Category Archives: Homebrew

5 Room Dungeon: Cave Of The Kobold Seer

Wherein your humble scribe presents a Five Room Dungeon for use with Mini Six, with some creation help from the random tables in D6 Fantasy Locations. This is, of course, largely compatible with D6 Fantasy as well.

Goblins have always been a problem for caravans between Woodville and Stonekeep, but lately they have been plaguing the trade routes with greater accuracy than ever before. The party has been hired to determine how the Goblins are managing these highly successful robberies.

Some careful tracking from the site of the last attack has lead the heroes (following the trail of what appears to be two Goblins who split off from the rest of the raiding party) to a hidden cave deep within the Jorngast Forest.

Room One: Entrance and Guardian(s)

Well-hidden beneath carefully placed brush is a cave entrance that the Goblins’ tracks appear to enter. A simple crossbow trap has been placed here, aimed to shoot anyone taller than a Goblin who disturbs the brushy cave covering. A Search roll (TN 15) will spot it. A Dodge roll (TN 18) is necessary to avoid the bolt. If not dodged, the bolt does 4D+1 damage.

A short passageway leads to a cramped cavern where a half-dozen hungry, ill-trained Kobold Warriors loiter. They will happily attack any intruders who look like they might have (or be) food. The Kobolds will attempt to flee – heading for the outside – once they have lost 1/2 their number.

Kobold Warrior (Scale 0)
Might 1D+1 Agility 2D+2 Wit 1D+2 Charm 1D+1
Skills: Javelin 2D+1, Dodge 3D+2, Stealth 3D+2, Traps 2D+2
Gear: Javelins (+1D), Leather Armor (+2)
Static: Dodge 11, Block 3, Parry 7, Soak 3 (5)

Room Two: Puzzle or Roleplaying Challenge

Three Kobold Lieutenants sit about this mid-sized cavern, gambling with knucklebones by candlelight. If the players can beat the Kobolds at their game (skill resolution required: Gambling, Wit-based) and convince them that they are here “on business” (roleplaying resolution required, fairly easy since the Kobolds are lazy and would rather let the trap in the next room do the hard work), the guards will let them pass without a fight. These Kobolds will also lay in ambush for anyone coming back into this room from the rope bridge cavern ahead.

Bik, Haarlit, and Fythang, Kobold Lieutenants (Scale 0)
Might 1D+2 Agility 3D Wit 1D+2 Charm 1D+1
Skills: Javelin 2D+2, Dodge 4D, Stealth 4D, Gambling 2D+2
Gear: Javelins (+1D), Leather Armor (+2), Shield (+4)
Static: Dodge 12, Block 5, Parry 8, Soak 3 (9)

Room Three: Trick or Setback

A deep chasm cuts across this cavern, a fast moving and rocky stream lies some 40 feet below. A ratty-looking rope bridge spans the gap. The chasm is almost too wide to jump, but a very skilled (or lucky) person might make it across (TN 20, using Athletics).

The bridge itself is trapped. Its ropes have been carefully frayed to cause them to snap if traversed by anyone heavier than a Goblin. A Search check (TN 15) will notice the trap. A person falling with the bridge can make an Athletics roll (TN 18) to avoid suffering damage (4D) from the fall and may then climb up the other side.

Room Four: Climax, Big Battle, or Conflict

The Kobold Seer and two emissaries from the Goblin King sit at a battered and wax-covered old table. The seer speaks to the Goblins in a gravelly and grandiose voice, telling them of visions and prophesies. These conspirators are not pleased to be interrupted by pinkies and will immediately move to attack. The Goblins will fight to the death in an effort to preserve their king’s lucrative raiding scheme. The Kobold has no such desire to die and will, if the fight begins to go against him, attempt to cast Invisibility and flee.

Vumra, Kobold Seer (Scale 0)
Might 1D+1 Agility 2D+2 Wit 3D Charm 3D
Skills: Dagger 2D+1, Dodge 3D+1, Magic 6D, Command 4D
Perks: Sorcerer
Gear: Dagger (+1D+1) -> magic, +1D to hit, +2 pip damage
Spells: Control Weather, Curse, Divination, Hasten, Heal, Invisibility, Paralysis
Static: Dodge 10, Block 4, Parry 7, Soak 4

Niish & Padlum, Goblin Emissaries (Scale 0)
Might 2D Agility 3D Wit 2D Charm 1D+1
Skills: Sword 4D, Dodge 4D, Stealth 3D+2
Gear: Short Sword (+2D), Leather Armor (+2), Shield (+4)
Static: Dodge 12, Block 6, Parry 12, Soak 6 (12)

Room Five: Reward, Revelation, Or Plot Twist

The Seer’s chamber, contains a small trove of gold coins (454), a rough seeing crystal (+1D+2 to Clairvoyance & Divination attempts), and his star charts and diary of prophesies, including information on where and when the Goblins have been told will be good times to attack the trade routes for the next six months. Surely the Merchants’ Guild in Stonekeep will pay a handsome reward for this information!

Strange Storms In The Mages’ Desert

Wherein your humble scribe, drawing on the “All The Dice” random generator concept (tip of the hat to Grim), presents a random table for your nerdly needs. This table is built for Labyrinth Lord + Advanced Edition Companion. You should be able to tweak it to your needs for just about any other old school fantasy RPG, though.

The Mages’ Desert is an area far to the west of most civilized lands, burned barren by a great magical duel that happened in aeons past. The sheer power of the arcane residue that haunts this place brings very strange storms to the region. The tables below will help construct just such a storm to bedevil your players if they should happen to be passing through. Sometimes these storms are strong enough that they even make their way to settled areas.

Time Of Day Storm Begins, 1d4

  1. Morning (6am-12pm)
  2. Afternoon (1pm-5pm)
  3. Evening (6pm-12am)
  4. Night (1am-5am)

Atmospheric Effects Of Storm, 1d6

  1. Heavy Lighting, No Thunder
  2. Heavy Thunder, No Lightning
  3. Disturbing Calm
  4. Heavy Winds
  5. The Roar of Wind without actual Wind
  6. Sudden temperature change (1-3 hotter, 4-6 colder)

Direction From Which The Storm Approaches, 1d8

  1. North
  2. Northeast
  3. East
  4. Southeast
  5. South
  6. Southwest
  7. West
  8. Northwest

Mood Engendered By The Storm, 1d10

  1. Gloom
  2. Melancholy
  3. Lust
  4. Contentment
  5. Mirth
  6. Unease
  7. Paranoia
  8. Rage
  9. Jealousy
  10. Roll again twice, add results

Color Of The Sky/Clouds During Storm, 1d12

  1. Crimson
  2. Ochre
  3. Pale Yellow
  4. Umber
  5. Pea Green
  6. Forest Green
  7. Cerulean
  8. Midnight Blue
  9. Royal Purple
  10. Bruised Purple
  11. Alabaster White
  12. Night Black

Odd Rains, 1d20

  1. Daggers (1d4 damage per turn exposed)
  2. Gold Coins (melt after 1d20 minutes)
  3. Silver Coins (melt after 1d20 hours)
  4. Copper Coins (melt after 1d20 days)
  5. Frogs
  6. Fish
  7. Skulls (1d6 damage per turn exposed)
  8. Eyeballs
  9. Blood
  10. Feathers
  11. Scraps of paper (books)
  12. Scraps of paper (magic scrolls)
  13. Scraps of paper (treasure maps)
  14. Gravel (1d4 damage per turn exposed)
  15. Ale
  16. Wine
  17. Miniature fully-formed snowmen
  18. Fruit
  19. Fire (1d4 per turn exposed, may cause more fires)
  20. Jewelry (rings, necklaces, etc. 1-2 real, 3-6 costume)

LL/AEC Rogues Gallery: The Winter Elves

Wherein your humble scribe presents what might be an Adventuring Party for Labyrinth Lord/Advanced Edition Companion. These characters are all 1st level, were granted maximum HP (Advanced Style), and have a bare minimum of equipment. They were all created with 3d6 for stats, more often than not in order. And, as is now commonplace, they all have some snappy headgear.

Riding out of the frozen north, each upon his own sleigh drawn by a distinct pair of reindeer, this fearsome quartet of Winter Elves makes annual raids on the villages of men, always on the day when the sun shines least. Some of the victimized villagers leave items of tribute beneath lighted trees to keep the elves from ransacking their homes. Others use snow to construct “guardsmen” on their lawns in an effort to frighten the elves away. Still others leave freshly baked – and freshly poisoned – pies and cakes at their doors in the hope of ridding themselves of the elves once and for all. Legend foretells the coming of a hero – a saint dressed in red, with alabaster hair and eyes that twinkle – who will bring these fiends to heel. Could this be the year the people are saved?

Askasleikir / Elf Fighter 1 CE
Head Gear: A bloody scarlet hood with a single long tassel that ends in a fuzzy white ball
STR 15 INT 9 WIS 9 DEX 17 CON 13 CHR 13
HP 11 AC 2 Gold 5
Chain Mail, Shield, Longsword, Long Bow & 20 Arrows

Giljagaur / Elf Cleric 1 CE
Head Gear: A forest green hood decorated with Celtic deer designs
STR 13 INT 13 WIS 13 DEX 12 CON 6 CHR 11
HP 7 AC 4 Gold 54
Chain Mail, Shield, Mace, Silver Holy Symbol
Cleric Spells: Cause Fear, Darkness, Resist Cold

Skyrjarmur / Elf Magic-User/Thief 1/1 CE
Head Gear: A long, heavy scarlet & white striped scarf
STR 8 INT 14 WIS 9 DEX 17 CON 9 CHR 10
HP 5 AC 6 Gold 67
Leather Armor, Short Sword, Short Bow & 20 Arrows, Thieves’ Tools, Spell Book
Magic-User Spells: Floating Disc, Sleep, Spider Climb

Thvorusleikir / Elf Magic-User/Thief 1/1 CE
Head Gear: A platinum silver hood with single long tassel ending in a jingle bell
STR 10 INT 13 WIS 10 DEX 13 CON 7 CHR 12
HP 4 AC 5 Gold 34
Leather Armor, Long Sword, Short Bow & 20 Arrows, Thieves’ Tools, Spell Book
Magic-User Spells: Charm Person, Dancing Lights, Ventriloquism

Mini Six Character: Detective Sergeant Arthur Dietrich

Wherein your humble scribe attempts to honor the recently departed Steve Landesberg by writing up his most famous character, Detective Sergeant Arthur Dietrich as a Mini Six/Precinct ’77 character.

If it’s true that childhood imagination games like “Cowboys & Indians” and “Cops & Robbers” are the original RPGs, then it’s likely that my first character was, shall we say, an homage to (read as: blatant knock off of) Detective Sergeant Arthur Dietrich, of Barney Miller fame. When it came to cops, other kids wanted to be Dirty Harry, Starsky & Hutch, or even Ponch & John. But not me. I wanted to be the calm, intellectual detective who confounded everyone with his dry wit and subtle sarcasm. I was an odd kid, go fig.

So when I heard this morning that Steve Landesberg, the actor who portrayed this childhood icon of mine passed away yesterday, I felt the need to complete the circle a bit and write up ol’ Dietrich as a “proper” RPG character. So consider this my odd adult effort at a tribute to one of the great offbeat cops of all time and the actor who played him so very well.

First, let’s watch the opening of Barney Miller to get in the mood (and man, that bass line does it for me every time):

And now, let’s meet the real star of the show…

Detective Sergeant Arthur Dietrich
Might 2D+2 Agility 2D+1
Wit 4D Charm 3D
Skills: Brawling 3D, Muscle 3D, Dodge 3D+1, Investigation 5D, German 4D+2, Legalese 4D+1, Sciences 5D, Humanities 5D, Good Cop 4D, Bad Cop 3D+1
Perks: Destiny
Complications: none
Gear: Badge, Handcuffs, Service Revolver (4D)
Static: Dodge 10, Block 9, Parry 8
Body Points: 30
Armor: none

BRP Bestiary: Wugs!

Wherein your humble scribe presents a couple of monster writeups he’s using as the primary antagonists in a D&D-style Basic RolePlaying game, enabled in no small part by the delightful majesty that is BRP Classic Fantasy.

Deep in the dreaded Bonenettle Swamp is is said that one may encounter the Wugs – horrible humanoid toadmen who worship dark gods. These creatures, the old stories say, were once human like you or me, but became corrupted by the foul entities they revere. They speak a maddening, blubbery tongue and perform terrible rites using lost children and unwary adventurers as their sacrifices.

Wug Warrior

Wug Warriors spring into combat on their powerful jumping legs, and in the round that they move in this fashion their damage bonus increases by one step.

Wug Warrior, A Toadman With A Point To Make

STR 3d6+3 (14-15)
CON 3d6+2 (13-14)
SIZ 1d6+8 (11-12)
INT 2d6+3 (10)
POW 3d6 (11)
DEX 2d6+6 (13)
APP 2d6 (7)
MOV hop-8

Average HP: 12
Average Damage Bonus: +1d4
Morale: 75%

Armor: 1d6-1, Leather Armor & Tough, Rubbery Skin

Attacks: Spear or Club 45%, damage 1d6+1+db (1d6+2+db if used 2-handed)
Round Shield 35%, damage 1d3+db
Claw/Claw/Bite 25%, damage 1d3/1d3/1d2 (+db)
Grapple 25%, damage special

Skills: Dodge 65%, Hide 85%, Jump 60%, Listen 35%, Spot 40%, Stealth 65%, Swim 45%

Powers: none

Wug Shaman

Like their larger and more martial brethren, Wug Shamen are able to leap into combat, increasing their damage bonus by one step (on average from none to 1d4) when they do. More often, though, these crafty toadmen rely on the spells they possess to handle their enemies. Wug Shamen typically wear large, heavy copper torcs which act as armor as well as serving as a cultural indicator of their role within the tribe.

Wug Shaman, A Toadman With A Trick Up His Sleeve

STR 3d6 (11-12)
CON 3d6 (11-12)
SIZ 2d4+4 (9)
INT 3d6+3 (14-15)
POW 2d6+6 (13)
DEX 2d6+6 (13)
APP 2d6+3 (10)
MOV hop-8

Average HP: 10
Average Damage Bonus: none
Morale: 65%

Armor: 1d4-1, Torcs & Tough, Rubbery Skin

Attacks: Spear or Club 35%, damage 1d6+db
Claw/Claw/Bite 20%, damage 1d3/1d3/1d2 (+db)

Skills: Dodge 65%, Hide 85%, Jump 50%, Listen 40%, Perform: Ritual 40%, Spot 45%, Stealth 55%, Swim 45%

Powers: Magic spells, typically including Charm Person 30%, Haste 25%, Heal 50%, Hold Person 40%, Restore Fatigue 40%

Traveller: The Crew Of The Free Trader Nobuharu

Wherein, in honor of the currently still free (through December 31st) classic Traveller Starter Edition, your humble scribe presents a group of characters for (classic) Traveller. All of these were rolled up by-the-book using said Starter Edition.

Working their way through the Claybourne Subsector, the crew of the Free Trader Nobuharu – brainiacs all – have found themselves a bit short on this month’s payment. Not wanting to lose possession of the one thing that sets them apart from the rest of the rabble, these streetwise geniuses have stumbled upon the Governor of Posada’s need to have a trio of “embarrassing” individuals escorted “elsewhere” in the subsector. The ladies in question don’t seem particularly difficult to deal with, and their high passages – as well as a generous “discretion bonus” – have been paid for in cash. What could possibly go wrong?

Wes Galinol
A67C78 Age 34 4 Terms (Service: Merchants, Final Rank: Captain)
Jack of All Trades-2, Streetwise-3, Steward-1, Pilot-2
Free Trader
Cr25,000

Vicki Bergeron
548A79 Age 38 5 Terms (Service: Merchants, Final Rank: 1st Officer)
Streetwise-2, Navigation-3, Steward-1, Jack of All Trades-1, Electronic-1, Pilot-1, Gunnery-2
Low Psg
Cr50,000

Ulysses Kielty
685B98 Age 22 1 Terms (Service: Navy, Final Rank: Lieutenant)
Medical-1, Navigation-1, Engineering-1, Computer-1
Cr20,000

Octavio Basilio
C73BB6 Age 38 5 Term (Service: Marines, Final Rank: Force Commander)
Cutlass-1, Leader-4, Admin-1, Tactics-3, Revolver-1
Cutlass, TAS
Cr30,000

Skulking Though The Necropolis…

Wherein your humble scribe, drawing on the “All The Dice” random generator concept (tip of the hat to Grim), presents a random table for your nerdly needs. This stuff is built for Labyrinth Lord + Advanced Edition Companion, but you should be able to tweak it to suit your needs for just about any other old school fantasy RPG.

Now why on earth are your players rummaging around in a cemetery? Is the entrance to a dungeon hidden in one of the graves? Did the Thieves’ Guild hide something with someone who will tell no tales? Did a certain Doctor hire them to bring back a few spare parts? In any case, if all they have to do is make a beeline for a specific spot then you probably don’t need this chart. But if they have to hunt, or if you want to add some flavor, grab those dice and get to rolling.

Date Of Death, 1d4

  1. Distant Past (100+ years ago)
  2. Long Ago (21-99 years ago)
  3. Recent Past (10-20 years ago)
  4. Recent (0-9 years ago)

Headstone Type, 1d6

  1. Unmarked Grave
  2. Simple ground-level grave marker
  3. Classic “Tablet” Tombstone
  4. Monument
  5. Statuary
  6. Mausoleum

Language Of Inscription, 1d8

  1. Common
  2. Human Dialect
  3. Druidic
  4. Elvish
  5. Dwarven
  6. Arcane Script
  7. Human Dialect
  8. Common

Condition Of Marker, 1d10
(roll again for offering: 1-6 none, 6-8 fresh flowers, 9 foodstuffs, 10 unique: a bottle of wine, a filled pipe, a deck of cards, etc.)

  1. Weathered, appropriate to age
  2. Weathered, unnaturally so
  3. Graffiti-covered
  4. Vandalized
  5. Shattered
  6. Recently cleaned
  7. Well-maintained, appropriate to age
  8. Well-maintained, unnaturally so
  9. Cracked & chipped
  10. Fallen over

Age At Death, 1d12
(see Labyrinth Lord Advanced Edition Companion, p. 23 for ranges by race)

  1. Infant
  2. Child
  3. Adolescent
  4. Adolescent
  5. Adult
  6. Adult
  7. Adult
  8. Middle Age
  9. Middle Age
  10. Middle Age
  11. Elderly
  12. Venerable

Ornamentation, 1d20

  1. Unadorned
  2. Holy Symbol
  3. Holy Symbol
  4. Arcane Symbol(s)
  5. Horse & Rider
  6. Angel, full
  7. Angel, wings only
  8. Book
  9. Scroll
  10. Vines/Roses/Tree(s)
  11. Military Insignia
  12. Nationalist Symbol
  13. Sword, or other weapon
  14. Shield
  15. Animal (bird, dog, etc.)
  16. Soldier
  17. Crown
  18. Hammer & Anvil, or other sign of craft or trade
  19. Celestial Insignia (planets, sextants, etc.)
  20. Likeness of deceased

Examples – Because They’re Fun

  • This simple ground-level marker bears the insignia of the Duke’s Infantry and marks the resting place of an adolescent who died some 13 years ago, during the bitter war between Dryndland and Nemetstaat. The marble is unnaturally well-maintained for its age, and the inscriptions are in Common.
  • This shield-shaped tombstone likes shattered atop the grave it marks. The fragments, which are written in a dialect spoken by the Humans of the Eastern Continent, reveal that the person buried here died exactly 50 years ago today, after living to the utmost limits of the human lifespan.
  • The middle-aged individual buried beneath this statue of angelic wings died only 9 months ago, according to the Druidic inscriptions found upon the its base. The blatant vandalization of the grave marker stands in stark contrast to the still warm basket of muffins that rests at its base.
  • Buried more than two hundred years ago, the adult occupant of this grave was important enough to warrant a tall monument, which has weathered quite poorly. Numerous baskets of freshly cut flowers have been placed about the its base. No name is given, but the birth and death dates are inscribed in the language of the distant land whose ragged flag honors his interment.

The Duke’s Grand Masquerade

Wherein your humble scribe, drawing on the “All The Dice” random generator concept (tip of the hat to Grim), presents a random table-fueled scenario for your nerdly needs. This stuff is built for Labyrinth Lord + Advanced Edition Companion, but you should be able to tweak it to suit your needs for just about any other old school fantasy RPG.

The party has been invited to attend the Duke’s Grand Masquerade in honor of the New Year. A number of other NPC adventurers are present as well, but just who is behind those masks? Roll up a few encounters ahead of time (or fly by the seat of your pants), stir in some intrigue (a devil in disguise? a challenger to the throne?) – et voilà! – instant role-play heavy adventure. And if you need some less-random characters, there’s always the Strange Stones Rogues Gallery.

Character Class, 1d4 (roll again for subclass, if desired)

  1. Fighter (1-2 Fighter, 3 Ranger, 4 Paladin)
  2. Cleric (1-2 Cleric, 3 Druid, 4 Monk)
  3. Magic-User (1-3 Magic-User, 4 Illusionist)
  4. Thief (1-2 Thief, 3-4 Assassin)

Character Level, 1d6

  1. Average Party Level −1
  2. Average Party Level
  3. Average Party Level
  4. Average Party Level +1
  5. Average Party Level +2
  6. Average Party Level +3

Character Race, 1d8

  1. Human
  2. Dwarf
  3. Elf
  4. Gnome
  5. Halfling
  6. Half-Elf
  7. Half-Orc
  8. Human

Alignment, 1d10

  1. Lawful Good
  2. Lawful Neutral
  3. Lawful Evil
  4. Neutral Good
  5. True Neutral
  6. Neutral Evil
  7. Chaotic Good
  8. Chaotic Neutral
  9. Chaotic Evil
  10. Roll Again

Ulterior Motive?, 1d12

  1. None, just having fun
  2. Here to steal something from another guest
  3. Here to steal something from the Duke or one of his entourage
  4. Here to kidnap a wealthy target
  5. None, dragged along by family/friend (bored!)
  6. Here to assassinate another guest
  7. Here to assassinate the Duke of one of his entourage
  8. Here to curry favor with the Duke
  9. None, just having fun
  10. Here to deliver a secret message to another guest
  11. Here to deliver a secret message to the Duke of one of his entourage
  12. Here to win the heart of a lady/gentleman

Mask, 1d20

  1. Cat (Black or White)
  2. Cassanova
  3. Bird (Lark/Raven/etc.)
  4. Jester
  5. Three-faced
  6. Long-nosed, ornate (Gran Naso)
  7. Long-nosed, pain (Peste, Plague Mask)
  8. Venetian, feathered
  9. Venetian, jewelled
  10. Venetian, plain
  11. Butterfly
  12. Wolf
  13. Tragedia
  14. Comedia
  15. Peacock
  16. Leopard
  17. Bat
  18. Horned Devil
  19. Rat/Mouse
  20. Crowned

Sunken London: Echo Bazaar Meets Mini Six

Wherein your humble scribe attempts to emulate Echo Bazaar, using Mini Six.

Introduction

Mini Six is a marvelous and imminently hackable little game. Echo Bazaar is a flavorful and engaging browser-based adventure RPG set in a strange subterranean Victorian London of sorts. Two great tastes that go great together? I think so!

This is really just a little thought exercise and not meant to be too detailed – heck, I’m not even going as far as the microsettings included in Mini Six go – so don’t expect too much. And since I’ve just read that some fairly big name indie RPG folks have acquired the license and will be producing a “real” tabletop RPG for the setting I don’t imagine there’ll be much demand for this. But still, it’s my first official foray into hacking Mini Six, so I figured I’d share.

Attributes

Mini Six uses four attributes: Might, Agility, Wit, and Charm. Oddly, Echo Bazaar also uses four attributes: Dangerous, Shadowy, Watchful, and Persuasive. I figure we’ll just map those over in the semi-obvious order and run with it. Oh, and starting at 12 dice for attributes seems reasonable, though one could easily argue for higher or lower numbers.

Skills

For the most part, skills in Mini Six should translate fairly well to the attribute mapping we just made, with one notable exception: combat. In Echo Bazaar all combat is tied to one’s Dangerous attribute, so I’m sliding every combat skill – melee and ranged – under Dangerous for this hack. Yes, this means that Dangerous is a pretty powerful attribute. But if played right, combat should be far from the only activity in Sunken London.

So here’s the skill list I’ve come up with:

Dangerous
Brawling, Melee, Ranged, Dodge, Intimidate, Stamina

Shadowy
Stealth, Hide, Pick Pockets, Pick Locks, Tailing, Sleight of Hand, Streetwise

Watchful
Search, Tracking, Secrets, Sunken London History & Culture, Investigation, Research

Persuasive
Contacts, Diplomacy, Seduction, Rumors, Oratory, Gambling

Perks and Complications

Echo Bazaar is chock full of things that can be used as Perks and Complications, and since my goal is not to delve too deeply into the setting here, I’m not fleshing this section out. Suffice it to say, though, that a relationship with the Brass Embassy could easily be a Perk, a Complication, or both.

Money And Gear

Money and gear are hard to come by in the early stages of Echo Bazaar, so if you aim to emulate the game you should probably keep the players poor and poorly equipped at the outset. Make those blighters earn that rostygold and those moon-pearls.

Optional Rules

Obviously you don’t need to go this route if you like the default wound system in Mini Six (I hate wound systems, myself) or if you prefer the traditional OpenD6 combat. But me, I’m going with Fast Static Combat and Body Points (where Dangerous is the Attribute that contributes to Body Points).

Two Sample Characters

Because nothing works better to show a setting than sample characters…

Malachai Dunbar
A sly and dangerous gentleman
Dangerous 3D Shadowy 2D+2
Watchful 4D Persuasive 2D+1
Skills: Brawling 4D, Dodge 5D, Investigation 6D, Search 5D, Sunken London History & Culture 5D
Perks: none
Gear: none
Static: Dodge 15, Block 12, Parry 9
Body Points: 32
Armor: none

Edgerina Thrombly
A shadowy and persuasive lady
Dangerous 1D+2 Shadowy 3D+1
Watchful 3D Persuasive 4D
Skills: Dodge 2D+2, Stealth 4D+1, Tailing 4D+1, Sleight of Hand 4D+1, Secrets 4D, Seduction 5D, Gambling 5D
Perks:
Gear:
Static: Dodge 8, Block 5, Parry 5
Body Points: 26
Armor: none

Traveller: Sneaking Stinson Through The Stratosphere

Wherein, in honor of the currently free classic Traveller Starter Edition, your humble scribe presents a group of three characters for (classic) Traveller. All of these were rolled up by-the-book using said Starter Edition.

Mustered out on Budapest in the Claybourne Subsector, this group of miscreants is looking for work. One of them overheard a little rumor in the B-class starport bar that there’s a scientist in the capital city who is looking for a group to escort her (or him?) offworld so that he can conduct his research without further interference by the planet’s highly bureaucratic government. Of course, just finding this scientist (Stinson? Simson? What was that name, exactly?) will be hard enough. Getting him (or her?) through the red tape to get offworld might prove to be nearly impossible. Maybe they’ll just go back to drinking until an easier patron comes along…

Ernesto Meltzer
686A48 Age 22 1 Term (Service: Marines, Final Rank: NCO)
Cutlass-1
Cr5,000

Keisha Benton
8CB838 Age 38 5 Terms (Service: Merchants, Final Rank: 2nd Officer)
Steward-2, Steetwise-1, AutoPistol-1, Electronics-2, Jack of All Trades-2
AutoPistol
Cr80,000

Katie Craine
78B674 Age 30 3 Terms (Service: Army, Final Rank: Major)
Rifle-1, SMG-1, Blade-1, Forward Observer-1, Mechanical-2, Tactics-1
Low Psg
Cr30,000

Rodney Calastine
7C78A3 Age 26 2 Terms (Service: Navy, Final Rank: Lieutenant)
Medical-1, Engineering-1, Navigation-1, Pilot-2
Cr15,000