07-07-2017, 12:14 PM
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.
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.