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CHARACTERS 5.

Ranger or Druid (WIS)
 ROLLING THE DICE MAGIC


Evocation,Track, Bow Master, Animal Describe what your character is
Roll d6; choose a class name and 2 Players name/describe their spells!
Companion, Animal Forms (specify 2), doing. Roll 2d6 if the outcome is
Traits.Your best ability is in parentheses. Casting without a Trait is impossible.
Nature Lore uncertain (to hit, evade, try, save, etc.
1. Soldier or Barbarian (STR)
 Complex spells and/or major effects
6. Dwarf, Elf, Gnome, or Hobbit
 as the GM asks). will be at a disadvantage. Simple
Defender, Berserker, Resistance
Choose and roll again, ignoring 6s. • Roll +1d6 for advantage of any spells/minor effects bring advantage.
(specify: toxins, physical damage,
Your species is 1 of your 2 Traits. kind (item, related Trait, superior GM says. Aces cause backlash:
spells, mental domination, fatigue),
Bend/Break, Extra Attack tactics, best ability) explosions, mutations, etc.
Abilities
2. Thief, Bard, or Artificer (DEX)
 • Roll -1d6 for disadvantage of any • Abjure: block, banish, protect
Your best ability is determined by
Perform, Detect/Disable, Streetwise, your class. Abilities are: kind (ambushed, injured, blinded) • Conjure: summon/control things
Gadgets!, Read Runes, Acrobatics, • Advantages/disadvantages do NOT and creatures from thin air
Climb/Swim, Sneak, Steal, Barter • STR: physical strength stack and you never roll more • Divine: understand/glimpse the
3. Wizard, Sorcerer, Warlock (INT)
 • DEX: dexterity, agility, speed than 3d6 or less than 1d6! past, present, or future
Abjuration, Conjuration, Divination, • INT: intelligence, logic, ability to • A 5 or 6 on any die = success • Enchant: entrance/beguile, craft an
Enchantment, Evocation, Illusion, learn
object of power at great cost
Necromancy,Transmutation, Lore/ • CHA: charisma, magnetism, force Aces!
• Evoke: harness the elements
Language (specify 2), Familiar of will, social graces If you roll only 1s, something really
bad may happen! The GM says what. • Illusion: deception and trickery
4. Cleric or Paladin (CHA)
 • WIS: wisdom, senses, insight/
Heal,Turn Undead, Smite Unholy, intuition If you can later explain to the GM • Necromancy: play with the forces
Compel Truth, Resist Evil, Divination, how it was all part of your crazy of life, death, and undeath
(No CON; resistances come from Traits.)
Abjuration, Conjuration, Enchantment, plan, you may roll 3d6 for one roll • Transmute: change energy/matter
Religious Lore (any disadvantages be damned).

by Norbert G. Matausch. CC BY-SA 4.0 (OoA) until healed.


Game by Ray Otus. Based on Minimal d6
On a fail they are Out Of Action
at level 1 with 2 Traits.
usually get a roll to remain active.
number of Traits -1. Characters begin
injury, capture, or worse. Characters
ever matters your “level” is your
Failure leaves a character open to
list or create a brand new Trait. If it
your OK they can pick from another more interesting than failure!
level and picks another Trait. With or complication. Trouble is often
character reaches a new experience success but with a serious drawback
When dramatically appropriate, a forward” by granting a minimum
Advancement On a fail, consider using “fail
Failure
≤ Resources.
something significant, they must roll in the situation changes.
Raise/lower as appropriate. To buy second+ attempts unless something
FANTASY Traits: 1; explain that they are nearly broke.
Set the party’s resources die (d6) to
moves forward! Don’t allow
After the roll, the fiction always
Resources Don’t roll for impossible; it doesn’t.
FLASH Best Ability:

Class:
no saving roll. Think dangerously!
even knock a character OoA with
separate the party, pin them down,
Don’t roll for easy; it just happens.
dangerous or difficult, call for a roll.
When a character tries something
Play the world and everything in it.
damage, use their Trait against them,
Name: Push hard on Aces! Cause collateral GAME MASTER (GM)

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