Behind the Helm

Classes for X-in-6

So! After... a bit of radio silence, I released the game I've been working on, called X-in-6. Find it here on Itch. It's classless, but if you want to use classes with it, here you go. (Also, characters made using classes turn out considerably more powerful.)

Classes for X-in-6.

Instead of rolling on the Equipment tables when creating your character, choose a class and roll on its equipment table instead. You also gain the class's special Ability.

Whenever you level up, roll on your class's Level-Up table instead of the default one.

1: Fighter

Ability: Shieldwall. Use your Action to increase DEF for you and up to 2 people next to you. Starts at DEF +1.

Level-Up:

  1. ATK +1
  2. ATK +1
  3. DEF +1
  4. DEF +1
  5. HP +1
  6. Shieldwall DEF +1

Equipment (roll twice, reroll duplicates)

  1. Dagger (ATK +1, concealable), gambeson (DEF +1), shovel
  2. Spear (ATK +1, long), shield (DEF +1), tarp
  3. Axe (ATK +1, throwable), pauldrons (DEF +1), tinderbox
  4. Mace (ATK +1, bludgeoning), gauntlets (DEF +1), lantern
  5. Bow (ATK +1, ranged), helmet (DEF +1)
  6. Crossbow (ATK +1, 2 DMG, ranged, take 1 action to reload), chainmail (DEF +1)

2: Barbarian

Ability: Rage. Gain 2 HP, even exceeding your HP maximum if necessary. Can be used multiple times in a combat encounter; starts at one use per rest.

Level-Up:

  1. ATK +1 with melee weapons
  2. ATK +1 with melee weapons
  3. HP +1
  4. HP +1
  5. DEF +1
  6. Uses of Rage +1

Equipment (roll twice, reroll duplicates)

  1. Two-Handed Axe (ATK +1, hits 2 close enemies)
  2. Three Javelins (ATK +1, 2 damage, thrown)
  3. Bone Club (ATK +1), talisman with a random Priest spell
  4. Spear (ATK +1, long), pauldrons
  5. Sling (ATK +1, ranged), loud whistle
  6. Hand-Wrappings (ATK +1 barehanded, can attempt two attacks)

3: Thief

Ability: Expertise. Choose one tool or item in your possession: you gain +2 to all rolls using it.

Level-Up:

  1. ATK +1
  2. DEF +1
  3. DEF +1
  4. HP +1
  5. MAG +1
  6. Take Expertise with an additional item.

Equipment (roll twice, ignore duplicates)

  1. Dagger (ATK +1, concealable), lockpicks, ball of string
  2. Rapier (ATK +1, long), buckler (DEF +1)
  3. Walking stick (ATK +1), caltrops, top-hat with secret compartment
  4. Cudgel (ATK +1), metal file, block of grease
  5. Sling (ATK +1), bag of lead bullets, 30’ rope
  6. Hand-crossbow (ATK +1), 3 doses poison, large cloak

4: Wizard

Ability: Arcane Spellcasting. You can cast and learn spells as normal, as well as learn the spell contained in a Talisman over a day of downtime. The Talisman breaks in the process.

Level-Up:

  1. MAG +1
  2. MAG +1
  3. MAG +1
  4. HP +1
  5. +1 wizard spells known (at random from the list below)
  6. +1 wizard spells known (at random from the list below)

Equipment (roll twice, ignore duplicates)

  1. Known Spell: LEVITATION, Staff
  2. Known Spell: MAGIC MISSILE, Metal-Bound Grimoire
  3. Known Spell: GRAVITY SHIFT, Pocket-Knife
  4. Known Spell: GUST OF WIND, Beer Bottle
  5. Known Spell: TELEKINESIS, Strange Mushroom
  6. Known Spell: FOG CLOUD, Magnifying Lens

5: Priest

Ability: Divine Spellcasting. You can cast and learn spells as normal. By praying during a Rest, you can reroll which Spells you know at random.

Level-Up:

  1. MAG +1
  2. MAG +1
  3. HP +1
  4. HP +1
  5. DEF +1
  6. +1 priest spells known (at random from the list below)

Equipment (roll twice, ignore duplicates; choose only one priest spell to know)

  1. Known Spell: CURE WOUNDS (1 HP), Mace (ATK +1), Helmet (DEF +1)
  2. Known Spell: BLESS WEAPON (+2 ATK), Censer
  3. Known Spell: SPEAK TO DEAD, Warhammer (ATK +1), Breastplate (DEF +1)
  4. Known Spell: TURN OUTSIDERS, Ceremonial Blade (ATK +1)
  5. Known Spell: PACIFY, Gauntlets (DEF +1)
  6. Known Spell: DIVINATION (ask yes/no question to the GM), Staff (ATK +1)

6: Ranger

Ability: Animal Companion. You have animal companions that obey your orders (which don’t need to be spoken) and act during your turn in combat. Start with 1 companion.

Level-Up:

  1. ATK +1 with ranged attacks
  2. ATK +1 with ranged attacks
  3. HP +1
  4. HP +1
  5. DEF +1
  6. +1 animal companion (chosen at random from the equipment list)

Equipment (roll twice, ignore duplicates; choose only one animal companion)

  1. Blowgun (ATK +1, silent, ranged, no damage), poison, Companion: Snake
  2. Shortbow (ATK +1, ranged), bear trap, net, Companion: Cat
  3. Longbow (ATK +1, ranged), hunting knife, Companion: Dog
  4. Crossbow (ATK +1, 2 DMG, ranged, take 1 action to reload), Companion: Hawk
  5. Sling (ATK +1, ranged), saw, crowbar, Companion: Mouse
  6. Rifle (ATK +2, 2 DMG, ranged, can only be reloaded out of combat), powder horn, Companion: Imp

#devlog #mechanics