TEXT: 6e
  
  Just tell them something
  dangerous is happening and ask:
  “What do you do?”
  Name: _______________________
  Dungeon Master
  Character Creation
  The first thing you’re going to need
  to do is help everyone make their
  characters. It’s simple!
  1.
  Have everyone choose a class,
  give them the appropriate sheet,
  and ask them to choose a class
  advancement.
  2. Tell them how to roll their
  attributes. For each one, in
  order, they roll 2d6:
  • On an 11+, it’s +2.
  • On a 9-10, it’s +1.
  • On a 6-8, it’s +0.
  • On a 4-5, it’s -1.
  • On a 3-, it’s -2.
  3. Now they get to roll their HP!
  They roll a number of d6s equal
  to their level plus their CON
  (minimum 1), then they keep a
  number equal to their level.
  Write down the result in the HP
  bubble!
  4. It’s time to explain inventory
  slots! Everyone has a number of
  slots equal to 12 plus their STR.
  Tell players to strike through the
  numbers for slots they don’t
  have. Some large items might
  take up two slots (two-handed
  weapons, armor). If they’re ever
  carrying more stuff than their
  slots allow, they have -2 to all
  rolls.
  5. Get some equipment! Everyone
  starts with one or two
  Remarkable Items. There’s some
  examples to the right. Don’t
  worry about boring stuff like
  weapons and armor and torches.
  Players can use their Gear
  bubbles for that!
  Remarkable Items
  (Just a few—make up your own!)
  A remarkable item is just a normal
  item that gives you a little bonus in a
  very specific circumstance. Have
  players make up their own! If they
  get stuck, you can suggest one of
  these and pretend you made it up on
  the spot (you’ll look so clever!):
  •
  Dueling Sword. +1 when you’re
  defending your honor with
  threats of (or actual) violence.
  •
  Quick Pick. +1 when you need
  to open a lock quick or quiet,
  so no one notices.
  •
  Lucky Helmet. +1 when you
  need to avoid a freak accident.
  •
  Trusty Waterskin. You (only)
  may drink from it when you
  rest to roll one additional die
  for your HP—keep the normal
  amount, though.
  •
  Component Pouch. If you
  would forget a spell, you may
  spend the contents to prevent
  forgetting it. One use, refills
  when you refresh your Gear
  bubbles.
  •
  Fancy Hat. +1 when you’re
  making a deal with a merchant
  or statesman.
  •
  Mercurial Wand. Once/day
  you can use this to cast a
  random spell from the Wizard
  Spell List—better roll for it!
  •
  Loaded Dice. +1 when you
  gamble with them.
  Here’s What You
  Need To Know
  This is a fantasy roleplaying game.
  Your job is to make sure it’s
  awesome—I’m going to help as
  much as I can, but ultimately it’s
  up to you and your friends. Read
  over this sheet, and skim the
  classes. I’m sure you’ll do great!
  The Basic Move
  This is basically the only thing you
  need to run this game. The classes
  all have their own special moves,
  but they’re just more specific
  versions of this basic move:
  Some Examples
  Moves only make sense when things
  are risky, so put your players in risky
  situations! Picking a lock isn’t very
  risky, unless they can hear voices
  behind them down the hall, or
  someone is sleeping on the other side
  of the door.
  Tell them what the risks are before
  they roll. They might change their
  minds about their action—that’s
  good! That means they’re thinking.
  When you fight an enemy in
  melee, roll+STR. A 7-9 might
  mean that you successfully do your
  damage to the enemy, but they do
  their damage to you, or disarm
  you. A 6- might mean that you
  don’t do your damage to the
  enemy, and they do their damage
  to you, or knock you prone.
  When shooting an enemy at
  range, roll+DEX. A 7-9 might
  mean that you successfully do your
  damage to the enemy, but they
  manage to move into melee range
  of you and swing—What do you
  do? A 6- might mean that you
  miss, and that was your last arrow!
  When you look for rumors in
  town, buy a round for the local
  publicans and roll+CHA. A 10+
  might mean you get two rumors.
  A 7-9 might mean you only get 1
  rumor. A 6- might mean you put
  your trust in bad information.
  When you do something risky
  or dangerous, roll 2d6 and add
  a relevant attribute score.
  •
  On a 12+, you do it
  perfectly, with some
  additional benefit.
  •
  On a 10-11, you do it
  perfectly.
  •
  On a 7-9, you do it, but
  with some cost or
  complication.
  •
  On a 6-, you fail to do it,
  with some additional
  negative consequence.
  
  FAQ
  (“Frequently Asked Questions.”)
  Light Weapon. Daggers, short
  swords, hand axes. Can be wielded
  as an off-hand weapon, allowing
  you to reroll damage once per
  attack.
  Martial Weapon. Longswords,
  axes, hammers, spears. Wielded in
  your main hand. +1 damage.
  Great Weapon. Two-handed
  swords, battleaxes, polearms. Uses
  two hands. Takes two inventory
  slots. +2 damage.
  Shortbow. Uses two hands.
  Longbow. Uses two hands. Takes
  two inventory slots. +1 damage.
  Crossbow/Musket. Uses two
  hands. Takes two inventory slots.
  +2 damage if fired standing still.
  Light Armor. Takes two inventory
  slots. Reduce incoming damage by
  one (1 Armor).
  Full Armor. Takes three inventory
  slots. Makes it very difficult to run,
  move quietly, swim, jump, &c.
  Reduce incoming damage by two
  (2 Armor).
  Shield. Wielded in your off-hand.
  You can choose to have it break to
  negate damage from an attack.
  Rations. Eat while resting to reroll
  your HP.
  Oil. Fills a lantern. Can set an area
  on fire—d6+1 damage to all in the
  area until it goes out.
  It’s hard to come up with cool
  complications on the fly!
  I’m really lazy, so I normally just
  ask my players, “How did your
  risky move backfire?” Then we can
  build on that together.
  My players want different spells!
  Yeah, I figured they might. Go
  steal from your favorite fantasy
  game or supplement. Just read the
  spell names and descriptions, don’t
  worry about the stats.
  How long do ongoing spells last?
  I dunno, until the Fighter rolls a 6-
  and accidentally breaks the caster’s
  concentration, maybe. Or until the
  caster decides to do something
  more important.
  My players did a weird thing and
  there’s not a move for this!
  That’s great! Make up a cool one
  together! Use the Basic Move as a
  guide. Make sure to write your
  awesome new move down!
  My players want more classes!
  Well make some, then! Use the
  existing classes as a guide.
  Other Miscellaneous Things
  • Rope
  • Iron Spikes
  • Chalk
  • Parchment
  • Flint and Steel
  • Torch
  • Lantern
  • Tent
  • Dice
  • Caltrops
  • Bandages
  • Waterskin
  • Crowbar
  • Hatchet
  • Animal Trap
  • Lockpicks
  • Pen and Ink
  • Fishing Pole
  • Shovel
  • Grappling Hook
  • Pickaxe
  • 10’ Pole
  • Vial of Holy Water
  • Hand Mirror
  • Spyglass
  • Sand Timer
  • Clothes
  • Cart
  Gear Bubbles
  (Players can do this to get stuff.)
  When you need a standard piece
  of mundane adventuring gear
  that’s not currently in your
  inventory, you may fill in an empty
  bubble to declare that you had the
  item all along. If you do so, write
  the item in your inventory.
  When you’re in town, you may
  spend 25g to empty all of your
  Equipment Bubbles.
  Adventuring Gear
  Moves & Notes & Doodles
  
  Name: _______________________
  HP
  Armor
  STR
  INT
  CON
  WIS
  DEX
  CHA
  Inventory
  1.
  2.
  3.
  4.
  5.
  6.
  7.
  8.
  9.
  10.
  11.
  12.
  13.
  14.
  15.
  ______________________________
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  Gear:
  What Do You Look Like?
  Cleric Spells
  (Ask your GM to make a better list.)
  1.
  Command. A creature obeys a
  single, three-word command
  that does not harm it.
  2. Control Weather. You may
  alter the type of weather at
  will, but you do not otherwise
  control it. Lasts twelve hours.
  3. Cure Disease. Cure a person
  you touch of all disease.
  4. Hold Person. A nearby person
  or humanoid creature is unable
  to move for a short time.
  5. Inspire. In battle, nearby allies
  may treat their next roll as if it
  were one tier better (6-
  becomes 7-9, 7-9 becomes
  10-11, 10-11 becomes 12+).
  May instead consecrate a
  building or location.
  6. Remove Curse. Remove all
  curses from a person you
  touch.
  7. Scry. See through the eyes of
  a creature you touched earlier
  today.
  8. Silence. Negate all sound in a
  15-foot radius area.
  9. True Sight. See through
  nearby illusions.
  10. Ward. A silver circle 40ft
  across appears on the ground.
  Choose one thing that cannot
  cross it: living creatures, dead
  creatures, projectiles or metal.
  Basic Move
  When you do something risky or
  dangerous, roll 2d6 and add a
  relevant attribute score.
  •
  On a 12+, you do it perfectly,
  with some additional benefit.
  •
  On a 10-11, you do it perfectly.
  •
  On a 7-9, you do it, but with
  some cost or complication.
  •
  On a 6-, you fail to do it, with
  some additional negative
  consequence.
  Cleric Moves
  When you spend an hour or so in
  silent communion with your deity,
  you forget any spells you already
  had memorized, and you may
  memorize a number of spells equal
  to your level plus your WIS. You
  can choose any spell on the Cleric
  Spell List (I really do recommend
  getting a better list, though).
  When you cast a spell you’ve
  memorized, roll+WIS. On a 7-9,
  choose 1. On a 6-, neither.
  •
  The spell affects its intended
  target.
  •
  You don’t forget the spell.
  Damaged6
  
  Moves & Notes & Doodles
  Resolute. Gain +1 Wisdom.
  Indomitable. Gain +1 Strength.
  Genial. Gain +1 Charisma.
  Worldly. Take an advancement from another class (choose a cool one,
  not an attribute bonus).
  Pious. You can memorize one additional spell per day from your
  deity’s spell list.
  Studious. Add a random Wizard spell to your deity’s spell list.
  Studious. Add a random Wizard spell to your deity’s spell list.
  Turn Undead. When you boldly abjure the unholy products of
  necromancy, roll+WIS. On a 10+, all mindless undead flee from
  your presence, and intelligent undead are momentarily stunned. On
  a 7-9, half of them are.
  Cure Light Wounds. When you touch a wounded person, you may
  heal them for 1d6 damage plus your level. You may do this a number
  of times per day equal to your level.
  Divine Armor. When you bear no armor or shield, you have 2 armor.
  Death Rites. When you take time after a conflict to dedicate your
  victory to your deity and deal with the dead, you and anyone who
  helps you may add one to your next roll.
  Or work with the GM to come up with something cooler!
  Cleric Advancements
  (You get one per level.)
  Experience
  When you get money from the wilderness
  or the underground and bring it back to
  town, gain one experience for each gold
  you got (make sure to write it down).
  When you have experience equal to one
  thousand times your current level, you
  level up! Mark a new ability from the
  Cleric Advancement list.
  Experience
  Character Creation
  (The GM will help you out.)
  1. Roll your attributes.
  2. Choose one advancement from
  your class’s list.
  3. Roll your HP.
  4. Mark your inventory slots.
  5. Get some equipment.
  6. Go find a dungeon!
  Other Stuff
  When you take time to rest and
  consume a ration, you may reroll
  your HP. Roll a number of dice
  equal to your level plus your CON,
  and keep a number of them equal
  to your level. Write the result as
  your new HP.
  When you need a standard piece
  of mundane adventuring gear
  that’s not currently in your
  inventory, you may fill in an empty
  bubble to declare that you had the
  item all along. If you do so, write
  the item in your inventory.
  When you’re in town, you may
  spend 25g to empty all of your
  Equipment Bubbles.
  
  Name: _____________________
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  HP
  Armor
  STR
  INT
  CON
  WIS
  DEX
  CHA
  Inventory
  1.
  2.
  3.
  4.
  5.
  6.
  7.
  8.
  9.
  10.
  11.
  12.
  13.
  14.
  15.
  ______________________________
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  Gear:
  What Do You Look Like?
  Your Techniques
  (From defeating enemies.)
  Basic Move
  When you do something risky or
  dangerous, roll 2d6 and add a
  relevant attribute score.
  •
  On a 12+, you do it perfectly,
  with some additional benefit.
  •
  On a 10-11, you do it perfectly.
  •
  On a 7-9, you do it, but with
  some cost or complication.
  •
  On a 6-, you fail to do it, with
  some additional negative
  consequence.
  Fighter Moves
  When you get a 12+ on an attack
  roll with a Remarkable Weapon, in
  addition to the normal effects, you
  impress, dismay, or frighten your
  enemy.
  When you deliver the killing blow
  to a worthy opponent, you learn
  from its fighting style. Decide with
  the table what remarkable
  technique you take away from the
  exchange, and write it down in the
  box to the right. When you use
  that move, add one to your roll.
  You may have a number of these
  moves at a time equal to your level.
  Damaged8
  
  Moves & Notes & Doodles
  Robust. Gain +1 Constitution.
  Indomitable. Gain +1 Strength.
  Genial. Gain +1 Charisma.
  Worldly. Take an advancement from another class (choose a cool one,
  not an attribute bonus).
  Dangerous. You deal +1 damage.
  Dangerous. You deal +1 damage.
  Sturdy. When you roll your HP, keep a number of dice equal to your
  level plus one.
  Comrade. When you roll to help someone, add one to your result.
  Precise. When you roll a 12+ to fight or shoot someone, you ignore
  their armor.
  Soldier. Armor takes up one fewer inventory slot for you.
  Soldier. Armor takes up one fewer inventory slot for you.
  Inspiring. At any time, you may remove points from your HP and
  give them to an ally.
  Or work with the GM to come up with something cooler!
  Fighter Advancements
  (You get one per level.)
  Experience
  When you get money from the wilderness
  or the underground and bring it back to
  town, gain one experience for each gold
  you got (make sure to write it down).
  When you have experience equal to one
  thousand times your current level, you
  level up! Mark a new ability from the
  Fighter Advancement list.
  Experience
  Character Creation
  (The GM will help you out.)
  1. Roll your attributes.
  2. Choose one advancement from
  your class’s list.
  3. Roll your HP.
  4. Mark your inventory slots.
  5. Get some equipment.
  6. Go find a dungeon!
  Other Stuff
  When you take time to rest and
  consume a ration, you may reroll
  your HP. Roll a number of dice
  equal to your level plus your CON,
  and keep a number of them equal
  to your level. Write the result as
  your new HP.
  When you need a standard piece
  of mundane adventuring gear
  that’s not currently in your
  inventory, you may fill in an empty
  bubble to declare that you had the
  item all along. If you do so, write
  the item in your inventory.
  When you’re in town, you may
  spend 25g to empty all of your
  Equipment Bubbles.
  
  Name: ____________________________
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  HP
  Armor
  STR
  INT
  CON
  WIS
  DEX
  CHA
  Inventory
  1.
  2.
  3.
  4.
  5.
  6.
  7.
  8.
  9.
  10.
  11.
  12.
  13.
  14.
  15.
  ______________________________
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  ______________________________
  Gear:
  What Do You Look Like?
  Your Connections
  (And how they feel about you.)
  Basic Move
  When you do something risky or
  dangerous, roll 2d6 and add a
  relevant attribute score.
  •
  On a 12+, you do it perfectly,
  with some additional benefit.
  •
  On a 10-11, you do it perfectly.
  •
  On a 7-9, you do it, but with
  some cost or complication.
  •
  On a 6-, you fail to do it, with
  some additional negative
  consequence.
  Thief Moves
  When you attack an opponent
  unawares, treat any 6- results as a
  7-9 instead, and add an extra d6 to
  your damage.
  When you try to pass unnoticed,
  you may treat a 6- result as a 7-9
  result instead.
  You are well connected. When you
  need to know a guy, roll+CHA.
  On a 7-9, the person you know
  seems to think you owe them a
  debt. On a 6-, they want a lot
  more than that. Write down your
  connections and any notes you’d
  like to the right.
  Damaged6
  
  Moves & Notes & Doodles
  Artful. Gain +1 Dexterity.
  Resolute. Gain +1 Wisdom.
  Popular. Gain +1 Charisma.
  Worldly. Take an advancement from another class (choose a cool one,
  not an attribute bonus).
  Light-Footed. Light armor takes up no inventory slots for you.
  Marksman. You deal +2 damage with ranged weapons.
  Eagle Eye. You’re never caught by surprise. If an enemy would get
  the drop on you, you act first instead.
  Underdog. When you’re outnumbered, you have +1 armor.
  Slippery. Light armor you wear prevents two damage per attack,
  instead of one.
  Assassin. When you roll a 12+ to attack someone unawares, add
  another 1d6 to your damage.
  Wary. When you attempt to avoid or disable a trap, add both your
  DEX and INT to your roll.
  Or work with the GM to come up with something cooler!
  Thief Advancements
  (You get one per level.)
  Experience
  When you get money from the wilderness
  or the underground and bring it back to
  town, gain one experience for each gold
  you got (make sure to write it down).
  When you have experience equal to one
  thousand times your current level, you
  level up! Mark a new ability from the
  Fighter Advancement list.
  Experience
  Character Creation
  (The GM will help you out.)
  1. Roll your attributes.
  2. Choose one advancement from
  your class’s list.
  3. Roll your HP.
  4. Mark your inventory slots.
  5. Get some equipment.
  6. Go find a dungeon!
  Other Stuff
  When you take time to rest and
  consume a ration, you may reroll
  your HP. Roll a number of dice
  equal to your level plus your CON,
  and keep a number of them equal
  to your level. Write the result as
  your new HP.
  When you need a standard piece
  of mundane adventuring gear
  that’s not currently in your
  inventory, you may fill in an empty
  bubble to declare that you had the
  item all along. If you do so, write
  the item in your inventory.
  When you’re in town, you may
  spend 25g to empty all of your
  Equipment Bubbles.
  
  Name: _____________________
  HP
  Armor
  STR
  INT
  CON
  WIS
  DEX
  CHA
  Inventory
  1.
  2.
  3.
  4.
  5.
  6.
  7.
  8.
  9.
  10.
  11.
  12.
  13.
  14.
  15.
  ______________________________
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  ______________________________
  ______________________________
  Gear:
  What Do You Look Like?
  Wizard Spells
  (Ask your GM to make a better list.)
  Wizards have -2 to cast spells if
  they’re wearing armor or shield.
  1.
  Detect Magic. You hear nearby
  magical auras singing. Volume
  and harmony signify the aura’s
  power and refinement.
  2. Floating Disc. An invisible
  object hovers, frictionless, two
  feet above the ground. It can
  hold up to a number of
  humanoids equal to your level,
  or the equivalent.
  3. Magic Missile. Hurls a glowing
  dart of magical energy at a
  target. Does 1d6 damage plus
  one for each level you have.
  4. Comprehend. You are fluent in
  all languages.
  5. Pit. A pit 10 feet wide and 30
  feet deep opens in the ground.
  6. Icy Touch. A thick ice layer
  spreads across a touched
  surface, up to a 30 foot radius.
  7. Raise Dead. 1d6 skeletons rise
  from the ground to serve you.
  They aren’t very bright and can
  only obey simple orders.
  8. Spider Climb. You can climb
  surfaces like a spider.
  9. Sleep. 1d6 nearby creatures fall
  into a light sleep.
  10. Adhere. A nearby object
  becomes covered in extremely
  sticky slime.
  Basic Move
  When you do something risky or
  dangerous, roll 2d6 and add a
  relevant attribute score.
  •
  On a 12+, you do it perfectly,
  with some additional benefit.
  •
  On a 10-11, you do it perfectly.
  •
  On a 7-9, you do it, but with
  some cost or complication.
  •
  On a 6-, you fail to do it, with
  some additional negative
  consequence.
  Wizard Moves
  When you spend an hour or so
  sudying your personal spellbook,
  you forget any spells you already
  had memorized, and you may
  memorize a number of spells equal
  to your level plus your INT. You
  can choose any spell currently in
  your spellbook.
  When you cast a spell you’ve
  memorized, roll+INT. On a 7-9,
  choose 1. On a 6-, neither.
  •
  The spell affects its intended
  target.
  •
  You don’t forget the spell.
  When you attempt to add a spell
  from a scroll or another wizard’s
  spellbook to your spellbook,
  roll+INT. On a 7-9, you may add it
  only if you remove another spell.
  On a 6-, you fail and may never
  memorize or cast that spell.
  Damaged4
  
  Moves & Notes & Doodles
  Resolute. Gain +1 Wisdom.
  Smart. Gain +1 Intelligence.
  Shifty. Gain +1 Dexterity.
  Worldly. Take an advancement from another class (choose a cool one,
  not an attribute bonus).
  Adept. You can memorize one additional spell per day from your
  spellbook.
  Studious. Add a random Wizard spell to your spellbook.
  Cross-Disciplinary. Add a random Cleric spell to your spellbook.
  Infamous. Your reputation precedes you. When you need to make a
  new connection, roll+CHA. On a 7-9, the person you find is less
  than ideal, or needs a favor. On a 6-, they they’ve got a job for you,
  and they won’t take no for an answer.
  Magic Detector. You may cast Detect Magic as a cantrip. You don’t
  have to memorize it, and casting it doesn’t require a roll (it always
  counts as a 10+).
  Arcane Armor. When you bear no armor or shield, you have 1 armor.
  Wild Magic. When you roll a 12+ to cast a spell, double its
  effectiveness.
  Or work with the GM to come up with something cooler!
  Wizard Advancements
  (You get one per level.)
  Experience
  When you get money from the wilderness
  or the underground and bring it back to
  town, gain one experience for each gold
  you got (make sure to write it down).
  When you have experience equal to one
  thousand times your current level, you
  level up! Mark a new ability from the
  Cleric Advancement list.
  Experience
  Character Creation
  (The GM will help you out.)
  1. Roll your attributes.
  2. Choose one advancement from
  your class’s list.
  3. Roll your HP.
  4. Mark your inventory slots.
  5. Get some equipment. (And roll
  three random spells to put in
  your spellbook!)
  6. Go find a dungeon!
  Other Stuff
  When you take time to rest and
  consume a ration, you may reroll
  your HP. Roll a number of dice
  equal to your level plus your CON,
  and keep a number of them equal
  to your level. Write the result as
  your new HP.
  When you need a standard piece
  of mundane adventuring gear
  that’s not currently in your
  inventory, you may fill in an empty
  bubble to declare that you had the
  item all along. If you do so, write
  the item in your inventory.
  When you’re in town, you may
  spend 25g to empty all of your
  Equipment Bubbles.
  
SOURCE: textdata/thevault/6e (osr)/6E, Jared Sinclair.pdf