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Dagger, Hammer, & Rod (Plain Version)

The document outlines a tabletop role-playing game created by Robert Odom, detailing character creation, skill checks, and non-player characters. Players can choose from three classes: Barbarian, Sorcerer, or Thief, each with unique abilities and mechanics for combat and treasure acquisition. It also includes rules for battles, leveling up, and managing health points during gameplay.

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roch mainville
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0% found this document useful (0 votes)
12 views1 page

Dagger, Hammer, & Rod (Plain Version)

The document outlines a tabletop role-playing game created by Robert Odom, detailing character creation, skill checks, and non-player characters. Players can choose from three classes: Barbarian, Sorcerer, or Thief, each with unique abilities and mechanics for combat and treasure acquisition. It also includes rules for battles, leveling up, and managing health points during gameplay.

Uploaded by

roch mainville
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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Dagger, Hammer, & Rod Skill Checks

Roll 2 six sided dice to attempt a risky


Non-Player Characters
Assassin, Bandit, Cultist, Demon, Dragon,
A Game By Robert Odom
action. Giant, Mercenary, Noble, Pirate, Priest, Rat,
Character Creation Skilled: Add 1 to the roll if skilled. Soldier, Snake, Witch, Wizard, Wyvern
Advantaged: Add 1 to the roll.
Non-Player Character Encounters
Pick a Class: Barbarian, Sorcerer, or Thief.
Maximum HP starts at 6. Disadvantaged: Subtract 1 from the roll.
Characters start with 1 Power Point. On a 7 or better succeed at the action. Roll a dice for the number of NPC’s.
On a 6 or less fail. If failing was Roll a dice for the HP each NPC has. For a
Barbarian dangerous, lose 1 HP. Boss’s HP roll 2 dice. Add dice as needed.

🎲 🎲 🎲
Skilled in Attack, Break, & Lift. On doubles gain 1 Power Point. Only 1 If their Reaction is unknown, roll a dice:
Abilities PP can be held at a time. 1-3 Violent 4-5 Neutral 6 Friendly
A Charm Skill Check can be rolled once to
Berserker: On a successful attack deal 1
extra damage to the Enemy. Spending Power Points raise the Reaction Number by 1.
Spend 1 PP to use a Class Ability.
Battles
Armored: Gain 1 Armor Point to hold. When

At 0 HP
about to take damage, spend the point and
block the damage. Only 1 Armor Point can Who’s First: Roll a Notice Skill Check to
be held at a time. A Character at 0 HP is knocked out and see who acts first, the Players or Enemies.
must be brought to a Civilization to heal. If Turns: Each Character can attempt a Skill
Sorcerer all are knocked out they wake up later in a Check and use one Ability. Wizard Abilities
Skilled in Charm, Knowledge, & Notice Civilization and lose all their Treasures! take the entire turn and can’t be used with
Skill Checks. When all of one side have
Maximum HP Recovery
Abilities
Fireball: Deal 2 damage to an Enemy’s HP. taken their turns the other side acts.
Optionally, deal 1 damage to 2 separate HP can be fully recovered by resting in a Attacking: Roll an Attack Skill Check to
Enemies. Civilization for a couple of days. deal 1 damage to any Enemy’s HP.
Heal: Heal 1 HP for any Character. Escaping: Roll a Run Skill Check with
Finding Treasure Disadvantage to escape a battle.
Thief Whenever the GM says Treasure is found Enemy Attacks: Roll two dice and a 9+
deals 1 damage. The Players decide who
Skilled in Climb, Jump, Run, & Sneak. each Party Member gains 1 Treasure.
Abilities takes the damage. Bosses attack twice.
Focus: Reroll a failed Skill Check. Leveling Up After Battle: After defeating all Enemies

🎲
Trick: Subtract 1 from an Enemy’s 12 Treasures can be spent in a Civilization each Player rolls a dice.

🎲
successful Attack Roll. to Level Up and learn any Class Ability or ●​ 1-2 Gain 1 Treasure.

🎲
add 1 to Maximum HP. ●​ 3-4 Gain 1 PP if below 1.
●​ 5-6 Recover 1 HP if below Max.

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