This 3 sentence summary provides the essential details about the pocket RPG document:
The document outlines the basic rules and character creation for a pocket RPG including assigning stats, leveling up, combat, magic spells, and random encounters in dungeons. Players create characters by assigning points to health, stamina, and mana and choosing attributes, weapons, armor, and starting equipment. The rules are kept very simple to allow for quick gameplay in a small format.
This 3 sentence summary provides the essential details about the pocket RPG document:
The document outlines the basic rules and character creation for a pocket RPG including assigning stats, leveling up, combat, magic spells, and random encounters in dungeons. Players create characters by assigning points to health, stamina, and mana and choosing attributes, weapons, armor, and starting equipment. The rules are kept very simple to allow for quick gameplay in a small format.
This 3 sentence summary provides the essential details about the pocket RPG document:
The document outlines the basic rules and character creation for a pocket RPG including assigning stats, leveling up, combat, magic spells, and random encounters in dungeons. Players create characters by assigning points to health, stamina, and mana and choosing attributes, weapons, armor, and starting equipment. The rules are kept very simple to allow for quick gameplay in a small format.
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.