TEXT: ADVENTURE KIT
  A fantasy adventure game about your weapons, tools, and spells.
  What is this game?
  In Adventure Kit, players create adventurous characters 
  who go out into a dangerous world, explore ancient ruins, 
  overcome horriﬁc monsters, discover valuable treasures, and 
  solve impossible problems. One player takes the role of the 
  Challenger, who puts obstacles in the way of the 
  Adventurers, introduces and expands upon the situations 
  they ﬁnd themselves in, and provides both rewards and 
  consequences for their actions.
  What do the Adventurer players do?
  Set long-term goals and try achieve them: Even if your 
  Adventurer is not driven by a tragic backstory or a noble 
  cause, if they are just in it for fortune and glory, they should 
  still have speciﬁc goals that they are trying to accomplish. 
  Seek out ancient treasures of legend! Solve the 
  disappearance of their best friend! Gather enough wealth to 
  buy that tavern they have always dreamed of running!
  Seek creative solutions to challenges: Although your 
  Adventurer can potentially have a large number of tools at 
  their disposal, it surely will never be enough to solve every 
  problem easily. That said, the rules for tools, items, and 
  spells allow for a lot of ﬂexibility, and the Challenger will 
  give advantages for smart approaches.
  Take Risks: Your character is an Adventurer. They risk life 
  and limb for gold and treasure. They do not shy away from 
  challenge, and they do not simply give up when the going 
  gets tough. When there is something they want, they go for 
  it without dwelling about the danger involved. Play them 
  that way!
  Expand your Pack and Mastery slots: These are the main 
  mechanical rewards in Adventure Kit, and what the game is 
  named for. As a player, you should seek to increase the 
  number of both that you have; it will broaden and deepen 
  your Adventurer’s capabilities, and it serves as a 
  competitive element, seeing how far you can go.
  What does the Challenger player do?
  Provide challenging (but fair) situations without intended 
  solutions: You have a lot of ﬂexibility and authority in 
  explaining what happens next.. So don’t just drop a pile of 
  rocks on the players; that isn’t fun. Give them signs of a trap, 
  warnings of nearby avalanche, or stories of rock-throwing 
  giants. And while you can have a plan for how the 
  Adventurers can overcome the challenge, you should be 
  open to different approaches from them.
  Place obstacles between the Adventurers and their goals: In 
  Adventure Kit, the goal is in the journey as much as the 
  destination, if not more so. The Adventurers have things 
  that they want, goals they are try to achieve, but they won’t 
  be excited if they are just handed over. Make them work for 
  it a little.
  Reward risk-taking: If the Adventurers never get anything 
  cool for going on adventures, pretty soon they won’t go on 
  adventures. Be excited for their ideas, give them treasures to 
  ﬁnd and monsters to overcome. Have fun with them!
  Creating Adventurers
  Each character begins with an equal number of Mastery 
  slots and Pack slots. I recommend three. They also begin 
  with one piece of Gear in each.
  Mastery slots represent Gear and skills the character is 
  trained with and currently using. Each Mastery slot can hold 
  a single piece of Gear for which you have a Pack slot, 
  providing the beneﬁts of that item to their actions.
  Pack slots represent specialty Gear and items the character is 
  accustomed to carrying around and comfortable using. Each 
  Pack slot can hold a single piece of Gear that you are not 
  using.
  Gear in Pack slots can be exchanged with Gear in Mastery 
  slots while resting safely.
  After an adventure in which an Adventurer pursued a long-
  term goal and suffered a major failure in that pursuit, they 
  gain a new Mastery slot.
  Taking Actions
  When an Adventurer attempts something risky, their player 
  must make an Action Roll to see how successful they are (if 
  at all). Action rolls use a twenty-sided die, and the results 
  are compared to the following chart:
  Determining Effectiveness
  Some Action Rolls call for a further mechanical 
  determination of effectiveness, not just a “success or failure,” 
  but a roll to see how effective the action was. This is called an 
  Effect roll, which uses a six-sided die, and the result is 
  compared to the following chart:
  Roll
  Meaning
  0 or less
  Critical Failure; the player describes not only how the action is ineffective,  but also how 
  the situation worsens (disadvantage to follow-up roll).
  1 - 10
  Failure; the Challenger describes how the action is ineffective and what changes as a 
  result.
  11 - 20
  Success; the player describes how the action is effective.
  21 or 
  more
  Critical Success; the Challenger describes not only how the action is effective, but how 
  the situation improves (advantage to follow-up roll).
  Roll
  Meaning
  0 or less
  0; Absolutely minimal effect
  1 - 5
  1; Standard effect for action taken
  6 -10
  2; Great effect for action taken.
  11 - 15
  3; Amazing effect for action taken.
  Etc.
  Etc.
  Advantage and Disadvantage
  The mechanical concepts of Advantage and Disadvantage 
  are given to Adventurers based on their actions and how 
  situations are described by the players.
  Advantage on a roll means rolling 2 dice and keeping the 
  higher result.
  Disadvantage on a roll means rolling 2 dice and keeping the 
  lower result.
  Advantage and Disadvantage on the same roll cancel each 
  other out.
  Text and Mechanics by Samantha, the Zeugmatic Player
  
  Monsters
  Creatures or other dangerous entities the Adventurers 
  encounter will have four stats and any number of 
  abilities, as determined by the Challenger.
  Attack - this number is added to Action Rolls to hurt an 
  Adventurer. The Adventurer’s defense is subtracted from 
  the roll.
  Damage - this number is added to Effect Rolls when an 
  Adventurer has been successfully attacked. The result is 
  the number of wounds the Adventurer takes.
  Defense - this number is subtracted from an Action Roll to 
  attack the monster.
  Endurance - this is the number of wounds the monster can 
  take before they fall.
  Wounds and Exhaustion
  When a player makes a successful attack Action roll, they 
  make a wound Effect roll to determine how many 
  wounds their target must take.
  When an Adventurer must take wounds, their player may 
  reduce the number of wounds by exhausting Pack slots. 
  These slots and Gear cannot be used until the Adventurer 
  rests safely and is able to repack.
  When an Adventurer must take wounds, their player may 
  reduce the number of wounds by exhausting Mastery 
  slots. These slots and Gear cannot be used until the 
  Adventurer sleeps safely and refocuses. 
  Further wounds are described, and are narratively 
  limiting and mechanically debilitating (-1 to -5 to action 
  rolls, depending on severity).
  General Gear
  All Gear is rated from 1 to 5, with higher values being 
  exponentially better.
  When in a Mastery slot, a piece of Gear provides a bonus to 
  relevant Action rolls or Effect rolls (determined by the Gear) 
  equal to its rating. Multiple pieces of Gear can provide their 
  bonuses to a single roll.
  The different kinds of Gear (weapons, armor, tools, and 
  spells) can be exhausted to create a mechanical effect or to 
  reduce wounds (see below).
  When an Adventurer acquires a new piece of Gear, record it 
  in their pack. For each Action roll their player chooses to 
  take a -1 penalty, they can mark one box next to the Gear. 
  When ﬁve boxes have been marked, the Adventurer gains a 
  Pack slot for the Gear and can put it into an available 
  Mastery slot.
  Weapons
  Bonus to attack Action Rolls or wound Effect rolls.
  Exhaust to deal a major blow:
  Roll wounds with advantage and without a successful 
  attack roll, or roll a successful attack to take out the target 
  outright.
  Armor
  Bonus to defense (i.e. penalty to attacks against the 
  Adventurer)
  Exhaust to turn an attack:
  Reduce the wounds dealt to 1, but the armor is broken 
  and can not be used until repaired
  Tools
  Bonus to relevant Action rolls or Effect rolls.
  Exhaust to perform an amazing feat:
  Automatically succeed on a normal action, or roll 
  successfully to do something “impossible.”
  Items
  Provide a one-time beneﬁt (described when acquired).
  Do not require a Pack Slot.
  If placed in a Pack Slot, do not require taking penalties (see 
  above), but can be used instantly or while under duress.
  Spell Books
  A spell book contains a single, ﬂexible, magical effect with a 
  maximum Power Level equal to the book’s Gear rating.
  Before casting the spell, the player decides the speciﬁcs of 
  this casting, increasing or decreasing the spell’s Power 
  Level based on the desired features as determined by the 
  Challenger (see below). The ﬁnal Power Level must be 
  equal to or less than the spell book’s Power Level.
  When an Adventurer casts a spell, they must make an 
  Action Roll to determine Blowback on the following chart, 
  with side effects set by the Challenger:
  Sample Gear and Items
  One-handed Sword - Weapon - 1 - 
  bonus to attack
  Dragon Scale - Armor - 5 - bonus to 
  defense
  Lock picks and tension wrenches - Tool - 
  2 - bonus to bypass locks
  Crowbar - Tool - 3 - bonus to tasks for 
  leverage, force application
  Healing Potion - Item - Recover from 
  the latest wound you took. It no 
  longer has any effect on you.
  Teleportation Beacon - Item - Attune via 
  meditation. Expend attunement to 
  teleport to the beacon’s location.
  Fixing Needle - Item - Pin one item to 
  another. They cannot be separated for 
  an hour.
  Sample Spell Books
  Explosion of Fiery Forces - 3
  Mutable Visage and Transformation of the 
  Body’s Appearance - 2
  A Light from your Touch - 1
  The All-Consuming Acid - 4
  Compelling Exhaustion and Sleep - 2
  A Sorcerous Effect for Locating Misplaced 
  Items - 1
  Sample Monsters
  Giant Centipede
  Att: 3, Dam: 2, Def: 1, End: 5
  Venomous Mandibles: An Adventurer 
  who is bitten by the Giant Centipede 
  takes wounds from the attack again 
  when they’re next act.
  Dragonette
  Att: 5, Dam:5, Def: 6, End: 10
  Fiery Breath: Each Adventurer in front 
  of the Dragonette takes the full wounds 
  of her attack.
  Flight: The dragonette can take to the 
  sky, putting her out of range of melee 
  attacks.
  Buglin
  Att: -1, Dam: 1, Def: 2, End: 1
  Vicious Knives: when Buglin deals 
  wounds, the Adventurer may not 
  reduce the wounds by exhausting Pack 
  slots.
  Iron Mannequin
  Att: 7, Dam: 2, Def: 0, End: 10
  Body of Iron: Do not roll for wound 
  Effects. Any successful attack on the 
  Mannequin only deals one wound.
  Strength of Steel: An Adventurer hit by 
  the Mannequin is thrown a few meters 
  by the force.
  Exhaust to cast the spell with no Blowback roll, or roll Blowback 
  as normal but the spell’s Power Level can exceed the book’s 
  rating by 1.
  Basic Spell Effect
  1 Target or Arms-length Area
  Touch range
  +0 Effect roll
  Instant Duration
  20 to 30 second casting time
  Increased Spell Power Level
  More Targets
  More Range
  Larger Area
  Effect Roll bonus
  Longer Duration
  Reduced Casting Time
  Decreased Spell Power Level
  Needed components (consumed by spell)
  Needed tools (in Pack/Mastery slots)
  Ritual time
  Rare requirements (such as location)
  Outside power (such as a spirit’s inﬂuence)
  Roll
  Meaning
  0 or less
  Disastrous side effects, spell doesn’t work
  1 - 10
  Major side effects, spell basically works
  11 - 20
  Minor side effects, spell works as intended
  21 or more
  No side effects
  
SOURCE: textdata/thevault/Collections/Kid Friendly/3. Rules Lite Collection/Adventure Kit RPG.pdf