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  • 3

    Introduction

    This is a set of eight playbooksfor Jared Sinclair's 6e, to supportfantasy play in the vein of 2ndedition in particular.

    I like Jared’s game, 6e, forwhichthese playbooks aremade. Butwhowants to play a fighter, awizard, a thief or a cleric?WhenIwas young, I loved kits, theweirdly specific proto-subclassesfrom the pointless splatbooksthat sunk TSR, the CompleteHandbooks. Once, I thought theyhad no place inmy fantasyroleplaying, but times, they havea changed.

    Kits, this supplement is for you.And I guess it’s for ya’ll aswell,peoplewho’ve paidmoney forthis purchase.Cheers!

  • 4

    Table of Contents

    Falconer 5

    Warrior-Monk 9

    Hivemaster 13

    Knight of the Temple 17

    Ravager 21

    Knight of the Sword 25

    Psychic 29

    Jongleur 33

  • STRINVENTORY

    DEX

    CON

    INT

    WIS

    CHA

    1.2.3.4.5.6.7.8.9.10.11.12.13.14.15.

    FALCONER

    ARMOR HP

    NAME

    WHATDOYOULOOKLIKE

    Gear:

  • BasicMoveWhenyou do something riskyor dangerous, roll 2d6 and add arelevant attribute score.On a 12+, you do it perfectly, withsome additional benefit.On a 10-11, you do it perfectly.On a 7-9, you do it, butwith somecost or complication.On a 6-, you fail to do it, withsome additional negativeconsequence.

    FalconerMoves

    Whenyour falcon does a oldtrick, it is considered a basicmove +FAL.Whenyour falcon does a newtrick, spend FAL and add it toyour roll. On a 10+, add the trickto your list. On 7-9, add the trickto your list and choose oneconsequence. On 6-1, they do notlearn the trick; choose oneconsequence.

    ▪ They are injured and lose1HP.▪ Theyfly off; they areunavailable for a scene.▪ They harry an ally; thenext roll by an ally suffers -1.

    Whenyour falcon assists you,add FAL to your roll and lose 1HP.

    DAMAGECreated by Lonnie Tapscottfrom the Noun ProjectFAL HP

    Created by Nabilauzwafrom the Noun Project

    Your falcon startswith a FALscore of 1 and 3 HP. Your falconrecovers HPwhenever you do.

    FalconTricks

    Tricks your Falcon has learnt:

    YOUR FALCON

    1.

    9.

    5.

    13.

    17.

    3.

    11.

    15.

    7.

    2.

    10.

    14.

    6.

    4.

    12.

    16.

    8.

  • Whenyou getmoney from thewilderness or the undergroundand bring it back to town, gain oneexperience for each gold you got(make sure towrite it down).Whenyou have experience equalto one thousand times yourcurrent level, you level up!Mark anewability from the FalconerAdvancement list.

    Falconer Advancements(You get one per level)

    Resolute.Gain +1Wisdom.

    Lithe. Gain +1 Dexterity.

    Robust. Gain +1 Constitution.

    Worldly. Take an advancement from another class (choose acool one, not an attribute bonus).

    Orwork with the DM to come up with something cooler!

    EXPERIENCE

    Clever Girl.Gain +1 Falcon.

    Clever Girl.Gain +1 Falcon.

    Robust Companion.Your falcon gains +2 HP.

    Robust Companion.Your falcon gains +2 HP.

    Hunter.Whenyour falcon huntswith you, you can add+FAL to track or find.Battle-trained.Whenyou attack, you can use your falcon as arangedweapon, +1 damage.Falcon Guard.Whenyour falcon iswith you, theywill callout to alert you to an approaching enemy.

  • OTHER STUFFWhenyou take time to rest andconsume a ration, youmay rerollyour HP. Roll a number of diceequal to your level plus yourCON, and keep a number of themequal to your level.Write theresult as your newHP.Whenyou need a standard pieceof mundane adventuring gearthat’s not currently in yourinventory, youmayfill in anempty bubble to declare that youhad the item all along. If you doso,write the item in yourinventory.Whenyou’re in town, youmayspend 25g to empty all of yourEquipment Bubbles.

    CHARACTERCREATION

    1. Roll your attributes.2. Choose one advancement fromyour class’s list.3. Roll your HP.4. Mark your inventory slots.5. Get some equipment.6. Go find a dungeon!

    MOVES&NOTES&DOODLES

  • STRINVENTORY

    DEX

    CON

    INT

    WIS

    CHA

    1.2.3.4.5.6.7.8.9.10.11.12.13.14.15.

    WARRIOR-MONK

    ARMOR HP

    NAME

    WHATDOYOULOOKLIKE

    Gear:

  • BasicMoveWhenyou do something riskyor dangerous, roll 2d6 and add arelevant attribute score.On a 12+, you do it perfectly, withsome additional benefit.On a 10-11, you do it perfectly.On a 7-9, you do it, butwith somecost or complication.On a 6-, you fail to do it, withsome additional negativeconsequence.

    Warrior-MonkMoves

    You cannot use the samemovetwicewithout performing adifferent pose, flourish ormeditation first. Record these tothe right.□ When you strikewith a

    flurry of blows, roll +STR.On a success, roll damagedice twice, or three times ina 12+.

    □ When you strikewith aquivering palm, roll +WIS.On a success, they areparalysed for a short time,and on a 12+, there is a 50%chance theywill drop deadin aweek’s time.

    Whenyou fall from a height,roll +DEX. On a success, you donot sustain grevious injury.

    DAMAGE

    Meditations &Poses

    1.

    2.

    3.

    4.

    5.

    6.

    7.

    8.

    9.

    10.

    Created by Lonnie Tapscottfrom the Noun Project

  • Whenyou getmoney from thewilderness or the undergroundand bring it back to town, gain oneexperience for each gold you got(make sure towrite it down).Whenyou have experience equalto one thousand times yourcurrent level, you level up!Mark anewability from theWarrior-MonkAdvancement list.

    Warrior-MonkAdvancements(You get one per level)

    Considered. Gain +1Wisdom.

    Hale. Gain +1 Constitution.

    Swift. Gain +1 Dexterity.

    Worldly. Take an advancement from another class (choose acool one, not an attribute bonus).

    Orwork with the DM to come up with something cooler!

    EXPERIENCE

    Ritual of Fortitude.Each time you perform ameditation, yougain 1 armor until your next meditation.HealingMeditation. Each time you perform ameditation, youcan gain 1 HP.

    Pressure Point.When you attackwith your quivering palm, yourroll is treated as if it were one tier better.

    Quick Strikes.Your flurry of blows inflicts an additional dice ofdamage.Mind Fortress.Whenyourmind is under assault, your roll istreated as if it were one tier better.

    Quiet Repose. You can choose to perfectlymaintain theappearance of death.Whenyou are examined, roll +CON. Ona 10+, they are convinced. On a 7-9, they are convinced, youcannotmaintain your state for much longer! On 6-, you arediscovered!

  • OTHER STUFFWhenyou take time to rest andconsume a ration, youmay rerollyour HP. Roll a number of diceequal to your level plus yourCON, and keep a number of themequal to your level.Write theresult as your newHP.Whenyou need a standard pieceof mundane adventuring gearthat’s not currently in yourinventory, youmayfill in anempty bubble to declare that youhad the item all along. If you doso,write the item in yourinventory.Whenyou’re in town, youmayspend 25g to empty all of yourEquipment Bubbles.

    CHARACTERCREATION

    1. Roll your attributes.2. Choose one advancement fromyour class’s list.3. Roll your HP.4. Mark your inventory slots.5. Get some equipment.6. Go find a dungeon!

    MOVES&NOTES&DOODLES

  • STRINVENTORY

    DEX

    CON

    INT

    WIS

    CHA

    1.2.3.4.5.6.7.8.9.10.11.12.13.14.15.

    HIVEMASTER

    ARMOR HP

    NAME

    WHATDOYOULOOKLIKE

    Gear:

  • BasicMoveWhenyou do something riskyor dangerous, roll 2d6 and add arelevant attribute score.On a 12+, you do it perfectly, withsome additional benefit.On a 10-11, you do it perfectly.On a 7-9, you do it, butwith somecost or complication.On a 6-, you fail to do it, withsome additional negativeconsequence.

    HivemasterMoves

    Whenyou summonyourswarm, roll +WIS.On a 10+, the swarm follows yourcommands and augments yourattacks by +1 damage.On a 7-9,the swarm follows yourcommands, butwill not augmentyour attacks.On a 6-, the swarmdo not followyour commands.Beware.

    Whenyou attempt to transforminto one of your insects, roll2d6. You transform into yourresult or lower.On a 12+, a giant or venomousflying insect.On a 10-11, a giantor venomous crawling orburrowing insect. On a 7-9, anon-venomous flying.On a 6-, anon-venomous crawling orburrowing insect.

    DAMAGECreated by Lonnie Tapscottfrom the Noun Project

    Hivemaster’s Swarm

    Whenyou create your character,choose one type of insect thatyou keep in your hive. You cangain other types throughadvancement. Make sure yourswarm does one cool uniquething.

    □ Bees can communicatewithyou through dance.

    □ Fireflies illuminate theirsurroundings.

    □ Ants can liftmany timestheirweight.

    □ Stink Beetles create strongand pungeant smells.

    □ Spiders can climb verticalsurfaces and buildwebs.

    □ Water Striders canwalk onwater.

    □ Worms can burrowunderground.

    □ Giant locusts make goodsnacking.

    □ Stick insects hide in plainsight.

    □ Termites can eat throughwood and fabric.

    Work with your DM to come up withsomething cooler!

  • Whenyou getmoney from thewilderness or the undergroundand bring it back to town, gain oneexperience for each gold you got(make sure towrite it down).Whenyou have experience equalto one thousand times yourcurrent level, you level up!Mark anewability from the HivemasterAdvancement list.

    Hivemaster Advancements(You get one per level)

    Resolute.Gain +1Wisdom.

    Robust. Gain +1 Constitution.

    Smart. Gain +1 Intelligence.

    Worldly. Take an advancement from another class (choose acool one, not an attribute bonus).

    Orwork with the DM to come up with something cooler!

    EXPERIENCE

    Immune.Whenyou are afflicted by poison or venom, youyoumay add one to the roll.Strange Friends.Youmayhave an additional insect type inyour swarm.Strange Friends.Youmayhave an additional insect type inyour swarm.Manipulating Swarm.Whenyou have summoned yourswarm, they canmanipulate small objects.Swarm-Shield.Whenyou have summoned your swarm, yougain 1 armor.Hive-form.Whenyou roll 10+ to transform into an insect,youmay transform into a non-venomous swarm of insects.Shapechanger.Whenyou roll 10+ to transform into an insect,youmay add +WIS to the roll.

  • OTHER STUFFWhenyou take time to rest andconsume a ration, youmay rerollyour HP. Roll a number of diceequal to your level plus yourCON, and keep a number of themequal to your level.Write theresult as your newHP.Whenyou need a standard pieceof mundane adventuring gearthat’s not currently in yourinventory, youmayfill in anempty bubble to declare that youhad the item all along. If you doso,write the item in yourinventory.Whenyou’re in town, youmayspend 25g to empty all of yourEquipment Bubbles.

    CHARACTERCREATION

    1. Roll your attributes.2. Choose one advancement fromyour class’s list.3. Roll your HP.4. Mark your inventory slots.5. Get some equipment.6. Go find a dungeon!

    MOVES&NOTES&DOODLES

  • STRINVENTORY

    DEX

    CON

    INT

    WIS

    CHA

    1.2.3.4.5.6.7.8.9.10.11.12.13.14.15.

    KNIGHT OF THETEMPLE

    ARMOR HP

    NAME

    WHATDOYOULOOKLIKE

    Gear:

  • Created by Lonnie Tapscottfrom the Noun Project

    BasicMoveWhenyou do something riskyor dangerous, roll 2d6 and add arelevant attribute score.On a 12+, you do it perfectly, withsome additional benefit.On a 10-11, you do it perfectly.On a 7-9, you do it, butwith somecost or complication.On a 6-, you fail to do it, withsome additional negativeconsequence.

    Knight of the TempleMovesWhenyou smite your foewithrighteous anger, roll +STR andeither add to or point to the partof the oath that justifies youranger. On a 12+, they are struckdead, if your angerwas indeedrighteous.

    Whenyou protect those you areoathbound to protect, either addto or point to the part of youroath that justifies yourprotection, and you treat yourroll for this move as 1 tier higher.

    Whenyou break your oath, youare reduced to 1 HP, and you treatall moves youmake as 1 tierlower, until you atone for yourtransgressions.

    DAMAGEYour Oath

    Each time you use amove thatasks of you to justifyyouractions, youmust either pointto an oathwritten here, or adda sentence to your oathwhichjustifies it.

  • Whenyou getmoney from thewilderness or the undergroundand bring it back to town, gain oneexperience for each gold you got(make sure towrite it down).Whenyou have experience equalto one thousand times yourcurrent level, you level up!Mark anewability from the Knight of theTemple Advancement list.

    Knight of the Temple(You get one per level)

    Insightful. Gain +1Wisdom.

    Indomitable. Gain +1 Strength.

    Heavenly. Gain +1 Charisma.

    Worldly. Take an advancement from another class (choose acool one, not an attribute bonus).

    Orwork with the DM to come up with something cooler!

    EXPERIENCE

    Aura of Protection:Whenyour party standswith you and youare upholding your oath, they gain 1 armor.

    Atonement: You can redact one sentence fromyour oath.

    Healing Hands.Whenyou lay hands on your ally, roll +CHA.On a 12+, heal damage equal to twice your level. On 10-11, healdamage equal to your level. On 6-9, take damage equal to halfyour level. On 6-, take damage equal to your level.

    Detect Evil.Whenyou suspect evil is near, roll +WIS. On a 12+,all 3. On 10-11, choose 2. On 6-9, choose 1:Who is evil, thenature of the evil, orwhere they are. On 6-, you aremistaken.

    Curative Touch.Whenyou lay hands on your all, on a 12+, youcan instead choose to cure them completely of any disease.

  • OTHER STUFFWhenyou take time to rest andconsume a ration, youmay rerollyour HP. Roll a number of diceequal to your level plus yourCON, and keep a number of themequal to your level.Write theresult as your newHP.Whenyou need a standard pieceof mundane adventuring gearthat’s not currently in yourinventory, youmayfill in anempty bubble to declare that youhad the item all along. If you doso,write the item in yourinventory.Whenyou’re in town, youmayspend 25g to empty all of yourEquipment Bubbles.

    CHARACTERCREATION

    1. Roll your attributes.2. Choose one advancement fromyour class’s list.3. Roll your HP.4. Mark your inventory slots.5. Get some equipment.6. Go find a dungeon!

    MOVES&NOTES&DOODLES

  • STRINVENTORY

    DEX

    CON

    INT

    WIS

    CHA

    1.2.3.4.5.6.7.8.9.10.11.12.13.14.15.

    RAVAGER

    ARMOR HP

    NAME

    WHATDOYOULOOKLIKE

    Gear:

  • Created by Lonnie Tapscottfrom the Noun Project

    BasicMoveWhenyou do something riskyor dangerous, roll 2d6 and add arelevant attribute score.On a 12+, you do it perfectly, withsome additional benefit.On a 10-11, you do it perfectly.On a 7-9, you do it, butwith somecost or complication.On a 6-, you fail to do it, withsome additional negativeconsequence.RavagerMoves

    Whenyou defeat aworthyopponent, keep a trophy andrecord it to the right.Whenyou use a trophy to buildup your rage, roll +STR andexpend your trophy.On 10+,Choose 2. On 7-9, choose 3. On 6-,all 4:

    ▪ Your rage lasts until youchoose it ends.▪ Whenyou roll to fight, addone.▪ Whenyou roll damage,add two.▪ You attackwith such furythat you break yourweapon.

    Whenyou use a trophy tointimidate, threaten or frightenyour enemy, you automaticallysucceed and expend your trophy.

    DAMAGE

    1.

    2.

    3.

    4.

    5.

    6.

    7.

    8.

    9.

    10.

    Trophies

  • Whenyou getmoney from thewilderness or the undergroundand bring it back to town, gain oneexperience for each gold you got(make sure towrite it down).Whenyou have experience equalto one thousand times yourcurrent level, you level up!Mark anewability from the RavagerAdvancement list.

    Ravager Advancements(You get one per level)

    Leathery. Gain +1 Constitution.

    Indomitable. Gain +1 Strength.

    Imposing. Gain +1 Charisma.

    Worldly. Take an advancement from another class (choose acool one, not an attribute bonus).

    Orwork with the DM to come up with something cooler!

    EXPERIENCE

    Invulnerable.Whenyou take damage, expend a trophy to takeno damage instead.Stand Alone.Whenyou fight against a horde of enemies, youmay treat your rolls as if theywere one tier higher.

    Wings of the Eagle.When you leap to strike an opponent in theair, roll +STR. On a success, you fly far tomeet them.

    Calming Bond. Choose a companionwhen you take thisadvancement. They can roll +CHA to attempt to cancel oneconsequence of your rage (but not all).

    Dangerous.You deal +1 damage.

    Dangerous.You deal +1 damage.

  • OTHER STUFFWhenyou take time to rest andconsume a ration, youmay rerollyour HP. Roll a number of diceequal to your level plus yourCON, and keep a number of themequal to your level.Write theresult as your newHP.Whenyou need a standard pieceof mundane adventuring gearthat’s not currently in yourinventory, youmayfill in anempty bubble to declare that youhad the item all along. If you doso,write the item in yourinventory.Whenyou’re in town, youmayspend 25g to empty all of yourEquipment Bubbles.

    CHARACTERCREATION

    1. Roll your attributes.2. Choose one advancement fromyour class’s list.3. Roll your HP.4. Mark your inventory slots.5. Get some equipment.6. Go find a dungeon!

    MOVES&NOTES&DOODLES

  • STRINVENTORY

    DEX

    CON

    INT

    WIS

    CHA

    1.Annointed2.3.4.5.6.7.8.9.10.11.12.13.14.15.

    KNIGHT OF THESWORD

    ARMOR HP

    NAME

    WHATDOYOULOOKLIKE

    Gear:

  • Created by Lonnie Tapscottfrom the Noun Project

    BasicMoveWhenyou do something riskyor dangerous, roll 2d6 and add arelevant attribute score.On a 12+, you do it perfectly, withsome additional benefit.On a 10-11, you do it perfectly.On a 7-9, you do it, butwith somecost or complication.On a 6-, you fail to do it, withsome additional negativeconsequence.

    Knight of the SwordMovesWhenyou strike someonewithyour annointedweapon, addany bonuses you have recievedfrom any sword quests. They arecumulative.

    Whenyou put your annointedweapon between thedefenseless and theiraggressors, youmay treat yourroll as one tier higher.

    Whenyou take an advancementwith the Annointed keyword,youmust complete a quest fromyour Annointing Quests columnbefore gaining that ability.

    DAMAGE

    QuestsWorkwith your DM tomake aquest. Each questwill end inyourweapon being annointed.Usually, they’ll fit thisformula:Go to the [place] andovercome the [challenge] to proveyou are worthy of the annointing.Write them in this box.

  • Whenyou getmoney from thewilderness or the undergroundand bring it back to town, gain oneexperience for each gold you got(make sure towrite it down).Whenyou have experience equalto one thousand times yourcurrent level, you level up!Mark anewability from the Knight of theSword Advancement list.

    Knight of the SwordAdvancements(You get one per level)

    Resolute. Gain +1Wisdom.

    Indomitable. Gain +1 Strength.

    Protective. Gain +1 Charisma.

    Worldly. Take an advancement from another class (choose acool one, not an attribute bonus).

    Orwork with the DM to come up with something cooler!

    EXPERIENCE

    Annointed in Flame. Yourweapon burnswith flame. +1 damage,and it can light things aflame.Annointed in Power.Yourweapon can hewmagic. On a success,magic you know is present is dispelled.

    Annointed in Earth.Yourweapon is immovable.When youwieldit, you cannot bemoved unless youwish to be.

    Annointed in Light. Yourweapon glowswith holy light. +1damage, and it glows brightlywhen evil is near.

    Annointed inWater.Yourweapon is swift.When youwield it, ona 12+, you roll your damage dice twice.

    Annointed in Steel. Yourweapon can cut steel. Armor has noeffect on it.

    Annointed in Blood.Yourweapon is thirsty.When bathed in anenemies’ blood, it can direct you to another of the same blood.

  • OTHER STUFFWhenyou take time to rest andconsume a ration, youmay rerollyour HP. Roll a number of diceequal to your level plus yourCON, and keep a number of themequal to your level.Write theresult as your newHP.Whenyou need a standard pieceof mundane adventuring gearthat’s not currently in yourinventory, youmayfill in anempty bubble to declare that youhad the item all along. If you doso,write the item in yourinventory.Whenyou’re in town, youmayspend 25g to empty all of yourEquipment Bubbles.

    CHARACTERCREATION

    1. Roll your attributes.2. Choose one advancement fromyour class’s list.3. Roll your HP.4. Mark your inventory slots.5. Get some equipment.6. Go find a dungeon!

    MOVES&NOTES&DOODLES

  • STRINVENTORY

    DEX

    CON

    INT

    WIS

    CHA

    1.2.3.4.5.6.7.8.9.10.11.12.13.14.15.

    PSYCHIC

    ARMOR HP

    NAME

    WHATDOYOULOOKLIKE

    Gear:

  • BasicMoveWhenyou do something riskyor dangerous, roll 2d6 and add arelevant attribute score.On a 12+, you do it perfectly, withsome additional benefit.On a 10-11, you do it perfectly.On a 7-9, you do it, butwith somecost or complication.On a 6-, you fail to do it, withsome additional negativeconsequence.

    PsychicMoves

    Whenyou use your psychicpowers, roll +INT. Deduct thelowest fromyour psychic reserve.On a 9-, choose 1. On a 6-, you areincapacitated for a short time.

    ▪ You affect a randomtarget.▪ You have a reduced effect.▪ The effect is random.

    Whenyou engage in a psychicbattle of wills, roll +INT. Deductthe lowest fromyour psychicreserve. On a 10+ choose 2. On a7-9, choose 1. On a 6- youropponent chooses 1.

    ▪ A power has its intendedeffect.▪ Read one clear thought.▪ Plant one clear memory.▪ Incapacitate them for a

    DAMAGE

    Psychic Powers1. Clairaudience. You can hearsounds from a distant spot. Ifthe spot moves, spend 1 psy.

    2. Telekinesis. Move objects, atabout 1 foot per second. Biggerthings cost 1 psy per size. Youwould cost 2 psy.

    3. Control Flames. Flamesbecome bigger, smaller, hotter,or colder. To harm, spend 1 psyper damage.

    4. Dreamwalk. Enter anyone’sdream, regardless of distance.

    5. Psychic Crush. Overload thebrain’s neurons. Does 1d6damage plus 1 per psy spent.

    6. Exchange Bodies. Swapbodies, although theymayresist you in a battle of wills.

    7. Telepathy. Speakmind-tomind. Spend 1 psy for eachadditional person, andsignificant distance.

    8. ESP. Percieve surface thoughtsin intelligent creatures. Theymay resist you in a battle ofwills.

    9. Invisibility. Become invisibleto one creature’s perception.Spend 1 psy per additionalcreature.

    10. Hypnotic Suggestion. Plant areasonable course of action in acreature’s mind, and a triggerto carry it out.

    Orwork with your DM to come upwith something cooler!

    Created by Eugen Belyakofffrom the Noun Project

    PSYCHIC RESERVE (PSY)Created by Lonnie Tapscottfrom the Noun Project

  • Whenyou getmoney from thewilderness or the undergroundand bring it back to town, gain oneexperience for each gold you got(make sure towrite it down).Whenyou have experience equalto one thousand times yourcurrent level, you level up!Mark anewability from the PsychicAdvancement list.

    Psychic Advancements(You get one per level)

    Smart. Gain +1 Intelligence.

    Resolute. Gain +1Wisdom.

    Magnetic. Gain +1 Charisma.

    Worldly. Take an advancement from another class (choose acool one, not an attribute bonus).

    Orwork with the DM to come up with something cooler!

    EXPERIENCE

    Mind Knife.Whenyou attackwith a knife of psychic energy,use 1d6 instead of 1d4 and add two to your damage.Body-Mind Connection.Whenyou resist a physical assault, youmay spend psy for an equivalent bonus to your roll.

    Catapault.You can use your telekinesis to reach attack speed.1d6 damage per size of object thrown.

    Adaptation.Whenyou resist an environmental effect, youmay spend psy for an equivalent bonus to your roll.

    ShieldedMind.Yourmind cannot be read, nor are youvulnerable to suggestion.

    Telepathic Bond.Choose a companion to speak telepathically to,without spending psy, regardless of distance.

    Infinite.You do not age, or suffer any consequences of aging.

  • OTHER STUFFWhenyou take time to rest andconsume a ration, youmay rerollyour HP. Roll a number of diceequal to your level plus yourCON, and keep a number of themequal to your level.Write theresult as your newHP.Whenyou need a standard pieceof mundane adventuring gearthat’s not currently in yourinventory, youmayfill in anempty bubble to declare that youhad the item all along. If you doso,write the item in yourinventory.Whenyou’re in town, youmayspend 25g to empty all of yourEquipment Bubbles.

    CHARACTERCREATION

    1. Roll your attributes.2. Choose one advancement fromyour class’s list.3. Roll your HP and PSY. Followthe same process for PSY as HP,but substitute CON for INT.4. Mark your inventory slots.5. Get some equipment.6. Go find a dungeon!

    MOVES&NOTES&DOODLES

  • STRINVENTORY

    DEX

    CON

    INT

    WIS

    CHA

    1.2.3.4.5.6.7.8.9.10.11.12.13.14.15.

    JONGLEUR

    ARMOR HP

    NAME

    WHATDOYOULOOKLIKE

    Gear:

  • BasicMoveWhenyou do something riskyor dangerous, roll 2d6 and add arelevant attribute score.On a 12+, you do it perfectly, withsome additional benefit.On a 10-11, you do it perfectly.On a 7-9, you do it, butwith somecost or complication.On a 6-, you fail to do it, withsome additional negativeconsequence.

    JongleurMoves

    Whenyou attempt to catch,throw, or juggle something, addone to the roll.Whenyou attempt a spectacularfeat of balance or coordination,roll +DEX. On a 10+, youmasterit, and add it to your list. On a 7-9,you succeedwithout cost orcomplication. On a 6-, you fail todo it, with some additionalnegative consequence.Whenyou attempt a feat thatyou havemastered, youautomatically succeed. On a 12+,you suceedwith bombast,impressing thosewho see itwithyour skill and daring.

    DAMAGECreated by Lonnie Tapscottfrom the Noun Project

    Mastered FeatsWhenever you attempt a feat youhavemastered, you automaticallysucceed.

    1.

    9.

    5.

    13.

    17.

    19.

    3.

    11.

    15.

    7.

    2.

    10.

    14.

    6.

    4.

    12.

    16.

    18.

    8.

  • Whenyou getmoney from thewilderness or the undergroundand bring it back to town, gain oneexperience for each gold you got(make sure towrite it down).Whenyou have experience equalto one thousand times yourcurrent level, you level up!Mark anewability from the JongleurAdvancement list.

    Jongleur Advancements(You get one per level)

    Artful. Gain +1 Dexterity.

    Resolute. Gain +1Wisdom.

    Lithe. Gain +1 Strength.

    Worldly. Take an advancement from another class (choose acool one, not an attribute bonus).

    Orwork with the DM to come up with something cooler!

    EXPERIENCE

    Knife-thrower.Whenyou throw anything as aweapon, addone to the roll.

    Tumbler.Whenyou fall, roll +DEX. On 6+, you take no damage.

    Dodge.You gain 1 armorwhenever you take time to rest, whichlasts until your next rest.

    Entertainer.Whenyou entertain physically, add one to theroll.

    Reflect.Whenyou attempt to reflect a rangedwaepon back atyour opponent, roll +DEX, and treat it as your own attack. Ona 9 or less, you take the damage and you are off-balance, take -1 on your next roll.

    Precise.Whenyou roll 12+ on a thrown attack, you ignore theirarmor.

  • OTHER STUFFWhenyou take time to rest andconsume a ration, youmay rerollyour HP. Roll a number of diceequal to your level plus yourCON, and keep a number of themequal to your level.Write theresult as your newHP.Whenyou need a standard pieceof mundane adventuring gearthat’s not currently in yourinventory, youmayfill in anempty bubble to declare that youhad the item all along. If you doso,write the item in yourinventory.Whenyou’re in town, youmayspend 25g to empty all of yourEquipment Bubbles.

    CHARACTERCREATION

    1. Roll your attributes.2. Choose one advancement fromyour class’s list.3. Roll your HP.4. Mark your inventory slots.5. Get some equipment.6. Go find a dungeon!

    MOVES&NOTES&DOODLES

  • Who says kits are the poor cousins ofclasses? No onewill say it aloud afterreading the Complete Playbooks Handbook:These 36 pages of mind-expandingplaybooks bring thesemuch-malignedrelics of a forgotten age to the new frontierof Jared Sinclair’s 6th Edition.

    LEATHER BACKGROUND ON THE COVER has been designed using resources fromFreepik.com. Shield andHeart byNabilauzwa. Polyhedral Dice by LonnieTapscott and Eye byEugen Belyakoff from the Noun Project.Formore fromSmall Gods Press, please visit: SMALLGODSPRESS.ITCH.IO or @SMALLGODSPRESS

    The Complete

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