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by Brandon Goeringer, thanks to Kelly Davis, Eric Hoffman, artwork copyright William McAusland, used with Combat Rounds: are a series of actions from 2 or more sides them to 0 hp and a monster is killed once reduced to 0 hp. On their
permission. Publisher's Choice Quality Stock @ Rick Hershey / Fat Goblin Games some art by J.M. Woiak and Heather
Shinn of the STINKYGOBLIN, Emily Vitori and Gary Dupuis ver.3.3 engaged in battle. Once all sides have taken their actions the following actions, each round after they were reduced to 0 hp, the
Task Rule combat round is over and a new combat round begins if one side character must make a laughable task roll. On a failure the character
To accomplish a task, the player rolls a d6. The difficulty of the task has not defeated the other. has died. A success means they are still alive another round and
determines if the roll is a failure or a success. The Pocket Master, or they make another roll next round to see if they have died. Another
"PM", decides what the difficulty of the task will be and consider Surprise: participants on each side of combat lose their first combat character may spend their action and make an average task roll to
mitigating circumstances, per character. Failure could have round actions if their side rolls a 1-2 on a d6 when enemies are stabilize a 0 hp character that is adjacent to them. A stabilized
disastrous results. encountered and were unaware of the other side's presence. character is awake but may not make any further actions, including
movement, until they are healed to 1 hp or more.
If the difficulty is not listed for a task, it is up to the PM to assign one Initiative: roll a d6 for the enemy side and each Player Character.
based on the circumstances. Characters that beat or match the enemy go before their enemies, Magical Weapons and Armor
lower rolls go after their enemies. Players take actions in whichever Through the course of an adventure the player characters may
Laughable tasks fail on a 1, succeed on a 2+ order they want. This is an agility based task. Initiative is NOT obtain magical weapons and armor. Magical Weapons have Focus
Simple tasks fail on a 1-2, succeed on a 3+ rerolled each round. and Magical Armors have Deflect.
Average tasks fail on a 1-3, succeed on a 4+
Tough tasks fail on a 1-4, succeed on a 5+ Movement: a character may move then attack or attack then move. Focus allows the user of the magical weapon choose to
Very Difficult tasks fail on a 1-5, succeed on a 6 If a character moves away from an enemy they are engaged with, make an Attack Action's damage be a 6, once per
that enemy gets an immediate free normal melee Attack Action encounter. No CS rolled required. The target stills gets a
strength (lifting heavy objects, busting down a door, against that character. Defense Action vs. the damage.
pushing a cart, carrying a heavy burden, etc.). Deflect allows the wearer of magical armor choose to
agility (balancing on a narrow ledge, dodging a Range: melee Attack Actions are made to an adjacent enemy and make one Defense Action's blocked damage be a 6,
tumbling boulder, sneaking past a guard, etc.). ranged Attack Actions are made against an enemy at a distance of once per encounter. No CS rolled required.
intelligence (education, knowledge of history, ancient no further than reason based on the weapon used, pending PM
texts, mathematics, foreign languages, etc.). discretion. The use of Focus or Deflect must be chosen before a CS Action,
wisdom (awareness, experience, intuition, sense not after a roll.
someone's motive, willpower, etc.). Combat Skill: Combat Skill, or CS, is used for both Attack and
Defense Actions. Melee and Ranged Attack Actions are conducted Both of these abilities may be found on more powerful weapons and
charisma (haggling a store vendor, calming a hostile
exactly the same way. armor. This is expressed as Focus x2, Deflect x3, and so forth,
situation, leading troops into battle) task difficulty is
based on the player's ability to "role play" their instead of the normal Focus x1, Deflect x1. This means the Focus or
Attack Action: roll the CS die. The result is the damage Deflect abilities may be used twice or more per encounter.
character in a certain charismatic fashion as decided
by the PM, for the given situation. done to the enemy.
Defense Action: the target rolls their CS die. The result is The Fighter's Combat Master ability DOES activate when the
Example: The PM decides jumping over a crevice on the cave floor subtracted from the damage done to the attacked target. Fighter uses Focus or Deflect, allowing the Fighter to roll another d6
is an average task (1-3 fails, 4-6 succeeds). For the Fighter and the This amount is "blocked damage". to add to Focus's 6 damage or Deflect's 6 blocked damage.
Thief the PM rules its only a simple task because of their strength
and agility, respectively. The Cleric is carrying a large chest on his Full Defense: At the start of a combat round, a character may forego Races
back and the PM decides the difficulty is increased one level for the their Attack Action as their combat action in a combat round and in Dwarves: This bearded, broad and sturdy mountain
Cleric, making it a tough task instead of an average task. The Thief doing so allows the character to reroll ALL Defense Actions, taking dwelling race can see in the dark up to 60' and can
jumps with the chest instead, and he is now rolling an average task the best result, until the start of the next combat round. detect slanted passages, underground depth, and stone
because of the increased difficulty of carrying a chest while jumping. traps and construction on a simple task roll. They make
The Thief has helped the Cleric's jump be the normal average task Any damage left over after a Defense Action is subtracted from the poison task rolls as simple tasks instead of tough tasks.
roll. The Wizard ties a rope around the Cleric to aid him further and hp of the target. Elves: This forest dwelling, sharp eyed and pointed ear
the PM decides the Cleric's task difficulty is now a simple task. He race can see in the dark up to 60' and can find secret
jumps, rolling a 3, and makes it to the other side of the crevice. CS rolls with subtraction in its calculation may take the total below 0, doors on a tough task roll, with a simple glance (PM rolls
and is simply counted as 0. when the character is near the secret door). They are
Heroic Rerolls: player characters are heroes and are therefore immune to paralysis and are only surprised on a roll of 1.
destined for glory. They get 1 reroll of ANY d6 roll once per session, Example: Kronc the Fighter makes an Attack Action on an Orc. He Halflings: This short, merry, barefooted race, that dwells
taking the best result. You MAY expend a Heroic Reroll for ANY roll rolls his CS (d6), the result is a 4. The Orc makes his Defense Action in hillside holes, may reroll all Defense Action CS rolls
where your character already gets a reroll for class, race or other. (A and rolls his CS (d6-2), the result is (d6 roll of a 4, -2) a 2. The Orc against large monsters, and take the best result. They
thief may roll an agility task 3 times and take the best result if they takes 2 damage (4-2=2). The Orc makes an Attack Action on Kronc. may also make a laughable task roll in forests or an
"use" their Heroic Reroll). A PM may reward players Heroic Rerolls The Orc rolls his CS (Orcs have a CS of d6-2), the result is (d6 roll of average task roll in non-forests, and if successful, are
for good role-playing or for successful heroic actions. 5, -2) 3 damage. Kronc makes his Defense Action and rolls his CS hidden from view.
(d6), the result is a 5 and all the damage has been "blocked", no Humans: This numerous yet ambitious race, found in all
Exploding Die: many abilities or rules allow for a die to "explode" damage. lands, starts with 2 Heroic Rerolls per session.
once, this means that should the die roll a natural 6, the die should
be rolled once again and added to the 6 from the previous die roll. Healing, Rest, and Death Character Classes
Characters heal 1 hp after each encounter as long as there is time to Character classes are differentiated by starting hp, CS, normal
Rolling a 6: anytime that a player rolls a 6 for ANY reason, that see to their wounds. This is increased to 2 hp if a Cleric uses their weapon(s) and armor that the class starts with and tends to use as
player should complete the action the roll was attempting (task, Bind Wounds ability. This can only heal hp loss sustained from the well as unique abilities a character of that class possesses. Armor
combat actions, exploding die, healing hp, etc.) and then roll another previous encounter. type, melee skill, ranged skill and agility all factor into CS. Some
d6. If this roll is also a 6 then the player gets a Heroic Reroll as a races are prohibited from choosing to be a certain class, pending
reward. The character did their action in an amazing or masterful 8 hours of sleep or rest heals 3 hp per character. Interrupting this PM discretion.
way. Only 1 Heroic Reroll may be awarded per action. sleep or rest would be combat, climbing a cliff face, running or
walking, or any other action decided by the PM. This healing of hp
can only occur once per day.
Cleric Thief Magic Spell List
Aid from Beyond: other characters in the party receive a
Heroic Reroll for use only during the current encounter.
Arcane Armor: target of spell makes all Defense Actions
at CS d6 for the duration of the encounter, roll twice and
take the best result.
Confusion: Roll d6-3, minimum of 1, reroll and take the
best result, for the amount of combat actions that a
monster may not move or take Attack Actions, though it
may still take Defense Actions.
Dark Bolt: CS d6 ranged Attack Action that may explode,
roll twice and take the best result.
Rain of Fire: up to 4 targets in close proximity to each
other (PM discretion) are attacked with a CS d6-1
Human or Dwarf All races allowed ranged Attack Action, roll twice and take the best result.
hp 8 hp 6 Summon Monster: Roll d6-2, minimum of 2, for the
CS d6-1 melee (mace / chain mail) CS d6-1 melee and ranged (dagger and bow / leather) amount of combat rounds (including the round the spell
Abilities: Abilities: is cast) that a monster is summoned under the caster's
Nimble: reroll any task involving agility, take the best control, and then vanishes at the end of its last combat
Righteous Insight: reroll any task involving wisdom, take
the best result. result. Finds traps/secret doors in room/corridor section round. The monster will not harm itself and can only be
on a successful agility task roll. Disarms traps on a directed to attack targets decided by the caster. The
Bind Wounds: heal 2 hp to all characters after
successful agility task roll. Unlocks doors or containers monster is summoned adjacent to the caster and may
encounters, or to wounded NPCs (non-player
on a successful agility task roll. move and attack the following round on the caster's
characters).
Flank: If attacking an enemy engaged in melee with initiative. Controlling the monster does not take up the
Holy Light: in combat Heal d6 hp, as a combat action, to caster's combat action.
all friendly targets in the area, roll twice and take the best another character, roll melee Attack Actions twice and
take the best result. Roll a d6
result. 1-4: chose a Goblin or Giant Centipede.
Holy Smite: in combat Cause d6 hp damage (no Backstab: If foe is completely unaware and not engaged
in a combat encounter, success at an agility task results 5-6: add Orc, Skeleton, Wolf, or Giant Spider to the
Defense Action), as a combat action, to 1 target (or all choices of monster summoned.
undead targets) in the area, roll twice and take the best in the Thief making 2 CS melee Attack Actions,
combining both damage into one Attack Action. When rolling a 6, reroll, on another 6, may add Minotaur,
result. Ogre, or Troll to the choices of monster summoned.
Holy Light and Holy Smite may be used a combined total Expending a Heroic Reroll rerolls both Attack Actions.
of 2 times during an encounter (i.e. 2 Holy Lights or 2 Free Form Magic
Holy Smites, 1 Holy Light and 1 Holy Smite). Free Form Magic may only be used when out of combat and is
Expending a Heroic Reroll allows the casting of 1 accomplished by task resolution as decided by the PM based on
additional Holy Light or Holy Smite per encounter. Wizard
complexity, duration and scope of the created spell. Failure results
in the spell attempt being lost. Free Form Magic examples could be
Fighter to conjure food, create a boat, create a rope, create a bridge to pass
over lava, levitate to atop a tower, speak with animals, detect secret
doors, send a telepathic message, breathe underwater, etc.
Conjured items last for 24 hours. The possibilities are up to the
creativity, situation and need of the caster. Free Form Magic is a
spell, not an intelligence task, and may only be rerolled by using a
Heroic Reroll.
Starting Equipment
All characters start out with basic adventuring and survival
equipment for wilderness and underground exploration (PM's
discretion).
Backpack
Human or Elf Bedroll
hp 4 Dry Rations, 1 week worth (dried meat, hard bread, etc.)
CS d6-2 melee and ranged (staff of magic missiles / robes) Flint & Steel
All races allowed Abilities: Rope, 50'
hp 10 Brains: Reroll any task involving intelligence, take the Torches, 6 (lasts 1 hour)
CS d6 melee and ranged (any weapon / any armor) best result. Water Skin, gallon
Abilities: Combat Magic: In combat, may cast 2 spells per Optional Equipment (PM's discretion)
Muscle: reroll any task involving strength, take the best encounter from the Magic Spell List (may cast two Healing Potion (restores d6-1 hp to the drinker, roll twice
result. different spells or the same spell twice). Casting a spell and take the best result, minimum of 1 hp)
Challenge: once per encounter, as a combat action, may in combat is a combat action. Holy Water (CS r d6-1 vs. undead, may hit multiple
challenge an enemy to direct at least 1 of its Attack Free Form Magic: Out of combat, may attempt to cast 2 targets, PM discretion)
Actions per combat round, against the Fighter when Free Form Spells per session. Iron Spikes, 12
possible, for the duration of the encounter. Expending a Heroic Reroll allows the casting of 1 Lantern (lasts 5 hours)
Combat Master: Melee Attack and Melee Defense additional combat spell or Free Form Magic spell, in Oil flask (CS r d6-2, may hit multiple targets, PM
Action CS rolls may explode. combat or out of combat, respectively. discretion), replenishes lantern
Adventure Plot Generator Opening things: Doors or containers are locked or stuck on a d6 roll Focus x1 weapon or a Deflect x1 armor, player's choice. On a 6,
The following are a series of tables for the PM to roll upon to help of 1 and require a strength task roll or a Thief can attempt to unlock it same as rolling a 5, OR the character finds a Rune Forge that allows
determine the impetus behind the adventure. These are only hints using the Nimble ability. for one of the party's existing magical weapons or armor be
or guidelines and the PM should feel free to roll, pick or re-roll as he improved by Focus x+1 or Deflect x+1. A Rune Forge's magic is
chooses. Choices are left intentionally vague to allow for creativity Traps: Traps normally do d6 worth of damage or more (no Defense exhausted after 1 use.
and fit with the other rolled results. Action) unless an agility based task roll is made. When a door,
coffin, treasure chest, lock box or other enclosed item is opened, a 3 Arcane Gems placed into a weapon or armor by a blacksmith
Roll a d6 for each of the following tables. d6 roll of 1 can decide if it's trapped. Traps may also be located in makes the item magical, providing Focus x1 or Deflect x1,
the ceiling, walls or floors of a room or hallway. Examples could be respectively.
The situation is: pits, spikes, darts, spouts of flame, gas, falling rocks, swinging
Roll Situation blades, etc. Item Values: If an average value is needed consult the following
1. A person is missing (princess, child, family member). suggestions.
2. An item has been stolen (magical item, holy relic, gem). Traps may be spotted by the Thief's Nimble ability (which also is Mundane items (torch, parchment, clothes, food, etc.): d6 gp
3. A great evil has awoken (undead, ancient wizard, demon). used for disarming traps once spotted) or by a wisdom task roll if Normal adventuring equipment (weapons, armor, etc.): d6x10 gp
4. A mysterious place exists (monster island, strange culture). actively searching. This also includes spotting secret doors. Unique adventuring items (healing potions, holy water, etc.): 200 gp
5. A hidden location is revealed (healing spring, temple, portal). Arcane Gems: 250 gp
6. A prophecy is being fulfilled (savior is born, planets align). Room Features: To give a room random features roll a d6 and Magical (x1) weapons and armor (PM discretion): 750 gp
consult across the top of the following table, when the number rolled
The “Big Bad” is: is found, roll a d6 and consult the left side of the chart. Where the Pocket Master Tips
Roll Big Bad two numbers meet is a feature of the room. May roll multiple times 1. Pocket Fantasy RPG was designed for spur of the
1. A warrior or chieftain for more features or simply choose a group of similar features. moment play with little or no preparation. With this goal
2. A wizard or cultist in mind, many rules or situations are not covered within.
3. A corrupt noble Castles, Catacombs, Dungeons, Ruins, Temples Use the task system when these incidents may arise.
4. Undead d6 1 2 3 4 5 6
5. Other 1 sarcophagus urn altar alcove fountain brazier 2. If you need to aid the character(s) give them a free reroll,
6. Dragon 2 statue throne fire pit barrel crate table and let them take the best result, especially for daring,
stone magic heroic or selfless actions
3 shrine pillar mosaic tapestry
debris circle
The location of the adventure is: straw
Roll Location 4 food stores
beds
coffin bookshelf chest cage
3. If you need to hinder the character(s) increase the
1. Caves or caverns 5 rug fireplace kitchen painting
weapon armor difficulty of the task, or in combat, give the monster a
rack rack
2. Castle, catacombs or temple cooking
reroll and take the best result, especially Boss monsters.
3. Wilderness ruin 6 pew bones pit chair
spit
bed