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Table of Contents
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GENERAL RULES
This game resolves all rolls with a six-sided die, a d6. A roll of a
natural 1 (the number actually rolled on the die, apart from any
modifiers) always fails, and a roll of a natural 6 always succeeds.
Whenever there is a roll, there is always at least a 1-in-6 chance
for success or failure.
Unless stated otherwise, round all fractions up.
The only real rule is to have fun. If there are any rule disputes,
the GM should make his decision with the consent of the players.
When in doubt, err on the side of common sense and fun.
Common Abbreviations
d6 or 1d6 = six-sided die roll
AC = armor class
CHA = charisma
CON = constitution
DEX = dexterity
DR = damage reduction
GM = Game Master
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gp = gold piece
HD = hit dice
hp = hit point
INT = intelligence
S&SS = Swords & Six-Siders
STR = strength
WIS = wisdom
Table of Contents
CHARACTER CREATION
Characters begin at level 1 with 0gp.
1. Choose race, record languages, and roll ability scores.
2. Choose class, record abilities, and choose spells (if any).
3. Roll hp. If starting hp is less than 3, raise hp to 3.
4. Select armor, weapons, and starting equipment.
5. Calculate and record AC, DR, and bonuses/penalties to attack,
damage, and saves.
6. Name your character something cool.
RACES
Dwarf
Dwarves are a short and stout mountain dwelling folk, known as
much for their churlish attitudes as for their lengthy beards. They
have a keen eye towards underground and stone construction,
detecting traps, sloping passages, and new construction with
great skill. Dwarves have excellent low-light vision, but they
cannot see in absolute darkness.
Hit Dice: When rolling hp, dwarven myrmidons, thieves, and
wizards reroll all 1s, and dwarven fighters reroll all 1s and 2s.
Defensive Bonus: +1 to AC against foes larger than humans.
Save Bonus: +1 to all saves vs. magic or poison.
Languages: Dwarf, Common, Gnome, Goblin, and Kobold.
Ability Modifiers: -1 to DEX and CHA.
Limitations: Due to their smaller stature, they cannot wield large
weapons, such as the two-handed sword or the long bow.
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Elf
Elves have a slender frame with graceful features. They tend to be
aloof, preferring to dwell in forests far from the cities of men. They
have keen eyesight, allowing them to see far and notice details
others miss.
Hit Dice: When rolling for hp, elves must reroll all 6s, regardless
of class, due to their frail nature.
Immunity: Elves are immune to all forms of magic involving
charm, sleep, and paralysis.
Languages: Elf, Common, Gnoll, Hobgoblin, and Orc.
Ability Modifiers: -1 to STR and CON.
Halfling
Halflings are a short, plump, good-natured race that enjoys life in
their shires, nestled in the rolling hills. Halflings can move
silently and are almost impossible to spot while hiding.
Defensive Bonus: +1 to AC.
Save Bonus: +1 to all saves vs. magic or poison.
Languages: Halfling and Common.
Ability Modifiers: -2 to STR.
Limitations: Because of their small size, halflings cannot use any
large weapons, bows or crossbows; they must use both hands to
wield a normal-sized weapon.
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Human
Humans are a diverse lot, coming in all shapes, sizes, and
temperaments; they can adapt and thrive in almost any
environment.
Languages: Common, plus one of their choice (may be chosen in
play).
Ability Modifiers: Humans gain 2 bonus points to the ability
scores of their choice, either a +2 to a single ability, or +1 to two
different abilities.
ABILITY SCORES
Each character has six abilities:
STR: Strength, muscle, power.
INT: Intelligence, IQ, knowledge, education level.
WIS: Wisdom, common sense, awareness, self-control.
DEX: Dexterity, skill, hand-eye coordination, agility.
CON: Constitution, health, fitness, vitality.
CHA: Charisma, personality, appearance, leadership ability.
Each of the characters abilities has a score of 1 to 6. To
determine the characters ability scores, roll a d6 three times and
record the numbers. Then record their three opposite numbers
(for ex.: the opposite of 6 is 1, the opposite of 5 is 2, the opposite
of 4 is 3, etc.). This should result in six scores with a range of 1 to
6. Distribute the scores among the abilities in whichever way fits
the concept for that character.
Next, apply any racial ability modifiers. An ability score cannot be
reduced lower than 1 nor raised above 6, regardless of modifiers.
A score of 1 has a -1 penalty, and a score of 6 grants a +1 bonus
to saves involving that ability.
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CLASSES
Fighter
Fighters are formidable in combat, able to use all armors and
wield all weapons.
Cleave Attack: When a fighter lands a killing melee blow, any
excess damage hits an adjacent target of the fighters choice.
Level
hp*
1
2-6
2
4-12
3
6-18
4
8-24
5
10-30
6
12-36
*Reroll all 1s.
Attack
Damage
+1
+1
+1
+2
+1
+2
+2
+3
+2
+3
+3
Includes ranged attacks.
Myrmidon
Myrmidons are able to fight and cast spells. They may cast spells
while wearing light or medium armor, but not heavy. Both hands
must be free (no weapon or shield) in order to cast a spell.
Myrmidons can use scrolls, but cannot create scrolls.
Level
hp
Attack*
1
1-6
2
2-12
+1
3
3-18
+1
4
4-24
+2
5
5-30
+2
6
6-36
+2
*Includes ranged attacks.
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Damage*
+1
+1
+2
+2
Spells
Level 1
Level 2
1
3
1
3
2
3
3
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Thief
Thieves are able to fight, but they excel in stealth and trickery. To
make use of their exceptional skills, they cannot carry large
weapons or shields, or wear anything beyond light armor.
Backstab: +1 to hit and bypasses DR when attacking an opponent
from behind that is already engaged in combat.
Fools Luck: Thieves may reroll any roll once per day, but they
must take the second roll.
Thieving Abilities: Thieves have special skill in performing actions
related to stealth, such as moving silently, climbing, picking
locks, hiding in shadows, finding and disarming traps, disguise,
hearing noises, picking pockets, and the like. Other classes may
attempt these sorts of activities, but thieves do it better.
For example, just about anyone can pick a lock provided they
have a set of professional lock picks and enough time, but thieves
can pick most locks quickly and automatically with the proper
tools. Even without proper lock picks, thieves can attempt to pick
a lock using only improvised objects.
Another example: Anyone can attempt to climb a cliff with the
special gear and enough time, but thieves can attempt to climb
sheer walls without tools, and do so quickly.
When the thief does need to make such a roll, it is made like any
other save, but with a bonus equal to half of the thief's level
rounded up, plus or minus any bonus/penalty due to ability
scores.
Level
hp
Attack*
1
1-6
2
2-12
3
3-18
+1
4
4-24
+1
5
5-30
+2
6
6-36
+2
*Includes ranged attacks.
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Damage*
+1
+1
+2
+2
+2
Thief Skills
+1
+1
+2
+2
+3
+3
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Wizard
Wizards are masters of magic. Although feared for their powerful
spells, they are physically weak and unskilled in combat. In order
to cast spells, both hands must be free (no shield or weapons)
and they cannot be wearing armor heavier than light armor.
Wizards can create magic scrolls for spells they know. Each scroll
takes 1 week to make, and costs 250gp per 1st level spell, 500gp
per 2nd level spell, and 1,000gp per 3rd level spell. Scrolls
disintegrate upon use.
Level
hp*
1
1-5
2
2-10
3
3-15
4
4-20
5
5-25
6
6-30
*Reroll all 6s.
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Level 1
2
4
4
4
4
4
Spells
Level 2
2
4
4
4
Level 3
2
4
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Money
Money in S&SS is measured in gp (gold pieces). Other forms of
currency exist within the game world, such as silver and copper
pieces, but everything is expressed in terms of gp for simplicity.
Mundane purchases are not tracked; it is assumed characters
own whatever mundane equipment and weapons they need.
In S&SS, gp can be spent on training costs in order to gain levels,
for useful items such as various potions and scrolls, or for special
magical services such as removing curses and raising the dead.
Starting Equipment
New characters begin with whatever basic equipment, weapons,
and armor that he can use and carry (use common sense).
Basic Equipment
Backpack
Small Sack
Large Sack
Rope
Grappling Hook
10 Pole
Iron Spikes
Crowbar
Waterskin
Iron Rations
Lantern
Oil Flask
Torches
Tinder Box
Small Mirror
MEDIUM
Sword
Battle Axe
War Hammer
Mace
Short Bow & Arrow*
Crossbow & Quarrel*
Spear
Staff
Can be thrown.
*Requires two hands
LARGE
Two-Handed Sword*
Great Axe*
Great Maul*
Pole Arm*
Long Bow & Arrow*
to use.
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Armor worn
None
Helmet or Shield
Helmet and Shield
DR
1
2
3
Body Armor
Light Armor
Medium Armor
Heavy Armor
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Ive returned with wounds and money. Train me in the art of dungeon fighting.
Leveling
Characters gain levels by paying training costs with the gp they
acquired during their adventures. Therefore, leveling can only
happen while back in town, and only with the gp they themselves
earned. Money alone is not sufficient to level, for the training
builds on the real life experiences gained the hard way. A
character cannot gain more than one level per adventure, as it
takes time to process the lessons learned. Gp spent on healing
potions, scrolls, and other things do NOT count towards training
costs. All races and classes use the same level chart.
Level
1
2
3
4
5
6
Training Cost
1,000gp
5,000gp
15,000gp
30,000gp
60,000gp
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COMBAT
Rounds: Combat is tracked by rounds, consisting of 6 seconds
each.
Surprise: When characters first encounter a monster, roll for
surprise for each side that is susceptible to being surprised. On a
d6, if the result is a 1 or 2, then that side is surprised. When one
side is surprised and the other is not, the side that is not
surprised gets a free action to move into position, cast a spell,
attack, or flee.
Initiative: Once any surprise actions have been resolved, at the
beginning of every combat round, everyone rolls for initiative (this
can be done as one roll for the group or for each individual,
whichever the GM prefers). On initiative rolls, the number on the
roll represents which second in the round the character performs
his action, since there are 6 seconds per round. 1s go first, then
2s, 3s, etc.
Attack/To-Hit Rolls: To make an attack, roll 1d6 and add any
to-hit modifiers. If the sum is equal to or greater than the targets
AC, then the attack hits. Remember that a natural 6 always hits,
and a natural 1 always misses, regardless of AC or modifiers.
Damage Rolls: When an attack hits, roll for damage plus any
damage modifiers. If the target has any DR, subtract the DR from
the damage done. Remember, every successful hit does at least 1
point of damage, regardless of the damage roll or DR.
Casting Spells in Combat: Casters cannot cast spells while in
melee range of an opponent. If a caster is hit by a spell or a
ranged attack prior to the casters turn in the round, the spell he
is casting is interrupted and wasted.
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Healing
Apart from healing magic, characters are able to regain lost hp
upon returning to town and resting. Characters in town regain up
to 6 hp per day of rest roll 1d6; if the result is higher than the
characters level, then lower the amount to that characters level.
Ex.: If a 3rd level character rolls a 6, the amount of hp healed
that day is lowered to 3, since that is the most hp he can recover
in a day through normal bed rest. 1st level characters only heal 1
hp per day.
Healing Potions
Drinking a healing potion restores 1d6 hp. Because these potions
are so potent, characters are limited in how many they may
drink. Fighters may drink one potion per level per day; all others
may only drink up to half their level in healing potions per day.
Healing potions typically cost 250gp, but since they are made
from rare and difficult to cultivate plants, prices have been known
to fluctuate, depending on supply and demand.
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Saves
Saves are allowed when attempting to reduce (by half) or
eliminate the effects of non-standard attacks (such as poison or
spells). To make a save, roll 1d6 and add half the characters level
(rounded up) plus any other modifiers. If the sum is 6 or more,
the save succeeds. A natural 6 always succeeds, and a natural 1
always fails.
Ability Checks
When a character attempts to do something exceptional, but not
impossible, he must make an ability check. To make an ability
check, roll a d6 and add/subtract any ability score
bonuses/penalties. In some cases, the GM may allow the
character to add half his level (rounded up) to the roll. If the roll
plus modifiers equals 6, then the attempt succeeds. A natural 6
always succeeds, and a natural 1 always fails.
Ex.: A 3rd level fighter with a strength of 6 attempts to kick open a
locked door. Since the character is a fighter, and fighters are
skilled in using brute force, the GM allows the fighter to add half
his level to the roll. So the fighter would roll a d6, +2 from his
level bonus, and +1 due to high strength. The fighter would
succeed on a roll of 3+.
Ex.: A 6th level wizard with a strength of 3 attempts to kick open a
locked door. Since wizards are not known for their physical
prowess, the GM does not allow him to add a level bonus to the
roll. In this situation, the only way this wizard can kick open the
door is if he rolls a natural 6. If the wizard had a strength of only
1, the GM may not have allowed the wizard a chance to roll at all.
Ex.: A 1st level thief with an intelligence of 1 tries to read an
inscription written in an unknown language. Since cracking codes
is a kind of thieving ability, he would add his thief bonus to the
roll. His thieving ability bonus of +1 (half his level, rounded up)
cancels out the -1 penalty for his low intelligence (the relevant
ability), so he would need to roll a 6 to read the inscription.
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SPELLS
Spellbooks & Memorizing Spells
Wizards and myrmidons need their spellbooks to memorize their
spells. Replacing a lost or destroyed spellbook is possible, but will
cost 1,000gp per level of the character.
Before a caster can cast a spell, the caster must have a full
nights rest and then take time to memorize the spells they intend
to use for that day. Once memorized, the spells are retained until
they are cast. Once cast, the spell is forgotten. In order to cast the
same spell more than once per day, the caster will have to use
additional spell slots.
Learning New Spells
Wizards and myrmidons automatically gain one spell of their
choice from each spell level they are able to cast. They learn an
additional spell (determined randomly) for each spell slot they
later gain. Ex.: A 2nd level wizard would have 4 spells in his
spellbook, one of his choice, and 3 determined randomly.
Additional spells may be added to one's spellbook through
acquiring scrolls and spellbooks as loot.
To determine a spell randomly, roll a d6. The player may choose
between the two spells with that number. If the character already
has both spells, the player may choose any spell of his choice.
Save vs. Spells
With the exception of a few spells like Sleep, Magic Eyebeam and
Turn Undead, most spells with a harmful effect allow the target to
roll a save to avoid or reduce the spell's effect. A successful DEX
save reduces damage from a Fireball by half, a WIS save can be
made to avoid a Charm Person, a CON save negates an unwanted
polymorph, and so on.
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SPELL LIST
1st LEVEL SPELLS
1
2
3
4
5
6
Arcane Portal
Charm Person
Darkvision
Detection
Grease
Illusion
Light/Darkness
Magic Eyebeam
Mirror Image
Sleep
Tongues
Turn Undead
Beast Master
Dispel Magic
ESP
Fireball
Freeze
Gaseous Form
Haste/Slow
Invisibility
Levitate
Life Drain
Lightning Bolt
Stinking Cloud
Arcane Eye
Cloudkill
Contact Other Plane
Fly
Insect Plague
Invisibility Sphere
Plant Master
Polymorph
Restoration
Telekinesis
Teleport
Wall of Fire/Ice/Stone/Thorns
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D: Permanent
CHARM PERSON
R: 60ft
D: 1 day/level
Makes one humanoid believe it is your ally.
DARKVISION
R: Touch
See in absolute darkness.
D: 1 day
DETECTION
R: 60ft r
D: Instant
Detects a class of objects (such as traps, magic, secret doors,
etc.), causing them to briefly glow.
GREASE
R: 60ft
D: 1 day
Makes 10ft sq or one object slippery.
ILLUSION
R: 60ft
D: Concentration +1
round/level
Creates an illusion with sound, smell, and thermal effects, but
does no damage.
LIGHT/DARKNESS R: 60ft
D: 1 week
60ft r of bright light or absolute darkness.
MAGIC EYEBEAM
R: 60ft
D: Instant
Magic eyebeams automatically hit its any target in sight for
1d6+half of level, bypassing DR.
MIRROR IMAGE
R: Self
D: 1 day
Creates 1d6 decoy duplicates. Any successful hit actually hits one
of the images, causing it to disappear.
SLEEP
R: 60ft
D: 1 hr/level
Puts (1d6 + half of level) creatures into magical slumber. It can
only effect monsters of up to 2HD, or one 3HD monster.
TONGUES
R: Self
D: 1 day
You understand, read, and speak a language of your choice.
TURN UNDEAD
R: 60ft
D: 1 hr/level
1d6+half of level HD of undead flee from your presence, or allows
you to command one undead. Does not work on undead if they
are above the caster's level.
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D: Permanent
ESP
R: 120ft
Hear and see at a distance.
D: 1 min/level
FIREBALL
R: 120ft
D: Instant
1d6 x half of level in damage, 20ft r.
FREEZE
R: 120ft
D: 1d6 rounds
Freezes 1d6 humanoids in ice for 1d6 rounds, doing 1 hp of cold
damage per round.
GASEOUS FORM
R: Touch
D: 10 min/level
Subject becomes insubstantial and can fly slowly.
HASTE/SLOW
R: 120ft
D: 1 min/level
A number of creatures equal to half of your level move faster
(slower), gain an extra attack/round (attacks every other round),
+1 (-1) AC and DEX saves.
INVISIBILITY
R: Touch
D: 1 min/level or until it
attacks
Subject is invisible and sees invisible.
LEVITATE
R: 120ft
D: 1 min/level
Subject moves up and down at your direction.
LIFE DRAIN
R: Touch
D: Instant
Touch drains 1d6+half of level, healing the caster by the same
amount.
LIGHTNING BOLT
R: 120ft
D: Instant
Electricity deals 1d6 x half of level in a 60ft bolt, rebounding if
necessary to reach its full length.
STINKING CLOUD
R: 120ft
D: 1 round/level
Creates nauseating vapors in a 30ft r. -1 AC and cannot attack
while in the cloud.
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any Trademark or Registered Trademark in conjunction with a work containing Open Game Content
except as expressly licensed in another, independent Agreement with the owner of such Trademark
or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute
a challenge to the ownership of that Product Identity. The owner of any Product Identity used in
Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of
the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this
License. You may use any authorized version of this License to copy, modify and distribute any
Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open
Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the
name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License
with respect to some or all of the Open Game Content due to statute, judicial order, or governmental
regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses
shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be
reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan
Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce
R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary
Gygax and Dave Arneson.
END OF LICENSE
Designation of Product Identity and Open Game Content:
The term Swords & Six-Siders is product identity and trademarked; all formatting and art is
product identity. All spell descriptions are Open Game Content, all other text is product identity.
Swords & Six-Siders is the trademark of Vanquishing Leviathan LLC. Swords & Six-Siders
Players Book 2015 Vanquishing Leviathan LLC. Swords & Six-Siders Players Book
published by Vanquishing Leviathan LLC.
www.vanquishingleviathan.com
steve@vanquishingleviathan.com
In that day the LORD will punish Leviathan the fleeing serpent, with His fierce and great and
mighty sword, even Leviathan the twisted serpent; and He will kill the dragon who lives in the sea.
Isaiah 27:1
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