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
- Attacker rolls Damage dice + weapon bonuses
- Defender rolls Armor dice + armor bonuses
- 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
| 2D6 | Equipment | BP | Description |
| 2 | Temple Relic Knife | 1 BP | Ceremonial bronze blade used by priests and temple guards. +1 Damage Die. |
| 3 | Bronze Sword | 2 BP | Standard bronze weapon of soldiers and mercenaries. +2 Damage Dice. |
| 4 | Hunter’s Bow | 2 BP | Composite bow of horn and wood used by scouts and hunters. +2 Damage Dice (ranged). |
| 5 | Shield | 1 BP | Round wooden shield reinforced with bronze. +1 Armor Die when defending. |
| 6 | Leather Armor | 2 BP | Hardened leather armor worn by guards and caravan escorts. +1 Armor Die. |
| 7 | Traveler’s Pack | 1 BP | Rope, lamp, food, and tools for long journeys. +1 die to Notoriety rolls involving travel. |
| 8 | Engineering Tools | 1 BP | Files, chisels, and bronze implements used by craftsmen. +1 die to Notoriety rolls involving repairs or machines. |
| 9 | Sun Lens | 2 BP | Polished lens focusing sunlight. Can ignite dry materials with preparation. |
| 10 | Bronze Prosthetic Hand | 3 BP | Mechanical replacement limb powered by springs. +1 die to Notoriety rolls involving strength or tools. |
| 11 | Chemical Fire Sprayer | 4 BP | Bronze pressure tube projecting flame in a 3 inch cone. Targets struck take 3 Damage. |
| 12 | Ancient Machine Key | 3 BP | A strange bronze tool used to activate unknown mechanisms in ruins. |
1d6 Spell Table
| D6 | Spell | Cost | Success | Description |
| 1 | Spark | 1–5 | 1 | Ignites torches or dry material. Deals 1 Damage per Magic spent. |
| 2 | Whisper of Wind | 1 | 1 | Sends a quiet spoken message carried by the wind to someone nearby. |
| 3 | Light of the Temple | 1 | 1 | Creates a floating light illuminating the area for several minutes. |
| 4 | Heat Metal | 2 | 2 | Causes a metal object to glow hot. Target holding it takes 2 Damage unless dropped. |
| 5 | Sight Beyond Dust | 1 | 2 | Reveals hidden traps, mechanisms, or magical objects nearby. |
| 6 | Sun Flare | 3 | 2 | A flash of blinding light. Targets roll Armor vs 2 successes or lose their next action. |
d6 Rumor Table
| D6 | Rumor | Description |
| 1 | The Bronze Idol Walks | Workers claim the statue in the ruins moves at night. |
| 2 | Hidden Workshop | An ancient engineer’s chamber lies beneath the temple ruins. |
| 3 | Burning Lens | Someone created a lens capable of starting fires across the city. |
| 4 | Temple Secrets | Archivists are hiding a dangerous machine blueprint. |
| 5 | Strange Lights | Travelers report flashes of light inside the ruins after sunset. |
| 6 | Missing Workers | Laborers sent to clear rubble have not returned. |
d6 Quick Treasure Table
| D6 | Treasure | Value | Description |
| 1 | Bronze Tools | 1 BP | A kit of chisels, files, and small tools used by craftsmen. |
| 2 | Silver Ring | 1 BP | A small piece of trade currency worn on a cord. |
| 3 | Merchant Goods | 2 BP | Spices, cloth, or rare materials from distant lands. |
| 4 | Temple Charm | 2 BP | A sacred token believed to protect travelers. |
| 5 | Mechanical Component | 3 BP | A strange gear or spring from an unknown machine. |
| 6 | Ancient Device | 4 BP | A mysterious machine part that may activate forgotten mechanisms. |
d6 Environmental Complication Table
| D6 | Event | Description |
| 1 | Falling Stones | Loose masonry collapses. Armor vs 2 successes or take 2 Damage. |
| 2 | Sudden Wind | Dust clouds reduce visibility for several moments. |
| 3 | Loose Floor | A cracked stone floor threatens to collapse under heavy movement. |
| 4 | Strange Noise | Machinery or stone shifts somewhere deeper in the ruins. |
| 5 | Hidden Passage | A narrow gap reveals an unexplored corridor or chamber. |
| 6 | Flicker of Fire | A strange spark or flame briefly appears from an ancient device. |
Reaction Table (for NPCs)
| D6 | Reaction | Description |
| 1 | Hostile | NPC assumes the players are thieves or enemies. |
| 2 | Suspicious | NPC watches carefully and demands explanations. |
| 3 | Neutral | NPC treats the players cautiously but fairly. |
| 4 | Friendly | NPC is open to conversation or trade. |
| 5 | Helpful | NPC offers useful information or guidance. |
| 6 | Desperate | NPC urgently needs help and may reward the players. |
Ruin Discovery Table
| D 6 | Discovery | Description |
| 1 | Broken Machine | An ancient mechanical device lies rusted and silent. |
| 2 | Bronze Idol | A statue of a forgotten god or engineer. |
| 3 | Hidden Storage | Clay jars or crates containing old supplies. |
| 4 | Ancient Tablet | A stone tablet with strange diagrams or writing. |
| 5 | Burn Marks | Evidence of fire or experimental devices. |
| 6 | Secret Door | A concealed entrance to a hidden chamber. |
Encounter Table
| 2D6 | Encounter | DAMN Stats | Description |
| 2 | Bronze Furnace Guardian | D5 A4 M2 N1 HP 2 MP4 | Massive animated bronze statue defending an ancient machine chamber. |
| 3 | Desert Lion | D4 A3 M4 N1 HP 2 MP4 | A hungry predator stalking travelers in rocky hills. |
| 4 | Bandit Raiders (2) | D3 A2 M3 N3 HP 6 MP12 | Two armed raiders watching the road for caravans to ambush. |
| 5 | Caravan Traders | D2 A2 M2 N4 HP 8 MP16 | Merchants traveling with pack animals and goods. Often willing to trade or share rumors. |
| 6 | Sandstorm | — | Blinding winds reduce movement to 1 inch and prevent ranged attacks. |
| 7 | Wandering Engineer | D2 A2 M2 N5 HP 10 MP20 | An inventor searching ruins for lost machines and rare devices. |
| 8 | Nomad Hunters (2) | D3 A2 M3 N3 HP 6 MP12 | Skilled desert hunters tracking animals. Friendly if treated respectfully. |
| 9 | Venomous Snake | D2 A1 M3 N1 HP 2 MP4 | Hidden serpent strikes suddenly. Initial Damage 1. Poison check: Notoriety vs 2 successes. |
| 10 | Ruined Shrine | — | A partially buried temple containing ancient mechanisms and unstable stonework. |
| 11 | Lost Archivist | D2 A2 M2 N5 HP 10 MP20 | Exhausted scholar searching for a legendary machine described in temple tablets. |
| 12 | Ancient Machine Awakens | — | A 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:
THESE ARE FREE RULES!!!
SHARE THEM!!!
