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DAGGER!

A P OCK ET � PG BY M ICA H A N DER SON


Health, Stamina, Mana
You have 9 points to divide between
these 3 stats, with a maximum of 6:
• HEALTH (How many hits you can
DAGGER!
A P O CK ET �P G BY M ICA H A N DE R S ON
Weapons and Armor
Small weapons deal 1 damage.
Large weapons require 2 hands and
do 2 damage.
take before dying) Combat • Unarmored AC: 2
• STAMINA (How many actions you Characters enter Initiative by
rolling a d6, acting in order. • Light AC: 3
can take during your turn)
• MANA (How much magical Enemies all go at once. • Moderate AC: 4
prowess you have, used to During your turn, you can do as • Heavy AC: 5
cast spells) many things as you have points of Moderate armor and above cause
They also act as your Saves; roll a Stamina. Running for cover, sprinting to cost double Stamina.
d6 under your scores to attacking, slinging a spell; all cost
avoid catastrophe. 1 Stamina. Equipment
To hit something, roll over its You can hold an item in each hand,
Attributes Armor Class with a d6. 2 on your belt, and 6 in your pack.
Choose 3 things that you are good Unarmored AC is always 2. Anything in excess doubles all
at. General things like “Strength” Stamina costs.
or “Swords” give +1 to rolls made
Healing and Dying
when doing those things, while If you are reduced to 0 Health, Magic
more specific attributes like “Knot- you’re dead. Sorry! Make a new Everyone starts with at least 1 spell,
tying” or “Ballroom dancing” character and rejoin the fun! determined randomly. For every 2
grant +2 to rolls. Mana you have, roll for
If you are hurt, you can regain d3 another spell.
When you try to do something Health with a quick swig of water
remarkable, roll a d6, attempting to and a breather. Each spell has a Mana cost; once
roll higher than a 4. Remember: your Mana is exhausted, you can’t
good planning doesn’t need a roll! A good night’s rest restores all cast spells for the rest of the day.
missing Health and Mana. Mana regenerates at dawn.
Leveling Up Gear Spells
Whenever you complete a quest or Roll on this chart 3 times to start, a Creatures affected by spells may
do something noteworthy, you gain d3 for the column and a d6 for get a Save to resist them.
a level! Assign 3, 2, and 1 points to the row. 2. Bodyjump (3)- Turn a nearby dead body into
your Health, Stamina, and Mana in 1. 2. 3. a portal to somewhere within 666 feet.
any order you want. 1. A lamp Plumb bob Vial of acid 3. Flame-Jet (1)- A powerful blade of flame
burns from your hands.
Ask your friends at the table,
Trail Grappling 4. Forcefield (2)- Malleable, directable. AC of
“What was something I was 2.
rations hook
Shield
everyone inside becomes 5 for the duration.
good at?” Once everyone is in Large Bag of
agreement, record that thing down 3. Horse 5. Excavate (2)- Telepathically move or
weapon 3d6 gold manipulate a volume of stone equal or less
as one of your attributes. Mana Light Fire- than your mass.
4.
NPCs
potion Armor crackers 6. Imbue Force (1)- Turn anything smaller than
Mod. your hand into a magical missile. Anything
All have the same 3 stats as Players, 5. Caltrops 10’ pole larger costs more Mana.
Armor
and usually at least 1 attribute. Heavy 7. X-Ray Vision (1)- See through most objects
6. Stimulant Chain
They also may have special abilities Armor besides thick walls and thin lead.
or deal more damage. Everybody starts with a Small 8. Invisibility (4)- You and your equipment
Weapon and 3 torches. become invisible, so long as you don’t attack.
Morale Torches last for 30 minutes. 9. Summon Spirit (2)- Named entity appears and
If things aren’t going to plan, most obeys you on a successful check.
creatures will run away. During a Encounters
fight, check enemies’ morale by Every ten minutes in the dungeon,
10. Augury (3)- Consult the GM; ask a question
of 13 words which they must answer truthfully.
rolling a d6 under their remaining check for a random encounter by 11. Icy Grasp (1)- The soul of the target is
Health. If it succeeds, they continue rolling a d6. On a 1, the party transfixed with fear, rendering them immobile.
to fight, but if it fails they’re routed. encounters something. On a 2, they 12. Lightning Rod (1)- Trap lightning in a jar to
be released later.
can see signs of something nearby.

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