THE VAULT
A GM-less Multiversal Dungeon, A place where worlds overlap, rules blur, and impossible heroes meet.
This dungeon is designed to be played without a GM.
The dungeon itself provides the rules, enemies, and outcomes.
PART I: THE UNIVERSAL CHARACTER CONVERSION
Bring any character from any tabletop RPG.
Do not change their story, personality, or equipment.
You are only translating how they function inside the Vault.
The Only Four Stats
All characters are expressed with four numbers:
BODY – Physical ability
Strength, agility, speed, toughness, reflexes, endurance
MIND – Thought and presence
Intelligence, perception, intuition, charisma, leadership, will
MAGIC – Reality-breaking power
Spells, psionics, divine power, mutations, cosmic abilities
TECH – Tool-based power
Weapons, armor, gadgets, cybernetics, vehicles, hacking
The Universal Scale (0–10)
Use this scale for all four stats:
0 – Nonexistent
2 – Ordinary human
3 – Trained professional
4 – Exceptional
5 – Superhuman
6 – Extreme
7 – Legendary
8 – Mythic
9 – Transcendent
10 – Absolute force
Most characters will have stats between 2 and 6. Zeros are allowed.
Examples:
Health
Health = 5 + BODY + half of your highest among MIND, MAGIC, and TECH (round down)
When Health reaches 0, you disappear from the Vault and come strolling into the Loom again.
Attacking
7–9 – Glancing hit (-1 damage)
10–12 – Solid hit
13+ – Devastating hit (+1 damage)
Damage
Base Damage = the stat used to attack
Items
There is no money.
All items are single-use or key items.
When an item says “single-use,” destroy it after use.
A GM-less Multiversal Dungeon, A place where worlds overlap, rules blur, and impossible heroes meet.
This dungeon is designed to be played without a GM.
The dungeon itself provides the rules, enemies, and outcomes.
PART I: THE UNIVERSAL CHARACTER CONVERSION
Bring any character from any tabletop RPG.
Do not change their story, personality, or equipment.
You are only translating how they function inside the Vault.
The Only Four Stats
All characters are expressed with four numbers:
BODY – Physical ability
Strength, agility, speed, toughness, reflexes, endurance
MIND – Thought and presence
Intelligence, perception, intuition, charisma, leadership, will
MAGIC – Reality-breaking power
Spells, psionics, divine power, mutations, cosmic abilities
TECH – Tool-based power
Weapons, armor, gadgets, cybernetics, vehicles, hacking
The Universal Scale (0–10)
Use this scale for all four stats:
0 – Nonexistent
2 – Ordinary human
3 – Trained professional
4 – Exceptional
5 – Superhuman
6 – Extreme
7 – Legendary
8 – Mythic
9 – Transcendent
10 – Absolute force
Most characters will have stats between 2 and 6. Zeros are allowed.
Examples:
- A medieval knight: BODY 4, MIND 3, MAGIC 0, TECH 1
- A wizard: BODY 2, MIND 4, MAGIC 6, TECH 0
- Iron Man: BODY 2, MIND 6, MAGIC 0, TECH 7
- A Call of Cthulhu professor: BODY 2, MIND 4, MAGIC 1, TECH 2
Health
Health = 5 + BODY + half of your highest among MIND, MAGIC, and TECH (round down)
When Health reaches 0, you disappear from the Vault and come strolling into the Loom again.
Attacking
- Choose which stat applies (BODY, MIND, MAGIC, or TECH)
- Roll 2d6 + that stat
7–9 – Glancing hit (-1 damage)
10–12 – Solid hit
13+ – Devastating hit (+1 damage)
Damage
Base Damage = the stat used to attack
Items
There is no money.
All items are single-use or key items.
When an item says “single-use,” destroy it after use.

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