0% found this document useful (0 votes)
15 views7 pages

Player Guide: Children of Green Anne

The Children of Green Anne is a horror homebrew campaign that utilizes a simple dice rolling system with a focus on role-play and class-specific advantages. Players can choose from four classes: Jocks, Nerds, Rebels, and Mystics, each with unique combat abilities and tools that influence gameplay. As players progress, they can enhance their combat abilities, emphasizing strategy and character validation in actions.

Uploaded by

dsart djyrt
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
15 views7 pages

Player Guide: Children of Green Anne

The Children of Green Anne is a horror homebrew campaign that utilizes a simple dice rolling system with a focus on role-play and class-specific advantages. Players can choose from four classes: Jocks, Nerds, Rebels, and Mystics, each with unique combat abilities and tools that influence gameplay. As players progress, they can enhance their combat abilities, emphasizing strategy and character validation in actions.

Uploaded by

dsart djyrt
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd

Basic Player Guide of:

The Children of Green Anne

Horror Homebrew Campaign


Roll system
This homebrew campaign relies on a simple dice rolling system. As opposed to
the typical 6 core stats and modifiers in Dungeon and Dragons, it relies on d20
rolls and role-play. Classes determine which rolls you as players have advantage
on - for instance, nerds will get advantage on nerdy actions, etc. If anything other
than a d20 roll is required, the DM will ask when appropriate. AC, HP and damage
are specific to classes.

Once per day, each class will have a selection of 2 abilities to utilise in combat;
once spent, you must operate purely on attack rolls - so use them wisely. If your
‘energy’ is spent and your health is low, you are recommended to run.

As the campaign progresses, the frequency with which players can utilise their
combat abilities may improve (essentially, you ‘level-up’).
Classes
Green Peaks is divided by 4 cliques: Jocks, Nerds, Rebels and Mystics.
Though it doesn’t have to determine your character’s aesthetics, it will
affect your abilities in combat and the success of specific rolls.

Pertaining to each class are obvious skills (for instance, nerds will be
able to hack), but if you can successfully validate your action in
accordance to your class, you may be granted advantage. It offers
flexibility to the players as it relies on RP as opposed to the usual core
stats.
Strength & Constitution
Unarmed attacks: 1d8
Jocks AC: 15
HP: 30

Jocks may prefer brawn over brains, but they are the proud protectors of
Green Peaks. Headstrong and powerful, jocks are intimidating in stature, and
conduct themselves with courage and dignity. Their endurance and strength in
sports subsequently make them fit for combat. Ah, the indomitable human
spirit.
Combat abilities: Tools:
Soak It In (Baltimore Orioles): After a successful d20 attack Brute Force: You begin with a bludgeoning weapon of your
roll, you can choose to deal double the damage after having choice (1d10).
rolled a d8/d10.
Protein Shake: When consumed, you are granted immediate
success on any following d20 roll - but it can only be consumed
Blocking Back: Shouting for your enemy’s attention, you shift once a day. You remake your protein shake after a long rest.
their focus away from your peers; the enemy becomes focussed
on you for 2 rounds.

The epic highs and lows of high school football


All tools and weapons will have a visual of your
choice.
Dexterity & Charisma
Unarmed attacks: 1d6
Rebels AC: 13
HP: 25

Equipped with the tools and cunning to challenge the status quo and break the
rules, rebels strive to free themselves from societal constraints. Some may
want to break the law and become self-serving - a stealthier people with an itch
to lockpick; others may oppose the capitalist agenda and liberate ‘the little
man’ - weaponizing persuasive politics and sustaining themselves with DIY.
Combat abilities: Tools:
Strawberry Switchblade: If the enemy’s attack is guaranteed Lockpicks: You come equipped with lockpicks or bobby pins.
to hit, use your reaction to parry the attack and counter with 1d6
Slim Jim: You come equipped with a slim jim, granting you the
damage if within range.
ability to unlock automobile doors.

The Vandals: Pull out your spray can and aim for the eyes, Spray Can: Can of paint in a colour of your choice. Used for
blinding the enemy; they have disadvantage on their standard vandalism, art or a colourful edge in combat.
attack roll for 2 rounds.

All tools and weapons will have a visual of your


choice.
Intelligence & Wisdom
Unarmed attacks: 1d4
Nerds AC: 10
HP: 20

Nerds have an extensive variety of knowledge at their disposal, and they


themselves come in many different forms: some believe there is no greater
power than that of logical left-brain thinker - mathematical and assured in
science. But a right-brained thinker cannot be underestimated - those that
are linguistic and intimate with philosophy and history. Though they are
generally physically weak, a nerd’s usefulness cannot be understated.
Combat abilities: Tools:
Breaking Patient Confidentiality: Identify the weak points of the Luminol Spray and Glow Sticks: Spray a chemical solution
enemy before you, informing the party of your observations; each over an area and crack a glock stick; underneath the light,
blood (however old) will appear as a light blue stain.
player is given advantage for their next standard attack roll.
Slingshot: You begin with a slingshot that deals 1d4 damage
Cure Sometimes, Treat Often, Comfort Always: Retreat from with an effective range of 30ft.
combat to tend to the wounds of a friend; spend your action
healing a player for 10HP.
All tools and weapons will have a visual of your
choice.
Intelligence & Wisdom
Unarmed attacks: 1d4
Mystics AC: 10
HP: 20

Mystics are attuned to a world that is not apparent to senses nor obvious to
logic; they are acquainted with things beyond ordinary understanding and
material reality. Mystics are unorthodox in their methods, using cartomancy and
manipulating energies to achieve their goals. Or maybe, it’s all just luck and
intuition?
Combat abilities: Tools:
The Magician: Encase a player in protective psychic energy; Tarot Cards: Once per day you may consult your deck of
any attack made against them is at a disadvantage for 2 rounds. cards. 3 cards from the Major Arcana will present themselves,
and from them you interpret clues that will help guide you in
your investigation.
The Wheel of Fortune: As a reaction, predict the enemy’s
movement and successfully avoid the attack. Darts: You begin with a set of darts that deal 1d4 damage with
an effective range of 30ft.

All tools and weapons will have a visual of your


choice.

You might also like