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Mini Myth - Digital

This document outlines the process for creating a character in a tabletop roleplaying game, detailing steps such as naming the character, determining health and stats, and equipping them with weapons and armor. It also explains the mechanics of combat, skills, spells, and the consequences of actions during gameplay, including conditions and the potential for death. Players interact with a Lore Master to navigate quests and challenges in an imaginative world, using various skills and strategies to succeed.

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yhuan.carlos
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0% found this document useful (0 votes)
86 views1 page

Mini Myth - Digital

This document outlines the process for creating a character in a tabletop roleplaying game, detailing steps such as naming the character, determining health and stats, and equipping them with weapons and armor. It also explains the mechanics of combat, skills, spells, and the consequences of actions during gameplay, including conditions and the potential for death. Players interact with a Lore Master to navigate quests and challenges in an imaginative world, using various skills and strategies to succeed.

Uploaded by

yhuan.carlos
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CREATE A CHARACTER EQUIPMENT THE BASICS

Every adventure needs a hero! Print out the Character WEAPON A Lore Master (LM) describes and controls an imaginary
Sheet and follow these steps to create your own: Roll Type Examples DMG Value world and its inhabitants. The players in return, describe
- Melee (1H) Sword, Mace, Axe ? 3 how their fictional characters interact with the world.
1. Who are you? Name your character. If you want Take on quests, explore the world, seak glory and riches!
- Melee (2H) Great Sword, Pike ? + 1 6
to, describe how they look, talk and think.
Ranged (2H) Bow, Javelin ? -1 5 When the stakes are high, the LM will ask a player to roll
2. Can you take a punch? Roll ? and add +6. Mystic (2H) Staff, Wand, Tome ? - 2 7 a Stat Test based on the nature of their hero’s actions:
This is your Health. (min 7 & max 12)
ARMOR STRONG Smash, Lift, Throw, Build, Intimidate...
3. Begin with 2 in all Stats (STR, NIM & MYS). Define Roll Type Protect Penalty Value NIMBLE Sneak, Climb, Evade, Track, Perceive...
your strengths and weaknesses by assigning +2 - MYSTIC Persuade, Know, Sense, Cast, Analyse...
No Armor - - -
and +1 to two different Stats of your choosing.
- Light - 1 DMG - 1 MYS 6 Roll ? : If the result is lower or equal to the relevant
4. Spend 3 Skill Points on any Skills or Spells of your Heavy - 2 DMG - 1 NIM, - 2 MYS 9 Stat, hurray, it’s a Success! If not... Yikes, it’s a Fail!
choosing. If you wish, you can place several points Shield (1H) - 1 DMG - 1 NIM 7
on the same Skill(s) or Spell(s). Clever and daring actions in any situation that requires
ITEMS a Stat Test can persuade the LM to kindly grant you a
5. Finally, use the Equipment tables on the opposite Smooth Roll (Roll ? x 2, keep the lowest roll!). (1 - 6)
Tools Consumables Use Value
page to equip yourself for the journey ahead.
Waterskin Oil Flask Flammable 5 A bit too... Creative? Unfortunately the LM might force
• Roll ? and add +6: Coins ( ). (min 7 & max 12)
M I N I MYTH • Choose or Roll ? for your Weapon.
Crowbar
Knife
Fine Wine
Poison Vial
Social / Gift
-2 HP / Turn
9
7
a Rough Roll (Roll ? x 2, take the highest roll). (1 - 6)

• Choose or Roll ? for your Armor. Desperate? Once per day, you can Reroll a Stat Test.
HERO’S HANDBOOK Rope Torch (x3) Light & Fire 2
• 2 x Items: Roll ? for a Tool & then a Consumable. Success or Fail, gain -1 to the Stat the rest of the day.
Shovel (2H) Health Tonic Heal 3 HP 7
Pocket Tabletop Roleplaying Game 6. With that settled, off you go! Adventure awaits! Flint Lockpick (x2) NIM, unlock 5 If a hero’s Health falls to 0 or lower, ouch! See ‘Death’.

SKILLS & SPELLS COMBAT WEAPON POWERS & CONDITIONS TIME, GROWTH & DEATH

The players’ characters are capable and gifted heroes. Players can always talk, trick and sneak out of any hostile During Combat, different Weapon Types have unique A day is defined as the time spent before an adventure
Interacting with the world, players can make creative situations, avoiding violence. But if they fail to do so... Weapon Powers that can turn the tide of battle: (i.e. in town and travel) and during the adventure itself.
use of the Skills and Spells on their Character Sheets. After an adventure, spend the night resting & end the day.
Roll for Turn initiative: MELEE (1H): If using two 1H Melee Weapons, DMG: This resets all characters’ Health, Stats, Skill & Spell
Skills succeed instantly and require no Stat Test. - Players go first. - Opponents go first. Roll ? x 2, take highest roll (-1). (Passive) uses and removes any active Conditions from that day.
MELEE (2H): Roll ? (-2) DMG to all targets. (1x per Fight)
To gain access to a Skill or Spell, spend Skill Points to During player’s Turn, you can do one of the following:
unlock at least one Level in a Skill or Spell. RANGED (2H): Get a free shot on target. (1 x per Fight) Successfully making it to the end of an adventure,
• Attack with your Weapon. Test the relevant Stat:
also means that your characters grow in experience!
STR or NIM for Melee (1H) STR for Melee (2H) MYSTIC (2H): Roll a MYS Stat Test, if Successful, gain Characters grow tougher and learn new Skills &
You can unlock a maximum of 5 unique Skills & Spells,
NIM for Ranged MYS for Mystic +1 use for an unlocked Spell. (1 x per Day) Spells (or improve the ones that they already know):
which can then each be upgraded up to Skill Level 3.
• Use an Ability, Skill or Spell instead of a Weapon. SHIELD (1H): Ignore all DMG from any single attack. 1. Permanently add +3 Health (HP).
Each Level indicates how many daily uses you have. • Attempt to Negotiate if foe has under 1/3 HP left or Your Shield shatters. (Single Use, Consume) 2. Spend 2 Skill Points on new or existing Skills & Spells.
I.e. a Level 2 Skill or Spell, can be used 2 x per day. if less than 1/3 of foes remain. Roll a MYS Stat Test.
UNARMED (2H): Simply deal 2 DMG. (Passive)
• Flee! All players spend a turn rolling a NIM Stat Test. Days without a completed adventure don’t gain Growth.

Unlike Skills, casting Spells is a powerful, but dangerous When foes attack, players must test NIM. Failing
endeavour. Spells require rolling a MYS Stat Test. Conditions are temporary effects, that can improve The opposite of Growth, is Death. If your Health falls to
results in player receiving DMG (and other bad stuff).
your hero’s actions or instead harm an enemy... or you: 0 or less, you are at Death’s Door. Roll ? for your fate:
If a Spell’s Stat Test Fails, roll ? . A disaster occurs:
Once every player & opponent has performed an
Cheat Death: Live! Return with 3 Health.
Cursed! +1 to all Stat Tests for the whole day. action during their Turn, a new Round begins. Poison -2HP / 2x Turn Heal +3 Health
Burn -1 HP / 3x Turn, Fire Focus Roll 2x ? , take low Embrace Death: Rest in peace, hero.
- Let go, it’s unstable! Your Weapon shatters. Combat ends when: Freeze +2 to next NIM Test Guard -2 DMG on next hit
- You lose control, take 5 DMG (ignores Armor). • Players beat all foes, successfully negotiate or flee. Stun Skip a Turn Cure Remove Conditions A game by @StudioMinch. Find me on Itch & Reddit.
No, no, nooo! Come back! See ‘Death’. • Failed the above? Your fate is at the mercy of the LM! Curse +1 to next Stat Test Bless -1 to next Stat Test Mini Myth is licensed under Creative Commons (CC-BY 4.0)

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