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6E, Jared Sinclair

The document provides guidance for a dungeon master running a fantasy roleplaying game. It outlines character creation steps including choosing a class, rolling attributes and hit points. It also describes inventory slots and starting equipment, and provides examples of remarkable items that confer small bonuses. Common adventuring gear is listed and the document answers some frequently asked questions.

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John Smith
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100% found this document useful (1 vote)
558 views11 pages

6E, Jared Sinclair

The document provides guidance for a dungeon master running a fantasy roleplaying game. It outlines character creation steps including choosing a class, rolling attributes and hit points. It also describes inventory slots and starting equipment, and provides examples of remarkable items that confer small bonuses. Common adventuring gear is listed and the document answers some frequently asked questions.

Uploaded by

John Smith
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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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

Need To Know advancement. these and pretend you made it up on


Moves only make sense when things the spot (you’ll look so clever!):
are risky, so put your players in risky
situations! Picking a lock isn’t very 2. Tell them how to roll their
attributes. For each one, in • Dueling Sword. +1 when you’re
This is a fantasy roleplaying game. risky, unless they can hear voices defending your honor with
Your job is to make sure it’s behind them down the hall, or order, they roll 2d6:
threats of (or actual) violence.
awesome—I’m going to help as someone is sleeping on the other side • On an 11+, it’s +2.
much as I can, but ultimately it’s of the door. • On a 9-10, it’s +1. • Quick Pick. +1 when you need
up to you and your friends. Read • On a 6-8, it’s +0. to open a lock quick or quiet,
over this sheet, and skim the Tell them what the risks are before • On a 4-5, it’s -1. so no one notices.
classes. I’m sure you’ll do great! they roll. They might change their • On a 3-, it’s -2.
minds about their action—that’s • Lucky Helmet. +1 when you
The Basic Move good! That means they’re thinking. 3. Now they get to roll their HP!
They roll a number of d6s equal
need to avoid a freak accident.

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.)

1. Command. A creature obeys a


single, three-word command
Damage that does not harm it.

2. Control Weather. You may


Armor HP Basic Move
alter the type of weather at
What Do You Look Like? will, but you do not otherwise
control it. Lasts twelve hours.
Inventory When you do something risky or
dangerous, roll 2d6 and add a 3. Cure Disease. Cure a person
relevant attribute score. you touch of all disease.
STR 1. ______________________________
• On a 12+, you do it perfectly,
with some additional benefit. 4. Hold Person. A nearby person
2. ______________________________ or humanoid creature is unable
• On a 10-11, you do it perfectly.
• On a 7-9, you do it, but with to move for a short time.
3. ______________________________
some cost or complication.
DEX 4. ______________________________
• On a 6-, you fail to do it, with 5. Inspire. In battle, nearby allies
may treat their next roll as if it
some additional negative
consequence. were one tier better (6-
5. ______________________________ becomes 7-9, 7-9 becomes

6. ______________________________ Cleric Moves 10-11, 10-11 becomes 12+).


May instead consecrate a
CON When you spend an hour or so in
building or location.
7. ______________________________
silent communion with your deity, 6. Remove Curse. Remove all
you forget any spells you already
8. ______________________________ had memorized, and you may
curses from a person you
touch.
memorize a number of spells equal
9. ______________________________
INT to your level plus your WIS. You
can choose any spell on the Cleric
7. Scry. See through the eyes of
10. ______________________________ a creature you touched earlier
Spell List (I really do recommend today.
getting a better list, though).
11. ______________________________
8. Silence. Negate all sound in a
When you cast a spell you’ve 15-foot radius area.
WIS 12. ______________________________ memorized, roll+WIS. On a 7-9,
choose 1. On a 6-, neither. 9. True Sight. See through
13. ______________________________ • The spell affects its intended nearby illusions.
target.
14. ______________________________ • You don’t forget the spell. 10. Ward. A silver circle 40ft
across appears on the ground.
CHA 15. ______________________________ Choose one thing that cannot
cross it: living creatures, dead
Gear: creatures, projectiles or metal.
Experience Other Stuff Character Creation
When you get money from the wilderness (The GM will help you out.)
or the underground and bring it back to When you take time to rest and
town, gain one experience for each gold consume a ration, you may reroll 1. Roll your attributes.
you got (make sure to write it down). your HP. Roll a number of dice
equal to your level plus your CON, 2. Choose one advancement from
When you have experience equal to one and keep a number of them equal your class’s list.
thousand times your current level, you to your level. Write the result as
your new HP. 3. Roll your HP.
level up! Mark a new ability from the Experience
Cleric Advancement list.
When you need a standard piece 4. Mark your inventory slots.
of mundane adventuring gear
Cleric Advancements that’s not currently in your
inventory, you may fill in an empty
5. Get some equipment.
(You get one per level.) bubble to declare that you had the 6. Go find a dungeon!
Resolute. Gain +1 Wisdom. item all along. If you do so, write
the item in your inventory.
Indomitable. Gain +1 Strength.
When you’re in town, you may
Genial. Gain +1 Charisma. spend 25g to empty all of your
Equipment Bubbles.
Worldly. Take an advancement from another class (choose a cool one,
not an attribute bonus).

Pious. You can memorize one additional spell per day from your
deity’s spell list.

Studious. Add a random Wizard spell to your deity’s spell list.

Studious. Add a random Wizard spell to your deity’s spell list.

Turn Undead. When you boldly abjure the unholy products of


necromancy, roll+WIS. On a 10+, all mindless undead flee from
your presence, and intelligent undead are momentarily stunned. On
a 7-9, half of them are.

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.

Worldly. Take an advancement from another class (choose a cool one,


not an attribute bonus).

Dangerous. You deal +1 damage.

Dangerous. You deal +1 damage.

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.

Soldier. Armor takes up one fewer inventory slot for you.

Soldier. Armor takes up one fewer inventory slot for you.

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.

Worldly. Take an advancement from another class (choose a cool one,


not an attribute bonus).

Light-Footed. Light armor takes up no inventory slots for you.

Marksman. You deal +2 damage with ranged weapons.

Eagle Eye. You’re never caught by surprise. If an enemy would get


the drop on you, you act first instead.

Underdog. When you’re outnumbered, you have +1 armor.

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.

Or work with the GM to come up with something cooler!


Moves & Notes & Doodles
Wizard Name: _____________________
d4
Damage
Wizard Spells
(Ask your GM to make a better list.)

Wizards have -2 to cast spells if


they’re wearing armor or shield.

1. Detect Magic. You hear nearby


magical auras singing. Volume
Basic Move and harmony signify the aura’s
Armor HP power and refinement.
What Do You Look Like? When you do something risky or
dangerous, roll 2d6 and add a 2. Floating Disc. An invisible
Inventory relevant attribute score. object hovers, frictionless, two
• On a 12+, you do it perfectly, feet above the ground. It can
STR 1. ______________________________ with some additional benefit. hold up to a number of
• On a 10-11, you do it perfectly. humanoids equal to your level,
2. ______________________________ • On a 7-9, you do it, but with or the equivalent.
some cost or complication.
3. ______________________________ • On a 6-, you fail to do it, with 3. Magic Missile. Hurls a glowing
some additional negative dart of magical energy at a
DEX 4. ______________________________ consequence. target. Does 1d6 damage plus
one for each level you have.
5. ______________________________ Wizard Moves 4. Comprehend. You are fluent in
all languages.
6. ______________________________ When you spend an hour or so
CON sudying your personal spellbook,
5. Pit. A pit 10 feet wide and 30
7. ______________________________ you forget any spells you already
feet deep opens in the ground.
had memorized, and you may
8. ______________________________ memorize a number of spells equal
6. Icy Touch. A thick ice layer
to your level plus your INT. You
can choose any spell currently in spreads across a touched
9. ______________________________ surface, up to a 30 foot radius.
INT your spellbook.
10. ______________________________ 7. Raise Dead. 1d6 skeletons rise
When you cast a spell you’ve
memorized, roll+INT. On a 7-9, from the ground to serve you.
11. ______________________________ They aren’t very bright and can
choose 1. On a 6-, neither.
• The spell affects its intended only obey simple orders.
WIS 12. ______________________________ target.
• You don’t forget the spell. 8. Spider Climb. You can climb
13. ______________________________ surfaces like a spider.
When you attempt to add a spell
14. ______________________________ from a scroll or another wizard’s 9. Sleep. 1d6 nearby creatures fall
spellbook to your spellbook, into a light sleep.
CHA 15. ______________________________ roll+INT. On a 7-9, you may add it
only if you remove another spell. 10. Adhere. A nearby object
Gear: On a 6-, you fail and may never becomes covered in extremely
memorize or cast that spell. sticky slime.
Experience Other Stuff Character Creation
When you get money from the wilderness (The GM will help you out.)
or the underground and bring it back to When you take time to rest and
town, gain one experience for each gold consume a ration, you may reroll 1. Roll your attributes.
you got (make sure to write it down). your HP. Roll a number of dice
equal to your level plus your CON, 2. Choose one advancement from
When you have experience equal to one and keep a number of them equal your class’s list.
thousand times your current level, you to your level. Write the result as
your new HP. 3. Roll your HP.
level up! Mark a new ability from the Experience
Cleric Advancement list.
When you need a standard piece 4. Mark your inventory slots.
of mundane adventuring gear
Wizard Advancements that’s not currently in your
inventory, you may fill in an empty
5. Get some equipment. (And roll
three random spells to put in
(You get one per level.) bubble to declare that you had the your spellbook!)
Resolute. Gain +1 Wisdom. item all along. If you do so, write
the item in your inventory. 6. Go find a dungeon!
Smart. Gain +1 Intelligence.
When you’re in town, you may
Shifty. Gain +1 Dexterity. spend 25g to empty all of your
Equipment Bubbles.
Worldly. Take an advancement from another class (choose a cool one,
not an attribute bonus).

Adept. You can memorize one additional spell per day from your
spellbook.

Studious. Add a random Wizard spell to your spellbook.

Cross-Disciplinary. Add a random Cleric spell to your spellbook.

Infamous. Your reputation precedes you. When you need to make a


new connection, roll+CHA. On a 7-9, the person you find is less
than ideal, or needs a favor. On a 6-, they they’ve got a job for you,
and they won’t take no for an answer.

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

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