Frankengame Breakdown, Part 2- Classes

At the beginning of November anarkeith did a post about Frankengaming, which is something I’m a big proponent of.  I love hacking games and taking what I like from them.  Last week The Sky Full of Dust posted his thoughts on the same thing and asked people how they go about it.

I really couldn’t give a quick answer so I decided I’d do a post about it instead, also because I wanted to give credit where it was due.

Today I will cover Classes.  Part 1 here.

Note: I do have rules for general use (all races and classes) but they are not as polished as what I am using for my new Swords and Sorcery game, which is what I’ll be presenting in these posts.

Here is the full pdf of my hack rules without the breakdowns: WrathofZombie Frankengame Rules.

The classes available in my current Swords and Sorcery game are: Fighter, Ranger, Rogue, Barbarian, Sorcerer, Druid, and Witch.

I will break down my class decision.  I used Castles & Crusades as my system of choice since I love how simple it is and it’s unifying mechanic.

I took the philosophy from Lamentations of the Flame Princess on how the Fighter is the only class that has a to hit progression and extended it slightly to each of the classes.

I feel that each of the classes deserve to become slightly better at combat, but should stay behind the fighter, who deserves to excel at combat.

I like how C&C gives classes abilities at certain levels rather than the 3.x/Pathfinder route of abilities, plus class feats, plus level feats until at the end you get a big hot mess that is hard to keep track of.  I want my players to feel useful, unique, and cool..  But not bogged down.

I took a few class abilities or feats from Pathfinder, class features from C&C, and abilities I created myself and merged them together into my own hack of each class.

Most are pretty self-explanatory, but I wanted to draw attention to Sorcerer, Druid, and Witch.

Sorcerer uses the houserules of Akratic Wizardy.  Health points are used to manipulate energy for spells to be cast.  I think this fits in really well with the S&W mythos, especially when combined with his Wisdom as Sanity rules.

The Witch and Druid are both original classes by me.  In my S&W I wanted the Sorcerer to be the only casting class, but I knew people would want to play a druid like character.   My inspiration for the class came from the enemies in 13th Warrior, the Wendol.  They aren’t the flesh eaters of the movie, but they are savage, identifying more with animals (hence the ability to call on animal spirits and eventually turn into one) than people.  They are ferocious and not to be underestimated.

Witches, in many systems, just tend to be a variant of one of the casting classes and I wanted to avoid that.  Yes they can cast rituals (so can anyone else), but they have abilities that come from their dabbling into forbidden knowledge or making deals with devils that make them formidable opponents.  Here I pulled inspiration from Sleepy Hollow, 13th Warrior, and Pumpkinhead.

The classes are listed below.

Tomorrow- Misc rules that deviate from the standard mechanics.

Fighter (Strength)-

Level 1- Martial Training– Fighters receive a +2 to any test when attempting to disarming an opponent, Bull Rushing, Shield Bash, Stand Still, and Sunder.

Weapon Focus– A Fighter chooses a weapon at level 1 to become their signature weapon.  With this style of weapon they receive +1 to attack and +1 to damage.  At level 7 this bonus increases to +2/+2.

Level 4- Cleave– A fighter can make an additional attack on an adjacent target if the original attack lands.

Level 5- Bravery– A Fighter has tested their mettle against uneven odds and survived.  Fighters get +2 to any saves VS fear.

Level 6- Multi-Attack– A Fighter can now make a second attack with a -5 to their Base Attack Bonus.  They can make this attack even if they move.

Blind Fighting– A Fighter no longer suffers -8 to attacks when made against targets they cannot see (whether invisible or from being in complete darkness).

Level 8- Vital Strike– A Fighter can choose, as a full action, to put everything into one attack, adding 1d6 damage +2.

Level 10- Improved Critical– A Fighter can get a critical on an attack roll of 19-20.

Prime Attribute– Strength

Armor Proficiency– All Armor and Shields (including Tower Shields).

Level Hit Dice Base Attack Bonus
1 d10 +1
2 d10 +2
3 d10 +3
4 d10 +4
5 d10 +5
6 d10 +6
7 d10 +7
8 d10 +8
9 d10 +8
10 d10 +10
11+ +4 +10*

Ranger (Strength)-

Level 1- Track (Wisdom)– A Ranger is able to pick up the trail of someone or something, or hide tracks so others can’t follow him.  When a Ranger does this they receive a +2 to their Wisdom check.  At Level 3 a Ranger is able to distinguish characteristics of those being tracked.  This can be intimate info should the GM decide to reveal it.

Survival– A Ranger knows how to survive and fight in nature.  Any type of task that is nature related falls into the realm of the Ranger.  This can be from climbing impossible looking cliffs, building, finding, or disabling simple natural traps, camouflaging and hiding in the brush, being able to survive and find food and shelter, and knowledge of herbs and fauna to use to treat poisons and toxins.  Depending on what activity the Ranger is attempting will determine which Attribute is being rolled.  Rangers are also able to hide and move silently in nature.  This functions as the Rogue Stealth Ability.

Favored Enemy– The Ranger has studied one enemy that has hounded them in the past.  The Ranger receives +2 to hit the enemy, +2 AC when fighting the enemy, +2 to tracking the enemy, and able to neutralize poisons of the enemy, whether manufactured or natural.

Level 5- Hunters Bond– The Ranger is able to form a strong bond with an animal of the wild.  This animal is extremely loyal to the Ranger (unless obviously abused and mistreated) and will defend the Ranger at all costs.  The type of animal should fit the area and feel of the campaign.  This could be a fox, wolf, mountain lion, black bear, or even a Dire Wolf.  The GM has final approval.

At Level 10 the Animal, from training with the Ranger, gets a +2 to attack and AC.

Level 6- Combat Marauder– A Ranger has trained hard to be most effective against their Favored Enemy.  They receive a bonus to damage that is equal to ½ their Ranger level.  If a Ranger is wearing any armor other than those allowed they lose this ability.

Level 10- Second Favored Enemy– This functions the same as described above.

Prime Attribute– Strength

Armor Proficiency– Light and Medium Armor and Shields (Except Tower Shields).

Level Hit Dice Base Attack Bonus
1 d10 +0
2 d10 +1
3 d10 +2
4 d10 +3
5 d10 +4
6 d10 +5
7 d10 +6
8 d10 +7
9 d10 +8
10 d10 +8
11+ +4 +8*

 

Rogue (Dexterity)-

Armor– A Rogue suffers no penalty to their abilities while wearing leather armors.  Anything after that suffers a -1 to their abilities per +1 past the +3 of Studded Leather.

Level 1- Improved Back Attack– A Rogue that is successful in sneaking up on a target unawares is able to make an attack at a +4.  If the attack is successful it does double damage.  At 5th level the damage is tripled and at 9th level it is quadrupled.

Climb (Strength)- Rogues are skilled at climbing walls, even ones that are almost sheer.  If a Rogue fails their check, they make no progress.  If the Rogue fails their check by 5 or more they lose their grip and fall and may take falling damage, if applicable.

Decipher Script (Intelligence)- A Rogue can study scripts written in code, archaic, or foreign languages and attempt to get the general idea of what is contained within.  If the check is successful it takes the Rogue 2d8 rounds to fully decipher what is on the parchment.

This can be used to understand arcane writings at a -10.

This can only be attempted once per writing.

Stealth (Dexterity)– Rogues live by the shadow.  When they hide it’s almost as if they are invisible.  A Rogue who moves while hiding can do so at up to ½ their normal pace with no penalty.   At up to full speed it is -5 to the check.

Listen (Wisdom)– Rogues have trained themselves to be able to listen and pick up things other might not.  Listening through a stone wall or door is -10 to the check.  Other materials may have other modifiers.

Open Lock (Dexterity)– The Rogue is able to open locks that others cannot without the use of a key.  The Rouge must have Thieves Tools to do so.

Pick Pocket (Dexterity)– A Rogue may slip something in or out of someone’s pocket or purse.  They can also use this as a sleight of hand maneuver.  A penalty of the person’s level or HD is applied to the roll.

Traps (Intelligence)– A Rogue can use this to find, disable, or set up traps.  Each one requires a separate roll.  A Rogue can use this for magical traps as well, however they are much harder to detect and deal with than mechanical ones.

The GM will determine the modifiers based on the complexity of the trap.

Level 4- Sneak Attack– This functions like Back Attack except that the Rogue needn’t be hiding or moving silently, the victim just needs to be unaware of the attack.  This attack gives +2 to hit and +4 damage.

Level 6- Two Weapon Fighting– Rogues can fight using two small or one small and one medium sized weapon at a -3/-3 instead of the standard -6/-6.

Level 10- Crippling Strikes– A Rogue has learned the art of fighting and exploiting the weaknesses.  On a successful Back Attack or Sneak Attack the Rogue can decide to strike the target and cause bleeding.  The target must make a Constitution roll or take 3 damage each round until successful.

Primary Attribute– Dexterity

Armor Proficiency– Light Armor and no Shields, except Buckler.

Level Hit Dice Base Attack Bonus
1 d8 +0
2 d8 +1
3 d8 +1
4 d8 +1
5 d8 +2
6 d8 +2
7 d8 +2
8 d8 +3
9 d8 +3
10 d8 +4
11+ +3 +4*

Barbarian (Constitution)-

Level 1- Fast Movement– A Barbarian adds +10 to their movement.

Rage– A Barbarian embraces the ferocity of nature and taps into it.  When a Barbarian rages they gain a damage reduction of one half their level rounded down (minimum of 1), +2 to Damage, and +2 to Wisdom saving throws.  They also incur -2 to AC and -2 to Intelligence checks.  Rage lasts a number of rounds equal to one half the Barbarians level rounded down +1.  This is true except at level one; a Barbarian can rage for 2 rounds.

The damage reduction of Rage stacks with the benefits of Thick Skinned.

A Barbarian is unable to perform tasks that require concentration.

If all enemies are felled and the Barbarian is still raging he will then turn on his allies.  A Barbarian must make a Wisdom save to avoid doing this.  They do not receive their +2 to Wisdom saves here.

A Barbarian can use this ability once per day.  At level 5 this is increased to 2 times and at level 10 three times.

Primal Force– Barbarians are able to fight through pain and torment.  They receive +1 to saves VS paralysis, petrifaction, polymorph, and death effects.

This increases to +2 at 3rd level, +4 at 6th level, and +5 at 10th level.

Level 3- Brute Force- A Barbarian with a 2-handed weapon is a terrible foe to face.  They add Strength and a half to their damage instead of just the normal strength modifier.

At level 10 this increases to double strength.

Level 5- Primal Vitality– A Barbarian is able to push themselves past the normal physical boundaries and keep fighting.  Once per day a Barbarian can reinvigorate herself regaining 2d8+con HP.

A Barbarian can use this twice per day at level 10.

Thick Skinned– A Barbarian is able to shrug off damage as if it were an annoying gnat.  They are able to ignore one point of damage per attack, magical or mundane.

This is increased to 3 at Level 10.

Level 10- Primal Howl (Charisma)– A Barbarian is able to unleash a scream that rattles those on the battlefield.  On a successful Charisma check -2 those in a 30ft radius suffer -2 to attack and damage for 1d4+1 round.  A Barbarian can use this 1+Charisma modifier per day.

Primal Attribute– Constitution

Armor Proficiency– Light and Medium Armor and Shields (except Tower Shields).

Level Hit Dice Base Attack Bonus
1 d12 +0
2 d12 +1
3 d12 +2
4 d12 +3
5 d12 +4
6 d12 +5
7 d12 +6
8 d12 +7
9 d12 +8
10 d12 +8
11+ +5 +8*

Sorcerer (Intelligence)-

Level 1- Spells– Through intense study and training a Sorcerer is able to tap into the mystic energies and cast arcane spells.  A Sorcerer can cast any spell of any level that they know.  This requires studying from a scroll, another spell book, or from the instruction of another Sorcerer.  The amount of study is 8 hours per spell level.

Learning a spell requires no roll to be successful but takes 8 hours per spell level to be properly learned.  Have the player roll 1d3.  If they roll a 1-2 that is how 1st level spells that they start out with that the DM will determine randomly.  If they roll a 3 they begin with 2 1st level spells and 1 2nd level spell.  The spells they gain after are from searching forgotten ruins, sifting through ancient tomes of knowledge, etc.

Casting spells drains the Sorcerer of vitality.

Summon Familiar– As the spell in Castles and Crusades.

Level 5- Magical Aptitude– A Sorcerer has gained a particularly deep understanding of one spell either level 1 or 2.  They can cast this spell one time per day without the cost of HP (if it is a black spell there is still the risk of losing Sanity).

At level 10 they are able to cast this spell twice per day and gain the ability to cast another 1st or 2nd level spell once per day.  This functions the same as stated above.

Primary Attribute– Intelligence

Armor Proficiency– Cloth and Leather and no Shields, except Buckler.

Level Hit Dice BAB
1 d6 +0
2 d6 +1
3 d6 +1
4 d6 +1
5 d6 +1
6 d6 +2
7 d6 +2
8 d6 +2
9 d6 +2
10 d6 +3
11+ +2 +3*

 

Spell Casting: Exhaustion, Corruption, and Sanity

 

When Sorcerers cast ‘white magic’ spells they suffer exhaustion damage equal to one hit point plus one hit point per level of the spell cast (so a Sorcerer who casts a third level white magic spell would suffer four points of damage).

When Sorcerers cast ‘grey magic’ spells they suffer exhaustion damage equal to twice the level of the spell cast (so a Sorcerers who casts a third level grey magic spell would suffer six points of damage).

When Sorcerers cast ‘black magic’ spells they suffer exhaustion damage identical to that caused by ‘grey magic’ spells (twice the spell level).  In addition, Sorcerers casting ‘black magic’ spells must make a saving throw (versus ‘spells’ if using a system other than S&W) in order to avoid corruption.  If this saving roll is failed, the magician is corrupted slightly and suffers a loss of temporary Wisdom points equal to the spell level (e.g., 3 points of temporary Wisdom for a third-level spell). Temporarily lost points of Wisdom can be recovered at a rate of one point per complete day of rest and meditation (no other action possible).  The spell ‘Restoration’ will restore instantly all temporarily lost Wisdom points.

Furthermore, if a Sorcerer casting a ‘black magic’ spell fails his/her saving throw by rolling a ‘1,’ then that Sorcerer loses one point of Wisdom permanently (so if a Sorcerer fails his/her saving throw casting a third-level black magic spell by rolling a ‘1,’ he/she would lose one permanent point of Wisdom and two temporary points of Wisdom).  The spell ‘Restoration’ will not restore any permanently lost Wisdom points.

A Sorcerer whose permanent wisdom score is lowered to 2 becomes insane, and possibly the thrall of an extra-planar demonic force.  He/she henceforth is a non-player character!

Spell Listing

White

Level 1– Bless, Bless Water, Cure Light Wounds, Detect Evil, Endure Elements, Light, Obscuring Mist, Protection from Evil, Remove Fear, Resist Elements, Sanctuary, Shield, Turn Undead (LotFP)

Level 2– Aid, Consecrate, Remove Paralysis

Level 3– Continual Flame, Glyph of Warding, Magic Circle, Remove Curse, Remove Disease, Water Breathing

Level 4– Air/Water Walk, Control Water, Create Water, Delay Poison, Cure Serious Wounds, Fire Shield, Remove Curse, Resilient Sphere, Freedom of Movement, Hallow, Minor Globe of Invulnerability, Neutralize Poison

Level 5– Create Food, Guards and Wards, Transmute Mud to Rock, Wall of Stone

Level 6– Blade Barrier, Faithful Hound, Globe of Invulnerability, Healing Circle, Restoration, Control Weather, True Strike

Grey

Level 1– Arcane Mark, Change Self, Charm Person, Comprehend Language, Command, Detect Magic, Detect Secret Doors, Erase, Feather Fall, Floating Disk, Hold Portal, Hypnotism, Identify, Ghost Sound, Jump, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Sleep, Sound Burst, Spider Climb, Unseen Servant, Ventriloquist

Level 2– Alter Self, Detect Thoughts, Detect Traps, Fog Cloud, Knock, Levitate, Locate Object, Magic Mouth, Mirror Image, Misdirection, Pyrotechnics, See Invisibility, Shatter, Silence

Level 3– Clairvoyance, Dispel Magic, Fly, Gust of Wind, Haste, Hold Person, Nondetection, Suggestion, Tiny Hut, Tongues

Level 4– Arcane Eye, Charm Monster, Confusion, Detect Scrying, Discern Lies, Dismissal, Emotion, Hallucinatory Terrain, Locate Creature, Scrying, Seeming, Sending, Shout, Solid Fog

Level 5– Dream, False Vision, Feeblemind, Hold Monster, Nightmare, Telekinesis, True Seeing

Level 6– Anti-Magic Shell, Banishment, Find the Path, Mass Suggestion, Mislead, Project Image

Black

Level 1– Burning Hands, Detect Undead, Invisibility to Undead, Magic Missile, Shocking Grasp

Level 2– Acid Arrow, Augury, Darkness, Invisibility, Ray of Enfeeblement, Scare, Speak With Undead, Web

Level 3– Animate Dead, Blink, Fireball, Gaseous Form, Invisibility Sphere, Lightning Bolt, Stinking Cloud, Summon Lesser Monster,

Level 4– Dimension Door, Fear, Fire Trap, Ice Storm, Improved Invisibility, Phantasmal Killer, Polymorph, Wall of Fire, Wall of Ice

Level 5– Cloud Kill, Commune, Cone of Cold, Contact Other Plane, Ethereal Jaunt, Flame Strike, Insect Plague, Magic Jar, Passwall, Shadow Conjuration, Summon Monster, Teleport

Level 6– Bind Elemental, Chain Lightning, Create Undead, Disintegrate, Transmute Flesh to Stone, Shades, Word of Recall

Druid (Wisdom)

Animal Empathy (Charisma)- Druids respect all living creatures.  When attempting to read, calm, or commune with animals they receive +2 to their attribute roll.

Animal Companion– A Druids’s band with nature can be seen in the love and care they treat their animal companion.  A Druid may pick one animal native to their area to serve as a faithful companion.  The animal gains +1d8 HP and has the ability to “read” the Druid’s emotions.  The Animal Companion will obey almost anything the Druid asks of it, so long as it doesn’t go against the creatures nature.

Call of the Animal (Wisdom)- A Druid has the ability to call upon the savagery of nature and channel it into his being.  He must make a successful Wisdom test to call the Animal Spirit into his body.  If he fails the spirits do not heed his call and this consumes his attempt for the day.  If successful the effect lasts a number of rounds equal to the Druid’s Wisdom.  Each Animal Spirit grants a different bonus (see below).

A Druid can use this ability once per day.  This increases to two times per day at level 5 and three times at level 10.

Animal Spirit

Granted Bonus

Mountain Lion +2 to Dexterity Attribute checks and movement is now ’40.
Grizzly Bear Fists harden and nails grow slightly longer.  1d6 + str dmg.
Fox Foxes are fast and hard to hit.  Increase defense by +2.
Wolf Pack Leader- Add +2 to intimidation rolls and +2 to charisma.
Coyote Gain the ability to track by scent.
Hawk Increases sight by double.  +2 to hit with any ranged weapon.
Owl Ability to see clearly in the dark.
Snake Gains Back Attack Ability as Rogue.
Mouse Gain Move Silently Ability as Rogue.
Elk Inspires those around him.  Adds +2 to all Attribute rolls.

Druidic Restriction- A druid prefers natural weapons and armor.  If they use any armor or shields of metal they loose the following abilities for 24 hours; Call of the Animal, Woodland Stride, and Totem Shape.

Nature Lore (Wisdom)– A Druid has an intimate knowledge of nature.  She is able to identify flora and fauna from her area with ease.  If she is in a foreign type of climate she must make a Wisdom check to identify the subject.

Druids are able to tell if water is clean and safe to drink.  A Druid can make a Wisdom check to successfully tell how the weather will turn out for the next 12 hours.  Druids are able to scavenge for food and shelter for themselves easily.  If they wish to find such for 2-8 people they must make a Wisdom check and spend 6 hours hunting and foraging.

Level 2- Endure Elements (Constitution)-A Druid receives +2 to any save against any form of elemental damage or hardship.

Level 3- Woodland Stride- A Druid has become one with nature and is able to move through obstructions like thorns, brambles, roots, thick branches, and the like as if they were water.  A Druid will suffer no damage from troubles like Thorns.  A Druid also leaves no tracts when walking in nature.

Level 6- Totem Shape– A Druid is able to tap further into their animalistic nature and turn into a small or medium sized animal.  This operates like the Polymorph Self spell.  The druid chooses the totem shape upon gaining this ability.  Once the selection is made it cannot be undone.

At 7th and 8th levels, the Druid gains a new Totem Shape that can be assumed once per day.  At level 10 the druid is able to take the shape of a large version of one of his totems.  This can be used in lieu of one of the standard Totem Shapes.

Prime Attribute- Wisdom

Armor Proficiency– Cloth and Leather and light Wooden Shield.

 

Level Hit Dice Base Attack Bonus
1 d8 +0
2 d8 +1
3 d8 +1
4 d8 +1
5 d8 +2
6 d8 +2
7 d8 +2
8 d8 +3
9 d8 +3
10 d8 +4
11+ +3 +4*

 

 

Witch (Charisma)-

Bewitch– A witch is able to beguile a person into believing that she is his best friend.  The target must succeed a Willpower check VS the Witches Charisma roll or he will do pretty much anything that the Witch asks.  If the Witch asks the target to attack friends and allies he is allowed a second Willpower save with a +2. This lasts 1 hour per level.  She can use this ability the same amount of times per day as equal to her Charisma modifier.

Blood Boil– Once per day a Witch can draw dark power from within herself and make the blood of a target boil.  They must succeed at a Constitution Save -2 or be wracked with feverish pain as the innards are cooked.  Targets take 4d6 damage.  Successful save means target takes half damage.

Ravage– A Witch is able to channel her negative energies cause physical pain and wounds on a target but at risk to herself.  The Witch must declare how much damage she wishes to inflict on the opponent, 1-2d6 and then make a Willpower check minus the targets Wisdom modifier.  If she succeeds the target takes that amount of damage.  If she fails then she takes that amount of damage.

Summon Familiar- As the spell in Castles and Crusades.

 

Summon Familiar– As the spell in Castles and Crusades.

Level 3- Nightmare– The Witch is a thing of nightmares.  A Witch can turn her gaze upon a target and cause them to see horrible visions.  The Target must succeed a Willpower save VS the Witches Charisma roll or become frightened of the witch, shying away from here.  The target takes 1d6 Wisdom damage per round until a successful save.  If the target reaches zero Wisdom they begin running full bore away from her.  This lasts a number of rounds equal to the Witches Charisma Modifier after which the target goes back to half their Wisdom Score.

A Witch can use this once per day till level 5 where it increases to two times per day.

Level 3- Spirit Talker (Wisdom)– The Witch can commune with the spirits from beyond the living and receive guidance.  The Witch will pose a question that can be yes/no or require explanation.  The Spirits reply may be cryptic, repetitive, and an assault of visions that hit all five of the senses.  If the Witch communes with the spirits during the Witching Hour she receives +4 to her roll, otherwise she suffers a -2 to the roll.

A Witch can do this one per day until level 10 when she can perform this two times.

Level 5- Hex– A Witch is able to tap into dark powers and direct them at a foe, hindering them.   The target of this check must make a Willpower check -2 or suffer terrible misfortune.  If successful the next roll the target makes must be rerolled and they must take the lowest of the two.

A Witch can cast this once per day until level 8 when it increases to twice a day.

Succubus/Incubus– You are somehow you have been imbued with the ability of being able to heal yourself by absorbing another person’s life essence through sex.

You and the target (if unwilling) must make opposing Attribute rolls; Your Charisma VS the targets Constitution.  The victim receives a +2 modifier.  If you succeed you heal yourself for 1d6 Con damage and 1d8 HP while the target takes that amount (regardless if they have HP left).

If you continue to feed on the same victim for more than a 3 of days (if you don’t purposefully or accidentally kill the target first) the target will start looking pale, fatigued, and sickly.  The wounds taken do not show up physically except that they will have low energy and perhaps look starved.

If they succeed against you, you are unable to feed off of them for 24 hours.

Level 10- Death Hex– The Witch has become shrouded by Dark Powers.  She is able to reach in and snuff out the life energies of an individual.  The target must make a Constitution Save +2.  Failure means the target’s life force starts fading and the target will die in 1d6 rounds.  Success means the target takes 3d6 damage.

A Witch can use this ability once per day.

Prime Attribute– Charisma

Armor Proficiency– Cloth and Leather and no Shields, except Buckler.

Level Hit Dice BAB
1 d6 +0
2 d6 +1
3 d6 +1
4 d6 +1
5 d6 +1
6 d6 +2
7 d6 +2
8 d6 +2
9 d6 +2
10 d6 +3
11+ +2 +3*

Author: Mike Evans

I am the dude behind DIY RPG Productions. I have a fuck all punk rock attitude, love meeting new people, doing nature shit, and gaming (tabletop and console) and having a good time. I love craft beer (maybe too much), punk, grunge, and industrial music. I write books. Good for me.