TEXT: Gully-Toads
  Introduction
  Your world is ending - it tears itself apart to collide with comets crashing towards
  it.
  You are trailblazers, delving to the bottom of dungeons to open infraplanar doorways.
  You'll explore perilous environments, overcome revenant and aberrant foes, and develop
  your skills independently. Gully-Toads uses an innovative D6 dicepool system and no
  hitpoints.
  Writing and design by Sean F. Smith - Copyright © 2020
  Additional content by Grant Howitt - Copyright © 2020
  Published by Chitin Press - first edition © 2020
  Rewritten in Markdown by Anon - 2020
  Table of Contents
  Gully-Toads
  Introduction
  Task Resolution
  Character Creation
  Skill Breakdown
  Character Advancement
  Suffering Harm
  Recovering from Harm
  Equipment
  Weapons
  Defence
  Miscellaneous Tools
  Combat
  Morale
  Reaction Rolls
  Random Encounters
  Monster Statistics
  Opening the Way
  Portal Devices
  What's the landscape through this Portal?
  The Deadline
  Character Sheets
  
  Task Resolution
  1. Check the value of your skill.
  2. Roll 3D6 and discard any dice that scored higher than your skill; if you've no
  dice left, the attempt fails.
  3. Sum the remaining dice and add your skill value; this total is the strength of
  your attempt.
  4. Tick that skill, if it has no ticks beside it.
  Some situations may have success thresholds you need to meet:
  Mundane tasks: 4
  Complex tasks: 7
  Incredible tasks: 10
  Chenuck tries to shoot an ambulatory fungus. They have a hurt skill of 3 and roll 4,
  4, and 3. The 4s are discarded, and the remaining 3 is added to their skill of 3 for a
  total of 6 strength. This isn't enough to meet the fungus armour threshold of 7, so no
  wound is caused.
  In some cases, your level may be higher than your skill value - when that is the case
  you may use your level for determining which dice are not discarded during point 2
  above.
  Character Creation
  There are nine skills:
  Hurt, Heal, and Recover;
  Conceal, Flee, and Seek;
  Frighten, Persuade, and Reassure.
  Set two of these skills at 3. Set three of them at 2. The remainder are set to 0.
  Choose (or roll!) your starting items.
  Set your level to 1.
  Decide why you are a Gully-Toad - whether or not you tell the other players.
  Give yourself a name. This isn't quite Earth.
  
  Skill Breakdown
  Hurt causes harm to others or destroy objects.
  Heal tends to and remove wounds.
  Recover relates yo your own resilience.
  Conceal hides yourself or objects - and sets a success threshold equal to your
  success.
  Flee enables you to get away safely - setting a success threshold equal to your
  success for those trying to seek or hurt you.
  Seek opposes conceal or flee attempts and can be used to learn about the
  immediate physical environment.
  Frighten overwhelms another's mindset - using their morale score as success
  threshold.
  Persuade brigs folk to your point of view or inclines them to help you.
  Reassure both can calm folk who are panicking and sets a success threshold
  against persuasion of fright.
  Character Advancement
  Accessing an infraplanar doorway at the bottom of a dungeon increases your character's
  level by one.
  The more common way to improve your character is to spend a week honing the skills
  you've tested in the wild. For each skill you have ticked during task resolution, roll
  D6; if that dice scores equal or higher that the skill value, increase it by one. Once
  this process is complete, erase all ticks.
  
  Suffering Harm
  If you are on the receiving end of a successful attack, you gain a wound with a value
  equal to the attack.
  With three wounds you are knocked out. Roll D6 on the Death and Dismemberment table
  below, adding the value of the largest wound you have:
  2-5: surge: clear all but your greatest wound and increase your recover skill
  by one.
  6-9: shaken: clear only your greatest wound and increase your flee skill by
  one.
  10-13: shattered: clear all but your greatest wound and decrease any skill by
  one.
  14-17: broken: highlight any wound and clear the others; highlighted wounds can
  never be cleared.
  18+: dead.
  For each untreated wound, roll one fewer dice when resolving tasks.
  Recovering from Harm
  During combat, you may spend your turn to recover from wounds incurred during
  this fight. You may also do this once for each new wound as soon as the combat
  ends.
  Outside of combat, you may heal wounds.
  In these cases, the value of the wound is its success threshold.
  Outside of dungeons, you may rest for as many days as the value of the wound to
  remove it.
  
  Equipment
  Choose an item from each of the following lists:
  Weapons
  1. Scythe {spread}
  2. Spear {precise}
  3. Pickaxe {harmful}
  4. Doppelhander {harmful/spread/clumsy}
  5. Blunderbuss {ranged/spread}
  6. Musket {ranged}
  It's assumed you keep enough ammunition on your. This isn't a game about resource
  management.
  Defence
  1. Fused platemail {heavy/clumsy}
  2. Heavy furs {heavy/clumsy}
  3. Brigandine armour {light}
  4. Strap and padding {light}
  5. Beartrap {devious}
  6. Ghillie suit {precise}
  Miscellaneous Tools
  1. Aerosol
  2. Chalk
  3. Lodestone
  4. Phosphorescent lichen
  5. Pitons
  6. Trail mix
  
  Equipment often has tags:
  Clumsy equipment means you roll one fewer dice when resolving delicate tasks.
  This does not stack with the reduction from wounds. It does stack with other
  clumsy items.
  Devious equipment uses conceal to cause damage.
  Harmful weapons double the value of any wound they inflict. Apply this
  multiplication only after beating the success threshold.
  Heavy armour sets a success threshold of 10 against wounds.
  Light armour sets a success threshold of 7 against wounds.
  Precise equipment enables you to set any of your dice to 1 instead of rolling
  them when testing a skill.
  Ranged weapons enable you to hurt targets at a distance.
  Spread weapons inflict wounds on those adjacent to the primary target equal to
  half that value. These new wounds must still beat the success threshold for the
  new targets.
  Names
  Gully-Toads are known by a single name. Here are some suggestions.
  Big
  Table
  of
  Names
  Ambergris
  Arbour
  Asher
  Ashford
  Avuncle
  Berence
  Botheram
  Calvary
  Caterwaul
  Clough
  Darburugh
  Dashery
  Drense
  Dunhelm
  Engelgard
  Fathom
  Flense
  Fortemain
  Germaine
  Gerund
  Glouchesterfox
  Halcyon
  Hansingham
  Hardtack
  Hawthorne
  Invidious
  Jocular
  Kinette
  Lancer
  Locke
  Midderan
  Misbegot
  Nefariot
  Norrin
  Orvery
  Penderough
  Prince
  Querent
  Quill
  Quinn
  Scallion
  Scant
  Skinnerbox
  Spaulding
  Valliance
  Vaunt
  Verdigris
  Wanderlust
  Westward
  Wilburforce
  
  Combat
  1. Combatants declare intention to flee or fight. Check monster morale if
  necessary.
  2. Roll D6:
  1. 1-3: monsters go first;
  2. 4-6: players go first.
  3. Active combatants get one action. They are resolved in this order:
  1. Recover;
  2. Missile;
  3. Movement (including flee attempts);
  4. Melee.
  4. The other side gets to act (as point 3).
  5. GM recaps the current situation and returns to point 1 if combat continues.
  Morale
  Most monsters will avoid fighting to death and may stop after:
  The first of a group is killed;
  A group takes more wounds than its number.
  On point 1 of the combat procedure, the GM rolls 2D6 for each monster. If the sum of
  these dice is greater than the monster's morale score, it will either (D6):
  1-3: flee;
  4-6: surrender.
  Reaction Rolls
  When characters come across new monsters, the GM rolls D to determine their
  temperament:
  1-3: desire to further their agenda;
  4-5: willing to compromise for mutual gain;
  6: outright hostility.
  Random Encounters
  For each room the players enter, roll D6. On a 1, there is a random encounter. There's
  a 1-in-6 chance that this is a group the players have already encountered. Make these
  random encounter rolls if players tarry in one location too, such as if they are
  testing a skill (heal, seek, et cetera).
  
  Monster Statistics
  Monsters are all taken out when they suffer three wounds. The other important scores
  to note are their HD (Hit Dice: equivalent to player level) and ML (morale). If
  monsters are competent at a task consider their skill in that task to be two higher
  than their HD.
  To randomly determine monster stats, roll 2D6. The lowest of these dice is their HD.
  The sum is their ML.
  Monsters that are difficult to hurt might have hit thresholds of 7 or 10. In these
  cases, clever PCs who target a specific area will bypass this protection.
  Monsters receive harm in the same way as PCs:
  Most monsters die after taking three wounds;
  Weak or multitudinous monsters die after a wound;
  Rare and powerful monsters use the Death and Dismemberment table in the same
  way as PCs.
  Opening the Way
  Portal Devices
  At the bottom of dungeons, Gully-Toads are able to find infraplanar portal devices.
  All PCs are able to activate these - a check is never required. The open portal cannot
  be closed again and things friend and foe can pass both ways - though portal devices
  cannot be carried through open portals.
  What's the landscape throught this postal?
  1. Wide, flat lowlands.
  2. A single coherent island.
  3. A fetid quagmire.
  4. A barren ridge.
  5. Deep deciduous woodland.
  6. {Roll twice and combine.}
  The Deadline
  As the game continues, the world comes closer to destruction. Track a simple calendar,
  beginning in September first, and assuming each month to have twenty-eight days. Each
  new month, on the night of the new moon, a further tragedy strikes. These will be more
  frightening and closer to home for each month that passes.
  
  Character Sheet
  Gully-Toads
  Name: ____________
  Level: ___
  These are your
  skills.
  Set two of them at 3...
  ...and three of them at 2.
  Hurt: ___
  Conceal: ___
  Frighten: ___
  Heal: ___
  Flee: ___
  Persuade: ___
  Recover: ___
  Seek: ___
  Reassure: ___
  List your wounds
  here.
  Each wound removes a dice
  from...
  ...your task resolution pool
  (usually 3D6).
  Wounds:
  ____________
  ____________
  ____________
  Equipment:
  ____________
  ____________
  ____________
  ____________
  ____________
  ____________
  ____________
  ____________
  ____________
  
  Character Sheet
  Gully-Toads
  Name: ____________
  Level: ___
  These are your
  skills.
  Set two of them at 3...
  ...and three of them at 2.
  Hurt: ___
  Conceal: ___
  Frighten: ___
  Heal: ___
  Flee: ___
  Persuade: ___
  Recover: ___
  Seek: ___
  Reassure: ___
  List your wounds
  here.
  Each wound removes a dice
  from...
  ...your task resolution pool
  (usually 3D6).
  Wounds:
  ____________
  ____________
  ____________
  Equipment:
  ____________
  ____________
  ____________
  ____________
  ____________
  ____________
  ____________
  ____________
  ____________
  
SOURCE: textdata/thevault/Gully-Toads/Gully-Toads-(Unofficial).pdf