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==Core Rules== These are the essential rules that at least one player should have more-or-less memorized, so the game can be played without looking at the written rules. Only the most critical and essential rules are included in the Core Rules section. ===Abilities=== ;Thievery: This ability gives a +1 bonus to ''escaping'' (+1 defense while fleeing), ''backstabbing'' (+1 to attack fleeing characters), ''hiding'' before combat and rolls involving sneaky deeds like lying, finding secret doors and cheating at games. Characters with this ability can pick locks and disarm traps. :Characters with thievery have an ''initiative'' advantage: they always get their combat turns before characters without the ability on either team. On their first turn in each battle, a character with this ability can do a ''sneak attack'' which will make even a healthy character incapacitated if it is successful. ;Magic: Magic is used to destroy or disable enemies in combat. Any time a character with this ability can do a normal attack, he can instead cast a ''fireball'' spell which will make even a healthy character incapacitated if it is successful. (Instead of a fireball the character could cast some other spell which has the same effect.) Characters with this ability also have a +1 to any rolls requiring knowledge of magical things. ;Fighting: Fighting ability reflects a warrior's physical strength and skill with armor and weapons. A character with this ability has a +1 bonus to combat rolls when ''attacking'' or ''defending'', as well as any rolls which require strategy or combat-related knowledge. ;Healing: Healers help keep their allies fighting, significantly improving the odds of victory. A character with this ability can ''revive'' a character who is incapacitated so that they are only injured or ''heal'' a character who is injured so that they are healthy. They also have a +1 modifier to rolls that require people skills like persuasion. ===Characters=== {| width="100%" | valign="top" | Each character controlled by a player is usually<br> a rogue, warrior, wizard or priest with one ability: {| width="100%" | height="30" | || |- | valign="bottom" | [[Image:Minimam-rogue-healthy.png]] The '''Rogue''' is a sneaky<br> character with the ''thievery''<br> ability, like a spy, burglar,<br> scout or assassin. | valign="bottom" | [[Image:Minimam-wizard-healthy.png]] The '''Wizard''' uses powerful<br> ''magic'' to destroy the enemy. |- | height="60" | || |- | valign="bottom" | [[Image:Minimam-warrior-healthy.png]] The '''Warrior''' has <br> ''fighting'' ability. | valign="bottom" | [[Image:Minimam-priest-healthy.png]] The '''Priest''' supports<br> allies with ''healing'' ability. |} | valign="top"| [[Image:Minimam-monster-healthy.png]] An ordinary '''Monster''' (possibly a<br> horrible creature, rampaging beast or<br> wicked person) has no special abilities.<br> [[Image:Minimam-dragon-healthy.png]] The ''Dragon'' is a powerful, devious,<br> magical creature with all four abilities:<br> ''thievery'', ''magic'', ''fighting'' and ''healing''. |} ===Levels=== Each character also has a ''level'' showing how powerful and accomplished they are. A normal hero starts off at Level 1, but nearly harmless characters, like ordinary villagers and unproven adventurers, start off at level 0. A character can gain a few levels throughout their life span. To gain each level the character needs years of training, a lot of combat experience, and significantly more powerful and rare magical items to become powerful enough to be on the same level as characters on the next level higher. {| ! level !! |- | align="center" | 0 || Weak, unproven in combat |- | align="center" | 1 || Proven capable of self-defense |- | align="center" | 2 || Can hold his own with most combatants |- | align="center" | 3 || More powerful than most combatants |- | align="center" | 4 || Famously powerful (this level is beyond the reach of most characters) |- | align="center" | 5 || Legendary |} ===Rolls=== When a character tries to do something that might work but might not, like attacking another character, add his level to a six-sided dice roll for his efforts. Add a difficulty number to another six-sided dice roll for everything that stands in his way of his efforts. If the sum of the character's roll is higher than the sum of the opposing roll, then he is successful. If the character is trying to do something to another character, that other character is the target of the effort. The target's level is usually the difficulty number. If a character is a warrior or dragon, add 1 to their level and roll when the character attacks. The difficulty of attacking a warrior or dragon is that target's level + 1. Use the following scale for other difficulty modifiers: {| ! difficulty || |- | align="center" | 0 || relatively easy |- | align="center" | 1 || a little tricky |- | align="center" | 2 || challenging |- | align="center" | 3 || very difficult |- | align="center" | 4 || rarely done before |- | align="center" | 5 || only theoretically possible |} ===Combat Rounds=== Each character can do one action each round. The action is usually an attack. The characters have their turns to do actions in the order their players are seated clockwise, starting with the player sitting to the left of the Game Master. Characters with thievery ability (rogues and dragons) always have their turns before the other characters, then the rest of the characters have their turns to act. (If teams of players are battling each other, the players should be seated so that the members of each team are not grouped together.) If the Game Master's characters successfully sneak up on the other characters, then the Game Master's characters go first instead of the player to his left. ===Damage=== Characters have three types of '''health''': {| | width="33%" valign="bottom" | [[Image:Minimam-warrior-healthy.png]] | width="33%" valign="bottom" | [[Image:Minimam-warrior-injured.png]] | width="33%" valign="bottom" | [[Image:Minimam-warrior-incapacitated.png]] |- | valign="top" | '''healthy''' If a healthy character is successfully attacked he becomes injured. | valign="top" | '''injured''' Injured characters have 1 subtracted from all of their rolls. If an injured character is successfully attacked he becomes incapacitated. If an injured character is healed he becomes healthy. | valign="top" | '''incapacitated''' Incapacitated characters can't do anything at all. If an incapacitated character is healed he becomes injured |} [[Image:Minimam-wizard-attack.png]] A successful '''fireball''', similar magic spell or '''sneak attack''' (the first attack of a character with thievery ability) makes the target incapacitated regardless of their previous health. ===Escaping=== A character may want to flee rather than fight. This can be achieved two ways. First, before combat begins, a character can attempt to hide from other characters, using character levels added to the rolls (with an additional +1 for characters with thievery ability.) If a character successfully hides from the opposing characters, he does not have to participate in the following combat rounds. Escaping after combat begins involves two steps: First, on the escaping character's turn, his player says that the character is trying to escape. This is the character's action for that turn. Second, on the escaping character's next turn, he disappears from combat if he has not been successfully attacked since the previous turn. Characters with thievery ability have a +1 bonus to defense rolls while they are trying to escape, and a +1 bonus to attack rolls when attacking a character who is trying to escape.
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