
1Spark1–51Ignites torches or dry material. Deals 1 Damage per Magic spent.
2Whisper of Wind11Sends a quiet spoken message carried by the wind to someone nearby.
3Light of the Temple11Creates a floating light illuminating the area for several minutes.
4Heat Metal22Causes a metal object to glow hot. Target holding it takes 2 Damage unless dropped.
5Sight Beyond Dust12Reveals hidden traps, mechanisms, or magical objects nearby.
6Sun Flare32A flash of blinding light. Targets roll Armor vs 2 successes or lose their next action.

d6 Rumor Table

D6RumorDescription
1The Bronze Idol WalksWorkers claim the statue in the ruins moves at night.
2Hidden WorkshopAn ancient engineer’s chamber lies beneath the temple ruins.
3Burning LensSomeone created a lens capable of starting fires across the city.
4Temple SecretsArchivists are hiding a dangerous machine blueprint.
5Strange LightsTravelers report flashes of light inside the ruins after sunset.
6Missing WorkersLaborers sent to clear rubble have not returned.

d6 Quick Treasure Table

D6TreasureValueDescription
1Bronze Tools1 BPA kit of chisels, files, and small tools used by craftsmen.
2Silver Ring1 BPA small piece of trade currency worn on a cord.
3Merchant Goods2 BPSpices, cloth, or rare materials from distant lands.
4Temple Charm2 BPA sacred token believed to protect travelers.
5Mechanical Component3 BPA strange gear or spring from an unknown machine.
6Ancient Device4 BPA mysterious machine part that may activate forgotten mechanisms.

d6 Environmental Complication Table

D6EventDescription
1Falling StonesLoose masonry collapses. Armor vs 2 successes or take 2 Damage.
2Sudden WindDust clouds reduce visibility for several moments.
3Loose FloorA cracked stone floor threatens to collapse under heavy movement.
4Strange NoiseMachinery or stone shifts somewhere deeper in the ruins.
5Hidden PassageA narrow gap reveals an unexplored corridor or chamber.
6Flicker of FireA strange spark or flame briefly appears from an ancient device.

Reaction Table (for NPCs)

D6ReactionDescription
1HostileNPC assumes the players are thieves or enemies.
2SuspiciousNPC watches carefully and demands explanations.
3NeutralNPC treats the players cautiously but fairly.
4FriendlyNPC is open to conversation or trade.
5HelpfulNPC offers useful information or guidance.
6DesperateNPC urgently needs help and may reward the players.

Ruin Discovery Table

D 6DiscoveryDescription
1Broken MachineAn ancient mechanical device lies rusted and silent.
2Bronze IdolA statue of a forgotten god or engineer.
3Hidden StorageClay jars or crates containing old supplies.
4Ancient TabletA stone tablet with strange diagrams or writing.
5Burn MarksEvidence of fire or experimental devices.
6Secret DoorA concealed entrance to a hidden chamber.

Encounter Table

2D6EncounterDAMN StatsDescription
2Bronze Furnace GuardianD5 A4 M2 N1 HP 2 MP4Massive animated bronze statue defending an ancient machine chamber.
3Desert LionD4 A3 M4 N1 HP 2 MP4A hungry predator stalking travelers in rocky hills.
4Bandit Raiders (2)D3 A2 M3 N3 HP 6 MP12Two armed raiders watching the road for caravans to ambush.
5Caravan TradersD2 A2 M2 N4 HP 8 MP16Merchants traveling with pack animals and goods. Often willing to trade or share rumors.
6SandstormBlinding winds reduce movement to 1 inch and prevent ranged attacks.
7Wandering EngineerD2 A2 M2 N5 HP 10 MP20An inventor searching ruins for lost machines and rare devices.
8Nomad Hunters (2)D3 A2 M3 N3 HP 6 MP12Skilled desert hunters tracking animals. Friendly if treated respectfully.
9Venomous SnakeD2 A1 M3 N1 HP 2 MP4Hidden serpent strikes suddenly. Initial Damage 1. Poison check: Notoriety vs 2 successes.
10Ruined ShrineA partially buried temple containing ancient mechanisms and unstable stonework.
11Lost ArchivistD2 A2 M2 N5 HP 10 MP20Exhausted scholar searching for a legendary machine described in temple tablets.
12Ancient Machine AwakensA buried device suddenly activates, producing heat, sparks, and strange mechanical noise.

d66 Strange Discoveries

| 11 | Broken Gear Mechanism |A bronze gear assembly from an unknown machine. Engineers might repair or study it.|
| 12 | Burned Workbench |Evidence of dangerous experiments involving fire or chemicals.|
| 13 | Clay Tablet Diagram |An ancient engineering sketch showing a strange machine design.|
| 14 | Hidden Tool Cache |A small box containing chisels, files, and bronze tools. Worth 1 BP.|
| 15 | Sun Lens Fragment |A cracked lens capable of focusing sunlight into intense heat.|
|16 | Strange Bronze Key |A device that may activate unknown machinery.|

| 21 | Temple Warning Inscription | A carved warning describing forbidden machines. |
| 22 | Animal Skeleton | Bones of a creature killed by something powerful. |
| 23 | Abandoned Campfire | Signs of recent travelers who left in a hurry. |
| 24 | Rusted Weapon | An old blade or spear left behind by soldiers. |
| 25 | Hidden Silver Ring | A small currency ring worth 1 BP. |
| 26 | Ancient Lamp | A bronze oil lamp still capable of burning with fuel. |

| 31 | Mechanical Armature | Part of a prosthetic limb or mechanical tool. |
| 32 | Strange Crystal Lens | A polished crystal that bends light strangely. |
| 33 | Collapsed Tunnel | A blocked passage that may hide deeper chambers. |
| 34 | Dust-Covered Scroll | A record describing ancient machines or rituals. |
| 35 | Bronze Idol | Statue of a forgotten engineer or deity. |
| 36 | Hidden Storage Jar | A clay jar containing preserved herbs or powders. |

| 41 | Broken Automaton | A mechanical construct lying in pieces. |
| 42 | Ancient Furnace | A massive bronze casting furnace long abandoned. |
| 43 | Whispering Wind Shaft | Air moving through hidden tunnels creates eerie sounds. |
| 44 | Mechanical Trap | A rusted device meant to guard hidden areas. |
| 45 | Strange Burn Marks | Evidence of powerful heat or magical fire. |
| 46 | Hidden Door | A concealed stone door leading to another chamber. |

| 51 | Lost Research Notes | Papers describing dangerous experimental devices. |
| 52 | Unstable Machine | A device that sparks and hums unpredictably. |
| 53 | Sealed Bronze Chest | Locked container possibly holding treasure. |
| 54 | Ancient Navigation Map | A chart pointing toward distant ruins. |
| 55 | Mechanical Power Core | A strange energy source from an unknown machine. |
| 56 | Hidden Escape Tunnel | A narrow passage leading away from danger. |

| 61 | Strange Metal Sphere | A device whose purpose is unclear. It hums faintly when touched. |
| 62 | Fossilized Creature | Remains of an ancient beast embedded in stone. |
| 63 | Ritual Circle | Symbols carved into the floor suggesting magical activity. |
| 64 | Flickering Light Device | A strange machine producing intermittent flashes of light. |
| 65 | Ancient Guardian Switch | A control lever possibly connected to hidden machines. |
| 66 | Lost Machine Chamber | A sealed room containing a dormant ancient device of unknown power. |

Character Sheet
NAME:
Description:

D__A__M__N__ HP __ MP__

Gear:

Notes:

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