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[Mini Six]: Blackmoor Player Templates
#1
This is a repost over from the Piazza (Havard was kind enough to remind me about the Comeback Inn). But this is a small conversion/player-template thing I'm tinkering with for the Opend6 game 'Mini Six'. If you've ever heard about Mini Six and were curious about it, you can get a free pdf here: http://www.drivethrurpg.com/product/1445...es-Edition

Now! On with the conversion - this is based on the book: "Dave Arneson's Blackmoor" by Zeitgest Games for the 3rd edition.

DWARF

Brief: Dwarves are, as they have been hewn from time and tradition, the stout race of Blackmoor. Known to live in mountain covering redoubts (such as the Regent of the Mines). Dwarves are known to be short, at times gruff, often times boastful, but not as inebriated as people think due to Dwarven constitution. Quite a number are miners and craftsmen, but there several surface dwelling clans are known to ranch sheep, rams, and pigs or farm tough grains, such as barley for the regency (Dwarven bread is known for a nuttier taste compared to softer grains such as wheat). Their hair color ranges in shades of red, dark blond, or black with males preferring large beards that showcase wealth- rich Dwarves tend to braid their beards with links of gold or silver while humbler Dwarves prefer 'wild beards' or beards braided with cord. Females are stout and are known for intricate braids (either in gold or silver for well-to-do or corded for common folk) in their hair. Rumors that females have beards are greatly exaggerated by rival Dwarven clans spreading rumors about each other.

Traits

Attribute Dice: 12D
Skill Dice: 6D

Move: 12

Might: 2D / 5D
Agility: 1D / 3D
Wit: 1D / 4D
Charm: 1D / 4D

Perks: Nightvision: Can see in total darkness, albeit in a grayscale; Craftsman: +2D to any Stone/Metal craft skill, including Mining, Jewelcrafting, or Smithy work.

Optional Perks: Magic Resistance (Cost: 1 Skill Point) - +6 to Soak or Resistance Rolls when targeted for a magic based spell; Climbing (Cost: 2 SP); Begins play with a free skill specialization in Climbing. No other points need to be spent in this skill at the start; Signature Weapon (Cost: 2 SP): Grants a 'Specialization' of sorts to a specific weapon the Dwarf might possess. With this specialization they gain +3D skill to said weapon.

***

ELF, CUMASTI

Brief: The Cumasti are an Elven tribe in the autumn life in the grand scheme of things. Once a united people that spanned the North a great betrayal by those of Men drove the Cumasti and their western cousins, the Westryn apart. Despite this, there are still Cumasti who are willing to work with Humanity- seeing them as individuals over a collective, this is generally the case with the Eastern branch of Elvendom (the Westryn have very different ideas). The Cumasti control the Elven Forest in the east with smaller enclaves into Redwood. They are known to travel amongst the realms of men in times of great need, or just out of boredom, or when a quest comes up in Elven lands. They are a slender race, known for hair colors of gold or silver with pale skin.

Traits

Attribute Dice: 12D
Skill Dice: 6D

Move: 15

Might: 1D / 3D
Agility: 1D / 4D
Wit: 2D / 5D
Charm: 1D / 4D

Perks: Nightvision - Can see in the dark; Keen Sense: You have Keen Senses that grant +2D to any Skill check where senses can be used as an advantage (such as Search or Tracking checks).

Optional Perks: Sorcerer (Cost: 3 SP) - Gain magical abilities; Resistance: Magic (Cost: 1 SP): Gain +6 either as Soak or a Resistance Roll bonus when targeted by a magical spell; Eagle Eye (Cost: 1 SP): Gain a +1D bonus when making a Ranged attack roll at Medium or Long distances.

***

ELF, HALF-Elf

Brief: Half-Elves, also known as Ni'ssillin ("Lost Ones" in Cumasti) or Do'rioa ("Cured Blood" in Westryn) are something of a rarity in the North. Due to the 'Black Curse' placed upon the Westryn, Half-Elves only can be begot between Humans and Cumasti Elves, thus they are typically found in the cities and realms on the eastern half of the North, with only the adventuring sort traversing to the western half (where they are met with suspicion, scorn, and threats by their half-cousins, the Westryn). Half-Elves tend meet somewhere in the middle when it comes to builds: they are thicker than Elves, but a thinner compared to humans; their ears are pointed, but not quite as sharp like Elves; they can grow facial hair, a trait from their Human parents. Half-Elves hair color is typically determined by their Human parent while their skin maintains a paleness from their Elven half.

Traits

Attribute Dice: 12D
Skill Dice: 7D

Move: 15

Might: 1D / 4D
Agility: 1D / 4D
Wit: 1D / 4D
Charm: 1D / 4D

Perks: Nightvision - Can see in the Dark / Complication: Heritage - Half-Elves stand out among both Men and Elves as being different. This might make them an odd curiosity in an otherwise or accepting community, or an object of scorn in a less tolerant area.

Optional Perks: Keen Sense (Cost: 1 SP) Has a Keener Sense due to a trait shared by their Elven parent. Gain +2D to skills where the senses prove an advantage, such as Tracking or Searching; Sorcerer (Cost: 3 SP): You can cast magical spells.

***

ELF, WESTRYN

Brief: Thick builds, proud stare, and a blunt manner. These are descriptors that one might not put on Elves, but then again, the folk who don't consider those words have never been to Westwood or dealt with the Westryn. Once a united people, the betrayal of the Humans and the curse known as the "Black Curse' leaves the Westryn isolated, bitter, and haughty towards outsiders. A Westryn Elf considers himself to have no friends among other races, only interests. What keeps them in the camp of the civil races is not so much wanting to mend fences, but rather their fights with Goblinoids and Orc tribes are even more bitter compared to others. Westryn Elves are taller and thicker than the Cumasti. Their hair color tends to dark shades such as brown, black, or auburn with a few cases of dark blonde being found among the People. Their eyes tend towards dark shades of green or blue.

Traits

Attribute Dice: 12D
Skill Dice: 6D

Move: 15

Might: 2D / 4D+2
Agility: 2D / 5D
Wit: 1D / 3D+1
Charm: 1D / 3D

Perks: Nightvision - Can see in the dark; Keen Sense: You have Keen Senses. You gain +2D when using skills or abilities where such senses can be played to the advantage, such as Search or Tracking.

Optional Perks: Magic Resistance (Cost: 1 SP): Gain +6 Armor or to rolls to resist magical spells or effects directed at you; Eagle Eye (Cost: 1 SP): Your sharp eyes allow you to pull marksmanship feats. Receive +1D when making range attacks at Medium or Long range; Climbing (Cost: 2 SP): Gain the "Climbing" specialization. You do not spend extra dice and are instead treated as having "Climbing 3D" for taking this perk; Swimming (Cost: 2 SP): Gain the "Swimming" specialization. You do not spend extra dice and are instead treated as having "Swimming 3D" for the perk.

***

GNOME

Brief: Gnomes are a diminutive race and often thought as cousins of Dwarves. Sages point that Gnomes migrated at a later period from the south and settled into cultures already established into the area, such as the Regency of the Mountain and all throughout the Human lands in the East, such as Blackmoor City, Williamsfort, and Newgate. In that time Gnomes have excelled in Engineering, both in Arcane-Engineering and Steam-Engineering (in partnership with Dwarves). Gnomes themselves lack a central government to call their own, instead, they tend to flourish as a small, but respectable faction under other governments. Gnomes do form small, special taskforces such as the Regency's "Royal Sappers" or the musket wielding "Ram Dragoons". Physically, Gnomes are shorter than Dwarves, but taller than Halflings with fair shades to their hair and shades of blue, grey, or hazel in their eyes. Males prefer shorter facial hair, such as goatees, muttonchops, and close-cropped beards while Gnomish women prefer shorter cuts to their hair.

Traits

Attribute Dice: 12D
Skill Dice: 7D

Move: 10

Might: 1D / 3D
Agility: 1D / 4D
Wit: 2D / 5D
Charm: 1D / 4D

Perks: Nightvision- Can see in the Dark; Small: +1D Stealth and +1D Dodge when fighting man-size or larger creatures / Complications: Small: -5 to Might skill checks, Might based damage rolls, and melee defenses of Block and Parry. This -5 does not apply to Stamina, healing, and Soak rolls or scores. Small creatures do not gain penalties when fighting Small-size or smaller creatures.

Optional Perks: Sorcerer (Cost: 3 SP) - Can cast spells!; Tinker (2D): Begin play with the Tinker (Wit) specialized skill that is used partly for invention and partly for repair. They do not spend extra dice in this skill, but instead begin play with 3D skill dice.
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#2
Races: Halfling & Docrae

Halfling

Brief: Halflings are a welcomed sight in the lands of the east. Short stature, with hair that is varying shades of brown, dark blond, or black. Halflings were one of the first races to join Uther Andahar when he decided to break with the once dominant Thonian Empire. Since then, the tallfolk have been ever welcoming of Halflings. Halfling communities are strongest in cities such as Ramshead and Booh, lands where the Halflings work growing crops or setup small shops or inns to feed and entertain others. They are slightly shorter than Gnomes, and like Gnomes, prefer close cropped facial hair compared to the true masters of hirsute faces, Dwarves.

Traits

Attribute Dice: 12D
Skill Dice: 7D

Move: 10

Might: 1D / 3D
Agility: 1D / 4D
Wit: 1D / 4D
Charm: 2D / 5D

Perks: Fearless (Cost: 1 Skill Point): Gain +6 to Resist Fear based spells and effects; Small: +1D Stealth and +1D Dodge when fighting man-size or larger creatures / Complications: Small: -5 to Might skill checks, Might based damage rolls, and melee defenses of Block and Parry. This -5 does not apply to Stamina, healing, and Soak rolls or scores. Small creatures do not gain penalties when fighting Small-size or smaller creatures.

Optional Perks: Lucky (Cost: 2 SP): Once per session you can declare that you are feeling "Lucky". Double the next result of any roll made. This can include skill checks, attribute checks, or damage rolls of the Player's choosing; Keen Senses (Cost: 1 SP): You have Keen Senses that grant +2D to any Skill check where senses can be used as an advantage (such as Search or Tracking checks).

Docrae

Brief: Before such tragedies of the past, or the Afridhi invasion, Docrae might have been thought of as some minor curiosity within the Halfling community. A sort of small clan that were indistinguishable from other Halflings. However, years of warfare, enslavement, escape, and resistance have molded Docrae into something else. Gone were the carefree smiles like their Halfling cousins. The Docare are a wary, militant clan who revere martial action over farming and feast. Docare are dark haired, specifically black with very dark eyes, the lightest color of a Docrae's eyes are that of a hunter's green. Men have their hair braided in intricate patterns. Women in Docrae society tend to wear short, straight hair unless they have performed some feat that allows them to braid it.

Traits

Attribute Dice: 12D
Skill Dice: 7D

Move: 12

Might: 1D / 3D+2
Agility: 2D / 5D
Wit: 1D / 4D
Charm: 1D / 3D+1

Perks: Fearless (Cost: 1 Skill Point): Gain +6 to Resist Fear based spells and effects; Small: +1D Stealth and +1D Dodge when fighting man-size or larger creatures / Complications: Small: -5 to Might skill checks, Might based damage rolls, and melee defenses of Block and Parry. This -5 does not apply to Stamina, healing, and Soak rolls or scores. Small creatures do not gain penalties when fighting Small-size or smaller creatures.

Optional Perks: Keen Senses (Cost: 1 SP): You have Keen Senses that grant +2D to any Skill check where senses can be used as an advantage (such as Search or Tracking checks); Reflexes (Cost: 2 SP): You are incredibly quick and reactive in combat. Add +3 to determine initiative; Runner (Cost: 1 SP): You have practiced the art of running and moving quickly. You begin play with the specialization in Running. You do not spend additional skill dice on Running at character creation.
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#3
Nice work Brian!

I really like Mini Six. It might be cool to run it with Blackmoor at some point.

These conversions look quite good.

One experience I have from MiniSix in a fantasy setting is that heavy armor becomes incredibly powerful real quick. That is something for GMs to keep in mind. How have you dealt with that?

-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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#4
Humanity

Aka: Peshwah and Thonian

Brief: In the North there are two branches of Humanity that standout as player race. Known as the Peshwah and the Thonian, these two branches are separated by only few facets that little differs in a mechanical sense. In physicality they also share somewhat soft skin, humanoid builds, and a height that places them above Dwarves and sometimes above Elves. Peshwah tend towards skin tones of deep tan to black with black or dark brown hair. Their taste in clothing reflects their environment of the Plains or Eastern Hak. Turbans and hoods made of silk or cloth to keep the sun off their heads, light chain shirts or soft leather gear rather than heavier males or plate due to the hot sun. Contrasting the Peshwah are the Thonians whose skin towards thin or light tan, depending on how much hard work they find in the fields. Their hair tends toward blonde or light brown, and given their homes are in more temperate climates of the North, they also tend to wear heavier armor and heavier arms. Thonians who descend from Blackmoor's nobility see themselves as 'High Thonians' while more humbler, perhaps wiser folk simply call themselves Thonians (and take umbrage if being called a 'Low Thonian').

Traits

Attribute Dice: 12D

Skill Dice: 8D

Move: 15

Might: 1D / 4D
Agility: 1D / 4D
Wit: 1D / 4D
Charm: 1D / 4D

Perk: Skilled: Begins play with 1 extra Skill dice to allocate to wherever the Human sees fit.

Optional Perks: Sorcerer/Cleric (Cost: 3 SP) You cast spells and gain the Magic Skill - this takes the form of either divine or arcane magic; Swimmer, Minor (Cost: 1 SP): You gain the Swimming specialization and do not spend extra on Swimming at character creation, you also swim twice as fast than your list speed and hold breath twice as long; Attractive (Cost: 1 SP): You have looks that are pleasing to the eye. Once per day you may double the result of a Bluff or Diplomacy roll when dealing with the opposite sex; Quick Study (Cost: 1 SP) You catch on more than others when it comes to book or scroll learning. All Wit skills cost 1 CP less to learn. For example, a character with Lore (Arcana) at 4D will only spend 3 CP to raise it to 4D+1 instead of 4 CP as normal.

Orc

Brief: The long and bitter history between Orcs and other races have lead to years of war and conflict and some years where to two have worked together for various reasons. Some were individuals or small families who preferred the relative peace and safety of Hanford or Loch Gloomen over the Orcish frontier. The Afridhi Invasion has certainly solidified those Orcs who have made peace with their neighbors into further alliance, better an alliance with the Thonians who wish to farm and trade rather than the Afridhi who wish to enslave. Orcs are taller, brutish people whose skin tones range from shades of green to shades of gray, typically a light gray. They have gray or red eyes, tusk like mouths, and noses that are either large and pointed or snout-like. Their hair colors include shades of black or very dark brown.

Traits

Attribute Dice: 12D
Skill Dice: 6D

Move: 15

Might: 2D / 5D+1
Agility: 1D / 4D
Wit: 1D / 3D+2
Charm: 1D / 3D

Perks: Nightvision - Can see in the dark; Natural Weapon (Bite): Add +3 to Brawl when making a Bite attack and +3 to Might when dealing damage with this weapon. / Complication: Reputation: Orcs suffer from their reputation of many, many, many years of war between them and other races. Races typically begin at a Hostile level to an Orc, unless they are accompanied by allies from other races.

Optional Perks: Natural Weapon (Heavy Bite) (Cost: 2 SP): Like their Bite, but they add +6 to Might checks when determining damage; Armor, Light (Cost: 1 SP) Your Orc has manifested heavy bones and thick skin. They gain a Natural Armor bonus +3 Soak; Scent (Cost: 1 SP): You have a great sense of smell and add +1D when making Search or Tracking checks that the sense of smell could benefit the Orc.
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#5
Havard Wrote:Nice work Brian!

I really like Mini Six. It might be cool to run it with Blackmoor at some point.

These conversions look quite good.

One experience I have from MiniSix in a fantasy setting is that heavy armor becomes incredibly powerful real quick. That is something for GMs to keep in mind. How have you dealt with that?

-Havard

Hmmm this is a good question and one that I've experienced recently. I was running a Mini Fantasy game set to U1 (Sinister Secret of Saltmarsh) where a player found +1 Full Plate (He was also nearly killed by the rot grubs, but managed to burn them off.) He was quite the tough nut to crack and he could definitely take attacks from my Gnolls and Pirates without taking a scratch. I would recommend the following:

Called Shots: Determine what the armor protects. For instance, the plate found on the corpse was a suit that covered Torso, Arms, and Legs - leaving his head exposed. D6 Adventure had a table for called shots and went something like this below:

Moderate (Arms and Legs): +3 to Defenses
Small (Head, Hand, Feet): +12 to Defense
Tiny (Eye, Finger): +24 to Defense

You can also adjust these numbers accordingly, but you could allow called shots that allow units to target what are unarmored areas to do straight damage to the target.

Another method, and this one also adds a layer of crunch, is assign a penetration score to weapons. Each point of penetration reduces Soak offered from armor. This could include values such as Penetration +1, +2, +1D (or +3 if you want a static number). A mace, which is a weapon good for attacking plate may have only a Penetration of +1 to Leather but Penetration of +1D to Plate, allowing the mace to ignore between 1 and 6 points of protection because the Mace struck a vulnerable area of the armored Knight.
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