THE ZACHLINGS CHRONICLES
A Fantasy RPG About Ordinary Heroes and the Weight of Duty
What You Need to Play
- 3-7 players (one will be the Game Master)
- Two 6-sided dice per player
- Character sheets (provided)
- Pencils
- Empathy and desire to help those in need
Basic Game Rules
How to Play:
- The Game Master (GM) describes situations where the vulnerable need protection
- Players decide how to help and what sacrifices they're willing to make
- Roll dice to determine if your compassionate actions succeed
- Work together to heal suffering and stop those driven by endless greed!
Rolling Dice:
- Roll 2 dice and add them together (2-12 total)
- Add your character's relevant skill number
- 10 or higher = SUCCESS!
- 7-9 = PARTIAL SUCCESS (you succeed but something goes wrong)
- 6 or lower = FAILURE (but the story continues!)
Character Stats (each starts at 1-3):
- Combat - Protecting others, defending the vulnerable, standing against oppression
- Arcane - Elemental powers used for healing, creating, and restoring balance
- Diplomacy - Understanding others, offering comfort, building trust with the wounded
- Infiltration - Moving unseen to help those trapped, gathering information to expose exploitation
Health Points:
- All Zachlings start with 10 Health Points
- When you take damage, subtract from your health
- At 0 health, you're incapacitated but your allies will never abandon you
- Rest for an hour to recover 3 health points
Primal Elemental Surge:
- Each Zachling can channel this once per mission
- Automatically overwhelms lesser greedy forces with the power of contentment
- Shows major threats the futility of their endless wanting
- Each color manifests as a different aspect of inner peace
- Creates a moment of clarity that can break cycles of greed!
- Zachlings can synchronize surges to demonstrate the power of cooperation!
- After channeling, the Zachling feels deeply peaceful but temporarily drained
The Zachling Aura of Contentment:
- All Zachlings emanate a subtle glow reflecting their inner peace
- Only those who have found satisfaction can see it (the greedy are blind to contentment they've never known)
- Brightens when helping others and during moments of genuine compassion
- Allows the content to recognize each other across any distance
Taking Turns
- GM describes who is suffering and needs help
- Players discuss what they can do and what they're willing to sacrifice
- Roll dice when the outcome is uncertain or the task is difficult
- GM describes how their compassion affects the world
- Continue working together to heal and protect!
Simple Combat
- Everyone rolls dice + Combat to see who acts first
- Fastest response helps determine who gets protected
- On your turn: move and take one action
- Actions: defend someone, heal with arcane power, inspire allies, or find creative solutions!
- Defending Others: roll dice + Combat vs the threat they face
- Arcane Healing: roll dice + Arcane (costs 1 health to channel your life force)
The goal is to show that a heart at peace is more powerful than any amount of wealth, and that those who have enough can always find strength to help those who have nothing.