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Grimace

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  1. Nice that it worked out for you! I'm glad your players finally realized what D6 can do and doesn't require all of the restrictive aspects of what the D&D system is. You can run a game that feels so much like D&D but works with the elegance of D6!
  2. Malapan Kingdom Malapan Kingdom is one of several kingdoms located on the continent of Greater Larigia. The kingdom of Malapan is not known to many outside of its borders. That is not due to any sort of heavy-handed ruling system, but instead by the remoteness of the kingdom. It is a coastal kingdom, with its entire western coast touching the Parthenian Ocean. It's north and eastern borders, if they could even be considered "true" borders, are open to the vast central area of the continent known as "The Rugged Lands". The majority of the towns and villages in the Malapan Kingdom are located along the coast. Though the weather from the Parthenian Ocean is often fierce and foul, the various towns, including the capital city of the kingdom, sit in mostly protected coves along the coast. There is a central mountain range that nearly bisects the kingdom into a north and south region. Malapan Kingdom is populated by a mixture of races. The two most commonly encountered are Humans, which belong to the race of the current king, and Half-Elves. The strange aspect of the abundance of Half-Elves is there there are basically never any Elves seen in the Malapan Kingdom. There are smaller contingents of Gnomes and some Dwarves, and then just the rarely seen Halflings. While magic isn't strange in the land, it is usually only performed by magic users of the king, or from magic users that might randomly pass through once every couple years or so. The king, King Simison, is a docile king, and one who is content to live out his life being king and not needing to venture afar to defend his realm or to begin a crusade. He treats his people modestly well, not demanding too much in the way of tribute, so the villagers and townspeople can actually save a little money and actually live a little better than people in other lands. The King has several Lords who help him control the various towns and villages in the quasi-divided kingdom. Those Lords are: Lord Quulan of Cloverdale Lord Morto of Silverpine Lord Bessim II of Seaside City Lord Penrose of Riverbend Lord Don of Belto Keep Each Lord tends to pattern their own actions after the king, and take an easy hand in governing their respective areas. Only Lord Quulan of Cloverdale has any sort of drive or enthusiasm, and that is a result of the occasional encroachment of hostile forces from the south and east. As a result, Lord Quulan is quite a fighter and strongly believes that the King should do more to help bolster the borders on the south and east. Towns and Villages of Malapan Kingdom Malapan: Capital city and home of the King, this large city rests in the fertile valley at the mouth of a river and along the protected coast of Malapan Bay. The city is walled, with five gates into the city. The main castle rests along a ridge that extends almost to the shoreline. Ransur’s Crossing: Closest village to the capital city of Malapan, this village has the only bridge spanning the Malapan River. Ransur’s Crossing sits a little over half a day’s journey from the city of Malapan. Menathesalus: A small, fortified village resting on the foothills of the Emeron Mountains, Menathesalus sits nearly a full day’s travel from Malapan City. Storm Haven: A fishing village, resting on the northern shore of the peninsula that forms Malapan Bay, Storm Haven is rarely traveled to, due to its remoteness. It sits in a small cove, protected from the rough seas that pound the shoreline. It is almost two days journey to either Menathesalus or Seaside City, from Storm Haven, and the path is not for those unaccustomed to traveling. Seaside City: Another sizable town, Seaside City is a prospering trading and fishing center. Protected from foul weather by its location, the city is the first town on the western side of the Emeron Mountains and commands the only passage southward. The keep of Lord Bessim II is one of the largest keeps in the land, mainly due to the wealth of the city and the quantity of workers able to expand the dwelling. Pine Cove: A village that sits two days travel southward from Seaside City, Pine Cove sits on the edge of the Morrin Woods. A road allows access through the woods to Pine Cove, and continues southward to the town of Silverpine, which lies two days away. There are several inns located in this village, as it is a main stopping point for travelers moving north or south from the larger towns. Silverpine: A mid sized town, Silverpine has much fertile land and lots of space to expand to. Lord Morto has a small keep in the town and relies on the townspeople, many of whom are hunters, to be the primary defenders of the town. While this town rests on the coast, shipping is not the primary business in Silverpine. Fur trading, hunting, and farming are the primary businesses. Rossell Bay: With woods surrounding it, and sitting in a calm, well-protected bay, Rossell Bay is a small yet peaceful village. The village sits two days travel south of Silverpine, and nearly four days travel northwest of Cloverdale. Roads connected this village with the two towns, but parts of the journey have been known to be dangerous unless escorted. Rossell Bay has several groups that offer their services for escort out of the village. Cloverdale: Cloverdale is the southernmost town in the kingdom. It is also nearest the borders of both the "Rugged Lands"...an area filled with lawless people and vile monsters, and the "Grand Seymour Kingdom"...an area that actually has some kingdom forces, but doesn't patrol it's own frontier much, allowing for ruffians and monster tribes to set up in the void of control. This hostile area has resulted in Cloverdale becoming a fortified town with walls and a substantial Keep to hold the men-at-arms of Lord Quulan. The people are mistrustful of newcomers to their town, as they have been attacked too often to welcome strangers with open arms. Even with the mistrust of newcomers, there is a healthy bit of trade that goes on in this town, so the markets are usually well-stocked. It is nearly four days travel from Cloverdale to the nearest village of Rossell Bay. Riverbend: A major town that sits well east of Malapan city. The people here are mostly farmers, and Riverbend is the major food producing town for the entire kingdom. As such, Lord Penrose is the most wealthy of the Lords, and tends to eat well, resulting in his portly appearance. The people in this town are open to travelers and outsiders. Belto Keep: This area is not so much a town or village, but is instead a stout keep and bailey that makes up the northernmost defensive position for the Malapan Kingdom. There is always a garrison of about 20 men at the Keep, and these men are the most combat-experienced soldiers in the entire kingdom. They are constantly fighting off monsters that come in from the Rugged Lands. They have all but been forgotten by the King. Lord Don, the one in charge of the Keep, keeps his men in shape and on alert. They perform monthly journeys to Storm Haven to acquire food and materials needed, and occasionally to get another couple of men to help fill their ranks. The "Northern" mentality is one of self-sufficiency, and a reliance only on themselves. The Strange History of Malapan Malapan is, for all of its appearance, a stable but small kingdom. But there are little indicators throughout the land that hint at something that happened long ago....but it all seems to be forgotten. The local histories of Malapan only pick up from a couple hundred years ago. Prior to that, there seemed to be no written records. Scattered about the land there are hidden ruins, relics, and forgotten locations that give hints to a different past for this land. Even the prevalence of Half-Elves, yet nary an Elf to be found, has led a few to wonder what happened. Still, none have really made an effort to find out more. The people of Malapan seem more than happy to just let the status-quo remain as it is, and to live their lives knowing only what they know. The first notable ruin lies deep within the Emeron Mountains. It is the remnants of fortified town and what was once a great Keep. The details in the ruined remnants of buildings indicate they were constructed by a race other than Humans. Signs indicate a great siege and battle occurred here many hundreds of years ago. Buried deep under the rubble of the collapsed great Keep, there is an entrance to a great tunnel, ornately carved through the rock. It leads both down and away from the ruins, and has many carvings detailing a history of Elves and some sort of wicked looking beasts, and a war they seemed to have fought for many centuries. The passage ends in a massive cave-in which cannot be cleared by normal means, no matter how many people were to attempt. The other notable ruin lies on an island out in the Parthenian Ocean. It is a great, inland castle, mostly still in fair condition. The castle and the surrounding area has been massively overgrown with hundreds of years of plant growth. If one were to find the castle, they would not easily recognize it as a castle, as trees have grown up in the courtyards, vines are covering the massive walls, undergrowth is everywhere, including into the main rooms on the main floors of all of the buildings inside the castle. All wood doors and timbers have rotted away and been replaced with vegetation that makes it look like gates of vines and leaves rather than arches of stone. Residing in this castle are many mindless creatures that have found the area to be naturally defensible and protected. They attack anything that comes near, and swarm when their prey seem too strong for just a few of them. Should such a prey be able to defeat enough of them, the creatures would scatter and run away. Inside the castle there is still iron gates protecting dust-coated and apparently "worthless"-looking magical armor sets and weapons. There is another room, hidden behind a stone wall and activated by a trigger push statue on the wall, that holds an alcove with magical ingredients and a spell book loaded with many magical spells including some quite powerful spells. There is also a magician's robe and magician's hat which provide magical protection for the wearer of 3D, as well as giving a temporary boost of +1D in Magic Power as long as the hat is worn. The ornateness of the material, coupled with the fact that it has not aged to dust, should cue that they are magical in nature and designed by some race other than Humans. Scattered in various other places through the land, there are smaller artifacts and ruins that can stumbled across. There is a stone pool with crystal clear water in it that rests near a lake and within a forest. A person with the Magic Power can look into the water and see images reflected in it of events from a time long ago. There is also a long forgotten tunnel and cache of weapons in the mountains near Belto Keep. Other small, long forgotten shrines and statues are scattered in generally difficult to reach locations or overgrown areas. They hint at the fact that once this land was teeming with Elves and they fought against an empire of Gnolls lead by a War Gnoll and a host of Gnoll Warlocks. The Elves managed to defeat the War Gnoll, but the warlocks had put a curse on them and doomed their race to decay. With the Gnolls gone, Humans began to move in and worked hand-in-hand with the Elves, but year after year the Elves died off and no new elves were ever born. Only offspring from Humans and Elves could seem to avoid the decay curse. Eventually the Elves disappeared, leaving only Half-Elves around. The Humans forgot about the Elves, and the Kingdom was formed, with history forgetting about the Elves and the deep hidden secrets of the land that happened hundreds of years before the Humans ever arrived. There is also long buried and lost weapons from the Elves that may be found by accident. Remnants on an ancient battlefield may result in a finely-crafted Elvish weapon or armor being found while digging or while walking through some old growth forests as a person trips over an overgrown bit of armor. Creatures found in Malapan Though, long ago, the Gnolls were defeated by Elves, they were never wiped out entirely. The various tribes of Gnolls had fractured the survivors had fled and scattered across the land. It's still possible to run into small (1-6) groups of Gnolls, mainly in the mountains and rarely in the old forests. GNOLL STR 4D Move: 9 Scale: Human Brawling +1 Fear: 4 Hit Points: 14 CON 2D DEX 3D Armor: Hides -- / +1 / +1 Melee Combat +1 Shield +1D / +1D / +1D Brawling Parry +1 INT 2D Attack: either 1 weapon attack or 1 claw attack Claw Attack STR+1D+2 Weapons: Longsword STR+2D Halberd STR+2D+2 Battle axe STR+2D+1 Large Spiders can be found throughout the land, typically in the forests. They typically stay up in the trees and drop down on their unsuspecting prey. They can also be found in caves. LARGE SPIDER STR 1D+1 Move: 6 Web: 15 Scale: Human Brawling +1 Fear: 2 Hit Points: 8 CON 1D+1 DEX 2D Dodge +1 INT 1D Attack: 1 bite attack STR * If the character suffers hit point loss, the spider injects poison. The poison causes 1D loss of hit points for 3 rounds * These types of spiders can spin webbing, though the webs are not hard to break and are flammable In the mountains and also found on occasion in the hill areas of the kingdom, there are several monsters. Giants and Ogres and even the uncommon Troll can be found in those locations. MOUNTAIN GIANT STR 8D Move: 12 Scale: Giant Brawling +3D Fear: 24 Hit Points: 84 CON 5D DEX Armor: Hides -- / +1 / +1 Melee Combat +2D+1 Thrown Weapon +3D Brawling Parry +1D Specialty: Catch missile/thrown weapon +2D INT 3D+2 Weapons: Large Club STR+4 OGRE STR 6D Move: 9 Scale: Human Brawling +2 Fear: 8 Hit Points: 29 CON 4D+1 DEX 3D Melee Combat 3D+2 INT 2D+2 * gains +2D to all melee weapon attack damage due to immense strength Weapons: Various TROLL STR 7D Move: 12 Scale: Human Brawling +1D+2 Fear: 12 Hit points: 48 CON 6D DEX 3D+2 Brawling Parry +1D+2 INT 2D+1 Observation +2 Attack: 2 claw attacks plus 1 bite attack if target is grabbed Claws STR+1 Bite STR+1D * Trolls never roll to run away from fear; they are fearless. * Trolls gain the bonus in Observation due to their excellent sense of smell. * 30 meter infravision, though they don’t suffer any adverse effects when operating outside. * If this creature loses all of its hit points, it is not killed. The parts will be “out of action” for 1D6x10 minutes. The parts of the bodies will wriggle back together and knit back into a full creature. * Regenerates 3 Hit Points per round 3 rounds after it takes its first hit point loss. The creatures that have taken up "residence" in the ruins of the old castle on the island, are a tribe of Tasloi. While not quite mindless, they have no interest in "human things" and basically act like animals with some minor intelligence. TASLOI STR 1D+2 Move: 9 Scale: Human CON 1D Fear: 2 Hit Points: 7 DEX 3D Sneak/Hide +1D+2 Armor: Small Wooden Shield +1 / +1 / +1 Melee Combat +1 Melee Parry +1 INT 2D+2 Attack: 1 Attack with either fists or weapons Fist STR+2 Weapons: Club STR+2 Javelin STR+1D+1 Short Sword STR+1D+1 * these creatures are suited to the darkness of jungles. They suffer –1 to all actions in full daylight, but do not suffer any penalties in darkness (outside, rather than underground) * Stealth: gain +2D to Sneak * Can speak own language plus monkey/ape and rudimentary common
  3. General Skill Group Name Attribute Melee Combat DEX Melee Parry DEX Sneak/Hide DEX Lifting STR Tracking WIS Brawling STR Brawling Parry DEX Thrown Weapon DEX Missile Weapon DEX Climbing DEX Jumping DEX Swimming CON Dodge DEX Agriculture INT Artistic Ability WIS Animal Training WIS Animal Handling WIS Horsemanship WIS Airborne Riding WIS Brewing INT Observation INT Cobbling DEX Dancing DEX Etiquette CHA Fishing WIS Language CHA Mining WIS Seamanship DEX Singing CHA Weather Sense WIS Blacksmithing STR Carpentry STR Willpower WIS Cooking INT Direction Sense WIS Firebuilding WIS Heraldry INT Leatherworking INT Pottery DEX Rope Use DEX Seamstress / Tailor DEX Stonemasonry STR Weaving INT Leadership CHA ROGUE SKILLS Name Attribute Lockpicking DEX Find/Set Traps INT Ancient History INT Music CHA Blind Fighting WIS Forgery DEX Reading Lips INT Tumbling DEX Spellcraft INT Pick Pocketing DEX Martial Arts DEX Local History CHA Appraising INT Disguise CHA Gem Cutting DEX Tightrope Walking DEX Ventriloquism INT Rally Friends* CHA *Special skill only available during generation
  4. Classes Thief Limited to the following armor: hide, leather, studded leather, padded, or Elven chain (but not normal chain) Limited to the following weapons: club, dagger, dart, knife, lasso, short bow, sling, broadsword, long sword, short sword, hand crossbow and quarterstaff A Thief deems Dexterity to be important attribute Thieves choose Skills from the General and Rogue groupings Allocate 10D to Skills Begin the game with 260 Gold Pieces Gains bonus skills if Thief has high enough Dexterity DEX = 3D+1 +1 to Lockpicking skill DEX = 3D+2 +1 to Pick pocket skill, +2 to Lockpicking skill, +1 to Sneak/Hide skill DEX = 4D or more +2 to Pick pocket skill, +1D to Lockpicking skill, +1 to Find/Set Trap skill, +2 to Sneak/Hide skill Bard May not use shields Cannot wear any armor that reduces Dexterity Bards deem Intelligence and Charisma to be important attributes Bards choose Skills from the General and Rogue groupings Allocate 10D to Skills Begin the game with 240 Gold Pieces Does not start with a spell book, but may make one Gain +1D to skill of Local History Bards begin with 1 pip in Magic Power. They are unable to cast magic at this time, but may advance towards it. For the Bard characters, 10 points increases the power to +2, and 10 more increases it to 1D, which is when they can start to cast Magic. May choose the special skill of “Rally Friends” during generation, putting no more than 2D into it to begin with. Gains the special knowledge of something. Due to the traveling nature of Bards, they gain knowledge of people or events that others do not normally know. During generation, the Bard rolls 1D, adding 1 pip for every die the character has in Charisma. Therefore a Bard with a Charisma of 3D would roll 1D+3. 1-2 = Knows fairly common knowledge about people or things. This knowledge is usually known by a substantial minority of people. This is stuff like someone’s local reputation or common legends. 3-4 = Knows uncommon knowledge, stuff that is known by only a few people in the area. This could be someone’s shady past, legends of powerful magic, etc. 5-8 = Knows obscure knowledge that is hard to come by. May be aware of a family history or the legend of a place of mystery. 9+ = Knows extremely obscure knowledge, the kind of stuff that’s been forgotten by nearly everyone. This could be the history of something long lost or thought to be insignificant. Swashbuckler Dwarves and Gnomes may not be swashbucklers Swashbucklers deem Dexterity to be important attribute Swashbucklers choose Skills from the General and Rogue groupings Allocate 10D to Skills Begin the game with 225 Gold Pieces If not wearing any armor, gains the following: +1D to Dodge skill +1D to Melee Parry skill +1D to Brawling Parry skill +1D to Jumping skill After rolling to determine dominant hand, if character is not ambidextrous, roll 2D. If result is doubles, then character has learned to be ambidextrous. Gains the new skill of Intimidation at +1D Knows the location or existence of a hidden treasure, but lacks the ability to get there and acquire it.
  5. General Skill Group Name Attribute Melee Combat DEX Melee Parry DEX Sneak/Hide DEX Lifting STR Tracking WIS Brawling STR Brawling Parry DEX Thrown Weapon DEX Missile Weapon DEX Climbing DEX Jumping DEX Swimming CON Dodge DEX Agriculture INT Artistic Ability WIS Animal Training WIS Animal Handling WIS Horsemanship WIS Airborne Riding WIS Brewing INT Observation INT Cobbling DEX Dancing DEX Etiquette CHA Fishing WIS Language CHA Mining WIS Seamanship DEX Singing CHA Weather Sense WIS Blacksmithing STR Carpentry STR Willpower WIS Cooking INT Direction Sense WIS Firebuilding WIS Heraldry INT Leatherworking INT Pottery DEX Rope Use DEX Seamstress / Tailor DEX Stonemasonry STR Weaving INT Leadership CHA WIZARD SKILLS Name Attribute Ancient History INT Engineering INT Navigation INT Religion WIS Gem Cutting DEX Astrology INT Reading/Writing INT Spellcraft INT
  6. Classes Mage Gnomes may not be mages Mages deem Intelligence to be an important attribute Mages choose Skills from the General and Wizard groupings Allocate 10D to Skills Begin the game with 120 Gold Pieces Gains the Magic Power at 1D Cannot wear any non-magical, metal armor as it interferes with their ability to tap mystical energies May wear any magical armor that does not reduce their Dexterity Limited to the following weapons: dagger, quarterstaff, dart, knife and sling Starts with a spell book Spell book Initially, most Mages start with a spell book containing 4 spells of their choice from 1st level. To get new spells, they must either be taught to the character by someone who knows the spell, or found and written down. See the section on Spells and Spellcraft to learn how to obtain new spells for the Spell Book. Once a spell is recorded in the Mage's spell book, he can use it to memorize the spell as many times as he is able. Spell books contain up to 50 pages and each spell takes one page. Additional Spell books can be purchased by a magic user as needed. In some cases, spell books larger than 50 pages can be obtained; they are just usually not carried around by adventurous magic users due to their bulk. Magic users who have a safe place to learn and practice their magic usually have larger spell books that contain the bulk of their knowledge. Memorizing spells: Spells must be memorized before they can cast it. Each spell requires 1/2 hour memorizing. Only spells that the magic user has attained and written in his spell book or on a scroll can be memorized. Once a spell has been memorized, it can be cast without fail. The time taken to cast each spell is listed with the spell. Once the spell is cast, only those characters with the Magic Power have a chance to resist its effect. This Magic Power can come from either having the power based from the character type, or by having a magical item enchanted with the power. To resist the spell cast, the Magic Power is rolled and the number rolled must be equal to or above the Resist Number for the spell. A resisted spell has no effect on those that make the roll. Those that don't have the power, or fail the roll are affected normally by the spell. The amount of spells that a magic spell caster can memorize at one time is equal to 1 for every pip in their Intelligence attribute. Therefore, someone with 3D in Intelligence would be able to memorize up to 9 spells at a time. More than one of each spell can be memorized. Example: with 9 slots, a magic user could memorize 4 Magic Missile spells, 2 Burning Hands spells, 1 Affect Normal Fires spell, and one Read Magic spell. When one is used, that slot now becomes open to be filled with any other spell in the caster's spell book. 1st Rank spells Affect Normal Fires: Range: 5 meters per die Duration: 2 rounds per die Time: instant Resist: 16 Effect: creates non-magical fire if appropriate burning material is present Alarm: Range: 10 meters Duration: 4 hours Time: 1 round Resist: 14 Effect: makes an area of 20 cubic feet to be safe, and anyone entering without saying a password will cause an alarm to go off Armor: Range: touch Duration: 8 rounds per die Time: 1 round Resist: none Effect: provides armor protection of +1D Audible Glamer: Range: 60 plus 10 meters per die Duration: 3 rounds per die Time: instant Resist: 12 Effect: anyone in affected area is bothered by sound which causes –1D to all actions Burning Hands: Range: 2 meters Duration: instant Time: instant Resist: 20 Effect: causes a flame “fan” that does 1D damage (+2 pips per die level). Fan affects 120 degree arc Change Self: Range: -- Duration: 4 rounds plus 2 rounds per level Time: instant Resist: 18 Effect: adds +3D to Disguise for user Charm Person: Range: 120 meters Duration: magic roll number of rounds Time: instant Resist: 15 Effect: victim trusts caster unless it will cause bodily harm for the duration Chill Touch: Range: touch Duration: 3 rounds plus 1 round per level Time: instant Resist: 17 Effect: with successful brawling skill, cause 1D of cold damage and reduce the target’s Strength by 1 pip per hit Color Spray: Range: 1 meter Duration: special Time: instant Resist: 14 Effect: roll 1D6. 1= stunned 2-6= blinded for die numbers rounds. All actions –2D Comprehend Language: Range: touch Duration: 5 rounds per die Time: 1 round Resist: -- Effect: understand and read language of person touched Detect Magic: Range: 3 meters by 20 meters Duration: 2 rounds per die Time: instant Resist: 24 Effect: detect any magic and intensity within the area Detect Undead: Range: 3 meters by 20 meters Duration: 3 rounds Time: 1 round Resist: 24 Effect: detect presence of undead, but not number or exact location Feather Fall: Range: 10 meters per die Duration: 1 round per die Time: instant Resist: -- Effect: slows the fall of all items in range to a featherweight drop Friends: Range: self Duration: 1D6 round plus 1 per die Time: instant Resist: -- Effect: adds +2D to Charisma of caster Gaze Reflection: Range: -- Duration: 2 rounds plus 1 round per die Time: instant Resist: 19 Effect: creates mirror like area in front of caster to protect against gaze attacks Grease: Range: 10 meters Duration: 3 rounds plus 1 round per die Time: instant Resist: 20 Effect: creates a greased surface. All people entering area must make a Difficult Dexterity check or slip and fall Hold Portal: Range: 20 meters per level Duration: 1 round per die Time: instant Resist: 25 Effect: holds any bars/gates/doors so that it won’t open without a Very Difficult Strength check. Identify: Range: Touch Duration: 1 round/level Time: instant Resist: -- Effect: if item is magical, identifies its properties and abilities. Light: Range: 60 meters Duration: 1 minutes/level Time: instant Resist: 7 Effect: Item that is affected by spell emits a light similar in effect to torchlight for duration Magic Missile: Range: 60 meters + 10 meters/level Duration: instant Time: instant Resist: 28 Effect: generates 1D6 “magical” missiles that impact on one target that can be seen. Each missile causes 1D damage and is cumulative. Therefore, if 4 missiles are rolled, total damage is 4D. Mending: Range: 30 meters Duration: permanent Time: instant Resist: -- Effect: repairs small breaks or tears in things. Broken rings, weapons, wood, ceramics, etc can all be rejoined as strong as new. Message: Range: -- Duration: 5 rounds/level Time: instant Resist: 24 Effect: a person who is in line of sight of the caster may be whispered to by the spellcaster and the person may whisper replies back. Both hear each other as if they were talking regularly, but no other people may hear them. Mount: Range: 10 meters Duration: 2 hours + 1 hour/level Time: 1 round Resist: -- Effect: caster conjures a normal animal to serve as a riding mount. The type is based on level of caster. 1-3D = Mule or Light Horse, 4-7D = Draft Horse or War Horse, 8-12D = Camel, 13-14D = Elephant, 15D and greater = Griffon. These mounts do not come with riding equipment unless a lower class of mount is taken than the caster can attain. Phantasmal Force: Range: 60 meters + 10 meters/level Duration: until struck in an attack or until caster drops concentration Time: instant Resist: 14 Effect: creates an illusion that can look either like terrain or a creature. (undead are immune to this spell) It does not make sound, smell or temperature and cannot generate light or darkness. The illusion can move as long as the caster is in range. Protection From Evil: Range: Touch Duration: 2 rounds/level Time: instant Resist: 28 Effect: protects those touched by making evil creatures suffer a –1D to any attacks. Any attempts to use mental control over person protected by this spell are nullified. A person already affected by a mental control spell is still affected, however. Also stops elementals, imps, invisible stalkers, salamanders, water weirds, and xorn from making bodily contact with protected person. Read Magic: Range: -- Duration: 2 rounds/level Time: 1 round Resist: -- Effect: caster is able to read magical inscriptions on objects. Shield: Range: -- Duration: 5 rounds/level Time: instant Resist: 22 Effect: creates an invisible barrier in front of caster. Shield blocks magic missiles and protects as a shield of +2D against all attacks from the front. Shocking Grasp: Range: touch Duration: 1 round per level or until used once Time: instant Resist: 18 Effect: causes 2D (+1 pip per level) of electrical damage when caster touches something. Sleep: Range: 30 meters Duration: 5 rounds/level Time: 1 round Resist: 12 Effect: causes 1D6 creatures to fall into a slumber. Slapping or wounding the creatures will awaken them, but normal noise will not. Spider Climb: Range: touch Duration: 3 rounds + 1 round/level Time: instant Resist: -- Effect: allows recipient to climb vertical surfaces like a spider. May also hang from ceilings. The recipient must have bare hands and feet to climb. Spook: Range: -- Duration: -- Time: instant Resist: 9 Effect: caster must advance threateningly towards a creature and that creature must make a Difficult Willpower check or flee in terror. If succeed in check, then unaffected by spell. If check is failed, creature flees battle and will remain hidden from sight for remainder of battle. Taunt: Range: 60 meters Duration: 1 round Time: instant Resist: 6 Effect: caster can taunt and jeer a single type of creature even though he/she doesn’t speak the language. Affected creatures will get so angry they must attack the caster if physically capable of doing so. Tenser’s Floating Disc: Range: 20 meters Duration: 3 rounds +1 round per D of caster Time: instant Resist: -- Effect: creates a concave disc that can hold 100 pounds for every level of the caster. It moves at a maximum rate of 6. Unseen Servant: Range: -- Duration: 1 hour Time: instant Resist: 20 Effect: creates force that can be used to open unstuck doors, hold chairs, and clean and mend. It can only do one activity at a time and can carry up to 20 pounds or drag/push 40 pounds. It can be dispelled by an area effect attack or if another magic user can roll the resist number. Ventriloquism: Range: 10 per level Duration: 4 rounds +1 per level Time: instant Resist: 8 Effect: caster can make his voice, or sounds that he can make, seem to issue from someplace else. The voice can come from a door, a statue, down a hall, or any place within range. If resisted, the person resisting knows that the voice is “thrown” and doesn’t fall for any trickery. Wall of Fog: Range: 30 meters Duration: 6 rounds Time: instant Resist: 16 Effect: creates a billowing wall of misty vapor that obscures all sight, both normal and infravision, beyond 1 meter. The range to see increases by double if there is a slight breeze, and the wall of fog disperses in strong wind. Wizard Mark: Range: Touch Duration: Permanent Time: instant Resist: -- Effect: allows caster to inscribe his mark and up to 6 letters onto any surface. The inscription can be visible or invisible, but if the latter, can only be seen when Detect Magic is cast. If cast on a living being, the mark will eventually fade and wear off over time. Conjuror Half-Elves may not be Conjurors, as their mixed-race blood does not allow for them to tap into the abilities Conjurors deem Wisdom and Intelligence to be important attributes Conjurors also feel Spellcraft is a very important skill Conjurors choose Skills from the General and Wizard groupings Allocate 10D to Skills Begin the game with 80 Gold Pieces Magic Points: The amount of points inherent in a Conjuror is equal to the combined sum of the rolls for Wisdom and Intelligence. Magic Points are a spending pool of points, used to perform "Tricks". Once used, Magic Points must be built up again before they can be used again, usually after resting for a period of time. Conjuring Aspects There are 8 major aspects of conjuring, and a few minor ones. The major aspects are: Protect Sight Illusion Offense Defense Range Affect Travel Minor aspects are: Resist Sense Learning “Tricks”: What a Conjuror does is utilize the mystical energies of the planet and creates a form of a spell. Contrary to a spell cast by an arcane user, a Conjuror does not have to utter any words, make any hand gestures or use any potions, a Conjuror simply thinks about what he wants to do. Rather than call what a Conjuror generates a "spell", though, Conjurors prefer to call it a “trick”. A Conjuror can only perform a trick that he knows, and must study to learn other tricks. As a Conjuror learns major aspects, he gains 1 trick for each aspect. Therefore a starting character as a Conjuror would know 8 "Tricks". After an aspect has been learned, more tricks can be learned in that aspect. It is up to the individual Conjuror to decide which tricks they want to learn. Each aspect has a “base cost” to perform a trick in that aspect. Depending on how well the conjuror studies for each trick, the cost will increase. At the same time, the more knowledgeable the conjuror is in Spellcraft, the less the trick will cost to perform. Below is the list of aspects and their base costs in Magic Points: Protect 1 Range 1 Sight 2 Affect 2 Illusion 3 Defense 3 Offense 4 Travel 5 Below is the modifier to the base cost, which is dependent on the Spellcraft roll of the Conjuror at the time of learning the trick. Spellcraft roll Base cost of 1-3 Base cost of 4+ 1-5 +8 +14 6-10 +6 +12 11-15 +5 +10 16-20 +4 +8 21-25 +3 +7 26-30 +2 +6 31-35 +1 +5 36-40 0 +4 41-45 0 +3 46-50 0 +2 51+ 0 +1 The final cost to perform the trick is calculated by adding the modifier to the base cost. The final cost may go down as the conjuror becomes more skilled at Spellcraft. To reduce the cost of a trick a Conjuror must increase his Spellcraft skill. For every D in Spellcraft above 1D (meaning the first die doesn’t count), the total cost of all tricks known by the Conjuror goes down by 1. This modifier only occurs when the Conjuror increases his Spellcraft skill again. So if he originally had 4D in Spellcraft when he learned a trick, he wouldn’t get the reduced cost until he increased his Spellcraft up to 5D. The minimum the cost to perform a trick can ever be is 1. Example: If the Base cost was 3, and the Spellcraft skill roll was 26, it would add +2 for a total of 5. It would cost 5 Magic Points to perform that particular trick. If the Conjuror then increased his Spellcraft skill to 3D (2D over the single die), it would reduce the cost of that trick, and any other trick the Conjuror knew, by 2. So the trick that cost 5 total would then only cost 3 to perform. Parts of a Trick: Each Trick is quantified by certain things. Each is listed below: Name: The name of the trick, such as “Teleport” Effect: What the trick does, such as “moves Conjuror and anyone touching him to a location viewable by the Conjuror” Intensity: How powerful the trick is if it inflicts damage, or how effective it can be in its effect. Some may not have any listing for intensity or this may be more notes about the effect, such as “if teleporting to a place unseen, there is a 50% chance of ending up teleporting inside of something and dying. If the Conjuror knows the location implicitly, he may teleport to that location without having to see it. Duration: How long the trick lasts. This could be instantaneous or for a duration of time. Range: How far away the trick works, such as “range of vision” Cost: The cost in Magic Points to perform the trick, plus any additional points that can be used to augment the trick. Protect Protection from weather Protection from fire Protection from cold Protection from magic Expel poison Sight See Invisible Read Languages Life Detection Sense Spirits Identify Minerals Identify Plants Night Vision Farseeing Illusion Invisibility Group Invisibility Create Light Create Darkness Frighten Animals Thunderous Noise Create Fog Silence Offense Flaming Touch Cold Touch Shocking Grasp Iron Grip Cloud of Steam Ice Shard Whirlwind Defense Shield Dispel Magic Immune to Fire Immune to Cold Barrier Fire Absorption Protection from Lightning Wind Wall Range Fireball Cone of Cold Wall of Fire Magic Bolt Flame Wave Lightning Bolt Tidal Wave Projectile Affect Control / Create Fire Control / Create Wind Control / Create Water Harden Imbue Move Earth Paralyze Increase Strength Create Rain Travel Teleport Retrieve Levitate Water Walk Move Through Stone Wind Whisper Fly Storing Magic Points: If a Conjuror goes a while without performing any tricks, and continues to be in a place where he can absorb the mystical energies, then “Magic Points” can be temporarily stored above the maximum amount listed for that Conjuror. This is a temporary bonus and can lead to a conjuror that has been inactive for some time becoming quite a potent source of power. Normally a Conjuror acquires a number of points per day equal to the number of dice in Wisdom. So if they have 3D in Wisdom, they gain 3 Magic Points back a day. Once a Conjuror reaches his maximum amount, and stays at that level for a period of days equal to their Wisdom dice, they gain a temporary boost of 1 additional Magic Point every period of that number of days. This is the temporary amount, and does not extend the maximum amount that the Conjuror is capable of absorbing at the increased amount. Once these additional Magic Points are spent, they are lost. Example: Conjuror has 3D in Wisdom and a maximum capacity of 30 points. That Conjuror will gain 3 points of Magic per day until the total reaches 30. Then, after three days of remaining at full charge, the Conjuror would gain 1 additional Magic Point as a temporary bonus. Three days later, if the Conjuror still hasn’t spent any points, another 1 Magic Point would be gained, giving him a total of 32 (30 maximum plus the 2 bonus that will not count as a permanent extension of the maximum). If that Conjuror went another 90 days without performing a trick, an additional 30 Magic Points could be accumulated, giving that Conjuror a temporary total of 62. Advantages and Disadvantages of being a Conjuror: Once the Conjuror has the major aspect of Affect, it opens a new path for his life. Life lasts longer and the effects of age happen more slowly to a Conjuror. From that time forward, the Conjuror ages at the rate of 1 year for every 4 years that pass. So if a Conjuror was 34 when he learned that aspect, it would take 4 years for him to age to 35. In addition to slower aging, Conjurors actually live longer than other members of their species. The mystical energies extend the life expectancy of a Conjuror by 3. So if a human normally lived to 70 years of age, a Conjuror human would live to be 210 years of age. When you figure out that it takes 4 normal years to age the Conjuror one year, you can see that a Conjuror will have a very, very long life ahead of them. On the negative side, if a Conjuror ever runs out of Magic Points and is in a place that is devoid of any mystical energy or is magically cut off from the mystical energies, the Conjuror will suffer a form of madness. Each day the Conjuror is at 0 Magic Points and does NOT gain any additional Magic Points, the Conjuror loses 1 pip from the Intelligence attribute. When the Intelligence of the Conjuror reaches ½ of the original value, the Conjuror appears simple minded, foolish and crazed. When the Intelligence reaches ¼ of the original value, the Conjuror will suffer a permanent deficiency, ranging from memory loss to a phobia of something common or even the inability to speak. When the Intelligence of the Conjuror reaches 0, the Conjuror is permanently affected and will simply become a catatonic vegetable. Only very powerful magic can reverse the effects. If, during the time a Conjuror losing Intelligence, some mystical energy is absorbed by the Conjuror (gains at least 1 Magic Point), the effects immediately stop degrading. Once the Conjuror reaches their full capacity of Magic Points, the Intelligence returns to the starting amount (unless the loss was too much and some permanent problems occurred) and the Conjuror may act and respond normally.
  7. General Skill Group Name Attribute Melee Combat DEX Melee Parry DEX Sneak/Hide DEX Lifting STR Tracking WIS Brawling STR Brawling Parry DEX Thrown Weapon DEX Missile Weapon DEX Climbing DEX Jumping DEX Swimming CON Dodge DEX Agriculture INT Artistic Ability WIS Animal Training WIS Animal Handling WIS Horsemanship WIS Airborne Riding WIS Brewing INT Observation INT Cobbling DEX Dancing DEX Etiquette CHA Fishing WIS Language CHA Mining WIS Seamanship DEX Singing CHA Weather Sense WIS Blacksmithing STR Carpentry STR Willpower WIS Cooking INT Direction Sense WIS Firebuilding WIS Heraldry INT Leatherworking INT Pottery DEX Rope Use DEX Seamstress / Tailor DEX Stonemasonry STR Weaving INT Leadership CHA Warrior Skill Group Name Attribute Navigation INT Armorer INT Charioteering DEX Mountaineering WIS Survival INT Artillerist CHA Blind Fighting WIS Bowyer/Fletcher DEX Endurance CON Running CON Weaponsmithing INT
  8. Classes Fighter Fighters deem Strength to be an important attribute Fighters choose Skills from the General and Warrior groupings Allocate 12D to Skills Begin the game with 200 Gold Pieces Any race may be a Fighter If you choose a Fighter, and have a Strength of 4D or more, make an Attribute roll (STR) for an added Strength bonus. The result of the roll, with the inclusion of the Wild Die, is referenced on the chart below to determine if a bonus is achieved. If the result of the roll is LESS than 20, there is no added bonus to the character. Note: This could mean that a starting Fighter may have up to 8D in Strength. That is the only time when a character may have more than their maximum attribute in Strength. Roll Bonus Roll Bonus 20 +1D 28-29 +2D+2 21-22 +1D+1 30 +3D 23-24 +1D+2 31-32 +3D+1 25 +2D 33-34 +3D+2 26-27 +2D+1 35+ +4D Ranger Only Humans, Elves, and Half-Elves may be Rangers Rangers deem Wisdom to be an important attribute Rangers choose Skills from the General and Warrior groupings Allocate 12D to Skills Begin the game with 190 Gold Pieces If a Ranger wears studded leather armor or lighter, he/she may take 2 actions without suffering the multiple action penalty Gains immediate skill of Tracking +1D Must choose a race as a mortal enemy, and if he/she sees any of that race in combat, he/she must attempt to engage them in combat, ignoring all others unless their life is threatened Rangers begin with +1 pip in Prayer Power. Until a Ranger reaches 1D in Prayer Power, the character may not pray for any "miracles" Barbarian Only Humans, Dwarves or Gnomes may be Barbarians Barbarians deem Strength to be an important attribute Barbarians choose Skills from the General and Warrior groupings Allocate 12D to Skills Begin the game with 180 Gold Pieces May not wear armor heavier than Splint armor Gains a permanent +2 pips to Strength attribute Gains the skill of Intimidation at 1D Due to the alert nature of the barbarian, they gain +1D to Initiative rolls and to their first attack in combat, regardless whether or not it’s using melee, unarmed, or ranged combat. Gains a permanent bonus of +5 to total die roll when making Fear checks. Must spend all of, with the exception of 5 gold pieces (or less), of starting funds Berserker Only Humans, Dwarves, Elves or Gnomes may be Berserkers Berserkers deem Strength to be an important attribute Berserkers choose Skills from the General and Warrior groupings Allocate 12D to Skills Begin the game with 190 Gold Pieces Not limited to any particular weapons or armor during normal circumstances May choose to “go berserk”, gaining bonuses and suffering restrictions in doing so Can only “go berserk” one of two ways: After fighting in combat for 5 rounds, may “go berserk” if chooses. Before combat, may enter a trance-like state, chanting and working into fervor over the course of 10 rounds. Being “berserk” makes the individual super hyped on adrenaline, making them almost superhuman. They ignore pain and become devoted to defeating all enemies. Benefits while “berserk”: +1D to hit with melee or unarmed in combat. +1D to damage immune to Charm or Sleep spells gains a temporary +2D Magic to resist Hold Person or Confusion cannot be knocked unconscious while berserk not affected by damage (save for death) while berserk may perform two attacks without suffering penalties if wearing armor that does not affect Dexterity Restrictions while “berserk”: cannot use ranged weapons while berserk Cannot take cover from ranged fire while berserk GM keeps track of damage scored while berserk, with player unable to know amount of damage Must fight each enemy until they fall and must fight until ALL enemies are defeated When stops “going berserk” (when all are defeated), all damage takes effect and for every 5 rounds berserk, gain 1 Fatigue Cavalier Only Humans or Half Elves may be Cavaliers Cavaliers deem Charisma to be an important attribute Cavaliers choose Skills from the General and Warrior groupings Allocate 12D to Skills Begin the game with 200 Gold Pieces Usually starts with a riding mount (check with GM) Gains +1D to riding skill of Cavalier’s choice Gains a +1D specialty in Melee Combat of Sword use Immune to Fear spell Has an innate 2D Magic Resistance against spells that affect the mind Due to a Cavalier’s presence, he provides courage to those around him. All within 3 meters gain a +5 (plus the Fame of the Cavalier) when they roll for Fear checks. Must always uphold high morals: obey the law, never fight unfairly, respect superiors and women (if male), stop evil when it appears, and always hold to your word.
  9. Lone Kingdoms Now is the time for high adventure! Lone Kingdoms is a work I started many years ago, and successfully ran multiple adventures and a complete 2 year campaign with. The work I put into this all stemmed from my interest in roleplaying in a fantasy setting. At the time, there was no D6 Fantasy book, no D6 Adventure Book, no D6 Space book. The only book that existed outside of D6 Star Wars was the D6 System book, which is what I took inspiration from. So I set about converting AD&D (2nd edition D&D) to work using the D6 system. I attempted to keep the same general "flavor" of fantasy setting as was in D&D. So I used the names of the attributes in D&D, and I used a lot of the "skills" as they were conveyed in D&D. So this will not look quite like any OpenD6 you have seen before, and will have more than a cursory touch of D&D concepts put in. Having said that, though, there will be some things which will be notably different from D&D. There are no levels. While there is armor, it does not make a character harder to hit, it just means they are more capable of resisting damage when they are hit! Magic is patterned after the "Vancian" magic as it was presented in AD&D. While there are "classes", which give a general feel for each class, you are not limited to being strictly in a set class once you begin play and advance the character. So it is entirely possible for a magic user to be capable of swinging a sword and being a competent fighter. Or a fighter to be both an excellent combatant as well as a stealthy thief-like character. So I will be posting at various times to share all of the material that I have collected over the years for the Lone Kingdoms, including the lands that were adventured in. Starting off, I will touch upon Generating A Character: First off, a player must choose a race for the character. The races available (to start) are: Human Dwarf Elf Gnome Halfling Half-Elf Once you have settled on a race, you must allocate 18D to the following attributes: STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA The minimum and maximum that may be allocated to each attribute is determined by the race you chose: Human: 1D / 4D for all attributes Dwarf: CON = 1D+1 / 4D+2 CHA = 1D / 3D+1 All others = 1D / 4D Elf: DEX = 1D+2 / 4D+2 CON = 1D / 3D+1 All others = 1D / 4D Gnome: INT = 1D+1 / 4D+1 WIS = 1D / 3D+2 All others = 1D / 4D Halfling: DEX = 1D+1 / 4D+1 STR = 1D / 3D+1 All others = 1D / 4D Half Elf: DEX = 1D+1 / 4D+1 CON = 1D / 3D+2 All others = 1D / 4D Satyr: DEX = 2D / 5D WIS = 1D+1 / 4D+1 CHA = 1D / 3D+1 All others = 1D / 4D Racial Aspects Depending on which race the character is, there are certain things that apply to them. Reference below to see any positive or negative aspects for each race. Movement Rates: Human 10 Dwarf 6 Elf 12 Half Elf 11 Gnome 6 Halfling 8 Satyr 18 Human: Does not have any negatives, but is generally considered "normal" (or "stunted" by other races...in private). Has a gift most other races do not possess, which is they are quite lucky. As such, once per game session a Human may choose to re-roll any single roll and then take whichever roll they decide (either the first or the second roll). Elf: Suffers only –1D penalty at night instead of –2D for sight based actions. This only applies if outside. Does not require sleep like most races, but may instead enter a deep meditation for 4 hours to revive themselves and feel rested. Dwarf: 20 meter infravision Fierce hatred of orcs and goblins When attacked by ogres, trolls, giants or titans, those creatures suffer –1D to hit Dwarves Additional starting languages to choose from: Goblin, Kobold and Orc Gnome: 20 meter infravision Any magical item, other than armor and weapons, fails if the Wild Die ever rolls a 1. Halfling: Gain +1D to Constitution when resisting poison Additional starting languages to choose from: Goblin and Orc All have an inherent +1 pip to RESIST magic effects only. This can never be used to cast magic, but may be added to any magic ability to resist the effects of magic. Half-Elf: Gain +1D to Observation when searching for hidden doors Satyr: Gain +1D to Initiative when surprised. Gain +1D to Hide when in wooded areas. 1 in 6 Satyrs have a Pan Flute (“Pipes”), must have Music to play, can “play” the following spells: Charm (# of people = D in Music), Sleep (# of people = Music roll, lasts 6 hours, can resist if CON roll higher than Music), and one of the following: Scare, Starshine, Speak with Animals, Goodberry (known as “Goodfeast” to Satyrs), and Commune with Nature. After you have allocated the dice to your attributes, you must decide upon a "Class" you want your character to be. The "Class" of a character will determine which skills they may learn during character generation, as well as any special abilities they begin the game with. In the Warrior grouping, the following classes are available: Fighter and Ranger and Barbarian and Cavalier and Berserker In the Wizard grouping, the following classes are available: Mage and Conjuror In the Rogue grouping, the following classes are available: Thief and Bard and Swashbuckler In the Priest grouping, the following classes are available: Cleric and Paladin and Druid and Monk and Samurai Choose a Class for the character to be, and then reference the given Class heading to see the conditions and abilities for that Class. Determining "Handedness" Roll 1D20 and 1D6. If the D20 rolls higher than the D6, the character is Right Handed. If the D6 rolls higher than the D20, the character is Left Handed. If both dice are tied, the character is Ambidextrous.
  10. Suggestion: Choose a baseline. Then work above that line and below that line. If you get a baseline for melee, a baseline for ranged, then you can adequately gauge the differences above and below that base and keep things balanced to your baseline.
  11. Did you playtest for your revisions, or are you making them without testing them out? Barring a playtest, what was your reasoning for needing the revise starting skill dice and magic? I mention this because it strikes me that, when I make D6 stats for things, I stick with what I make until I can either rationalize a strong reason to change the stats, or I have a revelation through playtest that shows I need to adjust the stats. I think, to avoid continually messing with things to the point of potentially creating more problems, you should consider the reasons...and HAVE reasons, for changing something.
  12. Okay, here is the Western Monk I threw together today. I think it sufficiently different from an Eastern Monk to give it a unique feel. Western Monk Any race may be a monk Begins at Novice Level of monk. Gains Will Power at 1D May not wear black cassock (robe) at this level, but must dress simply and act within the beliefs and teachings of the monastery. Does not need to make any vows at Novice level, but may also be removed from the monastery if fails to uphold the beliefs and teachings of the monastery. This level is generally considered the "monk in training". Gains ability of "Slow Poison" at this level. Monks may not use any edged weapons, only Blunt weapons. At Novice level they may only wear light armor (no metal armor) At 30 banked Character Points spent towards level advancement, character becomes a "Robe Bearer". Their Will Power is increased to 2D. A Robe Bearer may only equip themselves with a staff. No edged weapons and they generally shun other blunt weapons though they can use them if need be, they just never carry anything other than a staff. A maximum of Leather Armor may be worn by a Robe Bearer, but only under their robes. Robe Bearers earn the right to wear a black cassock (robe). Robe Bearers must give 50% of all money they earn or find to their monastery, every month. These are typically your "traveling monk" that you see about in the world. They have the special ability of the Novice ("Slow Poison") as well as gaining the ability "Bless". Robe Bearers are typically given new names, as the black cassock is to signify they are "dead to the world and become anew". They are also given klobuk (brimless metal hat) which gives them +1 protection against blunt and edged attacks made against them (actually provides overall protection even though it is only worn on head...the power of their Faith) After 60 more Character Points are banked and spent, the monk advances to the level of "Cross Bearer". This increases your Will Power to 3D. Cross Bearers are awarded a "Half Habit" and they must take their vows of poverty, obedience, and chastity. From this point on the monk may not possess any money unless it is to take it to a nearby donation spot. They may also not own any other items than what they are given by the monastery. They gain all previous abilities and also gain the abilities of "Cure Serious Wounds" once a day and "Shillelagh". They must remain good, pure, and poor, as well as obedient to the biddings of the monastery or the church, at all times. If they fail to uphold their vows, they are forever cast from the Cross Bearers and become a permanent Robe Bearer, losing any of their Cross Bearer abilities. Cross Bearers wear the black cassock, but then also wear the "half habit" that is affixed to them with a wooden cross that rests just above their heart. The Half Habit carries the emblem of their monastery, and provides a basic +2 of armor resistance against all attack types. A Cross Bearer may not wear any other type of armor, and may only carry a staff. If a character is still a Cross Bearer, and they spend 230 more Character Points from a collected bank, they may advance to the level of Great Schema. This increases you Will Power to 5D. This is the highest achievement for a monk. They must still follow all of the conditions of a Cross Bearer monk, but must also give up the life of venturing out and instead devote their time to teach and nurture other monks to become Cross Bearers. They have all of the above special abilities, and also gain the abilities of "Resist Fire/Cold", "Heal" and "Scrying". Schemamonks don't really travel, and rarely leave the monastery. They are, however, quick to defend their monastery though. If things are particularly dire, you may see a Great Schema venture out for a specific, highly important mission. More than one Schemamonk venturing out is generally a sign the "end times" may be near, unless it is in defense of a monastery. A Great Schema gains a full Habit, a wide scapular that shows their devotion to their deity and their monastery. It provides 1D+1 of armor resistance against all attack types. Schemamonks do not carry any weapons but may acquire a staff if a need arises for them to journey. Another item the Great Schema gain is a Burning Censer. The Censer gives them the ability of "Protection From Evil" while it burns and smoke is cast around. The smoke protection will last for 3 hours. The Censer can be either attached to a chain to be swung around to widen the range of the protection to 15 meters. Or it may be a stationary Censer which is placed on the ground or a table and makes the range of protection 5 meters. Will Power is specific to Monks of the Western Variety. Monks roll their Will Power when attempting to get their ability to work, usually uttered with a song-like prayer (think of the chanting monks you hear in old monasteries). Monks may also use their Will Power as a secondary check if they fail a Willpower skill roll when checking against Fear. If they succeed in the Will Power check against the same Fear number, they suffer no ill effects from fear. Further abilities of the Will Power may yet be discovered.
  13. I would honestly stay well away from the concept of "levels" as presented in D&D. They are so restrictive, and not worth the effort when you have an elegant system like Character Points in D6. The only sort of aspect that I use as "levels" is for special abilities like Magic. The # before the D becomes the "level" of spell they can cast. So 1D in Magic can cast up to 1st Level Spells. 2D in Magic can cast up to 2nd Level spells, and so on. Since I have Magic be raised like the Force Power in Star Wars (10 CPs per pip), it still takes time for a person to cast real high level spells. The whole concept of achieving a level of experience in order to have a "PWANG! You are now smarter!" is just not something that I would ever want to try to include in D6. Too restrictive. I have "levels of achievement" in the new European Monk I am working up, but the feeling of restriction is intentional with that one because not everyone should be able to achieve the high levels of being a Monk. If you're just looking for a tracking mechanism so people can tell how experience they are, do what I did and use Veteran Points. Every time they gain Character Points, they gain a mirrored amount of Veteran Points. Veterans Points are NEVER used in a game, they are a measure of how much that character has grown over time. If a character dies or a new player joins mid-campaign, you can take the Veterans Points and drop the top amount, averaging the rest and then giving 75% of that total in Character Points to the new character to increase their skills so they are able to "keep up" with the advanced characters. So Veterans Points only ever increase, they NEVER decrease. They are never used up. Example: Gain 5 CPs. Veteran Points of 5. Next session, gain 8 CPs, Veterans points now 13. Next session gains 4 CPs, Veteran Points now 17. Next session gain 7 CPs. Veterans Points now 24. And so on. So if you have 4 players and their characters Veteran Points are 58, 46, 48, and 40, and a new player wants to join. You drop the 58 and get an average of the other three (134 divided by 3 = 44.6) You take 75% of that and get 33.45, rounded appropriately to 33. So the new character would get 33 Character Points to increase their skills above the starting amount, so the new character is a bit closer to the status of the characters that have been adventuring the entire time. I found it worked quite well, as I had a number of players join into my games during a campaign, and this gave them a good standing when they joined so as not to be a completely new starting character when everyone else is buffed up and more skilled. And it worked the one time we actually lost a player character and he wanted to make up another character to continue playing. He went with a completely different class of character to try something different.
  14. I am working on a "Western Monk" as I type this. Once I have something finalized I will post it. It has a form of "levels" in it to reflect the classifications of monks of European monks.
  15. For the new classes, they fall into the same skill dice available based on classification of Warrior, Wizard, Rogue or Priest. Warriors are: Barbarian, Berserker, and Cavalier Rogues are: Swashbuckler Priests are: Monk and Samurai Each class of character is initially limited in the skills that they can choose from. Barbarian General and Warrior Berserker General and Warrior Cavalier General and Warrior Swashbuckler General and Rogue Monk General and Priest Samurai General and Priest and Warrior Barbarian Only Humans, Dwarves or Gnomes may be Barbarians May not wear armor heavier than Splint armor Gains a permanent +2 pips to Strength attribute Gains the skill of Intimidation at 1D Due to the alert nature of the barbarian, they gain +1D to Initiative rolls and to their first attack in combat, regardless whether or not it’s using melee, unarmed, or ranged combat. Gains a permanent bonus of +5 to total die roll when making Fear checks. Must spend all except 5 gold pieces (or less) of starting funds Berserker Only Humans, Dwarves, Elves or Gnomes may be Berserkers Not limited to any particular weapons or armor during normal circumstances May choose to “go berserk”, gaining bonuses and suffering restrictions in doing so Can only “go berserk” one of two ways: After fighting in combat for 5 rounds, may “go berserk” if chooses. Before combat, may enter a trance-like state, chanting and working into fervor over the course of 10 rounds. Being “berserk” makes the individual super hyped on adrenaline, making them almost superhuman. They ignore pain and become devoted to defeating all enemies. Benefits while “berserk”: +1D to hit with melee or unarmed in combat. +1D to damage immune to Charm or Sleep spells gains a temporary +2D Magic to resist Hold Person or Confusion cannot be knocked unconscious while berserk not affected by damage (save for death) while berserk may perform two attacks without suffering penalties if wearing armor that does not affect Dexterity Restrictions while “berserk”: cannot use ranged weapons while berserk Cannot take cover from ranged fire while berserk GM keeps track of damage scored while berserk, with player unable to know amount of damage Must fight each enemy until they fall and must fight until ALL enemies are defeated When stops “going berserk” (when all are defeated), all damage takes effect and for every 5 rounds berserk, gain 1 Fatigue Cavalier Only Humans or Half Elves may be Cavaliers Usually starts with a riding mount (check with GM) Gains +1D to riding skill of Cavalier’s choice Gains a +1D specialty in Melee Combat of Sword use Immune to Fear spell Has an innate 2D Magic Resistance against spells that affect the mind Due to a Cavalier’s presence, he provides courage to those around him. All within 3 meters gain a +5 (plus the Fame of the Cavalier) when they roll for Fear checks. Must always uphold high morals: obey the law, never fight unfairly, respect superiors and women (if male), stop evil when it appears, and always hold to your word. Samurai Gains the Katana for free Must swear fealty to a master and be devoted to what he/she commands. If Samurai disrespects his master, or fails to do as commanded, he/she is shunned and loses his title of Samurai and most atone for his disrespect. Failure to atone or if the master of the Samurai dies, the Samurai then becomes a Ronin. If a Ronin, does not have ability to focus inner strength. Once per day, may focus inner strength by emitting a war shout, or “kiai”. This increases STR by double (maximum of 8D) for one full round. Must choose Reading/Writing as a skill to start. May purchase Oriental weapons and armor Swashbuckler Dwarves and Gnomes may not be swashbucklers If not wearing any armor, gains the following: +1D to Dodge +1D to Melee Parry +1D to Brawling Parry +1D to Jumping After rolling to determine dominant hand, if character is not ambidextrous, roll 2D. If result is doubles, then character has learned to be ambidextrous. Gains the new skill of Intimidation at +1D Knows the location or existence of a hidden treasure, but lacks the ability to get there and acquire it. Monk Gains the skill of Reading/Writing at +1D May only wear Leather, Padded or Hide armor Monks may “fast” for a time period if needed, and can continue to operate, without suffering penalties, without food for a period of up to two weeks, as long as he/she can drink adequate amounts of water. After the first week, for each day beyond spent fasting, the monk must make a Moderate Willpower check to avoid gaining fatigue. Each day that the monk fails, he/she gains 1 fatigue from lack of food. A monk may not fast for longer than two weeks, even if they can withstand the effects of fatigue. Monks may enter a meditative state that helps refresh their body and mind. If they remain in meditation for 4 hours, uninterrupted, they can ignore the effects of all fatigue for a period of one hour. The monk will also be refreshed feeling and capable of further physical or mental exercise. This meditation does NOT take the place of sleep. A monk must still sleep each night. A monk can come out of meditation instantly and alertly without suffering any penalties for being in meditation. Most monks, if they use any weapons at all, use only a staff or a spear. When armed with such a weapon, they can perform special moves when they reach certain skill levels. When Melee Combat reaches 3D, the monk gains the specialty of Parry Arrows at one pip. With this skill, on a Moderate roll, a monk can block arrows or other thrown or shot weapons with his staff or spear. When Melee Combat reaches 5D, the monk gains the specialty of Staff Strike, and a Difficult roll using that specialty will allow the monk to successfully stun and knock down a man sized target with one hit.
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