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EZD6 Quick Ref

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0% found this document useful (0 votes)
54 views

EZD6 Quick Ref

Uploaded by

Saul
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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RULES DISTANCE

Near: < 30 feet (9m) | Far: > 30 feet (9m)


MIRACLES
Devout inclination required. Can't hurt or damage.
ROLLS, BOONS, BANES
Roll 1D6 ≥ Target Number to succeed. MAGICK 1.
2.
Say what you want
RR decides aloofness of the god (3D6 up to 6D6)
Boon: Roll an extra D6, pick highest
Bane: Roll an extra D6, pick lowest. If already rolling more 1. Calculate Resistance (Add to the pool the Magick (Resurrection* = 6D6)
than one die, lose one instead. Resistance of each enemy, 1D6 default) 3. Decide Power Level (1D6 up to 3D6)
a. if monsters, (1d6 each), if highest is 4, you need 4+ to 4. ≥ Aloofness
1’s always fail, 6’s always succeed, also ‘explode’ - Inflict 1 affect all 5. if at least 1 is rolled, auto fails (no spellburn)
Strike and roll ONE die again. b. if room, it's 1D6
If a creature deals 2 Strikes, only the first (regular) hit deals 2 2. Decide Power Level (1D6 up to 3D6). Offering: once/day you can reroll all your prayer dice.
strikes. Each confirmed crit deals 1 Strike. 3. ≥ Resistance of all the target(s) on at least 1 of the PL dice
rolled Used once per scene, can't crit and can't harm.
4. Deal damage (usually 1 Strike unless Blastmaster) Miracles can heal 1 Strike. Resistance for healing starts at 3d6.
DIFFICULTY SCALE You can heal up to 6 targets with one miracle. The resistance
Task/Enemy Magick can't crit, can't heal, can't use Karma dice should scale up with additional targets, to a max of 6d6
(3) Normal (4) Hard (5) Very Hard (6) Super Hard Roll for magick during action time. Magick can only inflict 1 with 6 targets.
Monsters hit with 3+ to hit PCs and crit on 6. Condition (like "on fire"), can't deal more than 1 Strike of
damage and can't crit. *the raised target would come back to life with 1 strike and
KARMA RESISTANCE
have a permanent mark (player’s choice).

Earn 3 at session start. (reset to 3 each session)


Earn 1 on any failed roll. Limit 1/turn for failed rolls. Pool can never be greater than 6D6, so you can only affect a TRAPS
Earn 1 as a RR reward for role play. number of targets whose total resistance is 6 or less. Player For dart or 'attack' type (4+ to hit and make an AS).
Add Karma to any roll, besides a 1. Magick Resistance is usually 1d6. For area effects like fire or poison gas, use the MS.
Cannot use on Magick or Miracles. ● Poison does 1 extra strike (MS on your next turn or take
Spend 5 Karma to replenish your HERO DIE. SPELL ANCHORING the strike).
● Fire continues to burn till put out (MS).
If caster loses a Strike, anchoring is broken.
THE HERO DIE (Some casters have to spend Karma to anchor)
○ If a hero stop dropped and rolled as a move action,
give them a boon to the MS.
Earn at session start - Use to re-roll 1 die ○ If they jump in the water, just have it go out.
SPELLBURN
COMBAT If roll a 1, can still be cast by taking 1 Strike for each 1 rolled. If DANGER SENSE
Armor Save: ≥ or take 1 Strike it kills the Conjurer, the spell still goes off. It is intended as a last second defense. The 'danger sense' did
Unless ambushed, heroes always go first, in any order. not warn the character, it just helped them react. It activates
Movement: 30’ (9m) MONSTERS if you roll anything but a 1.
Miraculous Save: ≥ or take 1 Strike.
(Monsters roll 1d6, and need a 6) If a monster casts magick, it works by the casting rules.
Certain Death: If you have > 1 Stk, survive, Stk = 1. OPTIONAL
If you = 1 Stk survive, Stk = 1. INNATE MAGICKAL ABILITIES MEMENTO
Turn: Move + Turn Action + Free Action
Some monsters get a number of magical attack dice. The A small personal item with significance to a hero.
Turn Actions: Attack, Cast, Use scroll, Move again
highest roll vs all heroes. Heroes must roll magical defence > Once per session, reveal a quick memory connected to the
Free Actions: Drink potion, Draw weapon, Speak
target # or suffer the attack. memento, earning the hero 2 karma.
1s are ignored, if all are 1s, it fails. Each time, a new detail must be revealed.
Mementos can change or be lost.
HERO PATHS
Abbreviations: S: Strike, AS: Armor save, MS: Miraculous save, RR: Rabble Rouser

Beastmaster S 3 - AS 5+ - MS 6 Beastspeech-You can speak to any animal.


Boon: Melee OR ranged and Beast empathy Beast Aid-Given circumstances, you can convince beasts to aid you for a limited time.
Beast Friend-Start the game with a beast companion (your friend, not your slave). It staysas long as well treated and protected. The
beast can be up to medium size and has 2 S or 1 S for a small animal. Consult with the RR for any boons.

Brute S 5 - AS 6 - MS 6 Enrage- Sacrifice 1 of your own S to inflict 1 extra S on a combat hit.


Boon: Melee and Strength Superstitious- You have a boon to resist any magick you do not want to affect you.

Conjurer S 3 - AS 6 - MS 6 Mystic Barrier- As an action you can shield yourself with magic until it absorbs a hit or you fall unconscious.
Boon: Magickal mystery Master of Magick- Gain mastery in one circle of sorcery.
Seeker of Sorcery- Can cast magick from scrolls. Start the game with two random scrolls.
Wand or Staff- You can shoot mystic bolts from a wand / staff. Ranged attack vs 1 target, roll 1D6; cannot crit, do 1 S.

Delver S 3 - AS 5+ - MS 6 Gear-Always ready for a delve, you have a climbing kit with small but strong pitons looped with metal rings as a rope guide (X24), 50’
Boon: Melee OR Ranged and of thin strong rope, 5 torches, a small hammer, and white chalk sticks
Spelunking/Subterranean Jack-You may pick a bonus inclination.

Friar S 3 - AS 5+ - MS 5+ Empathic Healing- Heal anyone within near range by absorbing 1 S (they heal one, you gain one) as a free action.
Boon: Resisting heretical powers (magick) Holy Light- (action/day or 5 karma) - The light can either heal nearby allies (roll dice equal near allies. each 4+ heal 1 S on each ally of
and Religious knowledge your choice) or damage enemies near you (1 S each or 2 S to undead and demons).(Can use karma to boost rolls to 4.)

Rascal S 3 - AS 6 (boon) - MS 6 (boon) Tricks- As a free action/turn, you can avoid a single melee S (if not 6). Describe what you do to avoid the hit.
Boon: Acrobatic Gank- If you surprise or enemy is engaged with another combatant, you roll 2D6 attack dice and do 1 S for each die that hits (each
hit can still crit).

Skald S 3 - AS 5+ - MS 5+ Scrollmaster-You can cast magick from scrolls. You start the game with 2 random scrolls.
Boon: Lore and performance Traveler-Pick a skill (i.e. melee, acrobatics, street-smart, observation, etc. ) and gain a boon in that ability.
Strands of Fate- If near, Party members can use karma against the RR. (Subtracting each karma spent on the RR rolls)

Warden S 3 - AS 5+ - MS 6 Trailfinder-You can follow traces left by passing creatures.


Boon: Ranged and Wilderness Forager-You can sustain yourself in the outdoors. Sustain others depending on the size of the group and circumstances.

Warrior S 3 - AS 3 (shield) / 4 - MS 6 Shield Sacrifice- As a free action/scene, deflect all attack damage from yourself or a close ally for this round but your shield breaks
Melee and Strength and is destroyed; activate even after the damage has been inflicted. Your AS goes to 4+ (Avoid breaking with 5 karma)
Brutal Strikes- Master of two-handed weapons. You crit on a 5-6 instead of just a 6. (No shield)
Dual Weapons- Deadly when using two weapons. Extra boon when fighting with dual weapons. (No shield)

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