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Drakonym - Cheat Sheet

The document outlines the core gameplay mechanics for a tabletop RPG, detailing the gameplay loop of describing actions, rolling dice, and resolving outcomes based on successes and failures. It includes information on attributes, narrative tokens, movement, combat, and spellcasting, as well as guidelines for managing wounds and downtime activities. Additionally, it introduces the Shadow Die mechanic and various systems for tracking party readiness and resource management during gameplay.

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diegoiurilli96
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0% found this document useful (0 votes)
1K views2 pages

Drakonym - Cheat Sheet

The document outlines the core gameplay mechanics for a tabletop RPG, detailing the gameplay loop of describing actions, rolling dice, and resolving outcomes based on successes and failures. It includes information on attributes, narrative tokens, movement, combat, and spellcasting, as well as guidelines for managing wounds and downtime activities. Additionally, it introduces the Shadow Die mechanic and various systems for tracking party readiness and resource management during gameplay.

Uploaded by

diegoiurilli96
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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C HEAT S HEET

Core Gameplay Loop Narrative Tokens


Describe → Roll → Resolve Each player gains 1 Narrative Token per Downtime.
1. Describe what your character does.
2. Build a d6 Dice Pool based on 2 Attributes the You can spend your token to introduce a new NPC to
Herald Picks. help or spark flashbacks to aid in a situation. Using a
3. Roll: Each 5 = 1 Success. Each 6 = 2 Successes token triggers a Herald response.
4. Compare Successes to Difficulty (1 - 4 Successes
needed to pass)
• Critical : Two or more 6s = Improve Outcome +
Preparedness Check
1 Hero Point.
Need something that makes sense for your character to
• Complication: Roll Two 1s + Passing the
have, but you didn’t explicitly go buy it?
Check = Story Twist.
• Failure: No successes = Action fails.
Roll 1d6. On a 5 or 6, success! You have it.
THE SIX ATTRIBUTES
The item must logically fit your character and the
Attribute Domain of Actions current situation. The Herald has final say if it
The Body Strength, endurance, melee combat. stretches believability.
The Gods Prayer, divine language & lore.
The Soul Insight, performance, hope. Movement
The Shadow Speed, reflexes, stealth.
The Mind Analysis, deduction, study, recall, magic. ♦ Difficult Terrain: Moving through it costs 2
The World Wilderness, beast handling, instincts, terrain. squares per square moved.

Primary Attribute: Pick one as your Primary, this is the ♦ Falling: Take 1 Light Wounds per square fallen
attribute used for Attacks, Defences & Spellcasting. beyond the first 2. Use magic, gliding, or flying to
reduce or negate fall Wounds.

Shadow Die
TIME UNITS & DURATION
If you fail a roll, you can choose to roll the Shadow Die
(1d12) to push your luck. The Herald gains Marks they Time Unit Duration Examples
can spend for complications should you use it. A single combat turn, casting a
Round 10 seconds
spell, attacking an enemy.
SHADOW DIE OUTCOMES Minute 6 rounds
Picking a lock, sneaking through a
small area, solving a quick puzzle.
Result Outcome Herald gets Exploring a room, engaging in an
Scene 10 minutes
1 Backlash: Failure + Complication +2 Marks interaction, disarming a trap.
2–4 Silver Lining: Failure + Possibility +1 Mark Investigating a location, resting
Hour 6 scenes
5–8 Trade-Off: Success + Complication +1 Mark briefly, preparing spells or gear.
9–11 Success: Success with no changes. +0 Marks A shift of travel between locations
Step 4-6 hours
such as visiting a new town.
12 Flawless: Success + Possibility. +0 Marks
Healing, recovering resources, or
Short Rest 2 hours
light crafting.

Bless & Bane Downtime 24 hours


Upgrading an item, shopping, or
engaging in roleplay-driven tasks.

♦ Bless = Include a 4 that is rolled


♦ Bane = Ignore a 5 that is rolled.
Travel
Bless & Bane cancel out 1:1 but can stack meaning Bless 2
allows two 4s to be included. Travel is measured in narrative beats called Steps, not
distance. Each Step represents a meaningful scene:
challenge, rest, discovery, or drama.
Hero Points
Step Duration
Gain Hero Points on a Crit. Spend 1 to Roll with Bless or
spend 2 to Reroll the Check. (Max you can have = 3) ♦ Each Step = 4–6 hours
♦ Full Day = 2–3 Steps (depending on pace, terrain,
and hazards)
Initiative RANGES
♦ Players Go First: Players act before enemies.
Range Distance
♦ No Rolls: Whoever is ready or fits the story goes
Melee 1 adjacent square away
first. Then go clockwise or let the players decide.
♦ Reactions: Cost = Action’s normal AP + 1 extra AP Close Up to 5 squares away
♦ End of Turn/Round: At the end of their turn, Far Up to 10 squares away
Players get +4 AP (Adding it to any AP they have Very Far Up to 20 squares away
left) & end of a round get +2 Mana & + 2 Grit.
Beyond 21+ squares/off the map

Attacking
Wounds & Taking Damage
♦ Roll: Primary Attribute + Weapon Bonus.
♦ Deal Damage: Deal 1 Wound Per Success. When hit, mark a Wound in your tracker. Each Tier
(Light, Heavy, or Deadly) holds up to 3 Wounds. If full:
Clear that Tier & Add 1 Wound to the Tier above.
Defending
Example: 3 Light + another → clear Light, gain 1 Heavy.
♦ Defence Check = Roll: Primary Attribute +
Armour Bonus If a Tier stays full after its Fix Time, it becomes a Scar.
♦ Reduce damage taken by Defence Pool. (How (e.g., Broken Arm = Bane on attacks).
many dice you rolled) per Success Rolled.
♦ Then compare your result to your Thresholds. Taking 3 Deadly at once = gain a Heavy Scar instantly.

♦ Light Wounds must be treated within 1 Week.


♦ Heavy Wounds must be treated within 3 Days.
6 + (2 x Armour Bonus) 12 + (2 x Armour Bonus) ♦ Deadly Wounds must be treated immediately.
Then depending on final damage you take, you mark a
wound in that tier. At 0 Damage you mark no wounds. A narrative tool that tracks party readiness, supplies,
and gear integrity during long journeys or dangerous
♦ Magical Defence = Roll: Primary Attribute + environments. Replaces detailed inventory tracking
Magical Armour Bonus with cinematic friction.

SPELL TIER TABLE Tick 1 segment when:


♦ You lose light or shelter
Successes Defence Effect ♦ Fail survival/travel checks
0 Take the full Damage of the incoming spell ♦ Gear is lost/destroyed
♦ Harsh travel without rest
Halve the Damage, or lessen the effect
1
(e.g., Burning 2 → Burning 1)
When the last segment is ticked the party is “exposed”
2+ Halve the Damage and lessen the effect & the Herald may impose complications such as loss of
torches, warmth or other effects.
Spells cannot be avoided completely but if you manage
to get a critical, the Herald may allow you to do so! Spellcasting
1. Choose a Base Spell from your spell list.
Resting 2. Pick a Delivery (e.g., Bolt, Line, Cone).
3. Add Augments to the spell (optional).
Short Rest (1 Hour)
4. Roll: Primary Attribute + Spell Focus.
♦ Recover: Clear Light Wounds.
On success, Spend Mana.
♦ Regain Resources: +2 MP and +2 Grit.
♦ Recharge: Some features and perks recharge.
You may take up to 2 Short Rests per day and the
MANA COST TABLE
Herald will gain 1 Shadow Mark each time. Mana Cost Successes Needed Action Cost
1 to 4 MP 1 Success 1 Action
Downtime (24 Hours in a safe place). 5 to 8 MP 2 Successes 2 Actions
♦ Restore MP, Grit and Utility Slots. 9 to 12 MP 3 Successes 3 Action
♦ Remove Statuses. 12+ MP 4 Successes 4 Actions
♦ Perform up to 4 Downtime Activities.
♦ Remove all Light/Heavy Wounds. Deadly
Failure: Actions are spent but Mana is not lost.
Wounds removal requires 1 Activity.

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