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EZD6

This document introduces the EZD6 roleplaying game system. It focuses on simplicity and avoiding rules lookups by using a single D6 die for all checks, with difficulties from 2-6. Characters have a Hero Die and gain Karma from failures to improve future rolls. The game emphasizes storytelling and roleplaying over crunch.

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Irshi
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100% found this document useful (1 vote)
984 views30 pages

EZD6

This document introduces the EZD6 roleplaying game system. It focuses on simplicity and avoiding rules lookups by using a single D6 die for all checks, with difficulties from 2-6. Characters have a Hero Die and gain Karma from failures to improve future rolls. The game emphasizes storytelling and roleplaying over crunch.

Uploaded by

Irshi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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CONTENTS

INTRODUCTION

Why EZD6?

Greetings friends and fellow crafters! Welcome to EZD6! This game sprang from a
practical need at my game table. My wish was a smooth-running RPG system that
avoided the pitfalls of constantly looking up rules, complex character sheets,
excessive tracking, and spells that read like stereo instructions.

So in other words I wanted a game that dropped all the in-game mechanical
distractions yet had enough rules to arbitrate a great story created by everyone at
the table. You know: the good stuff!

Think about your own games and how much the immersion of the game is broken
by constant rules or bookkeeping interruptions. As I began to play-test the game I
noticed something I had not with other systems. With no rules “brakes” the game
runs faster and players get pumped and excited as the action runs wild.

I have seen the epiphany on players’ faces as they realize a game doesn’t have to
be bogged down by number crunching and clever, abstract systems.

Simplicity is the key to freeing the imagination!

Hey guys! Scotty here. Are you being wrangled into learning and playing a new
game and don’t want to fiddle with rules? If so, jump right to the “How to make
your Pusher & Shover (your hero)” section and make the person forcing you to
play this game explain the rules… But if you do want to learn, press on. There’s
lots of fun ahead!

The FUNdamentals

This book is the action-fantasy incarnation of the EZD6 system. There will be
poetic moments, crazy stories, and all kinds of unforeseen fun ahead. Here are the
barest of bones of what makes this game what it is.

The game centers on role playing

It all begins with pretending to be an alter ego removed from your everyday life.
Your hero, the alternate you in a fantasy world, will go on dangerous adventures,
make dear friends and dastardly enemies, kill fearsome monsters, win and lose
fantastic treasures, and live life on the edge!
The Rabble Rouser will be your host

The Rabble Rouser prepares the mayhem (adventures, encounters, enemies and
twists) for the other player to explore and discover. The RR acts as the origin of
danger, the ruler of the rulers, and the point of contact where the players interact
with the situations happening in the game world.

When thing are left to chance or skill, the action of the game will be decided by the
success or failure of six-sided dice rolls (D6). The RR will always be there to assist
you in making the dice rolls needed to fit the scene at hand.

Other players will be Pushers & Shovers

They are the protagonists of this story, the main characters, and their will to defy
danger for greater goals is the engine that makes things fun. When you’re a Pusher
& Shover, you do just that: using skill and willpower to overcome anything and
anyone between you and your team’s ambitions.

Pushers & Shover may dream of building a castle, ridding the world of evil,
finding their origins, avenging a terrible event, or just surviving one more night.

Simple rules are a starting point and little more! EZD6 takes the position that
story, role play, and crazy on-the-spot mechanics are more important that a
complex dice system. Don’t worry, there’s always a reason to use your other dice,
but the D6 is supreme here…
BASIC DICE ROLLS

The core mechanic

The Player states to the Rabble Rouser what they want their hero to do. The RR
will tell the player the number they have to roll on a six sided die to succeed. For
example, if a hero wants to stab an enemy with their blade, the RR asks the hero to
roll 3 or more on the D6. If the player rolls less than a 3, they fail. Otherwise, they
succeed and harm the enemy. It is as simple as that.

Is a task easy or hard?

The RR will decide on the number you must meet or beat for success. The range is
between 2-6 as 1 is always a failure. Higher numbers are for harder tasks. The
chart below details difficulty ratings.

DIFFICULTY SCALE

TASK ENEMY
Easy (2) Weak or slow enemies
Normal (3) Normal enemies
Hard (4) Tougher or faster enemies
Very Hard (5) Elite or faster enemies
Super Hard (6) The ultimate or fastest enemies

For most combat situations you will need to roll a 3 or higher to hit your target and
the enemies will need a 3 to hit you. The RR will use lower or higher numbers for
special circumstances.

Knowing what difficulty to set for any given task is a key skill for any RR. This
number might be written in your notes before play, determined by a die roll, or just
decided by feel. A difficulty level might even change during a scene as the
environment dictates. Go with your gut!

What about differences between characters?

In many game systems you build heroes with attributes and skills represented by
numbers. These systems slow down play because you often need to reference the
numbers on your hero sheet or add them to your dice rolls. In EZD6, the stats are
replaced by a simple mechanic called a boon.
Training is a boon

The EZD6 system easily addresses differences in heroes by simply applying an


additional die to a roll, or boon, to tasks where the hero may have specific training.
So, when rolling for a trained task, roll two dice instead of one and keep the
highest result!

This little difference lets players train all kinds of things, to double their chances of
success. Rolling to beat a five? It’s a lot easier with two dice than one!

I am Roderick the coolest hero ever! Thanks to a long, storied career as an


adventurer and all-around great guy. I am proficient with every weapon known to
man! I always roll 2D6 when attacking, even when using spoons!

An exceptionally hard task may incur a bare

Most of the time the difficulty scale is adequate, but sometimes an action is so
problematic it requires a bane. Things like fighting in total darkness or doing
another task while on fire count as a bane. In this case, the hindered hero rolls two
dice instead of one and keeps the lower result. If skilled, but afflicted with a bane,
the hero goes back to only rolling one die. Skill cancels the bane out.

Wait a minute, you want me to roll super hard, a 6, on 2D6? The odds are looking
dire for Roderick! What do you mean I’m on fire? Still? So only one die? I need to
roll a 6 or I’m a Rodkebab! Here goes…

Can I help a fellow adventurer with a task?

Heroes can give up their future action in the turn to help another player. That
player rolls a die and treats it like a boon rolled in the check. For example, a
conjurer with the magickal mystery boon gets to roll 2D6 when trying to decipher
a scroll of lore.

The player assisting the conjurer has the aspect of training with a scribe. The RR
rules that the aspect fits with the task and would allow the scribe to roll a die also.

Three die have been rolled for the check and the final number will be the highest of
the three. Since the scribe helped the conjurer this turn remember that the scribe
loses their turn action.
Oh crap, I rolled a one

Rolling a 1 is always a failure and the RR can put that hero in a sticky situation
depending on the action happening in the story at that particular time. Did the hero
just petition the local lord for aid? Perhaps they inadvertently insult said noble. Did
a hero want to swing from a rope? Perhaps the rope breaks and the hero smashes
into the enemy like a bowling ball into pins. A hero still has a chance to recover
from a failed roll. See ' hero die ' below.

Kickass! I rolled a six

Rolling a 6 is always a success. What happens is determined by what is possible


for the hero in that setting. Let the player have fun with the success and allow them
to narrate a cool outcome for the roll. In combat, rolling a 6 has an added benefit.
See the ' crit rule ' on p. 12.

Calling on your inner strength: the Hero Die

At the start of the session, each hero gets a Hero Die. This can be burned anytime
in the game to re-roll a die. Even if you rolled a 1. Once used the die is discarded
but can be reacquired anytime by spending five Karma to retrieve it. See ' karma '
below.
KARMA

Karma, a hero's way to shrug off bad luck

Heroes often have luck on their side. How many times in stories have you seen a
down-and-out hero suddenly turn the tide on gloating enemies. These are awesome
moments and karma is the mechanic in this game that represents heroes' shifting
luck.

How do I get Karma?

3 karma are awarded to each hero at the start of the session. The RR can also
award karma for excellent role playing moments but the most common way to
acquire karma is through failure.

Whenever a hero fails an action roll they gain one karma. It sucks to fail a roll and
receiving a karma to use later helps take away the sting of failure and ensures that
no matter how bad a player rolls they will bank karma for later. You can only ever
get one karma a turn no matter how many rolls you fail.

How do I use Karma?

Karma can be turned in to improve almost any die roll on a one pip per one karma
point basis. If this changes your roll to a success you do the task you were going
for and lose karma used. If your roll becomes a 6 in combat follow the crit rule.
There is no limit to the total number of karma a player can horde or use in a turn.
When you accept karma for a failed roll, you cannot then use the karma gained for
that turn's rolls.

Is there anything I can't use Karma on?

Yes, karma cannot be used on magick or miracles. The ebb and flow of magick and
the fickleness of the gods prevent bending by karma. More on this later when we
talk about magick and miracles. Karma can not be used to modify a 1 but a hero
die can.
TRACK TIME AND ACTIONS

How do we track time?

There are 2 states of game play: narrative time and action time.

• Narrative time has a loose time structure and can represent anywhere from
minutes to days. In narrative time players can discuss plans or role play in any
order. As a RR make sure each hero gets time to contribute.

• Action time is more structured and represents actions that are happening quickly
and usually under duress. Only seconds of time pass and are abstractly represented
by a "turn". Each hero can move, perform one turn action and one free action.

• A scene is an abstract way to measure the duration of effects and is often called
an encounter in other games. If anything in the game has the duration of a "scene"
it will last about ten minutes or the duration of a skirmish battle.

What can I do on my turn in Action Time?

Heroes get a move, a turn action, and a free action per turn in action time. The RR
takes the turn of all the enemies after every player has had a turn.

Wait for it, wait for it...

A hero can delay their turn to wait and see what the enemy will do. The hero can
then interrupt the enemy turn at any point and take their own turn. The enemy
completes their turn after the player finishes. Delays allow players to coordinate
attacks and create cool strategies. The trade off is that the hero can not take a run
action and they lose their free action.

Delaying a turn can be useful for situations where a flying creature out of melee
range is about to swoop in to attack or when heroes are waiting to ambush a hidden
enemy.

TURN ACTIONS

Attack a target
Cast a spell
Use a scroll
Disarm a trap (At least one action or possibly more)
Pick up a dropped weapon
Run - move further by sacrificing your action
Arm a shield (warrior)
Any other action deemed by the RR to require an action
FREE ACTIONS

Speak to an enemy or neutral character


Take a potion
Draw or sheath a weapon
Some inclinations use your free action
Any other action deemed by the RR to be a free action

How far can I move?

Any interaction within thirty feet is considered near to a player and can be reached
within a turn. An interaction farther than thirty feet will take a run action from the
player or a second move and this is referred to as far. Difficult terrain like a slick
surface or broken ground could keep a hero from making a run action if they fail a
check. Long distances can be quite varied and take multiple turns to reach an
enemy, but for the most part, the game will center around near and far encounters.
Determination of near and far comes from the RR, made clear to heroes before any
movement is made.

Who goes first?

Unless the heroes are surprised by the enemy all the heroes take their turns first
and then the enemies go. Heroes can go in any order. Make sure everyone gets a
turn and then the RR gets a turn moving and attacking with all the enemies.

COMBAT
Do I have 10,000 Hit Points?

No. Having lots of health points adds too much fussy math. For most characters, it
will be 3 strikes and you are out but having to take those strikes is another matter.
Enemies can take more or fewer strikes depending on factors in the enemy and
monster section.

How do I recover lost strikes?

Magick and special abilities can help heroes heal strikes, however you can also
recover one strike naturally by eating a meal and resting for the night.

How much damage will my weapons do?

One hit=one strike of damage. So, for example, whether you are hit by a club,
great sword or dagger, you take one strike off your total. Giant weapons and siege
weapons like ballistae inflict two strikes, but each strike can be saved separately.
So it is possible to get hit by a large weapon, make one armor save, and still take
one strike of damage.

The Crit Rule

Rolling a 6 in combat is a crit and has the potential to cause more strikes of
damage. Continue rolling one die for every consecutive 6 rolled inflict another
strike. This is called "confirming the crit". Karma can also be used to boost rolls to
6s. Keep rolling until either you do not roll a 6 or run out of karma. With enough
luck or karma you could kill anything! Beware! Enemies can also inflict crits.

"I crit multiple times but killed my enemy with the first strike. Do I lose the
crit?"

Confirmed crits permit unused strikes to be carried over to nearby targets. If you
are a melee fighter, only opponents next to you can be hit. If you are ranged, you
can choose targets within sight.
This monster is trying to eat me. How can I escape?

There may be times when you want to restrain an enemy that is running away or
escape from the jaws of a dragon trying to swallow you. These types of opposed
actions are called contests. Think of them as one party wanting a certain outcome
and the opposing party wants another.

The RR and the hero roll against each other and the higher roll wins the contest. A
tied result means both parties are still struggling to get the upper hand. As in most
actions, you can use karma on this roll. Attempting any other action while in a
contest will incur a bane.

Armor is a hero's first line of defense

Armor allows heroes to make an armor save after each strike they take. A
successful roll avoids one strike. The hero who was hit takes the strike from any
armor save they fail. If you are hit for multiple strikes of damage (like a crit) you
get to make the roll for each strike point.

• Villains and enemies do not normally have a save roll feature.


• Remember that karma can be used to boost save rolls.

Armor won't save you from everything

Some events can happen that armor will not protect you from. In those cases make
a miraculous save roll instead of an armor save.

Events such as falling, fire, poison, or crushing rocks will require a miraculous
save roll and will inflict one strike for every failed roll.

Caught in a certain death situation

Some dramatic events may cause catastrophic damage to a character and kill a hero
outright such as a massive cave-in or a large explosion. Heroes get a miraculous
save roll instead of an armor save but only survive with one strike remaining even
if they make the roll. Role play how you avoided certain death! Once again
remember that karma can be used to boost save rolls.

MAGICK
Heroes can cast magick spells and call on miracles

Rules for spell casting and calling on miracles are detailed here.

Magick and miracles are unlike other actions.

Casting magick or calling miracles is a mini-game that has different rules than any
other action. This not only gives magick and miracles a different "feel" it keeps
magick unpredictable and dangerous and makes miracles hard to call upon.

The magick and miracles action are similar but have some differences. The rules
for magickal spell casting will be covered first.

Preparing a spell

The conjurer explains what spell they are casting to the RR. The RR then decides if
the spell is targeted against a creature(s), an effect, or a beneficial spell with
friendly targets. This exchange will help the RR decide on how many resistance
dice to roll.

Resistance to a cast spell

Most enemies or heroes resist spells with a 1D6 roll whereas others have a higher
magick resistance and will roll more dice. Spells targeted against the environment
instead of an enemy generally roll a 1D6 but the RR may decide to roll more dice
depending on factors within the spell area.

Powering up a spell

When a conjurer casts a spell they must decide the power level (PL=1D6 to 3D6)
they want to use. This means the conjurer has to choose whether to roll one, two,
or three dice. The caster must equal or beat the resistance number of the highest
resistance die roll of the target(s) on one of the power level dice rolled.

The resistance dice will always be rolled and revealed first before the conjurer
decides on the power level. If the highest resistance number ends up as a 1 the
conjurer automatically casts the spell.
Successfully casting a spell

The highest die rolled on a power level roll must equal or beat the highest
resistance die. A PL of 6 will beat a 6 rolled by the RR on the resistance die. The
potential problem is if any of the power level dice rolled are 1s. If so, the spell fails
automatically unless the conjurer takes spellburn.

Rolling more power level dice has a greater chance of equaling or beating a
resistance roll but also gives you a better chance to roll a 1. If the resistance
number you need to equal or beat is low consider rolling one or two dice instead of
three.

Spellburn and personal sacrifice

Manipulating the mystic energies is difficult and can be outright dangerous. A roll
of a 1 when casting a spell means the energies do not manifest, but a conjurer may
want to sacrifice life force to continue to cast a spell. A spell can still be cast by the
conjurer taking a strike of damage for each 1 rolled. Otherwise, the spell fails.

Karma cannot be used to boost power level spell rolls or resistance rolls but a hero
die can be used to re - roll any single power level die including a 1.

Conjurers can attack multiple enemies with a spell

Conjurers can attack up to six enemies but the strain is great and the defenses will
be harder to overcome if spells are stretched over multiple targets. The targets must
be within near proximity to each other. Each target above one adds an extra 1D6 to
the resistance roll for the grouping. This means that either all the targeted enemies
are hit or none are. For example, three targeted enemies defend against a spell at a
3D6. Certain enemies may use bonus dice to resist if included in the pool of
targets.

Conjurers must "anchor" a spell to maintain it

Some spells are not cast instantly and need to be maintained. Anchoring allows
conjurers to embed and maintain an active, prolonged spell in their mind. The
conjurer can do any other actions while anchoring a spell but if the conjurer takes a
strike, falls unconscious, or casts another spell, the anchor is broken causing the
spell to end. Some circles of sorcery require the burning of karma as well as
anchoring to maintain a spell.
Helping the RR understand the spell being cast

Most attack spells are pretty straightforward. The conjurer announces spell and
targets. The RR rolls resistance dice and informs the conjurer of the number they
need for success. The conjurer decides on power level and whether to take
spellburn if it fails.

Other spells might be less clear-cut. This is where arbitration with the RR may
come in. After you make a case for the spell, your RR will decide on the validity of
the spell and the number of resistance dice you must beat to cast it. Remember that
the RR has the final word on spell casting. If you decide the spell would be too
hard to cast, you can always switch to another spell.

Creating your own spells on the fly is fun but will take up time at the table. Be
careful to not make your spell too complicated and difficult to explain. If the
process is bogging down the game, consider using a simpler spell.

Scrolls offer spells from all circles of sorcery

Scrolls can be found that have specific spells on them (see the scroll list on p. 88).
Once used the scroll burns up and can not be used again. The scroll is cast at a
preset power level (2D6, 1s are rerolled).

Conjurers, hedge wizards, and skalds use scrolls

Potions are effortless to ingest, but scrolls require the reading of magick language.
Additionally, quaffing a potion is a free action but using a scroll is your turn
action.
Heroes with devout inclination can call on miracles

You can ask a favor of your divine patron but the likelihood the deity will directly
intervene is small. Roll up to three D6, like a conjurer, but instead of a power level,
the roll represents the urgency of your prayer. The hero must equal or beat the
aloofness roll of their deity to petition for a miracle. The RR will determine the
number of aloofness dice rolled for the request. Example: resurrecting a fallen
friend would be a 6D6 difficulty while a "speak to the dead" would be 3D6.

Miracles can only be asked for once per situation and since the gods can be
arrogant, no karma may be used. Miracles can not be used to harm another being or
cause damage. Don't forget the hero die can be used to re-roll any single prayer
die.

Rolling a 1 will automatically end your chance of a miracle. However, like


spellburn for conjurers, offerings made to a deity by heroes with the devout
inclination will receive a blessing to re-roll all the dice for a prayer once per day.
The RR will stipulate whether the offering is sufficient to the request.

Calling on miracles and the Rabble Rouser

Deities play their own games and rarely turn their eye on mortals. This means
miracles will rarely happen even with their most devout followers.

When you ask your god for a miracle, clearly explain what you intend so the RR
can decide on the number of aloofness dice to roll as resistance to the prayer or
even if your deity would grant such a miracle.

The RR judgment is final. Remember that the gods will only ever grant one
miracle a scene and or situation and will ignore any requests that break this rule.

Money and wealth don't have to be a chore

Non-magical wealth is often a goal in adventure games but is a chore to track.


Characters in fiction never track money but give clues about always being broke or
deciding what to do with a horde uncovered and won. Those choices make the
game interesting but in mechanical terms slow the game down and turn it into a
bean counting headache. A much easier system is to turn all that tracking into a
level of wealth that the heroes have access to. There are no hard or fast rules to
this. Rather let the story dictate the level of wealth. For example, heroes uncover a
vast treasure hoard giving them kingly wealth. Hearing of this, a dragon raids their
stash and steals the treasure. Now all the heroes are cash poor!
They could set up a headquarters, but now must seek treasure to pay expenses. So
although no bean - counting is happening in the game, the heroes can still be
motivated by non-magickal treasure.

WEALTH LEVELS

PAUPER- Can barely scrounge enough cash for food and may have to go without
meals.

CASH POOR- Can afford food and simple clothing but little else.

MODERATE- Can buy most gear, armor, weapons, and rented accommodations.

WEALTHY- Can easily afford transport like horses and wagons as well as
permanent accommodations and retain a small staff.

LORDLY WEALTH- Can afford to own ships or other transport and a cohort of
retainers.

KINGLY WEALTH- Money is no issue unless creating a massive project.


Create your Pusher & Shover
Players, the fun starts here!

1: Choose a hero path


This will be your role in the party. Choose from Warrior, Warden, Delver, Brute,
Rascal, Friar, Conjurer, Beastmaster or Skald.

2: Choose a species
The classic fantasy species are represented and give your hero some extra abilities.

3: Choose inclinations (3 for humans, 2 for other species)


Useful abilities and powers to further define your hero.

4: Create 2 aspects (or create during game play)


Created by you to round out your hero concept.

5: If Conjurer, choose a circle of sorcery


The circle you choose is important and defines the type of spell caster you want to
play.

6: Choose equipment
Your selection of weapons is chosen by you (clear your choice with the RR). Roll
for the Rabble Rouser and they will tell you what gear you start with as well as
potions or scrolls if you begin with any. Starting armor is determined by your hero
path choice in step one.

Don't be fooled by the simplicity of the HERO PATHS ahead! Just because there
aren't tons of rules for a specific hero concept doesn't mean you can't create your
idea. most of what makes pushers & shovers heroic, fun, and memorable happens
between the rules. in role play, humor, and style!
HERO PATH

Hero Path: WARRIOR


Always on the front line dealing pain to those who oppose you.

Health: 3 Strikes
Armor: Heavy (Save against wounds on a 3+ with shield / 4 + without /
miraculous save 6)
Boon: Melee and Strength Tasks

Shield Sacrifice - As a free action (once per scene) you can deflect all attack
damage from yourself or a close ally for this round but your shield breaks and is
destroyed This maneuver can even be activated after the damage has been inflicted.
Your armor Save then goes from 3+ to 4+ (You can avoid the break by spending 5
karma)
Brutal Strikes - You are a master of two - handed weapons. You crit on a 5-6
instead of just a 6. (No shield)
Dual Weapons - You are deadly when using two weapons. You have an extra
boon when fighting with dual weapons so you roll 3D6 to attack and take the
highest die. (No shield)

Hero Path: WARDEN


Few can escape your over - land tracking skills and deadeye shots.

Health: 3 Strikes
Armor: Medium (Save against wounds on a 5 + / miraculous save 6)
Boon: Ranged weapons and wilderness tasks

Trailfinder - You can follow traces left by passing creatures.


Forager - You can sustain yourself in the outdoors. You can also sustain others
depending on the size of the group and circumstances.

Hero Path: DELVER


You call dark holes and dank dungeons home.

Health: 3 Strikes
Armor: Medium (Save against wounds on a 5 + / miraculous save 6)
Boon: Melee or ranged weapons and spelunking / subterranean exploration tasks

Gear - Always ready for a delve, you have a climbing kit with small but strong
pitons looped with metal rings as a rope guide (X24), 50 ' of thin strong rope, 5
torches, a small hammer, and white chalk sticks.
Jack - You may pick a bonus inclination (If human pick 4, if another species pick
3).

Hero Path: BRUTE


A terrifying force of iron muscle and primal rage.

Health: 5 Strikes
Armor: Light (Save against wounds on a 6 / miraculous save 6)
Boon: Melee and strength tasks

Enrage - You can sacrifice one of your own strikes to inflict an extra strike on a
combat hit.
Superstitious - You have a boon to resist any magick you do not want to affect
you.

Hero Path: RASCAL


Some may call you a criminal, but that depends on your perspective.

Health: 3 Strikes
Armor: Light and quick on your feet (Save against wounds on a 6 but roll 2 dice
and use the higher / roll the same for miraculous saves)
Boon: Acrobatic tasks

Tricks - As a free action, once per turn, you can avoid a single melee strike.
Describe what you do to avoid the hit. Any attack roll except a 6 can be avoided.
Gank - If you surprise a foe or an enemy is engaged with another combatant, you
roll 2D6 attack dice and do a wound for each die that hits (each hit can still crit).

Hero Path: CONJURER


A master of the powerful forces of magick.

Health: 3 Strikes
Armor: Light (Save against wounds on a 6 / miraculous save 6)
Boon: Magickal mystery tasks

Mystic Barrier - As an action you can shield yourself with magic until it absorbs a
hit or you fall unconscious.
Master of Magick - Gain mastery in one circle of sorcery.
Seeker of Sorcery - Can cast magick from scrolls. Start the game with two
random scrolls.
Wand or Staff - You can shoot mystic bolts from a wand or staff. This is a ranged
attack hitting one target and rolling 1D6; cannot crit and will only ever do one
strike on a hit.
Hero Path: FRIAR
A holy roller, a pious servant or a crackpot... You decide.

Health: 3 Strikes
Armor: Medium (Save vs. wounds 5+) Blessed (miraculous save 5+)
Boon: Resisting heretical powers (magick) and religious knowledge tasks

Empathic Healing - Heal anyone within near range by absorbing one strike (they
heal one, you gain one) as a free action.
Holy Light - As an action. you call down a holy light. The light can either heal
nearby allies or damage enemies. To heal, roll dice equal to the number of near
allies. For each 4+ rolled you heal one strike on each ally of your choice. You may
attack enemies near you for 1 strike each or 2 to undead and demons. Holy Light
can be used once a day unless you spend 5 karma to recover the ability. (Note
Unlike normal miracles or magick you can use karma to boost rolls to 4.)

Hero Path: SKALD


Stories are your trade and legends your inspiration.

Health: 3 Strikes
Armor: Medium (Save vs. wounds on a 5+) Prognostication (miraculous save 5+)
Boon: Lore tasks and performance

Scrollmaster - You can cast magick from scrolls. You start the game with two
random scrolls.
Traveler - On your travels you have had ample opportunity to hone a skill. Pick a
skill (examples, melee, acrobatics, street smart, observation etc...) and gain a boon
in that ability.
Strands of Fate - As one who has studied the omens, you have the ability to
manipulate luck in favor of the party. Party members can use karma against the
Rabble Rouser when you are near. (Subtracting each karma spent on the RR rolls).
Hero Path: BEASTMASTER
You have realized your gift with animals is rare and wonderful.

Health: 3 Strikes
Armor: Medium (Save against wounds on a 5 + / miraculous save 6)
Boon: Melee or ranged weapons and beast empathy

Beastspeech - You can speak to any animal.


Beast Aid - Given circumstances, you can convince beasts to aid you for a limited
time.
Beast Friend - You can start the game with a beast companion. The beast is your
friend, not your slave. It stays with you as long as well treated and protected. The
beast can be up to medium size and has 2 Strikes or 1 Strike for a small animal.
Consult with the RR for any boons your beast might have.

Now choose your species


Decide on your species and note the benefits

Human - Pick a third inclination Elf - Twilight sight (see twice as far in dim light)
Boon to resist mind - altering magicks.

Dwarf - Tunnel sight (see twice as far in dim light) Boon to resist poison

Halfling - Another breakfast - Start with a healing potion (heals 2 strikes and can
drink as a free action) Larger foes have difficulty hitting you. (+1 to your Target #)

Goblin - Nooks and crannies- As a move a goblin can jump into cover and avoid
being attacked for a turn if they don't attack. Cover or broken ground must be near
the goblin. Night sight (see twice as far in dim light)
Choose your character's inclinations
Humans choose any 3, all others choose any 2

The hero path is painting your hero in a broad stroke. Inclinations refine your hero
with extra abilities and powers, that represent the unique background or skill set
they possess.

Alchemist - You know potion-making and have a boon in the identification of


substances. Start with two free healing potions or roll random ones on the potion
table. (Taking a potion is a free action.) (healing potion heals 2 strikes).

Attuned - You can blind fight and escape areas of obscured vision that can
befuddle the direction of others.

Hatred of the Unholy - Your loathing and disgust with undead and demons
empowers your melee attacks. If you roll a 6 while attacking an undead or demon,
you automatically inflict a second strike and can continue to roll the crit.

Born Blessed - You start each session with 6 karma instead of 3.

Catlike - Can only ever be knocked prone if hit by a crit and have a 4+ miraculous
save when falling.

Check Mate - You can intercept foes before they reach a target near to you and
they can not move away the next round without being punished. If they try to
retreat or move away you get a free attack and if you hit them they can not move
away (free action).

Chirurgeon - You can heal allies 1 Strike given time and supplies between scenes.
Start with a healing kit that has 6 uses.

Craftperson - If building a hero with a vocation, see aspects.

Dandy - Your demeanor encourages diplomatic or amenable solutions. Boon to all


social checks.

Danger Sense - You cannot be surprised and have a boon in avoiding traps.

Devout - You are a pious follower and can call on your deity for miracles but the
gods are notoriously fickle (see the miracles rules on p. 50).

Faithful - Demons and Undead can only hit you on a 5+.


Familiar - You have a small imp - like servant that will obey simple commands.
You grow a teat somewhere on your body that the creature suckles a small quantity
of blood every night. Those of holy disposition will never bond one of these
creatures. (stats for the familiar can be found in the monster section).

Fate Touched - You start with 2 hero dice.

Fighter - You have a boon in melee weapons. (Note - If already trained you can't
take this inclination. You can't be double trained).

Hedge Wizard - You have no sorcery yourself but can use scrolls to cast spells.
Start with 2 random spell scrolls.

Inspiring - You can share your karma points with anyone you can see.

Iron Will - You have a boon under mental attack or feared.

Lockpicking - No lock can defeat you. As long as you have lockpicking tools, you
can always succeed in picking a normal mechanical lock. Roll 1D6 to see how
long it takes (lower roll takes longer). You start with a set of 3 lockpicks. A roll of
1 breaks your lockpicks.

Marksman - You have a boon in ranged weapons. (Note - If already trained you
can not take this inclination. You can not be double trained).

Nimbus of Light - As a free action, you can summon a floating orb of light that
follows you for the day. You can dispel it at any time but then must wait for the
next day to summon it.

Slippery - You can roll to escape any "bad situation" on a 4+ (grabbed, rock falls
on you, etc...). Although you cannot escape a combat hit, you can roll to escape a
grapple. This roll takes no action. It just happens.

Sneaky - You have a boon in hiding and moving around unseen.

Sticky Fingers - You can steal small objects from targets and remain unnoticed
given the opportunity, unless you roll a 1.

Sweep or Swift Attack - You can melee attack all enemies next to you as your
action (roll for each target).

Thaumaturgy - You know minor magick tricks. These are non - harmful
manifestations like moving small objects slowly or solitary minor illusions like
sight / sound / smell. They must be concentrated on and are quick to fade away.
Tough Bastard - When you would take your last strike roll a 4+ on a single die. If
you succeed, power through and do not take the strike.

Trapfinder - You have a boon spotting and disabling traps.

Treasure Sense - You have a nose for finding hidden treasure and will always
sense it if nearby.

Victory in Failure - You gain two karma for every failed roll.

Create aspects
Aspects are player - created traits and a great way to round out the concept of your
Pusher & Shover.

In addition to Hero Paths, inclinations, and species, characters start with two
'aspects'. An aspect is a single-line description that describes a hero's history,
physical trait, or mannerisms. Try to avoid statements that overlap with Hero paths
or inclinations. Aspects give a hero some background beyond the rules. It is
perfectly acceptable to delay picking aspects and insert them into the game as you
discover the kind of character you want to be.

Here are some examples:


Well-known cook
A lover of some renown
Fast on your feet
A collector of trinkets
Never show emotion
Champion gladiator
Perfume collector
Studied as a scribe
Brooding and mysterious
Devastatingly handsome
Traveled with a troupe as a contortionist
A highly refined sense of smell
An eternal optimist
A light sleeper

Benefits of aspects besides role playing

Players can use an aspect to gain a boon to a roll that pertains to the aspect. Players
then role play or make the case why the aspect is pertinent and the RR makes the
final determination.
Note-If playing in an open world or one - shot, players are free to make up names
of locations. If playing in an established world consult the Rabble Rouser.

Circles of Sorcery (Conjurer chooses one)

Circles represent a broad category of magick the conjurer has mastered. Conjurers
can also acquire scrolls that contain specific spells on them that burn up upon use.
(see scrolls for usage rules).

ARCANE BANDS
Strands of magickal energy whip out from the caster like long tentacles and can be
used to move objects or grapple enemies. Moving or grappling a man is easy.
Something as large as an elephant or multiple targets is harder!

Anything near the Conjurer can be reached. Maintain the anchor to sustain the
bands. Those ensnared can try to break free as a turn action on a roll of 6.

BLASTMASTER
You are addicted to the raw energy of magick. It courses through you often
sparking in static discharges. You have little interest in the subtleties of magick.
You want to blow things up. Your mastery of magick deals with little more than
casting flashing, purple and blue arcs of destructive energy.

The raw stuff of chaos is highly damaging and inflicts 2 strikes per hit. If an
attacker hits the mage with a melee attack roll of 1, then the attacker takes one
strike as magick arcs from the conjurer. Unfortunately, your addiction comes with
a downside. The danger of spellburn poses a greater risk.

Spellburn Risk-(roll a D6) 1-Hideous scar and 1 strike 2-Unusual looking eyes
and 1 strike (you choose what your eyes now look like.) 3-Unnatural hair color and
1 strike (you choose what color your hair is now.) 4-lose 1 karma and 1 strike 5-
lose all karma and one strike. 6-Discharge raw magic into a nearby enemy
obliterating them or cause a strange magical effect.

Magic Detector-As one who is highly attuned to magickal energies you can detect
nearby sources of magick or magickally imbued items.

BOTANICALIST
You control plants and can cause plant life to spring into being and quickly grow.
The growth takes a turn and larger plants will take more time. Examples of this
power include a wall of thorns or a vine growing up like a rope.

The plants require spell anchoring to maintain; loss of the anchor causes a plant to
quickly wither and rot away. Plants will never intentionally injure or restrain you.
Enemies ensnared can try to break free on their turn as an action on a roll of 6.

ELEMENTALIST
You are a conjurer who is a master of a particular element. Fire, Earth, Air, or
Water. The elementalist must pick one. Bolts of elemental energy fired at a target
inflict one strike and cause an additional effect.

Fire - Target catches on fire, Water - Drenches target making them clumsy, Air -
Knock over or push the target, Earth - Slows the target.

The elementalist can also create effects with a particular element. This is a huge
strain and the elementalist can only sustain the effect for one round +1 per karma
spent and also requires spell anchoring.

Some examples are, Fire - Wall of fire, Water - Near area becomes slick or muddy,
Air - Slowly lift or slow drop up to a dozen allies, Earth Earth bridge across a
chasm.

Elementalists can also do small tricks with their element. These can do such things
as instantly light a torch or slowly fill a cup with water. Allow players to be
creative.

Extra damage - Elementalists can do an extra strike of damage against a target that
is susceptible to the element they manipulate with the approval of the RR.

ILLUSIONIST
The minds of others are your canvas... projecting images into the thoughts of
others. Your illusions can be anything you can imagine and any size you can
conceive.

Illusions tested or 'found out' vanish. An illusory monster, for example, vanishes
when attacked. Someone who was tricked becomes skeptical and is hard to trick
again within the same scene. An illusion hiding a dangerous terrain feature could
end up injuring or killing the victim before they have a chance to realize the
illusion hid danger. Anyone physically hurt is no longer under the spell. The spell
anchor must be maintained to sustain any illusion.

Illusionists can target additional foes all at once.


-One target has 1D6 defense roll
-A small group of beings have a 2D6 defense roll
-A large group of beings have a 3D6 defense roll
-Certain enemies may use bonus dice to resist
NECROMANCER
Your powers focus on undeath. Many people fear and despise necromancers so
they often conceal their abilities.

As a necromancer, you can raise mindless undead to serve you or speak with the
dead in a limited capacity. Necromancers can try to keep intelligent undead at bay
but can not control them.

Necromancers often carry a skull that cannot move of its own accord, but can
speak. It can tirelessly watch an area or convey messages from its master.

SEER
The probabilities of the universe swirl around you. By entering a trance you can
predict future events or divine the best course of action.

The inspirations that come to you are often jumbled and obscure and must be
interpreted by you. You possess psychometry, the ability to read objects. This
often comes in the form of visions and will give you a clue to the history of the
object as well as if the object is magickal and how it works.

A spirit companion accompanies you and is often a personage from the past. Only
you can see and interact with the spirit. This is why others often think of Seers as
eccentric and a bit off-kilter. You also have precognition and can avoid any
damaging attack on a 3+. If you make your save The a melee attacker injures itself
for 1 strike.

SHADOWEAVER
This conjurer has an affinity for manipulating the stuff of shadows and darkness.

Examples of this power would be a cloak of darkness that conceals friends or


blinding shadows that block light to the eyes of enemies. These effects cause a
bane to the affected target (s).

Shadows have no mass so can not move or restrain physical objects.

Using shadow spells in a brightly lit area or in sunlight is a huge strain. The
shadoweaver can only sustain the effect for one round +1 per karma spent.

Spell anchoring must be maintained to sustain any shadows. As a side effect of this
power, a shadoweaver can see in total darkness or absence of all natural light.
SHAPESHIFTER
You can shapeshift to any natural animal that exists in the world that the conjurer
has seen. The animal can be as small as a bug or large as a horse. Spell anchoring
is more robust for a shifter and they must be hit with a confirmed crit to break a
transformation.

A small animal can only take one strike then the shifter loses the form and reverts
to its original form with 1 strike. A medium animal has 3 strikes like a normal
character and a large animal gains an extra strike.

If the conjurer is in narrative time they can shift without difficulty as they have no
time constraints. In action time, the conjurer must beat the resistance die number to
cast the spell and shift. Consult with the RR to add animal boons to your beast
forms. The RR will make flying, small and or fast animals harder to hit.

Let's get some equipment

Most gear can be afforded by heroes of moderate wealth. This gear list is not
exhaustive but gives a starting place for new heroes.

Picking gear or rolling randomly?

When heroes are created, have them to pick an item from each group or you can
have them roll a D6 for each group and receive the item rolled (I suggest rolling
for fun randomness). Later at appropriate times in their travels, they can pick up
more gear. Transport can be given out by the RR as needed by the requirements of
the story.

Armor

Heroes start with the type of armor listed in their hero path (light, medium or
heavy). Like old school games, the hero paths can not upgrade armor type without
interfering in their fighting or professional abilities. So a rascal that wears light
armor can not upgrade to more protection without taking a bane to all rolls. From
light armor to heavy armor=2 steps=2 bane dice.

Decide on your weaponry.

Allow heroes to take any weapons that fit their character concept within reason.
Too many weapons could weigh down an adventurer and no one wants to be
caught overloaded. Consult with the RR.

A note on ranged weapons - Being attacked in melee while armed with a ranged
weapon gives you a bane to shoot until you can move away.
How much can I carry?

There are no hard fast rules for how much a hero can carry so use the common
sense rule. If the RR rules that a character is overloaded the RR will make action
tests harder and may incur a bane if overwhelmingly overloaded.

You don't have to walk everywhere.

Heroes dashing around solving the world's problems can sometimes benefit from
faster forms of transportation or the ability to carry more supplies or cargo.

Cart - A simple two wheeled cart for carrying more supplies. (moderate wealth)
Wagon - Drawn by horses or beasts. Can carry lots of supplies and even the party.
(moderate to wealthy)
Riding Horse - A fast way to travel overland. (moderate wealth)
Warhorse - Not as fast as the riding horse but will not shy away from battle.
(wealthy)
Mythic Beast - Exotic creatures trained as mounts. (wealthy to kingly wealth)
Sailing Ship - Often the only way to reach distant land masses separated by water.
(lordly to kingly wealth)
Magick Gate - Not readily available but nothing beats instant travel. (kingly
wealth)

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