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minimald6 Fantasy Classes book · PDF file3 New Classes for Deeds&Doers 1. Adventurers (2):...

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13 4. The Extras (2) – thanks to Joseph Manola for this awesome idea: You are not a single person, but a mob, a group of people. Tough, big damage, accomplish the menial work of ten men, pick the face of the group at level 3. 5. Pixies (2): 1.5 feet tall, fragile but hard to hit, turn invisible once per day, fly even in strong winds (but not in fierce gales), talk to animals 6. Wolfman (2): wolf head, upright human body covered with fur, huge fangs, intimidating growl, honed natural senses (smell and vision), use your claws and teeth to fight and do poorly with weapons 4 7. Magitek Engineers (2): engineer, make and repair physically impossible gadgets, scientist, a magiteknical device you don’t understand. 8. Monks (2): pious humility, unbreakable vow (or lose 1 level per broken vow), use your body as a weapon as good as any, strong moral character, unending persistence, training in meditation and unarmed fighting. 9. Paladins (2): leader, do huge damage against evil beings, tough, hold undead at bay, commune with your god(s). 10. Rangers (2): nature is your friend, animal companion, scout ahead, good archer, converse with animals. 11. Summoners (2): summon demons, lucky, guarded by helpful spirits while doing magick, flee the scene safely once per day. Optional: Roll 1d6 for each point of Constitution/Health. The sum are your hit points. Small melee weapons do 1d6 damage. Medium melee weapons and firearms do 2d6 damage. Huge melee weapons or firearms do 3d6 damage.
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Page 1: minimald6 Fantasy Classes book · PDF file3 New Classes for Deeds&Doers 1. Adventurers (2): survive almost everywhere, lucky, ignore damage caused by an environmental hazard once per

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4.The Extras (2) – thanks to Joseph Manola for this awesome idea: You are not a single person, but a mob, a group of people. Tough, big damage, accomplish the menial work of ten men, pick the face of the group at level 3.

5.Pixies (2): 1.5 feet tall, fragile but hard to hit, turn invisible once per day, fly even in strong winds (but not in fierce gales), talk to animals

6.Wolfman (2): wolf head, upright human body covered with fur, huge fangs, intimidating growl, honed natural senses (smell and vision), use your claws and teeth to fight and do poorly with weapons

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7.Magitek Engineers (2): engineer, make and repair physically impossible gadgets, scientist, a magiteknical device you don’t understand.

8.Monks (2): pious humility, unbreakable vow (or lose 1 level per broken vow), use your body as a weapon as good as any, strong moral character, unending persistence, training in meditation and unarmed fighting.

9.Paladins (2): leader, do huge damage against evil beings, tough, hold undead at bay, commune with your god(s).

10.Rangers (2): nature is your friend, animal companion, scout ahead, good archer, converse with animals.

11.Summoners (2): summon demons, lucky, guarded by helpful spirits while doing magick, flee the scene safely once per day.

Optional:Roll 1d6 for each point of Constitution/Health. The sum are your hit points.

Small melee weapons do 1d6 damage.Medium melee weapons and firearms do 2d6 damage.Huge melee weapons or firearms do 3d6 damage.

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New Classes for Deeds&Doers

1.Adventurers (2): survive almost everywhere, lucky, ignore damage caused by an environmental hazard once per day, flee the scene safely once per day.

2.Alchemists (2): forbidden potion, healing potion, training in forbidden alchemy and herbcraft, turn a failed roll into a passed roll once per day.

3.Barbarians (2): go berserk, really tough, brawny, do huge damage.

4.Bards (2): magical instrument, play instruments and sing, pacify, hold undead at bay with unearthly music.

5.Beastmasters (2): talk to animals, rider, has an animal companion, good instincts.

6.Druids (2): nature is your friend, illusion spell, curse spell, good instincts, shapeshifter.

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Roll your attributes with 1d6. Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.

These numbers are ballpark. 1=really bad, 6=really good. You start at Level 2.

PlayersDescribe what your character is doing. Roll 2d6. A 5 or 6=successful. +1d6 for advantage of any kind (item, high attribute, superior tactics etc). -1d6 for disadvantage of any kind (low attribute, hinderance). Never roll more than 3d6. Never roll less then 1d6.Rolls: to hit, to evade, to try, to save, as the DM asks.

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The cover illustration was created by laclillac on Deviantart and is shared with a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License.

Thank you so much for this wonderful work!

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DMsPlay the world and everything in it. Roll for it, if necessary. Success in combat=reduce health by 1 point or narrate what happens (high health=they can take a good amount of damage, low health=weak). Major successes are possible (you decide when it happens and what happens). If it’s likely, don’t roll, it happens. If it’s unlikely, roll for it. If it’s impossible, don’t roll, tell them.

All rolls change the situation. Skills are likely except when impossible.

When it‘s dramatically appropriate, a character reaches a new experience level. They may then pick another item from their own list (or, with your OK, from another).

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23.Chaos Monks (2) – thanks to Chris Kutalik for the idea: you use no armor and often wear no shirt or other piece of clothing that covers your abs, dexterous and agile when evading blows, use only bo sticks, nunchakus, man-catchers, throwing stars and bowie knives, rarely surprised (and only if spoken to by a member of the opposite gender), hard kung fu kick, speak with fungi, flip over the back of your opponent while making a high-pitched scream, confusion spell, use the Five Point Palm Exploding Heart Technique (it is unclear whether this has any real mechanical effect, however).

24.Luchadores/Wrestlers (2): wear the mask of your ancestors (if you lose it or are unmasked, you lose all your abilities), machismo as armor, unarmed attacks do huge damage (often involving jumps or drops from extreme

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18.Nobles (2): spend huge amounts of gold, know important people, a bodyguard, a pet, lucky.

19.Mountebanks (2): feign ability (or gain it for a full day), snakeoil, nondescript face, recognize deceptions and schemes of others.

20.Archaeologists (2): decipher, use magic items, an odd weapon that causes odd effects when you roll a 6 for attack, an angry spirit wants you dead.

21.Really Good Dogs (2): you are someone’s best friend (and vice versa), teamwork, smell things humans can’t, vicious bite, intimidate (only if you’re a big dog).

22.Storytellers (2): tell epic tales, use magic items, memorize entire books, compose poems and stories that move audiences, supernatural language mastery (swap words or invent new ones and use them as spells – you start

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New Races for Deeds&Doers

1. Huge Brutes (2): twice the size of a normal human (roll an additional d6 for health), do huge damage, natural power over a domain of the world (sky, plants, etc), command creatures related to your domain to do your bidding, never suffeer from mind-affecting effects.

2. War Bears (2): a deep emotional connection to polearms (lose 1 point of an attribute of your choice if you are without one for longer than a day, each day), design your very own personal polearm (more damage, at level 6), attract war bear warband (50 bears, at level 9), brawny, thick fur

3. Rockmen (2): can survive almost everywhere, slow and heavy, rock skin, brawny.

512. Strangers (2): culture expert,

strange fighting style that takes opponents getting used to, funny dialect, strange behavior, are those antennae on your head?

13. Muscle Wizards (2): ALL your spells have a range of three yards, you MUST punch an opponent to cast your spells (and you can leap up to three yards to do that), illusion spell, forceful spell, you have more health for each spell you haven’t casted that day.

14. Yogis (2): lose 1 level if you break your non-violence vow, non-violent spells only, tough, guarded by helpful devas when you’re doing your siddhis (casting spells), simulate death.

15. Robo-Wizards (2): You start with ZERO spells and must observe other wizards how to do it, understand mechanics intuitively, metal skin, wi-fi (communicate with mechanical

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17.Lucky Bastards (2): you can force the GM to reroll when a random roll determines you as the target (if the second roll targets you again, you are it), start with Luck 2 and add +1 if you hold a talisman (horsehoe, rabbit’s foot, etc) or add +2 if you find a lucky penny – use Luck 1:1 as bonus or negate damage by rolling under your Luck score – each use of Luck reduces the score by 1, lend your Luck to someone else (but each use costs you 2 points instead of one), you can survive almost everywhere.

** Special rule for Lucky Bastards: Every session you play the Lucky Bastard increases the chance of a Bad Day by 1 percent (you start with 1 percent). At the start of each session, roll d%. If you roll on or under your Bad Day score, you lose all special abilities for that session and the Bad Day chance resets.

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25.Witches (2): brew potions and make ointments, Hexenschuß (German, literal translation „witch shot“, lumbago, cause victim pain in the back), familiar pet, fly a broom, foresee the future, crystal ball gazing

26.Jungle Lords/Wildmen (2): thanks to James V West for the idea! You were raised in the wilderness; trained in throwing weapons and crude melee weapons (stones, sticks), acute senses, acrobatics, call your jungle friends

27.Battle Princess (2): chosen by The Light to fight against The Darkness; signature weapon that can be summoned every round (up to 2 weapons at the same time), fearless when a friend is near, protect a friend, burning hatred

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distance), spot targets before they spot you, immune against fear16. Muscular Punchers (2): You train

your body hard and every day, your muscles and movements are as old as the stars, leaving their imprints on the universe, burning impossible sigils into your bones (but you don’t know any of that; all you know is you have secret powerful training manuals describing pushup, pullup and squat variants that were not designed for mortals), you don’t think you’re using magic and think wizards are a bunch of sissies, your punch stabs like a dagger or smashes like a morning star, start with two occult “punches” (fighting techniques, examples: Atomic Butt Drop, Door Smasher, Dragon Punch, Flying Clothesline, Haymaker, Nerd Slapper, Tag Team, Three-point landing).

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28. Warmachines (2): You‘re a machine built from magick and metal; immune to diseases and poisons, no need to sleep/eat/rest, can‘t use items that must be eaten or drunk, can‘t be healed by magick (must be repaired)

29. Wormhandlers (2): You‘re the lowest member of the society, you raise slugworms (you are accompanied by LEVEL dog-sized maggots with tentacled faces, + tracking), attract and command insects (by voice, sound, body language and chemical extracts; insect has same Health as you)

30. Slothmen (2): You‘re the incarnation of laziness. Every day you spend w/o any vigorous activity, you can go without food and you are not affected by detrimental effects of nature, find shortcuts, use items twice as effective


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