Professional Documents
Culture Documents
Edition 2.0
Norbert G. Matausch
OM Shri Ganeshaya Namah
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CHAPTER I
companies, secret cabals or any other social
structure your character belongs to.
Affiliations may provide help, friends,
equipment or even special skills. They co-
CHARACTER CREATION create the world the characters live in and
they provide the GM with an opportunity to
With a few simple add-ons, we cover all come up with enemies.
the rules we need to make this hack work.
Deft characters dont write their vocation next
1) Roll stats to any attributes because they get Advantage to
any roll if its in line with their vocation,
2) Choose a class: Deft, Strong or Wise. regardless of what attribute is used.
Deft characters rely on superior technique and DEFT LEVEL SLOTS GROUPS
skills honed to perfection. They might for
instance be thieves, wandering monks, spies, 1-2 1 2
marksmen, assassins or rangers. 3 1 3
Strong characters rely on their combat skills as Gambeson, Leather and Gambeson count as
combined with bodily strength. They can for regular clothing). The character has to pass a INT
example be warriors, guards, brigands, knights, test or makes one more attack against anyone
bounty hunters or barbarians. Strong characters near him.
fill their slots with special combat features.
Tactician: The Strong character bestows an
Special Features Advantage on an ally; for two attack rolls, once per
battle. He has to give short verbal instructions.
Plow through the enemy: Every Strong character
starts with this feature. If a Strong character Encourage/Frighten: The Strong character
reduces an opponents hit points to zero, he is encourages allies and gives them Advantage on
allowed to use that momentum to make an attack one roll, once per battle. He can also invert this to
against another, adjacent enemy. frighten enemies and force a Disadvantage on one
roll.
Monster Power: Every Strong character starts with
this feature. If a Strong character kills a monster, Battle Prowess: If the Strong character does not
its special power is transfered onto him. He can move in a round and stays right where he is, he can
keep it as long as he wants, but it disappears once make one melee attack first, and a ranged attack
the character uses it. It can also be replaced by the immediately after, in the same round.
power of another monster that the character has Wait for an opportunity: If a Strong character
slain. forsakes his attack and parries an attack instead
(DEX test), he gains Advantage on his next attack
To fill the Strong characters slots, choose from the and damage roll. If he parries for two consecutive
following combat feature list: rounds, he gains two attacks in his next round,
both of which are rolled with Advantage on attack
Protect: A Strong character may forsake all actions and damage.
in a round of combat and protect an adjacent
character by drawing all attacks that were Sunder Shield: the Strong character can choose to
originally aimed at him on the Strong character negate all damage from one attack by blocking it
instead. This works for 1 round. with his shield, destroying it in the process.
touch
Range Cost
0 hp
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CHAPTER II
1d8/1d6; Plow thru the enemy, Monster Power, Fizzbolt starts with two groups, one species
Against Giants; 90 coins (kobold) and one vocation (alchemist). So,
whenever he tries something where his koboldness
Eisenbart is a Strong character and gets two or his alchemy would help him, he tests the
groups at the start of his adventurous life. His first attributes that have the groups written next to
group is his vocation, Circus Wrestler. Eisenbarts them with Advantage.
player writes it next to STR, which means he will
test STR with Advantage whenever being a
wrestler is relevant to the roll. As wrestling is very
much a strength-based activity, Eisenbart will
often test his STR with advantage.
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CHAPTER III
Pack Mule: The Brave character disregards
disadvantage on encumbrance tests.
TWO NEW CLASSES Cheating Death: Once per session, the character
may roll with Advantage on the Out of Action table.
Where I present two additional classes
Helping a friend: The Brave character chooses a
that are considered to be rare. It is
party member at the beginning of the session.
advisable to not offer them at the start of
When he rolls to protect them, he gains one free
your campaign. Keep these classes
Comeback Die to one of his attributes.
special.
Resistance to curses: The character rolls with
THE BRAVE advantage against cursed objects.
Starting HP: 1d8 + 4 All but invisible: At the start of a battle, enemies
HP Per Level/Resting: 1d8 always choose to attack someone else first -- if
Weapons & Armor: any weapon, armor: gambeson there is someone else to attack. This feature can be
Attack Damage: 1d6 / 1d4 Unarmed or Improvising inverted if the player wishes.
Courage trumps both lack of skills and prowess. Hero: Once per session, the Brave can disregard
Brave characters are underdogs and unlikely any class/vocation/species/affiliation requirement
heroes. for using an object, place or passage.
7-8 3 3
No!: Every Brave character starts with this special
feature. Once per session, the Brave can deny an 9 3 4
enemy a successful attack, miracle or fear effect
10 4 4
directed at him.
8 THE THREE-CLASS Chapter III
4 2 3
Special Features
5-6 2 4
Ill have that: Every Fortunate character starts with 7-8 3 5
this special feature. Once per session, he can use
his fortune in a major way, like hiring a large ship, 9 3 6
performing the will of a god, getting a personal
10 4 6
audience with the queen, etc.