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Not Another Tiny RPG - Print and Fold - A4

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0% found this document useful (0 votes)
78 views2 pages

Not Another Tiny RPG - Print and Fold - A4

Uploaded by

Clebinho do pneu
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Not Another Tiny Game Master Combat: Roll STR for melee, DEX

for ranged. Fail: miss and might take


RPG! What you need: 2d6, pencils, friends.
damage. Partial succes: hit but might
take damage. Hit: 1d6 + class damage
modifier.
Travel-sized vanilla fantasy Your job: Describe the world to your Monsters:
players. They describe what their weak - (3HP, +0 dmg.mod.)
characters do. You react. Adventure! Basic - (6 HP, +1 dmg. mod.)
Strong (10 HP, +2 dmg. mod.)
Rolling dice: If characters do risky
How to use: or dangerous stuff, they roll and Healing: Characters heal all HP after
sum 2d6 + a relevant STAT bonus: a night of rest. A Cleric may heal 1d6
Print, cut, fold and glue into business cards. Strength, Dexterity, Constitution, HP if they have that ability.
Intelligence, Wisdom or Charisma.
If you would like to make them extra sturdy: Using coin: 50 coin = one week of
glue a piece of cardboard/carstock in between. if it’s.. training. After, a player may choose
6 or lower: they fail. another special ability or basic skill.
7-10: a partial succes (consequences!) Coin can also be used to buy items.
11+: a total succes!
1-3 coin: cheap stuff, taverns, inns
Using a skill: (like deception or lore) 3-5 coin: tools, equipment
can not fail and will always be a 10-20 coin: weapons, armor
(partial) succes. 20-30 coin: fancy items, magic

BY TINITHEMINI

Name: Name:

athletics
Class: Thief athletics
Class: Fighter
STR INT STR INT
awareness awareness
1. name your character, pick a 1. name your character, pick a
deception fitting weapon and starting item; deception fitting weapon and starting item;
DEX WIS decipher DEX WIS decipher
lore 2. divide ‘+0, +0, +1, +1, +2, +3’ lore 2. divide ‘+0, +0, +1, +1, +2, +3’
stealth among your basic stats; stealth among your basic stats;
CON CHA survival CON CHA survival
3. circle 1 basic skill; 3. circle 1 basic skill;
4. you start with: 4. you start with:
10 HP, 8 coin, +1 damage modifier 12 HP, 8 coin, +2 damage modifier
HP COIN DAMAGE HP COIN DAMAGE
MODIFIER 5. pick one special ability: MODIFIER 5. pick one special ability:
special special
Sneak attack: +2 damage if hidden Armored: -2 on all incoming damage
items Pick pocket: +1 on roll if stealing items Brawler: use any object as weapon
Pick locks: +1 to roll if picking locks Rage: +3 damage, 10 minutes, 1/day
Luck: reroll 1 roll once a day Weapon expert: +1 on attack rolls
Quick: you always react first Slayer: +1 melee damage
Tinker: knowledge of traps and bombs Tough: +4 HP
Name: Name:
Class: Wizard Class: Cleric
STR INT athletics STR INT athletics
awareness 1. name your character, pick a awareness 1. name your character, pick a
deception fitting weapon and starting item; deception fitting weapon and starting item;
DEX WIS decipher DEX WIS decipher
lore 2. divide ‘+0, +0, +1, +1, +2, +3’ lore 2. divide ‘+0, +0, +1, +1, +2, +3’
stealth among your basic stats; stealth among your basic stats;
CON CHA survival CON CHA survival
3.circle 1 basic skill; 3. circle 1 basic skill;
4. you start with: 4. you start with:
8 HP, 10 coin, +0 damage modifier 10 HP, 9 coin, +1 damage modifier
HP COIN DAMAGE HP COIN DAMAGE
MODIFIER 5. pick two spells: MODIFIER 5. pick one special ability:
(cast twice a day, change daily)
spell: special
Throw voice: Relocate your voice Turn undead: scare undead creatures
items Create water: Summon small amount items Heal: 1d6 hp, twice a day
Fire bolt: 2d6+3 damage Translate: understand any language
Stone skin: -4 damage, 10 minutes Bless: 1 reroll (any player), twice a day
Small illusion: create simple illusion Pray: fail becomes partial succes, 1/day
Charm: effects the simple of mind Convince: persuade the weak of mind

BY TINITHEMINI

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