Dead Simple Fantasy – 7th Edition

Ladies, gentlemen and you at the back,

I am pleased to release the first full draft of seventh edition. This has been a labour of love/hate/frustration over the last year or two (do not ask about sixth edition, it is not pretty).

You will find this slim, fourteen page, booklet at the top of the rules downloads page.

Although this has been play-tested with my local victims I look forwards to all your questions and nit-picks 🙂 A good place to communicate with me is on the Dead Simple RPG Facebook page: https://www.facebook.com/groups/1411598512466256/?ref=bookmarks

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About Craig

For those who need to know these things: - I'll never see 50 again. - I'm tall enough to see well in crowds and fat enough to leave a wake. - I'm well married to a woman with twice my smarts, three delightful and challenging children (er-hem), and one cat overlord. - I am Welsh. - I have to work for a living, but do nothing that makes me perspire.
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2 Responses to Dead Simple Fantasy – 7th Edition

  1. Jon Gilbert says:

    How about a new character class?
    Druid
    At one with nature, Druids are dedicated to maintaining harmony and balance in the world. At home amongst fields, woods and animals, they are uncomfortable in towns, cities and dungeons.
    Druids start with a +1 bonus to their Knowledge, Perception and Persuasion skills. Because of their training, they can use only light armour and wooden or wicker shield. The only weapons they can use are the staff, spear, sling and one-handed weapons.
    Druids can be human, elf or hobbit.
    A druid starts the game with 15 ducats, padded tunic and hood, wicker shield and a dagger.

    Professional Abilities
    All Druids start the game with three of the following professional abilities. All these abilities may only be used once per hour. The others may be obtained as the Adventurer develops (see 1.7).
    The GM may allow some of these abilities to be enhanced (obtained as if they were new abilities), e.g. Enhanced Possession working on larger creatures, or Enhanced Sanctuary working on the whole party, or Enhanced Envenom giving -1 to Toughness check, etc.

    Ability Effect
    Commune with nature:- Can ask simple questions of any living things (including trees, plants and animals, but not humanoids or monsters) about what has happened in an area – long lived things have longer memories of events. Lasts for 3 minutes.
    Envenom:- Add venom to any weapon or missile. Any creature wounded must make a Toughness check or suffer an additional wound. Lasts for one encounter, or until weapon causes a wound.
    Gust of Wind:- Create wind that will push back or knock over creatures in any 3 adjacent squares within 30’ (unless they make a Manhandle check), or blow shut doors or extinguish small flames, or disperse smoke or mist, etc.
    Mist:- Create circle of fog 50’ across & 20’ high, centred anywhere within 60’. Reduces visibility to 5’ & muffles sound. Hides anyone within from view. Completed at end of next turn. Lasts 10 minutes then dissipates quickly.
    Pass without trace Druid and up to 6 companions can move making little noise and without leaving any trail that can be tracked, even through undergrowth or across mud or sand. Lasts 10 minutes.
    Possession:- Take control of a non-hostile creature up to the size of a cat or crow if in sight. The Druid’s body is unconscious during this time. Requires Persuasion test to be successful. Lasts 10 minutes.
    Sanctuary:- Living non-sentient creatures (not supernatural) ignore Druid, as long as they are left alone. Lasts 10 minutes.
    Warp wood:- Warp, twist of bend small amounts of wood e.g. weapon, shaft, plank or tree branch, to make it unusable (or something else). Range 20’.

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