Saturday, January 10, 2026

Classes of Westlands (2022) 2D6 RPG



CORE Classes
Core classes have unique career tables but no other bonuses.

Sorcery unlike other skills doesn't just provide a bonus to rolling that skill it allows access to spellcasting and controls how many spells you know. "Characters begin play with two known spells per level of the Sorcery skill plus spells gained as Mustering Out benefits. They may learn additional spells during their adventures." For that reason I've highlighted the various classes access to sorcery.


Barbarian Qualification STR 7+, Survival END 7+
Commoner Qualification Automatic if EDU 10-, Survival END 3+
Example
Noble Qualification Automatic if EDU 11+, Survival INT 5+
Pirate Qualification STR 7+, Survival DEX 7+
Priest Qualification INT 6+, Survival END 5+ (1 Random sorcery option in table)
Rogue 
Qualification DEX 5+, Survival DEX 5+
Sailor Qualification END 6+ Survival DEX 6+
Scholar Qualification EDU 6+, Survival INT 4+ (1 Random sorcery option in table)
Shaman Qualification INT 9+, Survival END 7+ (1 automatic sorcery at Rank 5 & 2 Random sorcery options in tables)
Soldier Qualification END 8+, Survival STR 6+
Sorcerer Qualification EDU 9+, Survival INT 8+ (1 automatic sorcery at Rank 0 & 1 random sorcery option in table)
Vagabond Qualification Automatic, Survival END 7+


RACIAL Classes (Optional)
Balance: If the Referee allows non-human careers as player choices, it is suggested that human characters gain 1 to two characteristics of their choice. This balances out some of the innate advantages that non-humans receive.


Antediluvian
(1 automatic sorcery at Rank 0 & 1 random sorcery option in table)

• Gain 1 INT but lose 1 END.
• Gain DM+4 to Aging rolls.
• Gain DM+2 to Reaction rolls vs. demons and other Chaotic outsiders.
• DM+4 to resist illusions and charm spells.


Draconic (1 Random sorcery option in table)

• Gain 1 STR and lose 1 DEX.
• DM+2 to resist fire.
• Once per hour breathe a 10 m-long, 5 m-wide cone of flame. Creatures caught in the blast must roll DEX 8+. On a failure, they take 2D damage.
• Have small wings and can fly at a rate of 5 m per action. Once per hour, a draconic can fly for their Athletics skill level in minutes before having to rest for an hour (e.g., a draconic with Athletics−2 can fly for 2 minutes once per hour).


Dwarf

•  Gain 1 END and lose 1 DEX.
•  DM+2 to all rolls to resist poisons, diseases, and fear.
•  See well in the dark, allowing them to see in dim light as in daylight, and only suffer DM−1 to sight-related actions in darkness.
• Dwarves are resistant to magic. They can never learn the Sorcery skill (though they can learn and use Alchemy and Artifice) but enjoy DM+2 to resist magic spells and effects.
• On a successful EDU (Craft) 6+ roll, a dwarf can gain significant information about any masonry, underground construction, or excavation. We encourage the Referee to be generous with information gained from this ability.


Elf 
(1 automatic sorcery at Rank 3 & 1 random sorcery option in table)

• Elves gain 1 DEX and lose 1 STR.
• Elves gain DM+4 on Aging rolls.
• Elves are attuned to nature and gain DM+2 to Stealth and Surprise rolls in natural surroundings.
• Elves are resistant to magic and gain DM+1 to resist magic spells targeting them.
• Elves are immune to sleep spells and to ghoul paralysis.
• Elves have keen eyes and gain DM+1 to visual perception-related rolls, such as detecting doors or noticing an ambush.


Gecko Folk

• Gecko folk gain 1 DEX and lose 1 EDU.
• Gecko folk see well in the dark, allowing them to see in dim light as in daylight, and only suffer DM−1 to sight-related actions in darkness.
• Gecko folk can climb walls and other vertical objects without an Athletics roll.
• Gecko folk with tails can shed their tail to avoid a Mortal Wound. This allows them to recover from a Mortal Wound without rolling. However, once they shed their tail, they cannot use this ability until their tail grows back, which takes 1D months. Spells or magic items that regrow limbs also can regrow a gecko folk’s tail.


Gnome (1 automatic sorcery at Rank 0 & 1 random sorcery option in table)

• Gnomes gain 1 INT and lose 1 STR.
• Gnomes gain DM+4 on Aging rolls.
• Elves are attuned to nature and gain DM+2 to Stealth and Surprise rolls in natural surroundings.
• Gnomes are tiny and nimble. A creature larger than human size suffers DM−1 to hit a gnome.
• Gnomes are short-statured. They may not use two-handed weapons or long bows and must use medium-sized weapons, such as swords and war axes, in two hands. They may use crossbows of any kind.


Goblin

• Goblins gain 1 DEX and lose 1 EDU.
• Goblins are adept at stealth and gain DM+2 to Stealth and Surprise rolls in underground or urban
surroundings.
• Goblins are adept at running away, and they gain DM+1 to Chase rolls when trying to escape pursuers.
• Goblins are short-statured. They may not use two-handed weapons or long bows and must use medium-sized weapons, such as swords and war axes, in two hands. They may use crossbows of any kind.


Halfling

• Halflings gain 1 DEX and lose 1 STR.
• Halflings are adept at not being seen and thus gain DM+1 to Stealth and Surprise rolls.
• Halflings appear non-threatening and gain DM+2 to Reaction rolls in non-intimidating situations.
• Halflings suffer DM−2 to Reaction and social skill rolls when attempting to intimidate people.
• Halflings are skilled pickpockets and gain DM+2 to Stealth rolls aimed at picking pockets.
• Halflings are short-statured. They may not use two-handed weapons or long bows and must use medium-sized weapons, such as swords and war axes, in two hands. They may use crossbows of any kind.


Insectoid (1 Random sorcery option in table)

• Insectoids gain 1 DEX and lose 1 CHA.
• Insectoids gain DM+4 to resist diseases or poisons.
• Insectoids have small wings and can fly at a rate of 5 m per action. Once per hour, an insectoid can fly for their Athletics skill level in minutes before having to rest for an hour (e.g., an insectoid with Athletics−2 can fly for 2 minutes once per hour).
• Insectoids are short-statured. They may not use two-handed weapons or long bows and must use medium-sized weapons, such as swords and war axes, in two hands. They may use crossbows of any kind.
• Insectoids have 3 points of natural chitin armor but cannot wear rigid armor.


Lizard folk

• Lizard folk gain 1 STR and lose 1 EDU.
• Lizard folk have claws and teeth. Their unarmed attacks deal 1D+STR DM damage.
• Lizard folk have 3 points of natural hide armor. This armor is not cumulative with rigid armor.
• Lizard folk can hold their breath for their END in minutes.


Attributes for Reference

Strength (STR): Physical resilience and brute force.
• Strength determines a character’s carrying capacity.
• Strength along with Dexterity and Endurance determine how resistant a character is to physical injury. See the Combat chapter.

Dexterity (DEX): Agility, coordination, and speed.
• Dexterity is the characteristic used for throwing weapons as well as evading physical threats.
• Dexterity along with Strength and Endurance determine how resistant a character is to physical injury. See the Combat chapter.

Endurance (END): Physical stamina and force of will.
• Endurance is the characteristic used to resist physical hardships, such as fatigue, pain, and poison.
• Physical injury is first applied to Endurance. See the Combat chapter.

Intelligence (INT): Reasoning, creativity, and memory.
• Intelligence is the characteristic used to resist both magical and mundane deception, such as illusion magic and verbal chicanery.
• Intelligence along with Education determine the character’s maximum number of skill ranks.

Education (EDU): Formal schooling and general knowledge.
• An Education of 9+ allows a character to roll on the Advanced Education career table.
• A character gains a number of additional languages equal to the hero’s Education DM.
• Education along with Intelligence determine the character’s maximum number of skill ranks.

Charisma (CHA): Measures a character's personal magnetism, persuasiveness, and leadership. This ability represents personality, not personal appearance, attractiveness, or social standing.
• Charisma provides characters with a number of free Allies equal to the hero’s Charisma DM.
• Charisma is the characteristic used to resist both magical and mundane mental domination.
• A character with Charisma 9+ begins character creation with an extra 1D×10 GP.
• At the Referee's discretion, characters with Charisma 11+ may begin play with a retainer, bodyguard, or hireling.





Homebrew thoughts

Swords: Parry +1

Reach Weapons: when reacting to an attack your attack stops a creatures movement if its weight is less than the Effect x your weight.



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