These rules are all for use with the Dagger RPG by Brave Halfling Publishing. Dagger is a ruleset designed for young (7+) players and older players who don't like a great deal of rules. These rules allow new players to play in classic D&D modules with a minimum of fuss.
Centaurs are woodland beings who usually shun the company of men. They dwell in remote, secluded glades and pastures. The appearance of a centaur is unmistakable: they have the upper torso, arms, and head of a human being and the lower body of a large, powerful horse.
The centaurs of Yore live primarily in the wild Cacus Hills (see Map) where they keep mostly to themselves. Occasionally, centaur families or individuals will seek their fortune among men. Such centaurs usually work as herbalists and apothecaries, using their knowledge of plants and the seasons to good advantage. The less intelligent centaurs work as laborers and mercenaries.
Special Ability: Centaurs can kick twice per round with their hooves dealing 1d6 damage each and have a movement rate of 18. Centaurs can carry as much as a medium warhorse. Centaus cannot climb sheer surfaces or traverse underground tunnels.
Starting Equipment: Oaken club (morningstar), bow, 3d10 arrows.
Armor Class: 5 (14)
Centaurs advance and attack as Fighters.
Cyclops-kin are single-eyed giants that live alone or in small bands. The typical cyclops-kin weighs around 350 pounds, and stands 7½ feet tall. A single large, red eye dominates the center of its forehead. Cyclops-kin commonly dress in ragged animal hides and sandals. Cyclops-kin are not very intelligent creatures, with the nicer cyclops-kin acting like big goofy (but very strong) children. The smarter cyclops-kin are usually quite, contemplative creatures.
Wild tribes of cyclops-kin wander the mountains of Yore living in caves or in rough huts. Cyclops-kin are usually goat-herders (making surprisingly goo cheese) but will occasionally raid civilized lands, and are seen as monsters. Some tribes of cyclops-kin have learned a bit of civilization and live in or near human cities. Such "civilized" cyclops-kin work of brute laborers, herdsmen, thugs and soldiers.
Special Ability: Cyclops-kin can see in the dark up to 60’, but suffer a -2 penalty to all missile attack rolls. The great strength of Cyclops-kin grants them a +4 damage. Cyclopskin are too big for most armor.
Starting Equipment: Club, spear, loincloth.
Armor Class: 3 (16)
Cyclops-kin advance and attack as Elves and Dwarves.
Also called fauns, satyrs are a pleasure loving race of half-human, half-goat creatures. They symbolize nature's carefree ways. Satyrs have the torso, head, and arms of a man, and the hind legs of a goat. All satyrs eat and drink too much, and are notoriously bad with money. Because of this they are often favorites wherever there is a party, but very unwelcome when there is not.
Most satyrs of Yore live in wandering bands who keep mostly to the forests and to the Cacus Hills (see Map), where they have close alliances with the Centaurs. When Satyrs live near or with humankind they generally make their living as actors, playwrights and musicians. Though they can make a good living this way, satyrs are terrible with money and are notorious carousers.
Special Ability: Satyrs can gore opponents with their horns, dealing 2d4 damage, and have a movement rate of 18. Each day, a satyr can use his musical instrument to cast one spell per level of experience. At 1st level a satyr gets one 1st level spell, at 2nd level he gets one 2nd level spell, and so on. Satyrs are all highly skilled musicians.
Starting Equipment: Musical instrument (pipes or fiddle), backpack, torch.
Armor Class: 5 (14)
Satyrs advance and attack as Wizards.