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Adventurers! Revised 2Pages Edition

Adventurers! Revised 2Pages Edition

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Adventurers! is the new ultra-lite RPG from GRAmel. Made for Old School aficionados, it has a Player's Guide and a Game Master's Guide - each in only two pages!

In the Player's Guide you'll find:
+Fast but detailed character creation rules
+Action resolution rules
+Combat!
+Gear and Encumbrance rules
+A slick freeform system for creating magical characters, from traditional wizards to exotic faeries
+Alternative point-buy rules for character creation

In the Game Master's Guide you'll find
+Additional rules for extended tasks, cooperative actions and more
+Hazards: including poisons, diseases and environmental hazards
+Rules to fully customize your heroes
+A bestiary!
+Optional rules
+... and much more!

Bonus Character Sheet included!

Over the next few months GRAmel will publish mini-settings, adventures and supplements for Adventurers!, all of them in only two pages!

 
 Customers Who Bought this Title also Purchased
Reviews (21)
Discussions (30)
Customer avatar
Christopher T September 20, 2019 8:12 am UTC
PURCHASER
Is the Shieldcraft skill from the Dungeon expansion meant to replace Weaponcraft (Shield) from the core rules? Or, can they be used together? Also, just to be clear, if you had both Weaponcraft (Shield) and Weaponcraft (Blades), could you choose to have Advantage on Att with your sword, and also have Advantage on Def with your shield by default, in the same round? Thanks!
Customer avatar
Umberto P September 20, 2019 8:56 am UTC
PURCHASER
Hi Cristopher, yes Weaponcraft(Shield) replaces Shieldcraft. And yes if you have Weaponcraft (Weapon) and Weaponcraft (Shield), you can have advantage both in attack and defense ;).
Customer avatar
Christopher T September 09, 2019 8:30 pm UTC
PURCHASER
Another Defense question! If a character is wearing Medium Armor (let's say Agi 2, so Def 4), and is also carrying a Shield (let's say Str 3, so Att 1 that can be used as Def) ... obviously he will always choose to roll the Def 4 for his armor rather than using his shield. Is there any benefit to carrying a shield in this case? Does the Deflect for the shield count even if you use the Armor Def roll?
Customer avatar
Umberto P September 11, 2019 1:50 pm UTC
PURCHASER
Exactly for that reason :). You can benefit from the higher value of Medium Armor AND the Deflect of the shield.
Customer avatar
Christopher T September 12, 2019 5:49 pm UTC
PURCHASER
I'm seeing how this fits together now. So, if you have Weaponcraft, Basic (Shields) you can roll with Advantage on Def even if not using it to attack? Add some Armorcraft and you would be a real tank!
Customer avatar
Umberto P September 12, 2019 6:30 pm UTC
PURCHASER
Yep ;).
Customer avatar
Christopher T September 07, 2019 11:59 am UTC
PURCHASER
Just to clarify: if someone with Weaponcraft chooses Defense over Attack at the start of a turn, he gets Advantage on all Defense rolls for the turn (if they can be affected by his weapon, i.e. in melee). Is this correct?
Customer avatar
Christopher T September 07, 2019 12:16 pm UTC
PURCHASER
Or ... is the Advantage in Defense meant to only apply to using Weaponcraft(Shield) in place of your normal Defense roll?
Customer avatar
Umberto P September 09, 2019 3:14 pm UTC
PURCHASER
On all Defenses rolls (if they can be affected by his weapon).
Customer avatar
Brian R June 03, 2018 9:02 pm UTC
PURCHASER
So I had a question about the power sphere skill. How powerful can a power c be. Would it be the equivalent of a relevant stat? And how do you account for power modifiers, such as limitation, duration, strain, armor penetration and such. Do these effect the cost in any way? Reason why I ask, is I'm trying to simulate a super hero setting. I could always whip up my own rules, but I thought some official answers or examples might help me out.
Customer avatar
Umberto P June 05, 2018 6:15 am UTC
PURCHASER
Hi Brian, there is a Supers setting incoming which will answer all your questions and much more ;).
Customer avatar
Rich H April 14, 2018 10:39 pm UTC
PURCHASER
Is this how balanced works? Use the higher of Str and Agi if they are unequal. If they are equal you get +1
Customer avatar
Umberto P June 05, 2018 6:16 am UTC
PURCHASER
Exactly!
Customer avatar
Nathan C February 06, 2018 6:29 am UTC
PURCHASER
Several people on here have mentioned the Armorcraft skill as if it's in these rules. I don't see it listed in the player's guide though, am I missing something?
Customer avatar
Umberto P February 06, 2018 1:42 pm UTC
PURCHASER
Yes, it is on the player guide, page 1. Second Skill of the list.
Customer avatar
Nathan C February 06, 2018 3:32 pm UTC
PURCHASER
Thanks for the speedy reply! So I had first gotten this when it had originally come out. When I tried to download the revised rules it was only giving me first edition, thus the confusion. I just "bought" the game again and now have the revised rules.
Customer avatar
February 06, 2018 3:35 pm UTC
PUBLISHER
It is a rpgnow problem. I don`t know why it happens, but we cannot correct it.
Customer avatar
Nathan C February 06, 2018 3:53 pm UTC
PURCHASER
No worries, you guys are awesome! This isn't this first time I've had this sort of problem with OBS, originally I just wasn't sure if that was the problem. Thanks for the help!
Customer avatar
Tony M January 18, 2018 9:35 am UTC
PURCHASER
Hello. Rage and Bare chested - are those 2 skills from Dungeon setting compatible with Revised Edition? I would like to play Beasts and Barbarians with Adventurers system and Bare chested skill is necessary if you know what i mean :)
Customer avatar
Umberto P January 18, 2018 12:08 pm UTC
PURCHASER
Hi, Rage is fully compatible. For Bare Chested you can use Armorcraft (Unarmored) from Revised or Bare Chested from the Dungeon, your choice. The Dungeon's Skill is slightly more powerful (which is ok if you want barechested barbarians to be a little more powerful as for B&B feel).
Customer avatar
Tony M February 05, 2018 9:03 am UTC
PURCHASER
Hello again. Could you tell me which settings from here are compatible with Revised Edition?
Customer avatar
Brian R December 25, 2017 2:59 am UTC
PURCHASER
I wanted to see how Adventurers! might handle a superhero character. So I used an Experience method and attempted to create Wolverine. Here's what I ended up with.

Wolverine (62 xp)
Origin: Mutant (+2 Endurance, 1 free B Power)
Concept: Feral Warrior

STATS
Strength 3, Agility 2, Mind 1 (18 xp)

DERIVED STATS
Attack: Claws (Attack=Agi+1, +1 Damage [sharp], Vehicle Scale Weapon)
Defense 4 (AR 3 /4 /6), Heroism 2, Endurance 10

SKILLS (44 xp)
Athletics (B)
Perception (A)
Weaponcraft: Claws (A, natural advantage and 11-12 critical success)
Survival (A)
Power: Regeneration A (Advantage on recovery checks, Can recover a number of times per day equal to strength +2; No strain)
Powers: Claws B (+1 Attack)
Powers: Enhanced Senses A (Investigation, no strain)
Powers: Adamantium Skeleton A (Claws are a Vehicle Scale Weapon, and sharp; provides Defense 3 (Agi-1), and a AR of 3 /4 /6)

A...See more
Customer avatar
Umberto P January 18, 2018 12:04 pm UTC
PURCHASER
Looks cool!
Customer avatar
January 18, 2018 12:09 pm UTC
PUBLISHER
Hint, hint - this year we should publish B&B Adventurers! :)
Customer avatar
Brian R February 07, 2018 8:29 pm UTC
PURCHASER
Definitely :)
Customer avatar
Brian R February 07, 2018 8:30 pm UTC
PURCHASER
I honestly can't say enough about this product.
Customer avatar
Joe F November 27, 2017 4:18 am UTC
PURCHASER
Not sure I completely understand how power's work. If you create a magic user, and he takes the damage sphere, does that mean he can cast all spells that do damage (ie, fireball, magic missile, etc)? Or does the character have to take the Power skill for each separate spell (ie, he would have to take Power twice - once for fireball and once again for magic missile, both using the Damage sphere)? I suspect it would be the latter, that each spell would require a new Power purchase.
Customer avatar
Umberto P November 27, 2017 12:32 pm UTC
PURCHASER
Hi Joe! You take the power only one time, and customize every spell cast you do, applying the modifiers to obtain different effects.
s
Customer avatar
Joe F November 27, 2017 12:40 pm UTC
PURCHASER
Got it. Thanks for the speedy reply!
Customer avatar
Steve N August 18, 2017 10:10 am UTC
PURCHASER
In the Player's Guide, it says under Actions (Section 8, Combat) that you can move up to 10+Agility yards (half if Encumbered). I can not find any reference to when a character is Encumbered. When Encumbrance points exceed Strength?
Also, when wearing something like Heavy Armor with its penalty of Agility-2, doesn't that -2 affect your Movement as well (which is 10+Agi yards)?
Customer avatar
Umberto P August 18, 2017 1:14 pm UTC
PURCHASER
Hi Steve, below my answers:
A)Encumbrance rules are on page 7 of the pdf, immediately after Gear.
Encumbrance
Encumbrance is handled in two optional ways:
Encumbrance Points (Enc). You can carry Enc. points up to Str without
being Encumbered, Str+2 max Enc. While Encumbered you suffer
-1 to Agi and Str rolls.
Equipment Slots. Every character can have any combination of three
weapons/shields, one suit of armor and up to six items (ten with a backpack).
Very small trinkets and Coins don’t count.
B)Agility-2 is only for Defense (you use the best between 4/Agi-2).

Hope it helps!
Customer avatar
July 16, 2017 10:32 am UTC
PURCHASER
Wow! This is a very cool system! Miniature but also a classic full value game. Earlier I thought that Savage Worlds is the shortened version of GURPS. And now I think Adventurers! is the more shortened version of Savage Worlds :D

So I translated it to Hungarian for myself and my friends, and bought some of the settings (Dark Camelot, Voodoo Pirates, No Happy Endings, The Dawn of Tomorrow, Gothica). And of course I'd like to write some new settings or conversion of exist settings to it... we will see... o.O :)
Customer avatar
Dillard R July 07, 2017 4:35 pm UTC
PURCHASER
For the sake of completeness, I would guess that the average person has a net of zero for STR, AGI, and MND? You could adjust this by giving them a -1 in other stats and still end up with some respectably capable foes; especially if you give them a skill or two. A guard with a STR -1, AGI 2, MND -1, Armorcraft (Light)(B) and Weaponcraft (Polearms)(B) equipped with Light Armor and a Staff could still put up quite a fight versus entry level characters.
Customer avatar
Umberto P July 07, 2017 4:48 pm UTC
PURCHASER
Exactly ;)
Customer avatar
Newton P June 20, 2017 3:05 pm UTC
PURCHASER
Two questions about Defense (DEF):
- The Weaponcraft skill (along with the "deflect" weapon note) seems to indicate you can use a weapon for the defense roll, instead of Armor + Agility. How does this work?
- For Medium or Heavy armor, do you use the greater of the two defense values? E.g. if your Agility is 4, you would have a Def of 3 for heavy armor (use "3" or Agi-2 (4-2=2).
Customer avatar
Brian R December 25, 2017 2:40 am UTC
PURCHASER
I was curious about this myself, but I believe I have an answer for the Defense Value question. Defense is 3 (modified by your Agility -2). Because the rules state you have a Defense equal to your agility, and if you refer to the gear list it shows "Unarmored" as well.
Customer avatar
Rich H April 14, 2018 10:12 pm UTC
PURCHASER
I believe Deflect just reduces damage on double rolls but you still defend normally. Weaponcraft grants advantage on attack and/or defense rolls but otherwise the roll is normal. Please correct me if I'm wrong.
Customer avatar
Steve N April 27, 2017 6:15 am UTC
PURCHASER
Hi Umberto, any update on the second editions of the settings yet?

SteveN
Customer avatar
April 27, 2017 1:10 pm UTC
PUBLISHER
I am taking care of it, not Umberto and we shall start updating settings soon. For now, only those from KS, rest will be done after we finish working on Beasts and Barbarians new edition (and kickstarter for it).

Dungeon is updated, btw. Enjoy. :)
Customer avatar
Nadav B January 27, 2017 7:25 am UTC
PURCHASER
Any way to contact you directly? I want to ask about possibly translating to my native language.
Customer avatar
January 27, 2017 11:20 am UTC
PUBLISHER
piotr (at) fajnerpg.pl or pkorys (at) gmail.com
Customer avatar
October 28, 2016 7:50 pm UTC
PURCHASER
Hello,
I've a few questions about skills.

When I'm Advanced in Charisma : with only 1 roll (-2) I can give +1 to all my allies AND -1 to all my foes ? Or does it need to different rolls (in two different rounds)
When I'm Advanced in Mobility : +1 Att, Def and AR are for me AND for the selected vehicule (if I drive it) ?
When I'm Advanced in Learning : Can I spend 1 Her to give +3 to ANOTHER person ? After or before the roll ?
Customer avatar
November 04, 2016 10:29 am UTC
PURCHASER
Hello,

Did you have time to answer me ? I will play my first Adventurers scenario tomorrow, my players will discover this game, and your answers will help me a lot :)
Customer avatar
Umberto P November 04, 2016 11:29 am UTC
PURCHASER
Hi. Sorry for the delay. With Advanced Charisma you must choose between bonus to allies or penalty to foes. For Mobility the bonus is for both. Learning can be used on friend, before or after roll (in gaming terms you intervene explaining things to the friend before he fails). Hope it helps!
Customer avatar
November 04, 2016 7:54 pm UTC
PURCHASER
Thank you ! It will help me a lot. With Advanced Charisma : if I buff my allies during first round (+1 to roll), can I try to debuff (-1 to roll) enemies on 2nd ? Or only one effect for each encounter ?
If I fail the 1st test, can I retry it each round until I success ?
Customer avatar
Umberto P November 04, 2016 8:22 pm UTC
PURCHASER
Yes to both.
Customer avatar
November 06, 2016 5:57 pm UTC
PURCHASER
Thank you
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Product Information
Platinum seller
Artist(s)
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Pages
5
File Size:
8.06 MB
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File Last Updated:
October 11, 2016
This title was added to our catalog on October 25, 2013.