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Mini Myth - Print

Mini Myth is a tabletop roleplaying game where players create characters and embark on adventures using skills, spells, and combat mechanics. Players can customize their characters with various items and abilities, while managing health and conditions during gameplay. The game emphasizes creativity and interaction with the game world, guided by a Lore Master who facilitates the narrative.

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Will d20
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0% found this document useful (0 votes)
102 views1 page

Mini Myth - Print

Mini Myth is a tabletop roleplaying game where players create characters and embark on adventures using skills, spells, and combat mechanics. Players can customize their characters with various items and abilities, while managing health and conditions during gameplay. The game emphasizes creativity and interaction with the game world, guided by a Lore Master who facilitates the narrative.

Uploaded by

Will d20
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

6. With that settled, off you go! Adventure awaits!

Pocket Tabletop Roleplaying Game Mini Myth is licensed under Creative Commons (CC-BY 4.0) 5 Lockpick (x2) NIM, unlock Flint
A game by @StudioMinch. Find me on Itch & Reddit. 7 Health Tonic Heal 3 HP Shovel (2H)
• 2 x Items: Roll ? for a Tool & then a Consumable.
HERO’S HANDBOOK 2 Light & Fire Torch (x3) Rope
• Choose or Roll ? for your Armor. Embrace Death: Rest in peace, hero.
7 -2 HP / Turn Poison Vial Knife
• Choose or Roll ? for your Weapon. M I N I MYTH Cheat Death: Live! Return with 3 Health.
9 Social / Gift Fine Wine Crowbar
• Roll ? and add +6: Coins ( ). (min 7 & max 12)
5 Flammable Oil Flask Waterskin
page to equip yourself for the journey ahead. 0 or less, you are at Death’s Door. Roll ? for your fate:
The opposite of Growth, is Death. If your Health falls to Value Use Consumables Tools
5. Finally, use the Equipment tables on the opposite
ITEMS
on the same Skill(s) or Spell(s). Days without a completed adventure don’t gain Growth.
choosing. If you wish, you can place several points 7 Shield (1H) - 1 DMG - 1 NIM
4. Spend 3 Skill Points on any Skills or Spells of your 9 - 2 DMG - 1 NIM, - 2 MYS Heavy
2. Spend 2 Skill Points on new or existing Skills & Spells.
6 - 1 DMG - 1 MYS Light -
and +1 to two different Stats of your choosing. 1. Permanently add +3 Health (HP).
- - - No Armor -
your strengths and weaknesses by assigning +2 Spells (or improve the ones that they already know):
3. Begin with 2 in all Stats (STR, NIM & MYS). Define Characters grow tougher and learn new Skills & Value Penalty Protect Roll Type
also means that your characters grow in experience! ARMOR
This is your Health. (min 7 & max 12)
Successfully making it to the end of an adventure,
2. Can you take a punch? Roll ? and add +6. 7 Staff, Wand, Tome ? - 2 Mystic (2H)
5 ? -1 Ranged (2H) Bow, Javelin
to, describe how they look, talk and think. uses and removes any active Conditions from that day.
1. Who are you? Name your character. If you want 6 Great Sword, Pike ? + 1 Melee (2H) -
This resets all characters’ Health, Stats, Skill & Spell
3 ? Sword, Mace, Axe Melee (1H) -
After an adventure, spend the night resting & end the day.
Sheet and follow these steps to create your own: (i.e. in town and travel) and during the adventure itself. Value DMG Examples Roll Type
Every adventure needs a hero! Print out the Character A day is defined as the time spent before an adventure WEAPON

CREATE A CHARACTER TIME, GROWTH & DEATH EQUIPMENT

THE BASICS SKILLS & SPELLS COMBAT WEAPON POWERS & CONDITIONS

A Lore Master (LM) describes and controls an imaginary The players’ characters are capable and gifted heroes. Players can always talk, trick and sneak out of any hostile During Combat, different Weapon Types have unique
world and its inhabitants. The players in return, describe Interacting with the world, players can make creative situations, avoiding violence. But if they fail to do so... Weapon Powers that can turn the tide of battle:
how their fictional characters interact with the world. use of the Skills and Spells on their Character Sheets.
Take on quests, explore the world, seak glory and riches! Roll for Turn initiative: MELEE (1H): If using two 1H Melee Weapons, DMG:
Skills succeed instantly and require no Stat Test. - Players go first. - Opponents go first. Roll ? x 2, take highest roll (-1). (Passive)
When the stakes are high, the LM will ask a player to roll
MELEE (2H): Roll ? (-2) DMG to all targets. (1x per Fight)
a Stat Test based on the nature of their hero’s actions: To gain access to a Skill or Spell, spend Skill Points to During player’s Turn, you can do one of the following:
unlock at least one Level in a Skill or Spell. • Attack with your Weapon. Test the relevant Stat: RANGED (2H): Get a free shot on target. (1 x per Fight)
STRONG Smash, Lift, Throw, Build, Intimidate...
STR or NIM for Melee (1H) STR for Melee (2H) MYSTIC (2H): Roll a MYS Stat Test, if Successful, gain
NIMBLE Sneak, Climb, Evade, Track, Perceive... You can unlock a maximum of 5 unique Skills & Spells,
NIM for Ranged MYS for Mystic +1 use for an unlocked Spell. (1 x per Day)
MYSTIC Persuade, Know, Sense, Cast, Analyse... which can then each be upgraded up to Skill Level 3.
• Use an Ability, Skill or Spell instead of a Weapon. SHIELD (1H): Ignore all DMG from any single attack.
Roll ? : If the result is lower or equal to the relevant
Each Level indicates how many daily uses you have. • Attempt to Negotiate if foe has under 1/3 HP left or Your Shield shatters. (Single Use, Consume)
Stat, hurray, it’s a Success! If not... Yikes, it’s a Fail!
I.e. a Level 2 Skill or Spell, can be used 2 x per day. if less than 1/3 of foes remain. Roll a MYS Stat Test.
UNARMED (2H): Simply deal 2 DMG. (Passive)
Clever and daring actions in any situation that requires • Flee! All players spend a turn rolling a NIM Stat Test.
a Stat Test can persuade the LM to kindly grant you a
Unlike Skills, casting Spells is a powerful, but dangerous When foes attack, players must test NIM. Failing
Smooth Roll (Roll ? x 2, keep the lowest roll!). (1 - 6) Conditions are temporary effects, that can improve
endeavour. Spells require rolling a MYS Stat Test. results in player receiving DMG (and other bad stuff).
your hero’s actions or instead harm an enemy... or you:
A bit too... Creative? Unfortunately the LM might force
If a Spell’s Stat Test Fails, roll ? . A disaster occurs:
a Rough Roll (Roll ? x 2, take the highest roll). (1 - 6) Once every player & opponent has performed an
Cursed! +1 to all Stat Tests for the whole day. action during their Turn, a new Round begins. Poison -2HP / 2x Turn Heal +3 Health
Desperate? Once per day, you can Reroll a Stat Test. Burn -1 HP / 3x Turn, Fire Focus Roll 2x ? , take low
- Let go, it’s unstable! Your Weapon shatters. Combat ends when:
Success or Fail, gain -1 to the Stat the rest of the day. Freeze +2 to next NIM Test Guard -2 DMG on next hit
- You lose control, take 5 DMG (ignores Armor). • Players beat all foes, successfully negotiate or flee. Stun Skip a Turn Cure Remove Conditions
If a hero’s Health falls to 0 or lower, ouch! See ‘Death’. No, no, nooo! Come back! See ‘Death’. • Failed the above? Your fate is at the mercy of the LM! Curse +1 to next Stat Test Bless -1 to next Stat Test

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