Mini Hack - Fantasy - V0.11
Mini Hack - Fantasy - V0.11
Mini Hack - Fantasy - V0.11
11
Requires Mini Hack Core rules. 1
Advancement: Clerics can select a new spell when increasing their religion skill. ● Disguise: You may alter the appearance of 1d3 characters at will as long as
they remain humanoid. Attempts to duplicate other characters will seem
Spells: Each spell starts with a Ud8 usage die. After casting, roll the usage die. uncanny.
When the last die is lost, the spell needs to be prayed for before being cast again. ● Dispel: Negate one magical effect or magic trap
Spells take 1 round to cast using the Religion skill and the cleric must be holding a ● Fog Cloud: Dense fog spreads out from you. All in the cloud are at
holy symbol. disadvantage when searching, moving, and attacking.
● Bless: Blessing a character gives them +1 for 1d6 turns. ● Hear Whispers: You can hear faint sounds clearly.
● Cure: Test to cure disease, remove a curse, or neutralize poison. ● Luck: Cast on one target. Lasts for 1 day. The lucky target may re-roll 2 rolls
● Heal: Heals the target Religion+1d3 HP and removes all stress. that day.
● Turn: Turns 1d6 low to medium threat undead enemies for 1d6 rounds. 1d2 ● Pacify: 1d3 creatures have an aversion to violence.
high threat undead enemies run away for 1d3 rounds if their save fails. ● Protect: All attacks against the target are at disadvantage for 1d6+2 rounds.
● Push: Target a specific creature or impact all creatures in a radius. Must Might
Magic Users save or be knocked prone.
Magic users are typically very knowledgeable about many things. They generally ● Pyromancy: Immunity to fire damage for 1d6 rounds
do not wear armor, but if they do it is on the light side. Skilled with light weapons, ● Sleep: 1d6 creatures fall into a light sleep until roused.
they favor casting spells and using their wit to solve problems. ● Spider Climb: You can climb surfaces like a spider for 1d6 rounds.
● Ward: Protect an area and be alerted either silently or audibly when something
Magic users must select the Magic skill and 2 spells to begin with. enters.
Advancement: Magic users can select a new spell when increasing their magic Books: Selected spells are considered learned and are written into spell books.
skill. Spells need to be studied from time to time in order to cast. See Usage Die.
Cantrips: All magic users can perform simple magic like sense magic, produce Scrolls: All scrolls are 1 use and the character must be a magic user to read them.
light, and move small objects. Use your imagination and keep it simple. The GM
will decide if it is allowed. All magic users can cast a fireball (1d6 damage) which Alchemy
requires a successful magic roll. Cantrips can be cast from memory and take 1
Creating a potion or bomb requires the Alchemy skill. To create a potion or bomb,
round to cast.
the character needs to gather or buy the ingredients and spend the time to create
it.
Spells: Search Google for a more complete list of spells. Each spell starts with a
usage die of Ud8. After casting, roll the usage die. When the last die is lost, the
Gathering Ingredients (IN): Roll 3 successful Search tests before 3 failures to find
spell needs to be studied before being cast again.
the ingredients. This simulates searching for the ingredients. Powerful potions and
bombs require more ingredients than weaker potions. Roll at disadvantage in
The following spells are cast using the Magic skill. Spells must be read from a book
challenging situations.
or scroll and take 1 round to cast.
● Arcane Eye: You can see through a magical invisible floating eyeball that flies
Creating Potions: Roll 3 successful Alchemy tests before 3 failures to create the
around at your command.
potion or bomb in # of ingredient hours. Failure means the ingredients are ruined.
● Charm: 1d6 creatures treat you like a friend until they are attacked by you or
Roll at disadvantage for challenging potions. The following table provides some
1d6+2 rounds have passed.
potions and bombs to get you started. Talk to the GM if you have ideas for a potion
● Command: A creature obeys a single, three-word command that does not harm
or bomb you’d like to create.
it.
● Cyromancy: Immunity to cold damage for 1d6 rounds D6 Potions - Consume to Use IN
Mini Hack - Fantasy v0.11
https://flexd6.itch.io/mini-hack 3
1 Communication - Touch to communicate with the dead. 4 When the vehicle the characters are in is attacked by another vehicle, roll the Pilot
skill to try and avoid damage.
2 Insight - Touch an item to learn a detail about it. 4
Sample Character Sample Clockwork Airship
3 Healing - Heal all HP. 3
4 Spider Climb - See the Spider Climb spell. 3 Name: Merlin Vehicle: Clockwork Airship
Species: Halfling HP: 10/10
5 Cure - See the Cure spell. 4 Role: Wizard Fuel: Ud10
Description: Older, grey hair, lean
6 Charm - If the target fails a save, they consider you friendly until they are 2
attacked or the spell wears off (2d6 rounds). Features:
Money: 10 ● Maneuver: +1
D6 Alchemical Bombs - Throw at Target to Use IN XP (Spent/Unspent): 0/1 ● Gunnery: +1
HP: 6/6 Armor: 0/0 Shield: 0/0
1 Frigid Snap - All in a 10’ radius save vs. 1d3 of cold damage and having 4
Stress: 0/3 Grit: 3/3 Positions:
disadvantage for the next round due to being temporarily frozen.
● Pilot: flies the ship
2 Fire Bomb - All in a 10’ radius save vs. 1d3 fire damage and catching fire. Will 4 Special Abilities: ● Navigator: determines course
self extinguish after 3 rounds. 1 point of damage for each round on fire. Save ● Magic User ● Mechanic: maintains the ship
each round to put out the flames. ● Agile - +1 to the Dodge skill ● Tactician: weapons
3 Oil Slick - All in a 10’ radius must test at disadvantage when moving or fall 2
Specialized Skills: Weapons:
down and have to crawl out of the oil slick.
● Might (9): ● Large Crossbow: (1d8)
4 Slow Motion - All in a 10’ radius must save or are at disadvantage for all 4 ● Agility (11): Melee (1), Dodge (2)
movement, including attacks, for 1d3 rounds. ● Wit (12): Magic (1), Alchemy (1) Sample Enemy
● Charm (10):
5 Flash - Creates a flash of bright light. All within 10’ radius must save or are at 2
disadvantage on their next turn. Role: Orc #1
Weapons: Name: Gronk
6 Fog Cloud - See the Fog Cloud spell. 2 Staff (1d6) Wit: 12
HP: 8/8
Inventory:
Familiar Armor: 1/1 / Ud8
Staff, cloak, spell book, wand Shield: 3/3
A familiar is a spirit which is attached to the character. It takes the form of an
Weapon: Sword (1d6)
animal (players choice) and is summoned by the character. Being a spirit, they Learned Spells:
Attack/Defense Penalty:
have no physical presence and cannot interact with the physical world. Familiars Protect (Ud8), Heal (Ud8)
Inventory: Shield, Sword, Light Armor
can only communicate telepathically with the character they are attached to. When
summoned, the familiar appears within a 10’ radius of the character. It can travel to
a maximum of 50’ away from the character before disappearing. Familiars can only
be impacted by magical attacks and have 1 HP. When a familiar is reduced to 0 HP,
they disappear. To have a familiar, the character must take the Familiar skill.
Clockwork (Optional)
See the core rules for vehicles and how they work. Also, clockwork can apply to
inventory items and weapons. GM discretion.