Medieval Mercenaries TANGO RPG SYSTEM © 2020 Nathan Knaack v1.
Attributes and Advancement a wound by allowing a piece of equipment of your choice
Your mercenary has four attributes: strength, dexterity, to become broken and nonfunctional. Once per scene,
intelligence, and charisma. You start with one attribute you can roll intelligence against d6 to heal a wound, with
at d8, one at d6, and two at d4. After completing an disadvantage on healing yourself.
adventure, you raise one attribute a die value, up to a
Ranges and Movement
maximum of d12.
There are three ranges: close, near, and far. You can move
Dice and Challenges one range increment with an action. Cover gives
Roll your attribute against the difficulty set by the advantage on dexterity rolls to avoid ranged attacks.
narrator, which scales from d4 for easy to d20 for
Enemies and Defenses
complicated. If you tie, you achieve partial success or
Enemies are ranked from d4 to d20 and can be minions
success with some drawback. Whenever you roll the
or villains. Minions only take one wound to defeat, but
maximum, you may trade the result to roll the next higher
villains require three and could also have special abilities,
die. If you have advantage, roll twice and take the higher
like giants causing two wounds with each hit, hydras
result; if you have disadvantage, roll twice and take the
making three attacks per turn, or dragons hitting all
lower result. To help an ally, make the same roll; on an
nearby targets. When an enemy attacks, you roll dexterity
even number, add +1, but on a natural 1, subtract -1.
to avoid it. You can use charisma to taunt an enemy,
Advantages and disadvantages do not stack but they do
forcing it to attack you until another mercenary attacks it,
cancel each other out.
or misdirect it, preventing it from attacking you until you
Initiative and Actions attack it. Whenever your team outnumbers all remaining
Each mercenary rolls dexterity or intelligence against the minions or wounded villains, you may roll charisma to
enemies; the highest roll determines which side goes first. intimidate them into fleeing or surrendering.
Each mercenary and enemy gets one action per turn. You
Equipment and Treasure
can move and make a melee attack as one action. Unless
You begin play with three pieces of equipment, including
you are ambushed, rolling charisma before a battle gives
weapons, armor, shields, and kits. You may carry up to five
your party advantage on its initiative rolls.
pieces of equipment. Ranged and thrown weapons do not
Weapons and Armor require ammunition. A kit gives advantage on attribute
Melee attacks use strength. Ranged attacks use rolls for a non-combat purpose, such as a rope for using
dexterity. Two-handed weapons give advantage on strength to climb, picks for using dexterity to open locks,
causing wounds. Using two one-handed melee weapons bandages for using intelligence to heal wounds, or a
gives advantage on attacking. Throwing weapons can hit mask for using charisma to intimidate foes. Your team
close or near targets and only require one hand. Ranged begins play with a treasure value of 1. Healing all your
weapons can hit close, near, and far targets, but have team’s wounds while in a town or one healing potion that
disadvantage against close targets. Unarmed attacks have heals all a mercenary’s wounds costs 1, one-handed
disadvantage. A shield gives advantage on dexterity rolls melee weapons, throwing weapons, shields, and kits cost
made to avoid attacks, and can be used as one-handed 2, two-handed melee weapons and ranged weapons cost
weapons to bash, but lose their benefit during the next 3, and armor costs 4. Broken equipment can be repaired
turn. Armor gives advantage on strength rolls to avoid in the field with an intelligence versus d6 roll, or in a town
wounds, but gives disadvantage on all dexterity rolls. at a cost of 1.
Wounds and Healing Quests and Rewards
When you get hit, roll strength against it to determine if You advance and earn treasure by completing quests.
you are wounded. Each wound causes an attribute of your While in a town, rolling intelligence against d8 reveals
choice to gain disadvantage. When all your attributes some detail about the objective or final villain. Rolling
have disadvantage, you are unconscious. If your whole charisma against d8 increases the treasure payout by 1.
party is unconscious, they are defeated. After each battle, Each mercenary may attempt each of these rolls once per
unconscious mercenaries wake up. You may avoid taking quest.