Weird Science (Playbooks for 6e)
A downloadable game
This are two playbooks for Jared Sinclair's 6E, introducing some weird science to your campaign's world.
The Tinker has built themselves a robot friend! Upgrade and program your robot to kill, or love, or both.
The Grafter harvests parts from monsters and uses the power of zoology to graft them onto themselves and their friends to "help."
Use both to bring man, machine, and beast all together in wonderful harmony.
|Tags||6e, Tabletop role-playing game|
Click download now to get access to the following files:
Tinker 6e.pdf 73 kB
Grafter 6e.pdf 69 kB
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Nice playbooks. They seem well-balanced.
Any specific rules for the Tinker's automaton's HP?
The automaton starts with 5 HP! Otherwise no rules that specifically function with the automaton that are different than the normal rules for HP.
No increases then I suppose? I think I got it.