Difference between revisions of "Mini mam"

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Mini mam is derived from the [[Mano a Mano]] Role-Playing System by Benjamin Galbraith and Seth Galbraith.  Like Mano a Mano, mini mam is copyrighted under the Creative Commons Attribution-ShareAlike license. Please use these rules and modify them as you see fit under the terms of that license. The name "mini mam" comes from "Mini Mano a Mano Role-Playing System."
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Mini mam is designed to recreate the feel of generic fantasy role-playing with a minimum set of rules. Feel free use these rules and modify them as you see fit under the terms of the Creative Commons Attribution-ShareAlike license. (Mini mam is named after older versions of the [[Mano a Mano]] Role-Playing System. MiniMaM eventually led to the creation of the [http://knol.google.com/k/scratch-rps Scratch RPS].)
  
 
==Players==
 
==Players==
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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.
 
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.
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===Abilities===
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;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.
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;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.
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;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.
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;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===
 
===Characters===
  
Each character has a '''class''' from the following list to show what kind of character it is.
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{| width="100%"
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| valign="top" |
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Each character controlled by a player is usually<br>
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a rogue, warrior, wizard or priest with one ability:
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{| width="100%"
 +
| height="30" | ||
 +
|-
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| valign="bottom" | [[Image:Minimam-rogue-healthy.png]]
  
  Rogue - a sneaky character
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The '''Rogue''' is a sneaky<br>
Warrior - a physical fighter
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character with the ''thievery''<br>
  Wizard - a magic using character
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ability, like a spy, burglar,<br>
  Priest - a healer character type
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scout or assassin.
Monster - a weaker type of character
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| valign="bottom" | [[Image:Minimam-wizard-healthy.png]]
  Dragon - a more powerful type of character
 
  
Player's characters should be rogues, warriors, wizards or priests unless the game specifically allows them to play monsters or dragons.
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The '''Wizard''' uses powerful<br>
 +
''magic'' to destroy the enemy.
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|-
 +
| height="60" | ||
 +
|-
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| valign="bottom" | [[Image:Minimam-warrior-healthy.png]]
  
Each character 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.
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The '''Warrior''' has <br>
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''fighting'' ability.
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| valign="bottom" | [[Image:Minimam-priest-healthy.png]]
  
  Level
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The '''Priest''' supports<br>
  0   Weak, unproven in combat
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allies with ''healing'' ability.
  1   Proven capable of self-defense
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|}
  2   Can hold his own with most combatants
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| valign="top"|
  3   More powerful than most combatants
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[[Image:Minimam-monster-healthy.png]]
  4   Famously powerful (this level is beyond the reach of most characters)
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  5   Legendary
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An ordinary '''Monster''' (possibly a<br>
 +
horrible creature, rampaging beast or<br>
 +
wicked person) has no special abilities.<br>
 +
 
 +
[[Image:Minimam-dragon-healthy.png]]
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 +
The ''Dragon'' is a powerful, devious,<br>
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magical creature with all four abilities:<br>
 +
''thievery'', ''magic'', ''fighting'' and ''healing''.
 +
|}
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 +
===Levels===
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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.
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{|
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! level !!
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|-
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| align="center" |  0 || Weak, unproven in combat
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|-
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| align="center" |  1 || Proven capable of self-defense
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|-
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| align="center" |  2 || Can hold his own with most combatants
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|-
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| align="center" |  3 || More powerful than most combatants
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|-
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| align="center" |  4 || Famously powerful (this level is beyond the reach of most characters)
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|-
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| align="center" |  5 || Legendary
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|}
  
 
===Rolls===
 
===Rolls===
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Use the following scale for other difficulty modifiers:
 
Use the following scale for other difficulty modifiers:
  
Difficulty
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{|
    0     relatively easy
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! difficulty ||
    1     a little tricky
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|-
    2     challenging
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| align="center" |    0   || relatively easy
    3     very difficult
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|-
    4     rarely done before
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| align="center" |    1   || a little tricky
    5     only theoretically possible
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|-
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| align="center" |    2   || challenging
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|-
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| align="center" |    3   || very difficult
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|-
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| align="center" |    4   || rarely done before
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|-
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| align="center" |    5   || only theoretically possible
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|}
  
 
===Combat Rounds===
 
===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. The 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.
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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===
 
===Damage===
  
Characters have three types of '''health''': '''healthy''', '''injured''', and '''incapacitated'''.  If a healthy character is successfully attacked he becomes injured, and if an injured character is successfully attacked he becomes incapacitated.  If an incapacitated character is healed he becomes injured, and if an injured character is healed he becomes healthy.  Injured characters have 1 subtracted from all of their rolls.  Incapacitated characters can't do anything at all.
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Characters have three types of '''health''':
  
Fireball is a special type of attack that only wizards and dragons can do. A successful fireball attack makes the target incapacitated regardless of their previous health.
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{|
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| width="33%" valign="bottom" | [[Image:Minimam-warrior-healthy.png]]
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| width="33%" valign="bottom" | [[Image:Minimam-warrior-injured.png]]
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| width="33%" valign="bottom" | [[Image:Minimam-warrior-incapacitated.png]]
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|-
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| valign="top" | '''healthy'''
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If a healthy character is successfully attacked he becomes injured.
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| valign="top" | '''injured'''
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Injured characters have 1 subtracted from all of their rolls.
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If an injured character is successfully attacked he becomes incapacitated.
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If an injured character is healed he becomes healthy.
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| valign="top" | '''incapacitated'''
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Incapacitated characters can't do anything at all.
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If an incapacitated character is healed he becomes injured
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|}
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[[Image:Minimam-wizard-attack.png]]
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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===
 
===Escaping===
  
A characters may want to flee rather than fight.  This can be achieved two ways.  First, before the combat round begins, a character can attempt to hide from other characters, using character levels added to the rolls (with an additional +1 in the case of Dragons and Rogues.)  If a character successfully hides from the opposing characters, he does not have to participate the following combat rounds.
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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.
  
Second, once a combat round begins, they way a character successfully flees has two parts: first, his player declares that he is trying to escape as his action on his turn. If the character is not successfully attacked before his following turn, he disappears from the combat round on that turn.
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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.
  
===Class Advantages===
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==Extra Rules==
  
Classes can give characters specific advantages in combat:
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Here is a section for adding extra rules that go beyond the absolutely essential "core rules".
  
  Rogue - always go first in combat rounds, +1 to hide before combat
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===Spells===
Warrior - add 1 to attacking and defending rolls
 
  Wizard - can use fireball as an action
 
  Priest - can heal a character as an action
 
Monster - no class advantages
 
  Dragon - all of the class advantages of the other classes
 
  
Classes can also give characters advantages outside of combat.
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Characters with magic ability can call their "fireball" spell anything they want, as long as it is incapacitating. For example, wizards might call their spell "freeze", "zap" or "choke". They might trap the enemy in a sticky web or turn him into a frog. Dragons might describe their spell as some kind of breath weapon, such as "acidic vomit" or "tear gas."
  
  Rogue - add 1 to rolls involving sneaky, underhanded, or illegal deeds
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===New Villains===
Warrior - add 1 to rolls for combat-related preparations
 
  Wizard - add 1 to rolls involving arcane knowledge 
 
  Priest - add 1 to rolls requiring people skills
 
Monster - no class advantages
 
  Dragon - all of the class advantages of the other classes
 
  
===Character Sheet===
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New types of characters can have the same abilities as a monster, rogue, warrior, wizard, priest or dragon. Or you could give them a different combination of abilities. More powerful types of monsters should have higher levels. For example:
  
Most players should not need to have a character sheet. However, for players that have never played an RPG before, or for Game Masters who may have to juggle several characters at once, here is a character sheet that should easily fit on the back of a business card:
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;Kraken: The Kraken is a giant sea monster. The Kraken is a match for even famous heroes so it would have a level of 3 or 4. The Kraken has no special abilities.
  
  Name: _____________________________
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;Leprechaun: A leprechaun is a small, clever creature which is difficult to catch. Leprechauns have ''thievery'' ability and usually win contests of stealth and guile.
  Class: Rog. War. Wiz. Pri. Mon. Dra.
 
  Level:  0    1    2    3    4    5
 
Health: Healthy Injured Incapacitated
 
  
==Extra Rules==
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;Lich: A lich is a powerful undead wizard with two abilities: In addition to the ''magic'' ability used to throw fireballs like a living wizard, the lich can raise fallen allies as undead servants like a sort of ''healing'' ability.
  
Here is a section for adding extra rules besides the absolutely essential "core rules."  For example, rules about special one-use items or variations on Fire Ball might go here.
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;Unicorn: A unicorn is one of the most dangerous magical animals. Like the dragon it has all four abilities. It's horn has ''healing'' powers. This is the major reason people hunt unicorns, but the unicorn is clever and hard to catch because of it's ''thievery'' ability. The unicorn is so difficult to deceive that the standard strategy to catch the unicorn requires the use of an innocent girl without guile. The few warriors who have engaged unicorns in physical combat have been easily defeated by the unicorn's ''fighting'' ability often dispatched in a single blow by the ''magic'' horn.
  
===Customization===
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===New Abilities===
  
These rules can be customized to fit specific adventures and settings by changing names. You can create a new class which has the same advantages of one of the existing classes, or a new action which has the same effect as an existing action.
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Some characters might have minor abilities which give them just one aspect of the four basic abilities:
  
====Spells====
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<dd>
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'''escaping''' (+1 defense while fleeing)<br>
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'''backstabbing''' (+1 to attack fleeing characters)<br>
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'''hiding''' (+1 to hide before combat)<br>
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'''pick locks''' (can try to pick locks)<br>
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'''disarm traps''' (can try to disarm traps)<br>
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'''initiative''' (go first in combat like characters with thievery)<br>
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'''sneak attack''' (attack on first turn can incapacitate a healthy enemy)<br>
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'''fireball''' (just the spell without the magic knowledge)<br>
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'''arcane lore''' (just the knowledge without the spell)<br>
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'''attacking''' (+1 to attack rolls)<br>
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'''defending''' (+1 to defense rolls)<br>
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'''revive''' (change an incapacitated ally's health to injured.)<br>
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'''heal wounds''' (change an injured ally's health to healthy.)<br>
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'''persuasion''' (+1 to people skills)
 +
</dd>
  
Wizards can call their "fireball" anything they want, as long as it sounds like some incapacitating spell. (Originally, "fireball" was going to be "frog.") For example, they could call their spell "freeze", "zap" or "choke".
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Characters could also have abilities which have different effects:
  
Dragons can call their "fireball" anything they want, as long as it sounds like an incapacitating breath weapon, such as "acidic vomit" or "tear gas."
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:'''protection''' ability gives the character uncanny ability to avoid assassination attempts and magical curses. A character with protection ability is injured instead of incapacitated by a successful fireball, other spell or sneak attack.
  
====Creatures====
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:'''explosion''' ability allows a character to cast a spell which hits every enemy in a battle. When the character uses this spell, make an attack roll against every enemy which is not incapacitated. If the roll is successful the enemy is injured if it was healthy and incapacitated if it was injured. Unlike fireball and similar spells, explosion spells do not incapacitate healthy enemies.
  
Specific kinds of monsters can be created from the monster class. More powerful types of monsters should have higher levels. For example:
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Characters can even have ''disabilities'' that work against them:
  
* The Kraken is a giant sea monster. The Kraken is a match for even famous heroes so it would have a level of 3 or 4. The Kraken's advantages are the same as other monsters of the same level.
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:'''vampirism''' gives the character an unquenchable thirst for blood and an allergy to sunlight, religion and spicy foods.
  
If a creature has all of the abilities of a rogue, warrior, wizard or priest, or abilities that have the same effect, give them that class.
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:'''unclean abomination''' disability causes the character with the disability to be incapacitated by any successful attack from a character with healing ability, such as a priest, even if the character with this disability is healthy.
  
* A leprechaun is a small, clever creature which is difficult to catch.  Leprechauns usually win contests of stealth and guile, so the rogue class would be more appropriate for a leprechaun than the monster class.
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===Items===
  
Certain creatures have a wide range of abilities like dragons (the combined advantages of all the other classes.) These creatures tend to be rare. They may guard ancient treasures of lead armies of monsters. For example:
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Most equipment, such as swords, armor, invisibility cloaks and magic wands simply make characters better at doing the things they can already do. This is reflected in the character's level. However, sometimes characters may have the need or opportunity to use items that enable them to do new things. These might be permanent things the character can use over and over, or they might be items which are only used once. For example:
  
* A lich is a powerful undead wizard. In addition to throwing fireballs like a living wizard, the lich can raise fallen allies as undead minions (this works like the priests healing ability.) The undead lich is difficult to fight with physical weapons (so add 1 to it's combat rolls like a warrior.) The lich can move silently (it doesn't need to breath) and can impose it's will on weaker minds, giving it rogue-like abilities.
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* a ''flying carpet'' allows a small group of characters to fly
* A unicorn is one of the most dangerous magical animals. It's horn has healing powers like a priest. This is a major reason people hunt unicorns. But the unicorn is hard to catch, like a rogue. The unicorn is so difficult to deceive that the standard strategy to catch the unicorn requires the use of an innocent girl without guile. The few warriors who have engaged unicorns in physical combat have been easily defeated (add 1 to combat rolls like the warrior class) often dispatched in a single blow (like the wizard's fireball spell.)
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* a ''healing potion'' allows any character to heal like a Priest, but after one use the healing potion is gone
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* a ''ninja smoke bomb'' is a single-use item which allows a character to escape instantly instead of giving his attackers a chance to catch him.
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* a ''protective amulet'' gives the character wearing it the protection ability.
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* a ''destruction scroll'' gives the explosion ability to any character with magic ability who studies the scroll for a few days (the character keeps the explosion ability even if they lose the scroll.)
  
====Character Development====
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===Minions===
  
Mini mam can be modified to have more character development opportunities than just a few levels. A game designer can increase the number of levels by using bigger die rolls or players may collect points and trade them for levels.  
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Some villains surround themselves with armies of evil but not particularly powerful minions, which are easy for heroes to kill except for their numbers. Minions are always level 0 and have no special abilities. Minions are even easier to kill than level 0 monsters and villagers with no special abilities: any successful attack against a minion will incapacitate it, even if the minion is not injured. (Other types of character might also have this weakness, like helpless people and small animals.)
  
;Ten points per level: Characters gain one point at a time and as soon as the character has 10 points they have to trade them for a level. The points should be more difficult to get as the character's level increases. Each point is like a tenth of a level, except that you don't add the fractions to rolls. Variations of this system could require a different number of points, like 3 points per level or 100 points per level.
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===Traps===
  
;Geometric point scale: Characters gain one point at a time and must trade them for levels as soon as they can. The number of points required  to gain a level is equal to that level, so a character needs one point to go from level 0 to level 1, two points to get level 2, three points to get level 3 and so on. To get all the way from level 0 to level 4, the character would need to collect 1 + 2 + 3 + 4 = 10 total points during their career. The points may be more difficult to get at higher levels, but not to the same degree as the ten points per level system. Variations of this system could require 10, 100, 1000 or 10000 times each level in points. (For example, if 10 times each level is required, then levels 1 through 4 require 10, 20, 30 and 40 points.)
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Characters can set traps and ambush their opponents. The characters who set the trap must stay with the trap and wait for their opponents to walk into it, or the trap will have no effect.
  
;Exponential point scale: Characters gain one point at a time and must trade them for levels as soon as they can, but the number of points required for each level doubles with each level. If it takes one point to get level 1, then it takes two points to get level 2, ''four'' points to get level 3 and ''eight'' points to get level 4. If it takes 5000 points to get level 1, then it takes 10000 points to get level 2, 20000 points to get level 3 and 40000 points to get level 4.  Instead of doubling the number of points required might triple or even increase by 10 times (so level 1 requires one point, level 2 requires ten points, level 3 requires a hundred points and level 4 requires a thousand points.)  Exponential scales make achieving higher levels much more difficult, even if  it is a bit easier to get points at higher levels.
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Characters with thievery ability have a chance to detect a trap before walking into it. Roll a die for each character with thievery heading toward the trap and add their level to the result. Roll another die for the trap and add the highest level of any character with thievery ability who helped set the trap to that roll. If the roll for the trap is equal to or greater than the rolls for all of the characters with thievery heading for the trap, then the characters who set the trap and are waiting in ambush get one turn to attack or flee before combat begins normally.
  
;2d6, d10 or d12: Replace all of the six-sided die rolls with the sum of two six-sided die rolls, one ten-sided die roll or one twelve-sided die roll. Levels are worth half as much, so character level can be 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 or 10. All modifiers added to or subtracted from rolls are doubled (-2 to combat rolls when injured, +2 to warrior fighting rolls, +2 to rogue escape rolls, etc.)
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If any character with thievery heading toward the ambush rolls higher than the roll for the trap, he detects the trap. All of the characters on his side can avoid the trap and the characters waiting in ambush, or they can choose to fight the characters waiting in ambush. When characters detect a trap and avoid it, they don't get to find out how many and what type of enemies were lying in wait.
  
;3d6 or 2d8: Replace all of the six-sided die rolls with the sum of three six-sided die rolls or two eight-sided die rolls. Character levels range from 0 to 15, but most heroes will still have single digit levels. All modifiers added to or subtracted from rolls are tripled (-3 to combat rolls when injured, +3 to warrior fighting rolls, +3 to rogue escape rolls, etc.)
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===More Levels===
  
;2d10 or d20: Replace all of the six-sided die rolls with the sum of two ten-sided die rolls or one twenty-sided die roll. Character levels range from 0 to 20, but most heroes will still have single-digit levels. All modifiers added to or subtracted from rolls are four times larger (-4 to combat rolls when injured, +4 to warrior fighting rolls, +4 to rogue escape rolls, etc.)
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For more gradual character development you can allow higher maximum levels and increase the ability and injury modifiers from +1 or -1 to +3 or -3.  Use a 20 sided die instead of a 6 sided die for attack rolls, and add 10 to the defender's level and modifiers instead of a defense roll.
  
;d100 (percentile): Replace all of the six sided die rolls with a percentile roll (a random number from 1 to 100.) Character levels range from 0 to 100, and most heroes will have two-digit levels.  All modifiers added to or subtracted from rolls are 20 times larger (-20 to combat rolls when injured, +20 to warrior fighting rolls, +20 to rogue escape rolls, etc.)
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For other rolls use a 20 sided die instead of a 6 sided die for one side and 10 instead of a die roll for the other side. Although it does not make a big difference, the die should usually be rolled for the side playing a more "active" role, and the 10 should be added to the side that represents the difficulty of that action. When this is unclear roll the die for the players' side and add 10 for the Game Master's side.
  
 
==Original Mano a Mano==
 
==Original Mano a Mano==
  
 
If you would like something more detailed than mini mam which allows for more customized characters and combat options, check out [[Mano a Mano]].
 
If you would like something more detailed than mini mam which allows for more customized characters and combat options, check out [[Mano a Mano]].

Latest revision as of 00:39, 25 November 2010

Mini mam is designed to recreate the feel of generic fantasy role-playing with a minimum set of rules. Feel free use these rules and modify them as you see fit under the terms of the Creative Commons Attribution-ShareAlike license. (Mini mam is named after older versions of the Mano a Mano Role-Playing System. MiniMaM eventually led to the creation of the Scratch RPS.)

Players[edit]

Usually one player is the "Game Master" who designs an adventure and controls the monsters and dragons while 3 or 4 other players each try to complete the adventure together by controlling a rogue, warrior, wizard or priest character. Other types of games are also possible with this system. For example all of the players could be competing with each other, or teams of players could fight each other instead of working together.

Core Rules[edit]

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[edit]

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[edit]

Each character controlled by a player is usually
a rogue, warrior, wizard or priest with one ability:

Minimam-rogue-healthy.png

The Rogue is a sneaky
character with the thievery
ability, like a spy, burglar,
scout or assassin.

Minimam-wizard-healthy.png

The Wizard uses powerful
magic to destroy the enemy.

Minimam-warrior-healthy.png

The Warrior has
fighting ability.

Minimam-priest-healthy.png

The Priest supports
allies with healing ability.

Minimam-monster-healthy.png

An ordinary Monster (possibly a
horrible creature, rampaging beast or
wicked person) has no special abilities.

Minimam-dragon-healthy.png

The Dragon is a powerful, devious,
magical creature with all four abilities:
thievery, magic, fighting and healing.

Levels[edit]

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
0 Weak, unproven in combat
1 Proven capable of self-defense
2 Can hold his own with most combatants
3 More powerful than most combatants
4 Famously powerful (this level is beyond the reach of most characters)
5 Legendary

Rolls[edit]

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
0 relatively easy
1 a little tricky
2 challenging
3 very difficult
4 rarely done before
5 only theoretically possible

Combat Rounds[edit]

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[edit]

Characters have three types of health:

Minimam-warrior-healthy.png Minimam-warrior-injured.png Minimam-warrior-incapacitated.png
healthy

If a healthy character is successfully attacked he becomes injured.

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.

incapacitated

Incapacitated characters can't do anything at all. If an incapacitated character is healed he becomes injured

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[edit]

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.

Extra Rules[edit]

Here is a section for adding extra rules that go beyond the absolutely essential "core rules".

Spells[edit]

Characters with magic ability can call their "fireball" spell anything they want, as long as it is incapacitating. For example, wizards might call their spell "freeze", "zap" or "choke". They might trap the enemy in a sticky web or turn him into a frog. Dragons might describe their spell as some kind of breath weapon, such as "acidic vomit" or "tear gas."

New Villains[edit]

New types of characters can have the same abilities as a monster, rogue, warrior, wizard, priest or dragon. Or you could give them a different combination of abilities. More powerful types of monsters should have higher levels. For example:

Kraken
The Kraken is a giant sea monster. The Kraken is a match for even famous heroes so it would have a level of 3 or 4. The Kraken has no special abilities.
Leprechaun
A leprechaun is a small, clever creature which is difficult to catch. Leprechauns have thievery ability and usually win contests of stealth and guile.
Lich
A lich is a powerful undead wizard with two abilities: In addition to the magic ability used to throw fireballs like a living wizard, the lich can raise fallen allies as undead servants like a sort of healing ability.
Unicorn
A unicorn is one of the most dangerous magical animals. Like the dragon it has all four abilities. It's horn has healing powers. This is the major reason people hunt unicorns, but the unicorn is clever and hard to catch because of it's thievery ability. The unicorn is so difficult to deceive that the standard strategy to catch the unicorn requires the use of an innocent girl without guile. The few warriors who have engaged unicorns in physical combat have been easily defeated by the unicorn's fighting ability often dispatched in a single blow by the magic horn.

New Abilities[edit]

Some characters might have minor abilities which give them just one aspect of the four basic abilities:

escaping (+1 defense while fleeing)
backstabbing (+1 to attack fleeing characters)
hiding (+1 to hide before combat)
pick locks (can try to pick locks)
disarm traps (can try to disarm traps)
initiative (go first in combat like characters with thievery)
sneak attack (attack on first turn can incapacitate a healthy enemy)
fireball (just the spell without the magic knowledge)
arcane lore (just the knowledge without the spell)
attacking (+1 to attack rolls)
defending (+1 to defense rolls)
revive (change an incapacitated ally's health to injured.)
heal wounds (change an injured ally's health to healthy.)
persuasion (+1 to people skills)

Characters could also have abilities which have different effects:

protection ability gives the character uncanny ability to avoid assassination attempts and magical curses. A character with protection ability is injured instead of incapacitated by a successful fireball, other spell or sneak attack.
explosion ability allows a character to cast a spell which hits every enemy in a battle. When the character uses this spell, make an attack roll against every enemy which is not incapacitated. If the roll is successful the enemy is injured if it was healthy and incapacitated if it was injured. Unlike fireball and similar spells, explosion spells do not incapacitate healthy enemies.

Characters can even have disabilities that work against them:

vampirism gives the character an unquenchable thirst for blood and an allergy to sunlight, religion and spicy foods.
unclean abomination disability causes the character with the disability to be incapacitated by any successful attack from a character with healing ability, such as a priest, even if the character with this disability is healthy.

Items[edit]

Most equipment, such as swords, armor, invisibility cloaks and magic wands simply make characters better at doing the things they can already do. This is reflected in the character's level. However, sometimes characters may have the need or opportunity to use items that enable them to do new things. These might be permanent things the character can use over and over, or they might be items which are only used once. For example:

  • a flying carpet allows a small group of characters to fly
  • a healing potion allows any character to heal like a Priest, but after one use the healing potion is gone
  • a ninja smoke bomb is a single-use item which allows a character to escape instantly instead of giving his attackers a chance to catch him.
  • a protective amulet gives the character wearing it the protection ability.
  • a destruction scroll gives the explosion ability to any character with magic ability who studies the scroll for a few days (the character keeps the explosion ability even if they lose the scroll.)

Minions[edit]

Some villains surround themselves with armies of evil but not particularly powerful minions, which are easy for heroes to kill except for their numbers. Minions are always level 0 and have no special abilities. Minions are even easier to kill than level 0 monsters and villagers with no special abilities: any successful attack against a minion will incapacitate it, even if the minion is not injured. (Other types of character might also have this weakness, like helpless people and small animals.)

Traps[edit]

Characters can set traps and ambush their opponents. The characters who set the trap must stay with the trap and wait for their opponents to walk into it, or the trap will have no effect.

Characters with thievery ability have a chance to detect a trap before walking into it. Roll a die for each character with thievery heading toward the trap and add their level to the result. Roll another die for the trap and add the highest level of any character with thievery ability who helped set the trap to that roll. If the roll for the trap is equal to or greater than the rolls for all of the characters with thievery heading for the trap, then the characters who set the trap and are waiting in ambush get one turn to attack or flee before combat begins normally.

If any character with thievery heading toward the ambush rolls higher than the roll for the trap, he detects the trap. All of the characters on his side can avoid the trap and the characters waiting in ambush, or they can choose to fight the characters waiting in ambush. When characters detect a trap and avoid it, they don't get to find out how many and what type of enemies were lying in wait.

More Levels[edit]

For more gradual character development you can allow higher maximum levels and increase the ability and injury modifiers from +1 or -1 to +3 or -3. Use a 20 sided die instead of a 6 sided die for attack rolls, and add 10 to the defender's level and modifiers instead of a defense roll.

For other rolls use a 20 sided die instead of a 6 sided die for one side and 10 instead of a die roll for the other side. Although it does not make a big difference, the die should usually be rolled for the side playing a more "active" role, and the 10 should be added to the side that represents the difficulty of that action. When this is unclear roll the die for the players' side and add 10 for the Game Master's side.

Original Mano a Mano[edit]

If you would like something more detailed than mini mam which allows for more customized characters and combat options, check out Mano a Mano.