BrewRPG is an experimental pen-and-paper Role Playing system. It has variable complexities to suit your group, but there is one key constant – DRINK!

BrewRPG is a system I have been working on for a couple of months now. It started as a quick and easy way to roll dice, tell a story and get people to drink when they need an added advantage in the game. It was originally designed to be played on my Stag Do (Bachelor Party for our cousins across the pond), a Role Playing Game for people who have never played games like Dungeons and Dragons, Numenera or Pathfinder, so it had to be easy for people to pick up, and of course there had to be drinking and laddish jokes!

The simplest version of BrewRPG is a simple roll of a d20. When a Player Character (PC) wishes to achieve something in the game, the Games Master (GM) will decide if there is any chance of failure. If there isn’t, the PC performs the task, no problem. If there is, the GM chooses a Difficulty Rating between One and Ten, One being easy with a slight chance of failure, Ten being very almost impossible. This Difficulty Rating is multiplied by 3 to give us a Target Number, very similar to Numenera. The PC rolls his dice, adds any modifiers from character statistics or items that may help, and, if needs be, drinks.

Drinking – lets be kind here, I’m using quarter-pint measures of lager for my game – means to neck the chosen measure of beer or other alcohol in one, and will give certain boons to the PC. There are three ways to play this;

  1. The PC states what he wants to achieve – Advantage on the roll, +2 modifier, or another action or ability.
  2. The GM states what he will allow if the PC drinks. Same options as above.
  3. The PC has picked up specific items or abilities that are activated whilst drinking.

And that’s about the gist of it!

Now, as with most RPGs, there will be puzzles, there will be feats of ability, there will be combat. This is where things can get more complex, if that’s the sort of group you want to be. Each of these topics will be added to the site in stages.

For now I will let you know that the three part adventure I am working on is almost complete. It is set in the modern day and has a ‘Heist’ style theme. It involves cryptic puzzles, conundrums and many immature jokes.

Once I have played through the adventure, I will add my scenario to the site for you to download and play at your own convenience.

How to Play – The Basics


First, I will mention the different attribute statistics each character is going to have. These will be used as a natural modifier to any roll of that specific action. I’m going to lay out the attributes, their meaning, and what sort of actions would use that attribute. I will also add the other abbreviations used throughout the game.

  • Hit Points (HP)
    • This, simply put, is the amount of health a PC has and will reduce as they are hit, and increase as they are healed, but never beyond their original HP.
  • Damage (DMG)
    • when attacking a target, the Damage is how much HP the target looses.
  • Defence (DEF)
    • when a target is hit, the Defence is the amount of Damage blocked. so if a target is hit for 10 DMG, and has 2 DEF, he looses 8 HP.
  • Luck (LUK)
    • The GM may ask a player to roll Luck. This may sway events in their favour or not. The Luck modifier will add to or subtract from the roll.
  • Aim (AIM)
    • During combat using a Ranged Weapon, players will roll for Aim. This will determine where they hit the target. The Aim modifier will add to or subtract from the roll.
  • Action Points (AP)
    • During Combat, a PC will typically have 3 Action Points to spend on several actions. beware, however, that some special actions may cost more than 1 AP depending how powerful the action is.
  • Difficulty Number (DN)
    • A number from 1 to 10, one being easiest, 10 being nearly impossible. It a PC chooses to do something that they may fail at, the GM chooses how difficult it would be on a scale of 1 to 10.
  • Target Number (TN)
    • Multiply the DN by 3 to get the TN. The PC then must meet or exceed this number to succeed the task.
  • Intellect (INT)
    • Intellect is how smart a character is. This attribute will be used to perform actions such as perception, clue solving, using mechanics or computers, remembering, ect. Anything that requires thinking.
  • Personality (PER)
    • Personality is how well a character interacts with others. This attribute will be used to perform actions such as persuading, bluffing, reading people, charming people, ect. Any thing that requires interaction with people.
  • Speed (SPD)
    • Speed is how fast a character is, not necessarily in movement, but in reactions. This attribute will be used to perform actions such as react, avoid, acrobatics, agility, ect. anything that required good movement and coordination. Melee attacks require a Speed roll to successfully strike.
  • Strength (STR)
    • Strength is how, well, strong you are. This attribute will be used to perform actions such as picking up an object, attempting to move or break something, wrestling someone, some melee attacks, intimidate, ect. Anything that requires a display of physical power.


As mentioned above, this is a typical Table Top RPG, and as such the Playable Characters (PCs) will be led along a plot of the Games Master’s (GM) creation. The ‘story’ of the game, however, comes down to the players. The GM will set a scene and leave it up for the PCs to decide what to do. In order to avoid the PCs doing whatever they wish, whenever there is a chance of failure for an action, the GM decides a Tagret Number (TN) and the PCs must roll to see if they succeed or not. Then they can add any modifiers or drink to boost their possibility of winning.

As an Example, Levi Montana is an Assassin. He knows he needs to pass some guards, and so he states his intention; ‘I’m gonna sneak past these guys,’ he says. The GM decides this is a medium difficulty task, as the guards are not particularly intelligent. He gives it a Difficulty Rating of 4, so times 3, so a TN of 12. Levi rolls a Speed (SPD) check and rolls a 7.

Luckily, Levi has the Ability of STEALTH, which gives him advantage (roll twice, keep highest score) on stealth or acrobatics checks. He rolls again and gets a 5, so he keeps the 7.

He adds his natural Speed attribute stat (+3), and so would fail and alert the guards.
Knowing this, the GM takes pitty suggests he maybe drink his ‘Slippery Dick’ (Drink to use, gain +4 to any speed roll). Levi Drinks and ends with a total of 14, which beats the TN or 12. Levi successfully sneaks past the guards, and has had a drink along the way!


At the start of a combat encounter, or large scale fight, the GM will ask everyone to roll for initiative. This will be a simple Speed check, and will determine the turn orders between the players and the enemies. During each turn, a player can use up as many Action Points as they choose.

  1. Move/Enter Cover/Exit Cover
  2. Attack/Reload
  3. Use/Equip/Remove Items
  4. Search/Pick Up
  5. Hold Action
  6. Any Special Action they may have


If a player wishes to attack using a Ranged weapon, they must roll ‘Aim’ to determine where their hit lands. This will be more difficult if a player is behind cover rather than in the open. Below are the numbers for a typical person with an overall HP of 70:

Body Part No Cover Cover HP
Head 19-20 NA 5
Torso 15-18 19-20 50
Groin 12-14 17-18 20
LeftArm 10-11 15-16 20
RightArm 8-9 13-14 20
LeftLeg 6-7 11-12 20
RightLeg 4-5 9-10 20
Miss 1-3 1-8 NA

The Ranged weapon will show how much damage is given. If a body part reaches their own HP, that body part is broken, and any exceeding DMG is lost. Effects for broken limbs are as follows:

Broken Leg = Speed Halved 2 Broken Legs = Immobilised
Broken Arm = Strength/Attack Halved 2 Broken Arms = Unable to Attack
Groin = THEY FLEE! Torso or Head = instant death

Once the target’s overall HP is met, or the Torso or Head are broken, the target is dead.

Ranged weapons use Ammo. Once the ammo is gone, the weapon is only useful for Melee. To find new weapon, search targets or the environment for new weapons or retrievable ammunition (ie Arrows or Darts).


If a player wishes to attack using a Melee weapon, they must roll for Speed. The Target also rolls for speed. If the attacker wins, they make the hit and give the damage. If the Target wins, the hit is successfully parried or avoided and no damage is taken.

More Rules

There are more rules regarding weapons, including volume and alerting nearby enemies, and moving between quadrants in a large playing field, but I think I will leave it here for now.