6E, Jared Sinclair
6E, Jared Sinclair
6e
Character Creation Remarkable Items
Dungeon Master
Name: _______________________
The first thing you’re going to need (Just a few—make up your own!)
to do is help everyone make their
characters. It’s simple! A remarkable item is just a normal
item that gives you a little bonus in a
1. Have everyone choose a class, very specific circumstance. Have
Here’s What You Some Examples give them the appropriate sheet, players make up their own! If they
and ask them to choose a class get stuck, you can suggest one of
This is basically the only thing you When you fight an enemy in to their level plus their CON • Trusty Waterskin. You (only)
need to run this game. The classes melee, roll+STR. A 7-9 might (minimum 1), then they keep a may drink from it when you
all have their own special moves, mean that you successfully do your number equal to their level. rest to roll one additional die
but they’re just more specific damage to the enemy, but they do Write down the result in the HP for your HP—keep the normal
versions of this basic move: their damage to you, or disarm bubble! amount, though.
you. A 6- might mean that you
When you do something risky don’t do your damage to the 4. It’s time to explain inventory • Component Pouch. If you
or dangerous, roll 2d6 and add enemy, and they do their damage slots! Everyone has a number of would forget a spell, you may
a relevant attribute score. to you, or knock you prone. slots equal to 12 plus their STR. spend the contents to prevent
Tell players to strike through the forgetting it. One use, refills
• On a 12+, you do it When shooting an enemy at numbers for slots they don’t when you refresh your Gear
perfectly, with some range, roll+DEX. A 7-9 might have. Some large items might bubbles.
additional benefit. mean that you successfully do your take up two slots (two-handed
• On a 10-11, you do it damage to the enemy, but they weapons, armor). If they’re ever • Fancy Hat. +1 when you’re
perfectly. manage to move into melee range carrying more stuff than their making a deal with a merchant
• On a 7-9, you do it, but of you and swing—What do you slots allow, they have -2 to all or statesman.
with some cost or do? A 6- might mean that you rolls.
complication. miss, and that was your last arrow! • Mercurial Wand. Once/day
• On a 6-, you fail to do it, 5. Get some equipment! Everyone you can use this to cast a
with some additional When you look for rumors in starts with one or two random spell from the Wizard
negative consequence. town, buy a round for the local Remarkable Items. There’s some Spell List—better roll for it!
publicans and roll+CHA. A 10+ examples to the right. Don’t
Just tell them something might mean you get two rumors. worry about boring stuff like • Loaded Dice. +1 when you
dangerous is happening and ask: A 7-9 might mean you only get 1 weapons and armor and torches. gamble with them.
“What do you do?” rumor. A 6- might mean you put Players can use their Gear
your trust in bad information. bubbles for that!
Adventuring Gear FAQ
(“Frequently Asked Questions.”)
Light Weapon. Daggers, short Other Miscellaneous Things How long do ongoing spells last? It’s hard to come up with cool
swords, hand axes. Can be wielded
as an off-hand weapon, allowing • Rope complications on the fly!
you to reroll damage once per • Iron Spikes I dunno, until the Fighter rolls a 6-
attack. • Chalk and accidentally breaks the caster’s I’m really lazy, so I normally just
• Parchment concentration, maybe. Or until the ask my players, “How did your
Martial Weapon. Longswords, • Flint and Steel caster decides to do something risky move backfire?” Then we can
axes, hammers, spears. Wielded in • Torch more important. build on that together.
your main hand. +1 damage. • Lantern
• Tent My players did a weird thing and My players want different spells!
Great Weapon. Two-handed • Dice there’s not a move for this!
swords, battleaxes, polearms. Uses • Caltrops Yeah, I figured they might. Go
two hands. Takes two inventory • Bandages That’s great! Make up a cool one steal from your favorite fantasy
slots. +2 damage. • Waterskin together! Use the Basic Move as a game or supplement. Just read the
• Crowbar guide. Make sure to write your spell names and descriptions, don’t
Shortbow. Uses two hands. • Hatchet awesome new move down! worry about the stats.
• Animal Trap
Longbow. Uses two hands. Takes • Lockpicks My players want more classes!
two inventory slots. +1 damage. • Pen and Ink
• Fishing Pole Well make some, then! Use the
Crossbow/Musket. Uses two • Shovel existing classes as a guide.
hands. Takes two inventory slots. • Grappling Hook
+2 damage if fired standing still. • Pickaxe
• 10’ Pole
Light Armor. Takes two inventory • Vial of Holy Water
slots. Reduce incoming damage by • Hand Mirror
one (1 Armor). • Spyglass
• Sand Timer
Full Armor. Takes three inventory • Clothes
slots. Makes it very difficult to run, • Cart
move quietly, swim, jump, &c.
Reduce incoming damage by two Gear Bubbles
(2 Armor). (Players can do this to get stuff.)
When you need a standard piece
Shield. Wielded in your off-hand. of mundane adventuring gear
You can choose to have it break to that’s not currently in your
negate damage from an attack. inventory, you may fill in an empty
bubble to declare that you had the
Rations. Eat while resting to reroll item all along. If you do so, write
your HP. the item in your inventory.
Oil. Fills a lantern. Can set an area When you’re in town, you may
on fire—d6+1 damage to all in the spend 25g to empty all of your
area until it goes out. Equipment Bubbles.
Moves & Notes & Doodles
Cleric Name: _______________________
d6
Cleric Spells
(Ask your GM to make a better list.)
Pious. You can memorize one additional spell per day from your
deity’s spell list.
Cure Light Wounds. When you touch a wounded person, you may
heal them for 1d6 damage plus your level. You may do this a number
of times per day equal to your level.
Divine Armor. When you bear no armor or shield, you have 2 armor.
Death Rites. When you take time after a conflict to dedicate your
victory to your deity and deal with the dead, you and anyone who
helps you may add one to your next roll.
Moves & Notes & Doodles
Or work with the GM to come up with something cooler!
Fighter Name: _____________________
d8
Your Techniques
(From defeating enemies.)
_____________
_____________
Damage
_____________
Armor HP _____________
What Do You Look Like? Basic Move
_____________
Inventory When you do something risky or
dangerous, roll 2d6 and add a _____________
STR 1. ______________________________
relevant attribute score. _____________
• On a 12+, you do it perfectly,
2. ______________________________ with some additional benefit. _____________
• On a 10-11, you do it perfectly.
• On a 7-9, you do it, but with
_____________
3. ______________________________
some cost or complication. _____________
DEX 4. ______________________________
• On a 6-, you fail to do it, with
_____________
some additional negative
5. ______________________________
consequence. _____________
6. ______________________________ Fighter Moves _____________
CON When you get a 12+ on an attack _____________
7. ______________________________
roll with a Remarkable Weapon, in
addition to the normal effects, you
_____________
8. ______________________________ impress, dismay, or frighten your _____________
enemy.
9. ______________________________ _____________
INT
10. ______________________________
When you deliver the killing blow
to a worthy opponent, you learn
_____________
11. ______________________________
from its fighting style. Decide with _____________
the table what remarkable
technique you take away from the _____________
WIS 12. ______________________________ exchange, and write it down in the
box to the right. When you use _____________
13. ______________________________ that move, add one to your roll. _____________
You may have a number of these
14. ______________________________ moves at a time equal to your level. _____________
CHA 15. ______________________________ _____________
_____________
Gear:
Other Stuff Character Creation
Experience (The GM will help you out.)
When you take time to rest and
When you get money from the wilderness consume a ration, you may reroll 1. Roll your attributes.
or the underground and bring it back to your HP. Roll a number of dice
town, gain one experience for each gold equal to your level plus your CON, 2. Choose one advancement from
you got (make sure to write it down). and keep a number of them equal your class’s list.
to your level. Write the result as
When you have experience equal to one your new HP. 3. Roll your HP.
thousand times your current level, you
level up! Mark a new ability from the Experience When you need a standard piece 4. Mark your inventory slots.
Fighter Advancement list. of mundane adventuring gear
that’s not currently in your 5. Get some equipment.
inventory, you may fill in an empty
Fighter Advancements bubble to declare that you had the 6. Go find a dungeon!
(You get one per level.) item all along. If you do so, write
the item in your inventory.
Robust. Gain +1 Constitution.
When you’re in town, you may
Indomitable. Gain +1 Strength. spend 25g to empty all of your
Equipment Bubbles.
Genial. Gain +1 Charisma.
Sturdy. When you roll your HP, keep a number of dice equal to your
level plus one.
Comrade. When you roll to help someone, add one to your result.
Precise. When you roll a 12+ to fight or shoot someone, you ignore
their armor.
Inspiring. At any time, you may remove points from your HP and
give them to an ally.
Or work with the GM to come up with something cooler!
Moves & Notes & Doodles
Thief Name: ____________________________
d6
Your Connections
(And how they feel about you.)
_____________
_____________
Damage
_____________
Armor HP _____________
What Do You Look Like? Basic Move
_____________
Inventory When you do something risky or
dangerous, roll 2d6 and add a _____________
STR 1. ______________________________
relevant attribute score. _____________
• On a 12+, you do it perfectly,
2. ______________________________ with some additional benefit. _____________
• On a 10-11, you do it perfectly.
• On a 7-9, you do it, but with
_____________
3. ______________________________
some cost or complication. _____________
DEX 4. ______________________________
• On a 6-, you fail to do it, with
_____________
some additional negative
5. ______________________________
consequence. _____________
6. ______________________________ Thief Moves _____________
CON When you attack an opponent _____________
7. ______________________________
unawares, treat any 6- results as a
7-9 instead, and add an extra d6 to
_____________
8. ______________________________ your damage. _____________
9. ______________________________ _____________
INT When you try to pass unnoticed,
10. ______________________________
you may treat a 6- result as a 7-9
result instead.
_____________
11. ______________________________
_____________
You are well connected. When you
need to know a guy, roll+CHA. _____________
WIS 12. ______________________________ On a 7-9, the person you know
seems to think you owe them a _____________
13. ______________________________ debt. On a 6-, they want a lot _____________
more than that. Write down your
14. ______________________________ connections and any notes you’d _____________
like to the right.
CHA 15. ______________________________ _____________
_____________
Gear:
Other Stuff Character Creation
Experience When you take time to rest and
(The GM will help you out.)
When you get money from the wilderness consume a ration, you may reroll 1. Roll your attributes.
or the underground and bring it back to your HP. Roll a number of dice
town, gain one experience for each gold equal to your level plus your CON, 2. Choose one advancement from
you got (make sure to write it down). and keep a number of them equal your class’s list.
to your level. Write the result as
When you have experience equal to one your new HP. 3. Roll your HP.
thousand times your current level, you
level up! Mark a new ability from the Experience When you need a standard piece 4. Mark your inventory slots.
Fighter Advancement list. of mundane adventuring gear
that’s not currently in your 5. Get some equipment.
inventory, you may fill in an empty
Thief Advancements bubble to declare that you had the 6. Go find a dungeon!
(You get one per level.) item all along. If you do so, write
the item in your inventory.
Artful. Gain +1 Dexterity.
When you’re in town, you may
Resolute. Gain +1 Wisdom. spend 25g to empty all of your
Equipment Bubbles.
Popular. Gain +1 Charisma.
Slippery. Light armor you wear prevents two damage per attack,
instead of one.
Assassin. When you roll a 12+ to attack someone unawares, add
another 1d6 to your damage.
Wary. When you attempt to avoid or disable a trap, add both your
DEX and INT to your roll.
Adept. You can memorize one additional spell per day from your
spellbook.
Magic Detector. You may cast Detect Magic as a cantrip. You don’t
have to memorize it, and casting it doesn’t require a roll (it always
counts as a 10+).
Arcane Armor. When you bear no armor or shield, you have 1 armor.
Wild Magic. When you roll a 12+ to cast a spell, double its
effectiveness.
Or work with the GM to come up with something cooler! Moves & Notes & Doodles