Micro Chapbook Co Op
Micro Chapbook Co Op
Micro Chapbook Co Op
2
Find us on DriveThru RPG!
3
Art Citations
Cover Art by Vera Nattler (in memoriam of
Darkzel)
Cover and Interior Layout: Noah Patterson
Section 1.0 Banner Art: Daniel F. Walthall,
found at: drivethrurpg.com/product/181517,
available under a CC BY 4.0 license:
creativecommons.org/licenses/by/4.0/
Section 3.0 Banner Art: Daniel F. Walthall,
found at: drivethrurpg.com/product/181517,
available under a CC BY 4.0 license:
creativecommons.org/licenses/by/4.0/
Sections 4.0 Through 17.0 Art:
@ Copyright 2016 Patrick E. Pullen
4
STOP!
DON’T BUY THIS BOOK!
At least, not yet.
The is a supplementary set of rules for use
with the Micro Chapbook RPG system. It is
recommended you use one of the system’s Core
Rulebooks to get the most out of this deluxe
game supplement, HOWEVER, these rules do
stand on their own. You can play the game with
JUST THIS BOOK!
The rule’s basics are included in the front
portion of this book. These basics can also be
found in any of the stand-alone FREE
chapbooks found on DriveThruRPG.com.
With all that said, this Deluxe Game
Supplement gives you all the extra rules you
need to expand your game to include
cooperative play with friends!
Additionally, it includes official rules and
guidelines for playing the game via video
chat!
5
Contents
1.0: What is Micro Chapbook Co-Op?
2.0: What Do I Need To Play?
3.0: Gameplay Basics
4.0: Party Creation
5.0: Character Backgrounds
6.0: Party Backgrounds
7.0: The Party Leader
8.0: Party Companions
9.0: Encountering Doors
10.0: Encountering Rooms
11.0: Party Combat
12.0: Running Away As a Party
13.0: Party Treasures
14.0: Party Cohesion
15.0: Party Events
16.0: Playing Over Video Chat
17.0: Murder in the Talavell Market
6
Section 1.0
What is a Micro Chapbook Co-Op?
Micro Chapbook Co-Op is a set of add-on rules
for the Micro Chapbook RPG system. The basic
system is designed for simplicity, quickness
of play, and ease of entry. It is ultimately a
solo game . . . until now.
All of the game books so far include a few tips
for playing co-op, but these co-op rules give
you more clear and precise guidelines to play
this game and all of its adventure books with
a group of players. NO GAME MASTER NEEDED!
7
Section 2.0
What Do I Need to Play?
In order to play Micro Chapbook Co-Op you
will need to gather the following items:
● 2 six-sided dice. (preferably 2 for each
player especially if the group is
playing via video chat).
● Graph paper for one player. (The Party
Leader)
● A pencil with a good eraser for each
player.
● A Character Sheet for each player.
● The Micro Chapbook RPG Deluxe Core
Rulebook (optional).
● Extra scenarios and modules (optional).
8
Section 3.0
Gameplay Basics
The Micro Chapbook RPG system is an
ultra-simple roleplaying game that is
designed for solo play but suitable for co-op.
On the next few pages, you will find the basic
rules for the game system (as found in each of
the individual Micro Chapbooks). You don't
need anything else to play the game. However,
to make the best use of this book I recommend
picking up the Micro RPG Deluxe Core
Rulebook.
Rolling: During play, players always roll
1D6, trying to score equal to or lower than
their stat score. If they are proficient, they
9
roll 2 dice and take the better result of the 2.
1 always succeeds. 6 always fails. (NOTE: When
you see 1D3 it means you roll a die and half
the result rounding up. 1D2 means roll 1D6.
Evens = 2. Odds = 1)
Characters: To create a character, do the
following:
1. STATS: You have 4 statistics. STrength,
DExterity, WIts, CHarisma. You have 7
points to assign between them as you see
fit (9 for an easier game). No stat can
have a score lower than 1 or higher than
4 at this point.
2. CLASS: Choose a class. There are 4 to
choose from. Each one will make you
proficient in one area. Fighter:
Proficient in ST Ranger: Proficient in
DE Wizard: Proficient in WI Bard:
Proficient in CH
3. RACE: Choose a race. Race grants you a +1
bonus to one stat. Human: +1 ST Halfling:
+1 DE Dwarf: +1 WI Elf: +1 CH
4. HEALTH and WILL: Your health is your
ST+DE+20 (+10 for a challenge). Your will
is your WI+CH+20 (+10 for a challenge).
Weapons: Roll 2D6 to determine your gold. You
may buy equipment now. Weapons have a damage
10
rating and a cost in gold (g). Below are some
basic starter weapons, both ranged and melee.
You may buy these and others in town as well.
Melee Weapons Ranged Weapons
Armor and Items: Armor grants the wearer a
boost to their health, will, or both. Other
items such and food and potions can be used to
restore lost health and will. Below are some
basic starter items and armors. You may buy
these and others in town as well.
Armor Items
11
Generating Rooms: The Party Leader begins by
choosing a random square on the graph paper
and generating the first room. To generate a
room, roll 2D6. The number rolled is the
number of squares in the room. These can be
drawn in any way, shape, or form so long as
they are orthogonally connected. Next, roll
1D3 (1D6 divided by 2 rounded up). This is the
number of NEW doors in the room. Draw small
rectangles to represent the doors along any
single square’s edge to designate an exit.
Room Type: Each newly generated room has a
type. Roll 1D6 on the scenario Room Chart to
determine the type. Note this in the room with
the type’s letter code as listed on the chart.
Doorways: Next, you will choose one door to
move through into the next room. Roll 1D6 to
determine the door type. After moving,
generate the new room.
(5-6) Unlocked Move through freely.
12
(3) Locked One player makes a WI
check to get through. Lose
1 WILL to reroll and try
again.
14
room types as outlined in each scenario. If
you roll the boss when it can’t appear, reroll.
Once the boss is defeated, the game ends.
Leveling Up: In between games you may spend
100 gold to add +1 to one stat (or 50 for an
easier game). No stat can be higher than 5. You
may also buy new equipment. You may only have
2 melee and 1 ranged weapon at a time.
NEW OPTIONAL RULES: These rules are new
additions to the system you can choose to
integrate or not.
● DMG Score: Your character begins with a
DMG score of 0. When you level up, add +1
to this score. During combat, this DMG
score is added to every damage roll you
make.
● Dual Wielding: You may wield two melee
weapons meaning you can attack twice
but have two chances to take damage. You
also can’t use a shield.
● Alternate Boss Rule: Keep track of each
monster you kill during the dungeon.
After each battle is won, roll 2D6. If the
roll is LOWER than the number of
monsters killed during the dungeon, the
boss can now have a chance of appearing.
15
The boss will only appear in specific
areas, as designated by the scenario
rules. If you roll the boss when it can’t
appear, reroll.
● Alternate Leveling Up Rule: Whenever
you kill a boss in a dungeon for the
first time, automatically level up. If
you kill the same boss again later, you
may not level up from it and must spend
100g.
● Less Severe Deaths: Whenever your party
dies, instead of losing the characters
permanently, return to the “Town.”
Someone found you and brought you back
. . . but not before a thief found you and
stole all your gold, all your items, and
1 piece of armor or a weapon you had. If
you need to buy a new weapon, roll 1D6
gold as a friend lends you a little
money.
16
Section 4.0
Party Creation
Player’s should work together during
character creation. Everyone should feel free
to create the type of character they want, but
also balance it with other players. Having a
party of all fighters with high STR scores
might be fun, but the players may fail when it
comes to traps, doors, and bravery checks.
Additionally, work together to create
character background, party backgrounds, and
choose a Party Leader. These are explained
further in the following sections.
17
Section 5.0
Character Backgrounds
To help facilitate a more story based
environment for the game, each player should
choose (or randomly roll to choose) one
character background from the following
tables. If randomly choosing, roll once for
the TYPE and again for the SPECIFICS.
18
I - NOBLE
II - ORPHAN
19
III - CRIMINAL
2 You ran away from home and joined the thieves guild
at a very young age.
4 You were homeless for the first part of your life and
learned to survive and provide for your family by
stealing.
IV - ROYAL
20
V - TRADESMAN
VI - HERO
21
All of the backgrounds are just starting
points to jump off from. You are never tied
down to one concept or idea. If you don’t like
a random one you rolled, simply roll again.
Additionally, none of these will define who
you are NOW as a hero in concrete terms. You
can apply any feeling, emotion, or viewpoint
on the small one to two sentence experience
described in your background.
For example, someone who rolled TYPE VI and
SPECIFIC 3 (religious background) might
decide that the character has had a horrific
experience in more recent years that has made
them abandon their faith. Or perhaps the
experience has made them MORE religious--to
the extent of Zealotry.
Your story is up to you.
In any case, your background will give you
some inspiration and guidance for when it
comes to your turn to describe your
character’s actions in the game.
22
Section 6.0
Party Backgrounds
After everyone has built their character and
chosen a background, the group will together
choose a Party Background. You can all vote
on the background or roll for a random one. In
any case, this will describe how your party
came together.
23
PARTY BACKSTORIES
24
Section 7.0
The Party Leader
Once the party is created and all backgrounds
settled, it is time to pick a Party Leader (or
perhaps you already have). The Party Leader is
the glue that holds the group together. They
are both a friend and a commander to everyone
in the group. While not above his companions,
he helps facilitate success in battle, and
rewards thereafter.
25
More importantly, The Party Leader is the
game's main facilitator. He or She literally
leads the party in the adventure. As such, the
Party Leaders responsibilities, in addition
to playing their character, are as follows:
● The Party Leader holds the map of the
dungeon. They will keep track of the
dungeon as it is built on a piece of
graph paper which they can share and
show to the other players.
● The Party Leader makes all the dungeon
rolls. This includes:
○ Room Size
○ Number of Doors
○ Room Type
○ Monster Rolls
○ Number of Monsters
○ Monster Damage Rolls
● The Party Leader will keep track of
monster LF during combat.
● MOST IMPORTANT: The Party Leader
should try and describe each area they
enter, as well as the monsters, and
embellish it with story and
detail--making the game an
imaginative and exciting environment
for everyone playing.
26
Section 8.0
Party Companions
After the Party Leader, everyone else in the
party is considered “Companions.” In many of
the Micro Chapbook RPG products you will
find rules and references to companions for
27
solo games. For purposes of Co-Op games, many
of these same rules apply, within the realms
where each player gets to control their own
character.
Companions are just as much a part of the
game, as just as important, as the Party
Leader. They fight in combat, disarm traps,
open locked doors, etc.
In addition to running their character, the
Companions are responsible for.
● Making all the die rolls for their
characters. Stat checks, attack damage,
etc.
● Offering opinions, advice, and
viewpoints to the group on what to do
next.
● MOST IMPORTANT: When it comes to their
turn, describing their actions in
detail. Telling the story of how their
attack hit home and the type of damage
it did OR describing their failures and
misses, and how it has set them back. It
is up to the companions to create a
story for the entire group to hear.
Everyone’s stories together make a
whole adventure.
28
Section 9.0
Encountering Doors
Whenever it comes time for the players to move
through a door, they will work together. The
group as a whole will decide which door in
the room to try. THEN the group will choose
one player, or someone may volunteer, to try
the door. THAT PLAYER will make the Door
Roll.
29
If the door is OPEN/UNLOCKED the group can
move through freely.
If the door is a TRAP, that player alone must
immediately make the Stat Check to disarm or
avoid it.
If the door is anything else (locked, stuck,
etc.) then the group may choose who should
attempt it. If one person fails, another player
can step in and try. ANY player who tries a
second time must spend a Willpower as normal.
Once the door is open, all characters may move
through freely.
In some adventures and scenarios, a door or
passageway might have something like a pit in
between. In these cases ALL players must make
a check to cross.
30
Section 10.0
Encountering Rooms
Most if not all rooms (except for maybe rooms
of simple dirt, wood, or stone) have extra
boons or dangers in them. Room effects ALMOST
ALWAYS impact the entire party. If a room is
filled with water, the entire party takes the
+1 modifier to Dex rolls. If there is a trap, it
almost always impacts the whole group. In
some cases, however, it may seem that the trap
or room effect only would thematically target
one person. In this case, the character who
entered the room first must face it.
31
Section 11.0
Party Combat
Combat generally works the same as in the
basic solo rules. However, for Co-Op there is
32
one extra step and it falls into the lineup as
follows:
1. Initiative Roll (NEW): Players roll 1D6
and ADD their Dexterity score. The
player with the highest roll goes first
in each following round. That person is
followed by the next highest, and then
the next, and all the way down to the
player with the lowest roll. Players who
tie can choose who goes first.
2. Bravery Check: All players
individually make a CH roll or take the
W-DMG from the monster. This can be
done all at the same time for the speed
and convenience of the game flow.
3. Ranged Attack Step: All characters who
have a ranged weapon will take a ranged
attack action now, following initiative
for the round.
4. Melee Attack Step: All characters MUST
now make a melee attack action now,
following initiative for the round. If a
character has no melee weapon, they
will make a ST roll to dodge the damage.
Each individual who misses takes
damage.
5. Repeat: Start over from the top and
repeat the process.
33
Section 12.0
Running Away as a Party
If, at the end of
any round of
combat, the group
agrees they are
in trouble of
suffering a Total
Party Kill (TPK),
they can choose
to run away to
fight another
day. EACH player
simultaneously
makes a CH check
to run away.
Anyone who
passes can escape
the room through the door they came in or a
new door. Anyone escaping through a new door
must make a door roll as normal and if they
can’t get it open for whatever reason, fail to
run away. Anyone who fails the initial CH
check also fails to run away. They must
remain and fight another round without the
rest of the party who managed to escape.
34
Section 13.0
Party Treasures
Once a room is cleared of monsters and the
heroes have won, they will collect treasure as
normal. In a Co-Op game, EVERYONE rolls their
own individual treasure rolls. Players can
exchange items as they wish.
Alternatively, the Party Leader can roll on
the Party Treasure Chart featured on the next
page using 2D6. This will give the party the
result of what they found in the room.
The party must then decide how to best divvy
up the treasures.
35
Party Treasures
2 1D2 Gold
3 1D3 Gold
4 1D6 Gold
5 2D6 Gold
6 2D6x2 Gold
7 3 Item Rolls
8 2 Item Rolls
9 1 Item Roll
36
Section 14.0
Party Cohesion
The party’s Cohesion is a measure of how close
they are to one another, how well they work
together, and how well they like each other.
Cohesion can never drop below 0, even if an
event would possibly make it so. It simply
means the group isn’t as organized.
The Party Leader should keep a running tally
of the Party Cohesion, which begins at 0. The
37
party automatically earns 1 cohesion when
the group defeats a boss in a dungeon.
Cohesion may be spent to aid the party in the
following ways.
● I Need Assistance: One Cohesion may be
spent to automatically PASS any single
Stat Check for any 1 player.
● Resurrection: If a party member is dead,
the group may spend 1 Cohesion PER
PARTY MEMBER (including the dead one)
to resurrect them.
● Divine Intervention: If the entire
party is dead (TPK) the group may spend 1
Cohesion per party member MULTIPLIED
by that same number to resurrect the
entire party by some miracle. So if a
party has 3 members, that is 9 Cohesion
points that must be spent.
● Inseparable: The ENTIRE party may level
up by spending 1 Cohesion per party
member MULTIPLIED by that same number
to resurrect the entire party by some
miracle. So if a party has 3 members,
that is 9 Cohesion points that must be
spent.
38
Section 15.0
Party Events
In between adventures, the party can CHOOSE
to make a roll on the events table on the next
page. This adds a little bit of story and
development to the group as they progress
through their adventure together.
39
Each event will affect the Party Cohesion in
some way. Results that cause you to lose
Cohesion may be negated by everyone making
CH rolls. For each person who passes the test,
reduce the amount of cohesion lost by 1.
Additionally, on Events that increase your
Cohesion, each player may make a CH roll. If
the ENTIRE PARTY passes, the amount earned is
double.
Party Events
40
7 It is a fairly normal night for the party as they
head wearily back to the tavern, have the same meal
as always, and head to bed. No effect.
12 When the party falls into a death trap, a deep pit
that falls over 100 feet into the earth, one party
member who didn’t fall manages to save everyone
else. Gain 5 Cohesion.
41
Section 16.0
We all love playing games together with our
family and friends. Unfortunately, it may not
always be easy (or even possible) to get
everyone into the same place at once. That is
exactly why these rules are designed to be
easily played over video chat. You don’t need
any extra special gaming program, platform,
or fancy camera setup for this to work. All
you need are your computers or phones, your
preferred video chat method, and your
friends. It is EVEN possible to play with
AUDIO ALONE!
42
● THE PARTY LEADER: In remote play, the
Party Leader becomes extremely
important. The Party Leader will have
the graph paper on their end and
facilitate building the dungeon as
usual. Showing the other players the
graph paper map is no longer vital.
Instead, the map acts as a baseline for a
game of imagination as described by the
Party Leader.
● SHARING the MAP (Optional): If you wish,
the Party Leader may show the map to
other players for ease of reference by
simply holding it up to the camera. If
you want to get fancy, you can draw the
map in an art program on the computer
(or even a fancy dungeon program if you
want to go that far) and then share your
screen with the other players. Screen
sharing is something that should be in
most video chat programs and will allow
all the other players to see you
building the dungeon first hand. This
is not, however, necessary to playing
the game.
● DUNGEON DESCRIPTIONS: Describing each
room of the dungeon in DETAIL becomes
vital for the companions. And I
recommend not just saying “the room is 5
43
squares wide.” Instead, imagine you are
ACTUALLY in the dungeon leading the
party. Each square is 5 feet wide.
Describe what you see as you enter the
room. This becomes especially important
when you are playing with Audio only.
(For example, you might say something
along the lines of: “We enter a small
dank room that appears to be no more
than fifteen feet wide or long. It has a
low ceiling and there appears to be
water pooling on the floors. Before us,
we see six goblins perched on a tiny
island around a campfire. They appear
to be cooking some sort of
sausages--most likely stolen off some
other adventurer.” Little bits of flair
like that make a remote game all the
more exciting as everyone can image it
in their heads.)
● ROLEPLAY: For the companions, playing
their character and describing the
actions in detail makes the game more
exciting for everyone.
● DIE ROLLS: Die rolls work the same as
described earlier in the book.
Companions will make the rolls for
their characters on their end and the
44
Party Leader will make the rest of the
dungeon rolls on their end.
● TRACKING: Everyone should keep track of
their own character, Stats, Health,
Willpower, etc. on their end.
● HONESTY: This goes without saying. You
all will be making die rolls on your
own ends of the chat. Sometimes, if not
all times, others will not be able to see
the roll. Make sure to be honest with the
rolls you make, good or bad. While this
is Co-Op, fudging the numbers to make
your character look better can ruin the
experience for others.
● SHARE the LOAD: In order to make sure
everyone is happy and having a good
time, it might be a good idea to take
turns being the Party Leader on
different game sessions. One player
might be the Party Leader during the
first meeting and another on the second
and so on. Working together and sharing
the load makes it better for everyone.
● HAVE FUN: The most important element of
playing the game, over video chat or in
person, is to have fun.
45
Section 17.0
Murder in Talavell Market
Murder in Talavell Market is a simple
starting dungeon scenario for players in a
group to get a feel for the game. It may be
played multiple times if the players wish.
After that, players should feel free to move
onto other scenarios from other series books.
46
Talavell Market, a travelling caravan of
merchants who will set up their tents and
sell their wears in various locations
across the land of Hellick Waters. Your
group is travelling along the path between
Bevinel Forest and the town of Sahdn Valley
when you unexpectedly stumble on the
market. You decide to make the best of it and
do a little shopping while you are here.
Unfortunately, things don’t go so smoothly.
When a cry comes out from the crowds of
shoppers, you turn around to see a dead body
slumped on the ground. “Murder!” cries an
elderly shopkeep nearby, clutching her
scarves to her face in horror. In a brief
glimpse you catch sight of a cloaked figure
fleeing the scene. Without even a second
thought your group rushes forward after the
culprit. Following them into a large red
tent, you stop cold. The inside of this tent
appears to be enchanted. Wooden plank
walls, decorated in elaborate purple and
gold tapestries, mark the entrance. Moving
forward, you realize this magical space is
actually a labyrinth inside. It is clearly a
clever tool of a trained assassin. They make
their kill and then flee into a seemingly
normal tent, only to lose their pursuers in
a strange labyrinth set up to trick and
confuse--and filled with other dangers and
assassins. However, you aren’t falling for
it, and you aren’t going to let the killer get
away.
47
The Dungeon
Talavell Tent Rooms
48
Talavell Tent Doorways
49
50
Bestiary
Field Rat: This rat
is nothing too
dangerous or
frightening. It
simply wandered
into the tent and
got lost, but will
fight to get out.
Assassin Trainee: It
seems this tent must
belong to the
assassin's guild, as
there are very
young Assassin Trainee’s hanging out here.
Attack Dog: A large and sleek black dog, these
animals are staples of the assassin’s guild.
Assassin Guard: These members of the
Assassin’s Guild don’t generally go out on
missions and instead remain behind to guard
the guild’s secrets.
Assassin: One of the Assassin Guild’s main
men, trained in the art of killing.
51
The Boss
Master Assassin: The
cloaked figure who
was chasing removes
the outfit to reveal
a woman underneath,
one of the Assassin’s
Guild's Master
Assassins. Deadly in
every way, and a
real killer of men.
She won’t hesitate
to slit a throat or
two just for the fun
of it. She can appear
in any room in the
ten.
Whenever a
character takes
damage from her
poison dagger, make
a ST roll to resit
the poison. If you
fail, you are
poisoned and will take 1 damage at the start
of each new round of combat. You must use a
Miracle to cure it OR rest completely to
recover full health.
52
Reward: When you defeat the Master Assassin
players will earn 2D6 Gold each. The group
will also receive the Poisoned Dagger. It is a
normal dagger of 1 damage, but when it hits,
roll 1D6. On a roll of 1, the target is poisoned
and will take 1 damage at the start of each
new round of combat.
53
54
55