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D6 System Second Edition

The D6 System: Second Edition, developed by Alan Bahr and others, is a refined version of a classic tabletop roleplaying game system known for its versatility and historical significance, particularly in genres like action-adventure. The goal of this edition is to maintain the essence of the original while modernizing its presentation and consolidating its rules for better clarity and accessibility. It emphasizes the importance of player creativity and communication, encouraging groups to adapt the rules to enhance their gaming experience.

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0% found this document useful (0 votes)
202 views235 pages

D6 System Second Edition

The D6 System: Second Edition, developed by Alan Bahr and others, is a refined version of a classic tabletop roleplaying game system known for its versatility and historical significance, particularly in genres like action-adventure. The goal of this edition is to maintain the essence of the original while modernizing its presentation and consolidating its rules for better clarity and accessibility. It emphasizes the importance of player creativity and communication, encouraging groups to adapt the rules to enhance their gaming experience.

Uploaded by

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

D6 System 2e: Developed by Alan Bahr, based on work by Greg Costikyan and the West End Games

Team, as well as those who worked on it over the years. We owe them so many thanks for such a
great system.
Foreword:
Additional Writing: Alan Bahr, Wayne Humfleet and John Beyer, Jack Norris, Sarah Kennedy, and Will Munn.
Previous Material: D6 System Material published by West End Games contains more contributors
and collaborators than we could ever acknowledge. As such, there are more creative forces
behind D6 System than we could list (a whole book could be written on the history of D6 System
material), but specifically, this work derives heavily from work done found in the following books:
Ghostbusters; Star Wars Roleplaying Game – Revised; D6 Adventure, D6 Fantasy, D6 Space; The
Zorro Roleplaying Game (2020), as well as other influences from across the D6 System line
throughout the decades.
Editor: Alan Bahr
Producers: Alan Bahr, Erin Bahr
Art: Ludvik Skp, Tan Ho Sim, Simone Tammetta, Galen Pejeau, Billy Blue, Rick Hershey, Peter Frain,
James Mosingo, Stephan Shoz
Layout: Robert Denton III

Art, campaign settings, original characters, and fictional worlds portrayed herein are copyright
©2024 Gallant Knight Games. Gallant Knight Games and the Gallant Knight Games logo are
trademarks of Gallant Knight Games in the USA and other countries.
D6 System, D6 System 2e, and West End Games are ©2024 Nocturnal Media, All Rights Reserved.
Used under license. West End Games, the D6 System, and the D6 System: Second Edition are
trademark Nocturnal Media in the USA and other countries.
Gallant Knight Games is co-owned by Alan & Erin Bahr
Plover, WI 54467
[WEG logo]
[Link]

2
3
Table of Contents 01

4
Table of Contents 02

5
Foreword
The D6 System is hands down the best gaming system for action adventure.
Come at me, bro—convince me otherwise. It’s a bold statement, I agree, but the
game can stand ten toes down, chin up, and scream it to the universe! No other
game system has remained tried and tested or as long as the D6 System.
Let me back up and set my gaming clock back to zero.
I started gaming in the spring of 1981 with the Moldvay Basic D&D set. I didn’t
realize it then, but I would have to wait six more years to get what I wanted from
gaming. I played like everyone else, but I wanted a game that would allow me to
emulate the action-adventure fiction I was reading and experiencing. That hunger
inside my soul could not be sated with the technology I had at my disposal then,
but I waited and bided my time. I knew some game designer messiah and their
apostles would deliver me and my tribe into the promised land.

6
In the summer of 1987, I walked into my local comic shop, Page After Page
Comics, and saw a copy of the new West End Games, Star Wars Players, and
Gamemaster guides. You must understand that Star Wars wasn’t as big a deal
as it is now. The last movie in the franchise came out four years earlier, and the
popularity was waning. Dan, my good friend, was with me and not impressed by
the game, but it spoke volumes. You see, Dan loved D&D, but I loved roleplaying
games. I loved big games and the little ones that fell between the cracks. In the
small amount of time between my first foray into gaming and up until then, I
played everything from Dungeons and Dragons to Call of Cthulhu, Stormbringer,
Aftermath, Robotech, Danger International, Champions, and even Dragon Raid
(a deep cut, I know). I could not get enough of playing games and eventually kit
bashing my own. I love gaming.
In the year the D6 system hit the market, other games were vying for shelf space.
Talislanta, Cyborg Commando, Ars Magica, and Teenagers From Outer Space
– all competed with the first Star Wars game for attention. One of those games
even had a D6 version released recently; go figure.
Since its inception, the D6 System has inspired many later systems. As of this
writing, the D6 System has become a sort of ur game with its DNA in many
popular games today. It is Exploding Dice, Meta Points, Dice Pools. Before the
D6 System, none of these ideas ever played as elegantly together.
The D6 system evolved with me in my formative gaming years and was codified
into what we know as The D6 System in the mid-1990s with the Star Wars
Second Edition, Revised and Expanded version. The overhaul and additions
made the game a bit more robust and grew a “Dad Bod” as it bulked up its
rules, but it still contained all the verve and energy of the original. Since the
Revised edition, I've used the system for everything from superheroes to sci-fi,
fantasy, and spy thrillers. It’s a go-to when you have an idea and need a system
to run it with. It’s a system that many games spring from, and the first I know
of combining Dice Pools, Meta Currencies, and Narrative Control–remember,
this was in the late 1980s and early 1990s. While other games and systems
tried to outdo D&D or “fix” a perceived fault of a rule, the D6 System was busy
emulating genres and making gameplay dynamic, intuitive, and fun.
I’ll repeat it for anyone just joining us: The D6 System is hands down the best
gaming system for action adventures.
If this is your first time playing a D6 System game – Welcome; I know you
will have a lovely time and get into the swing of things with your first
handful of dice. If you are like me, an old hat, welcome home, pull up
a chair, and grab your character. We are all in for a wild ride.

7
Introduction

Welcome to the D6 System: Second Edition! You hold in your hands one of the
great rulesets of tabletop roleplaying game history. The D6 System from West
End Games has a long, historic, and impactful legacy, one defined by creativity
and genre support.
Powering famous worlds and stories like Star Wars and Ghostbusters, original
creations and the early wide-spread OGL era, the D6 System has been a
mainstay in the tabletop games industry and one fondly remembered by more
than a few fans.
Gallant Knight Games is proud to be able to contribute a little to the wonderful
canon of the D6 System with D6 System: Second Edition (D62e).

The Goal of D6 System: Second Edition


We feel it’s very important for the team at Gallant Knight Games to make
clear our goal with D6 System: Second Edition. It’s a valued and beloved game
system, and laying out our goals in our approach matters a lot. It will help you
understand what we were trying to do and where we made decisions.

8 The Goal of D6 System: Second Edition


First, our goal was not to reinvent, re-engineer, or tear down and rebuild the
game into something new. We want the game to feel like the classic experiences
you had with the D6 System. That matters a lot to us. The core D6 System is a

Introduction
very elegant and timeless ruleset, one that stands up very well to this day, and
there’s little reason to alter the basic ideas.
We see our job as a refinement, consolidation, and small tweaks. We do want
to clarify, clean up, refine, and remove friction points. There’s a long history of
D6 System games and they all had a variety of permutations. These pieces don’t
always fit together well, and that creates some friction in the conversation about
D6 when it comes to recommendations, homebrew, rules, and more. We want to
try to gather that conversation throughout the history of West End Games D6
products and product a lingua franca that can be used by old fans and new fans.
We can’t fix every fiction point between these systems. And frankly, we
don’t want to. The rules friction makes games interesting, because it forces
gamemasters to make decisions that turn a common ruleset into something
unique to their table, and that’s one of the magical pieces of D6 System (how
easy it is to use)!

There’s a very long history of D6 System games. It’s a venerable system and thus, it would
be an impossible task to manage, collate, and account for every permutation, variable, or
historical difference in the various D6 System games. We’ve done our best to gather the
biggest, best, and most popular ones (along with a few personal favorites of the team) into
this book, but there’s no way we can account for everything.
Likewise, we aren’t aiming to support previous published versions of the ruleset, instead
doing our best to use those previous versions to build the new foundation going forward.

Finally, the biggest goal is this: a new, modern looking, reading, and feeling
version of D6 System. For a long time D6 System has been out of print or only
available in OGL forms. We want to put a toolkit, multi-genre version of this
wonderful ruleset back into the gaming space, where folks can find it online, in
web stores, in digital forms, on large and small marketplaces, and in local game
stores. We want to see new fans discover D6 System, and by doing a new core
rulebook that honors and upholds the best parts of the three decade history of
D6 System, we can help do that a little bit.
We see ourselves as one stretch of the long road of D6 System, and we can’t wait
to see where the road takes the community and fandom.

The Goal of D6 System: Second Edition 9


What is a roleplaying game?
A roleplaying game is very much like improvisational acting or interactive
storytelling – but with rules that allow for the random chance that exists in the
real world. It’s a bit like telling stories with your friends, and adding some rules to
help you iron out the points where “they said/I said” would become a problem or
create conflict. Roleplaying is a social activity, where you will talk, act out, and put
yourself in new, interesting, and unexpected places on an emotional and mental
level, as you work with your trusted friends to tell a story you all believe in!
Generally, one person is the gamemaster (often called GM). Their job is to set
up the plots, help pace the story, and narrate and resolve the actions of everyone
who exists (that isn’t already being played by another player). They might run the
villains you encounter, the obstacles that crop up, and the challenges you face.
The gamemaster should try to adhere to the following principles:

• Guide the story.


• Present interesting challenges.
• Be a fan of the players.
• Ask them questions, fill the setting with their answers.
• Be fair, but flexible.
• Be as consistent as possible.
Everyone else at the table (who we refer to as “players”) takes on the roles of
the heroes, the protagonists, and the centerpieces of the story unfolding upon
the pages of your table. As a player, you might battle villains, save the star
empires from nefarious schemes and evil warlords, travel the hellish deserts of
Apocryphan, or protect the oppressed and harmed.
Players should try to adhere to the following principles:

• Narrate what your character does.


• Make checks when things are narratively risky and interesting.
• Make sure everyone shines.
• Fill the setting with your ideas.
• Take risks, overcome failure.

10 What is a Roleplaying Game?


Playing a roleplaying game is equal pieces acting, storytelling, and gameplay.
The gamemaster will provide a framework of a story, and the players undertake
actions that help define the story, drive it forward, and keep things moving

Introduction
forward so everyone has fun.
When there might be a concern about how the game plays or the heroes need to
resolve something, the rules in the game tell the gamemaster and players how to
decide and determine what happens. Aside from specific rules in supplements or
other books (that are exclusively related to those books), nearly all the rules you
need are here in this book, except one key exception: the ones that you make at
your table.
The rules written here are the baselines, the foundations, and the overarching
themes of the story. However, your imagination is far more powerful than any
rules we can write in this book, and as such, the gamemaster and players will
rework, redefine, add, subtract, modify, or change these rules.
Your job is to take those rules and use them (sometimes strictly, breaking them)
to tell your stories. The gamemaster serves as the final arbiter of rules (someone
has to be able to make a decision) but they will always try to remember that the
fun you all have at the table is the goal of playing this game.

We’ve said this before, but we’ll say it a lot (because it is the core concept of what we’re
doing here): it’s best to think of D6 System: Second Edition as a toolkit, one where you grab
the tools you need out of this book and build the ideal version of this ruleset to make what
you want happen.
We talk more about that on page XX and some of the places to watch for friction or pitfalls.
In the end, this game is designed to be “finished” at your table. Whatever we put on these
pages, what you do at the table makes it your own, and that’s by design.

What is a Roleplaying Game? 11


Playing in Good Faith
Roleplaying games are a group activity. The fun of the group is the only way to
“win” at a roleplaying game. To that end, these rules were made to be broken,
hacked and mutilated.
Stories should be exciting, heart-pounding thrills should abound, and if a rule
gets in the way you should change it, or just flat-out ignore it! A game like this is
a framework for your group to build on and alter as they need, with the ultimate
goal to be to maximize your enjoyment of the story you tell with your friends.
But being respectful and kind to your group is the most important factor. It’s
sad to lose friends over elements of playing pretend at the table. Be gracious and
give leeway to learn, grow and enjoy each other’s company. No one is perfect,
but communicating openly and honestly (a theme we’ll repeat) solves almost
every problem that can crop up at the tabletop.
The goal is to have fun, but that fun is only as good as the fun the entire group has.
The fun of one person should never come at the expense of the fun, safety, or
comfort of anyone else in the group.
We call this playing in good faith. By sitting down (virtually or physically) with
your friends
Let’s cover some basics.
First, not every tool we’re going to discuss needs to be used. Your group is
unique to you, and your interactions are too. You should find the right solution
for your group and table, regardless of what we say here. These are simply best
practices and suggestions, like everything in this book they’re a toolkit. The
better you know each other personally outside of the game, the less likely these
tools are to be relevant (though they are likely still relevant).
Second, these tools serve to protect the gamemaster as much as the players.
They aren’t only for players, and should be utilized by the gamemaster as readily
(perhaps even more so) than the players.
The goal of any of these tools comes down to one essential principle:
communication.
Honest, open, and trusting communication allows a group to share an
experience in good faith and enjoy each other’s company and laughter.

12 Playing in Good Faith


lines of communication between
Session Zero sessions as well.

Introduction
A common tabletop roleplaying term is
“session zero”. Session zero takes place
before the game starts. The group makes Open and Clear Lines of
characters and discusses the story they
want to tell. This is a good chance for Communication
the gamemaster to float the ideas of The gamemaster should maintain an
the story they intend to tell (in broad easy way for players to communicate
strokes) and head off any potential privately regarding any issues that come
concerns before the game even starts. up. This allows players to communicate
any feedback to the gamemaster directly.
An excellent shorthand to use is video
No one benefits from feeling like they
game or movie rating scales, as well
were attacked or called out
as references in common media to
for their roleplaying, and
establish a baseline of tone and
a private conversation
what to expect. Everyone tells
often goes a long way
stories differently, and working
towards resolving any
to establish a strong
issues.
common foundation
between you and your
players is essential to
a successful campaign.
At-The-Table Tools
There are many methods and tools
for handling any safety concerns
After-Session Check-In at the tabletop as you play. A quick
internet search will provide you many
After a session is over, having the
of them (things like lines and veils,
gamemaster lead a check-in helps to
the x-card, and others). Each group
keep communication flowing. Asking
requires different things from their
the players what worked, what didn’t
table, and we leave it to you to do your
and, what the gamemaster can do
research and learn what might best
to maximize fun for everyone is an
work for you and your table.
essential task.
All players are responsible for ensuring
This ensures that any
everyone has the most fun they can at
misunderstandings, concerns,
their tabletop in the game. Shirking
or conversations can happen be
this responsibility is one of the great
addressed after the session. However,
harms you can conduct against your
sometimes folks need to have some
fellow players, and it only serves to
space to think and form a response.
harm the community, rather than
Therefore, we recommend the
increase and build it up.
gamemaster maintain open and clear

Playing in Good Faith 13


What do I need to play this game?
To play this game, you will need the following: this book, character sheets, pencils, a
lot of six-sided dice (ten per player to start with, at least one in a different color), a
player to be the gamemaster, your imagination, and 2 to 5 friends to be the players!
The gamemaster (or GM) is the guiding force in the story and will present
information about the game setting, obstacles the players and their characters
will overcome, and take on the role of the people your characters meet.
The rest of the group is simply called “the players” and takes on the role of the
major characters in the story that they & the GM will create together.
These stories are called “sessions” and will form a narrative called a
“Campaign”. A campaign is anywhere from 3 to 12 sessions (sometimes even
more). and forms a continuous narrative arc. We’ll get more into that later.

How Do I Use This Book?


Throughout this book, you will find that the book is structured in a series of
escalating rules modules, each being used to introduce alternative rules or
modifications to the baseline rules. Additionally, throughout the book there are
other sidebars and optional rules. These optional rules are designed to allow
you to genre bend and modify the game to fit various themes, in a “plug-and-
play” fashion. The additional and optional modules help you to fine-tune your
campaign to fit the genre you’ve chosen to play in!
The modules are housed under various genres or sections of the book, but each
module can be used with other genres and modules. That means, even if magic
is housed under Fantasy, there’s no reason you can’t use it in superheroes or
science fiction! If a module does not work with another module, we’ll call it out,
and we’ll try to make sure we make any rough edges clear.
While these rules are designed with genres in mind, they can be used as each
GM wants in their game to create an utterly unique experience! One of the best
parts about D6 2e is the game’s ease of modification and home-creation.
Like any tabletop roleplaying game, the more rules you add to the game,
the more likely an unusual edge case is going to come up. Dice mechanics
are no match for the sheer power of imagination and creativity players can
espouse, and as such, the GM must be prepared to make a few rulings now
and then to ease the game play where the rough parts might cause fiction.

14 What Do I Need to Play This Game?


That is OK. The best part of tabletop roleplaying games is how each group makes them
familiar but unique at their table. The only real trick is to communicate as the GM,
and make sure everyone remains on the same page!

Introduction
All of this means that the D6 2e system is wildly cinematic and heroic and it
lends itself very well to dramatic, action-packed campaigns with lots of set
pieces, cool fights, and dramatically tense social conflicts.
If you want to run a standard or modern-world sort of game, simply don’t use any
optional rules under the genre-packs and stick to modules in the Core Rules sections.
The book is laid out as follows:

• Core Rules
• Fantasy
These are the basic rules that all D6 2e games
need to function. They are the least complex • Module: Fantasy Skills
distillation of the game. • Module: Magic Points Casting
• Module: Additional Attributes • Module: Freeform Skill-Based Magic
• Module: Alternative Initiative • Module: Active & Responsive Combat
• Module: Alternate Wild Die • Module: Fantasy Bestiary
• Module: Chases • Module: Fantasy Templates
• Module: Hero Points • Science Fiction
• Module: Environments • Module: Science Fiction Skills
• Module: Equipment by Genre/Era • Module: Starships & Starship Combat
• Module: Experience Points • Module: Driving & Vehicles
• Module: Hyper-lethal Combat • Module: Psionics
• Module: Pips • Module: Cyberpunk
• Module: Milestone Character • Module: Science Fiction Bestiary
Advancement • Module: Vehicle Templates
• Module: Narrative Advancement • Module: Science Fiction Templates
• Module: Skill Specializations & Advanced • Superheroes
Skills
• Module: Superheroic Skills
• Module: No Dodge Defense
• Module: Superpowers
• Module: Perks, Flaws & Talents
• Module: Gadgets & Gear
• Module: Troubles & Assets
• Module: Hideouts & Strongholds
• Module: General Foes and Bestiary
• Module: Nemesis, Companions, and Sidekicks
• Module: Templates
• Module: Superheroic Templates

How Do I Use This Book? 15


Campaign Prep
On page XX (at the back of the book), you’ll find a Campaign Worksheet. This
page is designed for the gamemaster to use to communicate what optional rules
in this game are being used. While the sheet is intended for campaigns, it is
suitable for conventions, one-shoots, or other styles of game play with the D6
System: Second Edition
Ideally, before the campaign and before characters are made, the gamemaster
will fill in this sheet, and pass a copy to each player for reference. This checklist
will make sure everyone understands what rules can (and can’t) be used
throughout the game!
It also serves as a brief overview of what the campaign might entail! Knowing
the modules can help set the tone and expectations. The worksheet helps to
keep everyone on the same page, so there’s less confusion and complication.

You can find downloadable versions of this sheet (that include material for expansion books)
on the Gallant Knight Games website ([Link]).

16 Campaign Prep
Character Creation
There are two ways to create your
character: templates and a la carte.
The first is to select a template. Each
template has a partially completed
character that you can modify and
improve. Templates are a great way
to play quickly, learn your character,
or simply jump in at a convention,
one-off, or introductory session.
If you decide to make a character
using a template, simply add 7D of
skills to the template, and you’re
set! It’s that easy!
In a la carte character creation, you
will receive a certain amount of dice
to spend on attributes, skills, and
other upgrades (as determined by
modules and the GM).
These dice are put into your
appropriate character elements and
within a few limits (minimum and
maximum dice), these increases can
be done however you see fit. Various
skill levels (which impact how many
dice you start with for these spends)
are communicated by both modules
and in the general rules.
The game presents a module of
flaws and perks (see page XX for
information on that module). These
flaws, perks, and talents can also
alter where and how your dice are
spent (or perhaps give you more or
less dice to spend). These can take
the place of various abilities, talents,
or built-in changes to your character.
Each genre pack contains at least a one-page reference for how the genre pack
modifies these a la carte spends, but they naturally tend to require less detail
than templates, as the player is making a bulk of the decisions (again, within the
communicated limits).
A la carte is also how one might create their own "templates" for players at their
table, though this book doesn't contain a full template creation section on its
own. Instead, we focus on explaining how to use the a la carte + other modules

Character Creation
to create templates for yourself and at home.
At the start of a campaign, your Gamemaster should communicate method
they prefer. Both methods will create characters of the same power level, so the
Gamemaster can mix and match inside their campaign.
You can find a list of standard templates on page XX.

You’ll need a character sheet! You can find downloadable character sheets on www.
[Link] (there’s a variety), as well as a blank fill in sheet at the back of this book.

Customizing the Character


To build a fully custom character, the first thing we’ll need to do is establish
some core ideas about the character.
It’s helpful if you answer these questions before assigning your dice. These questions
have no mechanical bearing, but knowing the answers can help you make decisions.

1. What is your character’s physical appearance? Age, weight, hair color, style of dress,
height, or anything else?
2. What makes them stand out? What skills can they bring to bear to overcome difficulties
and opposition?
3. What makes them interesting and fallible? What might cause them to fail, make
mistakes, and make things harder on themselves?
4. What jobs or professions have they held in the past? Why those jobs? Were they good at them?
Once you’ve thought through those questions, you can start to assign dice to
create your character!

Customizing the Character 25


Attributes
Each character has four attributes and 12D to spend on them. There are some
restrictions you have to follow here:

• First, each Attribute must have at least 1D assigned to that attribute.


• Secondly, no Attribute may go higher than 5D at the end of this step (though they can
go higher later in the campaign – this cap only applies during character creation).
Dice are assigned on a one-for-one basis during character creation.
For example, Alan is making a character, who is a scholarly type. He assigns 2D to
Brawn, 3D to Agility, 3D to Perception, and 4D to Knowledge.

If your GM is using additional attributes (see page XX), you need more dice for your
attributes. Add +3D for each additional attribute (over the four) to the total amount of dice
you can spend on attributes during character creation.

Skills
Now that your attributes are assigned, you’ll need to assign Die Codes to the
Skills! Simply write 1D next to the skill on your character sheet. Each character
has 7D to assign to Skills. Each skill has a cap of 2D during character creation.
If there is a skill that doesn’t exist that you want, you should work with the GM
If your gamemaster is using any to create it. The skills provided on the character sheet are
optional skill modules, add +2D to the general skills that exist in almost every game, but the
your total skill dice pool for each skill list can be as flexible as you want!
module they add.
The modules for additional skills
can be found on page XX (under
the “Optional Attributes” module).
Hero Points
Hero Points are a core element of the D6 System: Second
The modules for specializations Edition. Ask your gamemaster what hero point module
and advanced skills can be found you’ll be using (pages XX-XX). All Characters start with 1
on page XX. Hero Point, so enter a “1” in the Hero Point section on the
character sheet (see Hero Points on page XX).

26 Attributes, Skills, Hero Points


Defense Number
Each Character has two Defense numbers. These numbers are easily calculated
and represents how hard a character is to hit in combat (either Melee or Ranged.)
The two defenses are:

• Dodge. Dodge is used to avoid Ranged Attacks, surprises, or traps.


• Parry: Parry is used to block melee attacks, get out of the way, or avoid being struck
by close combat.
Each defense is calculated using a similar method:

Character Creation
• Dodge = Perception x 5, so a Perception of 2 would give a Dodge Defense of 10.
• Parry = Agility x 5, so an Agility of 3 would give a Parry Defense of 15.

The multiplier of 5 might feel high to some folks! Let us explain why we landed on that multiple.
First, multiples of five are more accessible to a wider audience. It’s something that seems
to be more mathematically ingrained in us.
Secondly, starting characters (as defaults) generally are going to roll 4 to 5 dice in die
codes, and various modules might provide tools (like hero points or pips) that enhance
those rolls.
An average result might be about 13-18 on 4-5 dice (or higher). The numbers were chosen to
keep combat interesting. However, if you feel that attacks miss more than they hit, you can
lower the multiplier to x4 (or even x3), though we recommend going no lower than x3.
We don’t recommend increasing the multiplier past x5.

Equipment
Each character starts with equipment that fits their background and narrative.
The Gamemaster has the final say but should work with the players to ensure
everything makes sense and works out.
You can find genre appropriate equipment in the various sections, as well as a
collection of modern and historical equipment on page XX.

Defense Number, Equipment 27


Character Attachments & Relationships
During character creation, it can be beneficial for players to talk about how
their characters might know each other or have a history together. With the
information the gamemaster has provided about the campaign, the characters
can tie small details together.
These small details can add great hooks to roleplay with, as well as help guide
some decisions you need to make during character creation.
You can answer questions about your histories together, reputations you might
have heard about the others, or interactions hat have shaped how each of you
view the other. Remember that the goal is to play together, so
answer only for yourself and be flexible. The campaign and story
will be better if everyone is bought into the vision and where the
characters come from and are going!
Some examples might be:

• Perhaps your warrior was trained briefly by another


player’s mage, but found that they preferred the
thrill and risk of combat to the study of arcane
tomes. This might explain why your warrior has
some small skill understanding magic.
• If your character is an investigator on a space
station, how did they get there? Were they
born there? Did they grow up with anyone
who might be another player character?
These preexisting relationships and
attachments allow you to start the game
with some
details and
immersion
that help
increase the
ability to dig
into the fun
character
dynamics
right out of the gate!

28 Character Attachments & Relationships


Playing the Game

Playing the Game


Attributes and Skills
Every character has attributes and skills (see page XX). Each attribute and skill
has a die code. Each time you use an attribute or skill, you roll dice; the attribute
or skill’s code determines how many dice you use and how you calculate the
total roll (see page XX).
Attributes and skills are defined during character creation (see page XX) and
increased during advancement (see page XX). If you want to modify your
attributes and skills during the session, you can use hero points (see page XX)
to change how rolls happen (though the actual value of your attributes and skills
won’t change).

Attributes and Skills 29


Die Codes & Basics
D6 System: Second Edition (called D62e hereafter) uses the concept of die codes
to communicate how proficient a character is.
Whenever a character attempts to do something risky in the game, you’ll roll
dice (six-sided dice - called d6s). The higher the result of your total roll (all the
rolled dice added together), the more successful the character is at that task!
How many dice you roll is determined by your die code. Each skill and attribute
has a die code, so when you have to roll a skill or attribute, you can simply look
at that code and it will tell you how many dice you must roll.
A typical die code consists of a number (like 3), followed by a D (this means
dice). So 3D is three six-sided dice. 4D is four-six sided die, and so on and so
forth. Basically, if we say #D, we mean that many six-sided dice.

Types of Die Codes:


There are two types of primary die codes in D62e:
• Attribute die code: #D where the # is equal to your rating in that attribute.
• Skill die code: #D where the # is equal to the rating in the skill plus the attribute
being used with that skill (see page XX on how to use skills).
• When we say a skill die code, you should presume that we intend for you to
calculate the appropriate attribute into the total skill die code.
• If you do not have a rating in that skill (a 0), you use the default die code, which is
simply the appropriate attribute die code.
Other types of die codes might come up (equipment often has its own “die code” that is a pool
of dice used with that equipment), but we’ll call them out when they appear so you know.

So, a die code of 3D+1 would mean that the player would roll 3 six-sided dice, add
them together, and then add 1 to the total. So, if the dice came up with results of
2, 3, and 5, your result would be 11. (2+3+5+1).
The final result (in this case, the 11) is called the score. Scores are compared to
the difficulty of the task (see page XX) and if the score exceeds the difficulty.

30 Die Codes & Basics


Some die codes have bonuses. There are two types of bonuses for die codes: pips, written
as +#, and modifiers, written as +#D. Modifiers simply add extra dice to your total die code,
whereas pips are small bonuses added to the final score. You can find out more about pips
in the Pip module on page XX.

When you determine your die code, you’ll take the rating of your attribute (1
through 10), and the rating of your skill (0 through 10) and add them together to
form the XD part of the die code. For example, a 2 in Agility, and a 2 in Acrobatics,
would result in 4D. You’d roll 4 six-sided dice and total them to determine the
result of the action (the die code score when compared to the difficulty number).

Doubling Down
When an action fails, the character can double down. When a character doubles
down, they narrate how they retry their efforts, and the Gamemaster will work

Playing the Game


to help them find a narratively suitable reason they can try again.
Some actions cannot be tried again (such as combat actions), but generally, the
Gamemaster should work to allow players the narrative freedom to double down.
The character then rerolls their entire Die Code.

• If the action fails on the retry, they gain a complication, but no Hero Point is rewarded
for the complication, as it would normally be.
• If the action is successful, follow the normal rules for success.

Opposed Rolls
Sometimes you use an attribute or skill against someone who’s using the same
attribute or skill (or a different one) to resist you. For example, if you use your
Brawn to arm-wrestle someone, they’re using their Brawn to arm-wrestle back.
In this case, you both roll your dice — and the higher roll wins.
If the rolls are tied, the player character wins over a non-player character. If both
are player characters and the rolls are tied, the highest wild die result wins! If it’s
still a tie? Well...we trust you to figure it out.
What happens if one side has an advantage? In this case, the gamemaster assigns
one side a modifier. The modifier is added to their roll, so their chance of
winning increases.

Doubling Down, Opposed Rolls 31


Difficulty Numbers
A majority of the time, you aren’t trying to beat anyone else directly. For
example, if you try to fix a broken wagon axle, there’s no one “opposing” you.
In this case, the gamemaster assigns a difficulty number to the task. If your roll
is greater than the difficulty number, you succeed. If it’s lower, you fail.
How does the gamemaster decide what the difficulty number is? The skill rules
(see page XX) tell him how. You can read them if you want or rely on your
gamemaster to tell you the numbers.

In other D6 System games, sometimes success is determined by greater than results,


rather than equal to or greater than.
Just for clarity: in D62e we take the approach of a result greater than the Difficulty
Number is a successful result. This makes it easier to handle opposed rolls, where one
result must be higher than the other to be successful, though there is a series of tie break
mechanics there as well.

The Wild Die


The Wild Die represents the randomness
inherent in life. The Wild Die is always
one of the dice in your Die Codes and you
should represent it with a d6 of a different
color or size.
So, in our previous example of 3D6, you’d
roll 2 normal dice and the Wild Die, then sum
them up for the total result. You must always
include the Wild Die, so if you only have one die,
it must be the Wild Die.
If the Wild Die comes up with a result of 2, 3, 4, or 5, just treat it as a normal die,
adding it to your total as normal.
If the Wild Die comes up with a result of 6, you gain an Advantage.
If the Wild Die comes up with a 1, you suffer a Complication.

32 Difficulty Numbers, The Wild Die


Advantage Complications
Advantages are narrative implications that Complications are narrative implications
the Player can insert whenever the Wild that the Gamemaster can insert
Die rolls a 6. A player is never required to whenever the Wild Die rolls a 1. The
insert an advantage if they do not want to. GM is never required to insert a
Complication if they don’t want to.
When an Advantage occurs, the Player
has the following options: When a Complication occurs, the
Gamemaster has three options:
• If the Action would be successful, and
an Advantage Occurred. • If the Action would be successful, but a
1. The player can gain an Exceptional complication Occurred.
Success and gain one Hero Point. 1. The Gamemaster can either
• An Exceptional Success allows introduce a complication that
the Hero to complete the task in a makes the success a partial
truly quick, dramatic, fashion. This success, rewarding the hero with 1

Playing the Game


might include an environmental Hero Point.
advantage (like enemies getting • (for example, a leap across a
tangled in a horse cart during roof ends with the hero tangled
a foot chase), or simply dealing in a drying line, or hanging from
double damage in combat. a roof edge),
• The player should work with the 2. or cause the action to fail but reward
Gamemaster to create a narrative the character with 2 Hero Points.
appropriate exceptional success, • The leap simply fails, tumbling
but creativity should be rewarded. the hero to the street below.
2. The player can instead have an Ordinary • If the Action would have failed and a
Success but gain 2 Hero Points. complication occurred.
• If the Action would not be successful, 1. The Gamemaster rewards the
and an Advantage occurred. player with 1 Hero Point, and then
1. The player may add the result of 6 on introduces a complication that will
the Wild Die, and then roll the Wild Die accentuate the failure.
again. As long as you roll a 6, you keep • For example: A hero lost in the
adding the 6 and you keep rolling. If desert also realizes their canteen
you roll anything else, you add that has been leaking and now they’re
number to the total and stop rolling. running low on water.
The player can then gain 1 Hero Point.
• Multiple 6s on this result don’t
allow for extra Advantages.

The Wild Die 33


Hero Points
In other D6 games hero points might have multiple variants, different names,
implementations.
What follows below is the default for Hero Points in D6 System: Second Edition.
After character creation, Characters acquire Hero Points from Complications.
These Hero Points can be spent in several ways:

1. To double the Die Code of a single roll


2. Reroll a failed roll without doubling down.
3. To avoid being Stunned in combat.
Hero Points carry over between sessions and can be stored by characters. No
more than one Hero Point can be spent on a roll.

You will find modules for other uses of hero points, specifically on page XX and page XX.

How Long Does It Take?


Under most circumstances, using a skill or attribute takes one combat round
(five seconds). However, some skills —repairing an axle, for instance — take
longer to use (see page XX). Unless your gamemaster tells you differently,
though, assume you can use a skill in one combat round.

Preparing
If you want to make sure that you use a skill or attribute successfully, you can
take an extra round preparing.
You do nothing for one round, and in the next, you make your skill roll. In this
case, your skill code is increased by 1D. Example: Your Shooting skill is 3D. You
spend an extra round aiming. You roll 4D when you fire.

34 Hero Points, How Long Does It Take?, Preparing


Running
If you run in the same combat round that you use a skill, your skill code is
reduced by 1D.
Example: Your Shooting skill is 3D. You dash across the hall, firing your pistol at
a guard. You roll 2D when you fire!

Wounds
If you are wounded when you use a skill, your skill code is reduced by 1D.
Example: Your character is wounded from a previous fight with guards. Normally their
Shooting skill is 3D. However, because they are wounded, when they fire, you roll 2D.

Using More Than One Skill

Playing the Game


It’s important to note that you can use more than one skill or attribute in a
single combat round. You have to decide which skills you will use during the
combat round at the beginning of the round and tell the gamemaster what you’ll
do. Every skill use after the first one costs you 1D. If you use two skills, all skill
codes are reduced by 1D; if you use skills three times, all codes are reduced
by 2D; if you use skills four times, codes are reduced by 3D; and so on. These
reductions apply to all skill uses in that combat round. That is, if you use skills
twice, both uses are reduced by 1D, etc.
Obviously, if you try to do too many things, none of them will work.
You can only spend a round preparing (and get an extra die) when you use one skill.
If you spend one round preparing, then decide you want to use two or more skills in
the next round, you lose the benefit of preparation, and don’t get the extra 1D. You
also lose the benefit of preparation if you use a reaction skill in either round.

Multiple Die Code Modifications


If you are wounded and spend an extra round preparing to use a skill, the 1D
reduction and the 1D increase cancel each other out, and you just use your
unmodified skill code. Similarly, the increases and reductions for wounds,
running and multiple actions are added together when more than one applies.

Running, Wounds, Using More Than One Skill, Multiple Die Code Modifications 35
Combat
Combat is fought in combat rounds, each of which represents about five seconds
of “real” time. In a roleplaying game, combat is not fought on a board.

• Instead, the gamemaster describes your surroundings and opponents. Then, they go
around the table, and asks each player what their character is doing this combat round.
• When they come to you, you must tell him what skills you’re using, and how many times you’re
using them — ‘Tm firing once at the soldier on the left and moving over there to take cover.”
• Next, the gamemaster tells you what your opponents are doing.
• Then, actions are resolved.
• You continue playing combat rounds until one side or the other is defeated or gives up.

Action Segments
At the beginning of the combat round, each player must declare what their
character is doing — whether he’s moving, and if so where; and what skills he’s
using. Combat rounds are divided into action segments.
During each action segment, each character may use one skill or attribute, or move.
Movement and skill and attribute use occur in the order declared, one per action
segment. A character cannot “pass” a segment; actions are resolved until the
character has run out of declared actions to perform.
There is no hard limit on how many action segments a character can take as part of
a combat round, though each action segment after the first applies a penalty on any
die codes used during that combat round. You can find more about that on page XX.

Initiative
Normally, it doesn’t matter exactly when during an action segment a particular character
gets to act. Everyone just moves, or shoots, or uses some other skill. The only time it
matters is when someone uses a skill that will affect another character’s skill use.
When two characters are doing things that affect each other, make skill or
attribute rolls for both. If a character is moving, make an Agility roll instead
(since there’s no skill code for movement).

36 Combat, Action Segments, Initiative


The high roller goes first. Then, the character with the next highest roll goes, Playing the Game
and so on. The same roll is used to determine whether the character’s skill or
attribute use succeeds.
If rolls are tied, and one of the tied characters is a player character, the player
character gets to go first. If they’re both non-player characters and both player
characters, re-roll.

This particular initiative system requires the GM to be comfortable making decisions and ad
hoc calls on the fly during the game.
If you want something that’s a bit more structured, you can find alternative initiative
systems on page XX.

Initiative 37
Movement
Each combat round, you can hold still, walk, or run. Walking and running aren’t
skills; they’re something everyone can do.
Walking or running is an action and takes a segment. If you hold still or walk,
you can turn by any amount — right or left.
If you walk, you can move up to five meters in any direction. “Five meters”
sounds precise, but since combat is fought in the imagination rather than on
a board or map, you must rely on the GM’s judgment. If they tell you that you
can get someplace or reach a character in one round by walking, that’s the case.
If they tell you that you must run to get there in one round, or that it will take
several rounds, their judgment is final.
If you run, you can move up to ten meters in any direction (twice as far as
walking). Whenever a running character makes a skill roll, their die code is
reduced by 1D (see above). Walking characters’ codes are not modified.

Some groups like using miniatures and maps. That’s absolutely doable with D62e! You just
have to decide how “fast” movement is. We generally recommend you allow 5 squares
(generally 1”) or hexes on a map for an average human character. We treat each 1” square
or hex as a “meter”.
If a character has a high Agility (4+), you might want to give them +1 square of movement,
though that’s up to you.

Prone
You can always fall prone, without any penalty, at the end of your movement.
Falling prone is part of movement, not a separate action. Prone characters can
only move by crawling — they may move up to two meters per round. When a
crawling character makes a skill roll, their die code is reduced by 1D ( just like a
running character).
Getting up from a prone position is an action; you can turn and use skills in the
same round, but you can’t move. Prone characters are harder to hit in combat
(see below).

38 Movement, Prone
Attacking & Damage
Characters will often attack each other, either through Melee or Shooting. To
attack a target, you simply make a Skill roll and compare the result to their
appropriate Defense Difficulty Number.
When making a Shooting attack, compare the result to Dodge. When making a
Melee attack, compare the result to Parry.
If you roll higher than the difficulty number for your attack, you hit your target.
Each weapon has a damage code. You can find weapons sorted by era on page
XX.
When you hit a target, roll your weapon’s damage dice!
Then, the gamemaster rolls Brawn dice for your target. How badly you injure
the target depends on the two rolls:

Playing the Game


• Brawn Roll Greater Than Damage Roll: Stunned.
• Damage Roll Greater Than Brawn Roll: Wounded
• Damage Roll Greater Than Brawn Roll, and Brawn Roll invoked a Complication:
Mortally Wounded.
Example: Your damage roll is 12. If the target’s Brawn roll is:
• 13 or more, they’re stunned.
• 12 or less, they’re wounded.
• 12 or less, and the Wild Die for the Brawn Roll showed a ‘1’, they’re Mortally Wounded.

A stunned character falls prone and can’t do anything for the rest of the combat
round. Stunned goes away at the start of the next round.
A wounded character falls prone and can’t do anything for the rest of this round.
Any time they rolls skill or attribute check, their die code is reduced by 1D. A
wounded character who is wounded again is “incapacitated.’ Wounded goes
away after a character has received medical treatment or rested for 24 hours.
An incapacitated character falls prone and is unconscious. they can’t do anything
at all until healed. An incapacitated character who is wounded or incapacitated
again is “mortally wounded.” Incapacitated goes away after 24 hours or medical
treatment.

Attacking and Damage 39


A mortally wounded character falls prone and is unconscious. they can’t do anything
until healed. Worse yet, at the end of every combat round, they must roll 2D. If the
total of the roll is less than the number of rounds since they was mortally wounded,
they die. Mortally wounded only goes away after medical treatment.
Example: Roll at the end of the round in which a character is mortally wounded;
if the roll is less than a “1” (which is impossible), they dies. The next round, they
dies on anything less than a “2” (also impossible); the third round, on anything
less than a “3”. In other words, they is going to die eventually — and soon —
unless someone gets him to a doctor.
Important: Making a Brawn roll when hit is not considered an action or a
regular attribute use; you never modify the Brawn code for running, wounds,
taking an extra round, or multiple skill use.

Armor
Armor provides a bonus to Brawn Rolls made to avoid damage. You simply add
the armor rating as bonus dice when rolling the Brawn roll to avoid damage.

40 Special Combat Actions


Attributes & Skills
D6 2e features four attributes that govern your character. These attributes are
almost always rolled in conjunction with skills that you are using to accomplish
tasks and challenges.

Agility
Agility is the attribute that governs physical finesse, dexterity,
nimbleness and more. It’s how you avoid getting hit in melee combat, how
easily you take to feats of acrobatics, swing your sword, or fire your gun.
Highly agile characters are quick, sometimes even overly twitchy, and
seem loaded like a coiled desert snake, ready to strike.

Brawn

Playing the Game


Brawn is the attribute that governs physical force, strength, fortitude,
and might. It’s how hard you can hit, how much you can lift, how long you
can run or hold your breath, and how imposing you can be when you use
your physicality to make a point.
Highly brawny characters are often muscular or have large statures, often even seeming
muscle bound and bulky.

Knowledge
Knowledge is the attribute that governs your learning, intellect, and
mental skillsets. It’s how you learn languages, recall scientific or historical
information, train to use medicine, or display your educational prowess.
Highly knowledgeable characters often know multiple languages and
sciences and seem to be a wealth of information. They can be know-it-alls at times but are
useful to have around.

Perception
Perception is the attribute that governs tasks and skills related to
awareness, insight, and situations. It’s how you know where to place
your foot to avoid twigs while sneaking in a forest, how you can locate
clues from a murder scene, or ride your horse while avoiding obstacles.
Highly perceptive characters are often very aware of their surroundings, and can appear
paranoid, overly interested, but are almost never surprised.

Attributes and Skills 41


Rolling Skills Instead of Attributes
Normally, you use skills instead of attributes. Whenever a character tries to do
something, use the skill rules (below) to decide which skill he’s using.
But sometimes, a character tries to do something which isn’t covered by any of
the skills in the game. For instance, there’s no juggling skill. The gamemaster has
two options.
First, you can pick the closest skill and just have them roll that. This is
cinematic, but it also means a character with a high skill might be inordinately
good at things that don’t make a lot of narrative sense (by virtue of just being
likely to succeed).
If you’re concerned about that, you can just use attribute rolls. In this case, you
use the attribute which governs what the character is doing. If a character’s
Brawn is the determining factor, use their Brawn; if their Knowledge is what’s
important, use his knowledge. When a character juggles, Agility is what’s
important, so you use their Agility.
To look at it another way, skills are specialized attributes. If you have no training
in shooting, you use your innate Agility when you try to fire one. When you start
learning more about firearms, you specialize, and develop a separate skill.
In fact, the skills listed on the character templates are not the only skills that
can exist in the game. There’s a blank provided under each attribute for players
to write in the name of another skill. If a player wants to specialize in something
which none of the skills covers, let him do so; have him write the skill name
on the blank space provided and write the skill code next to it. For example,
if a player wants to learn how to juggle better, let him do so — have him write
“Juggling” under “Agility.”
It sometimes happens that a character wishes to do something that seems to fall
equally under two or more different skills or attributes. This is rare, but it does
happen. In this case, let the character use whichever skill or attribute is higher.
After all, your job is to keep the story going — not to frustrate your players.

42 Rolling Skills instead of Attributes


Determining Difficulty Numbers
Exactly how do you determine difficulty numbers? The Gamemaster assigns all
risky actions a Difficulty Number (DN) based on how hard they are!
Rules for each skill are provided below.
When a rule describes a specific task,
How Hard? Difficulty Number (DN)
it provides a difficulty number for 5 Very Easy
that task. In addition, each skill rule 10 Easy
describes the skill’s general purpose;
a character is using the skill whenever
15 Average
they does something that falls under its 20 Difficulty
general purpose. In this case, you must 25 Very Difficult
decide on the difficulty number. Just
ask yourself “How easy is it?” and use
30 Extremely Difficult
the guidelines in the adjacent chart: 35 Near Impossible
40 Mythical

Playing the Game


Using Skills and Timing
Most skills take one round to use (Shooting, for example). Of course, a character
can use more than one skill in a round, at a cost (see page XX).
Some skills take longer than a round to use. For example, a gambler doesn’t
finish their game in five seconds — playing takes a little while, maybe a couple
of minutes or so. A character using a gambling skill would only make a skill roll
every few minutes to see how the current game went.
Each skill description says how long using the skill takes. If a skill takes more
than one round to use, the user cannot spend an extra round to get an extra 1D;
that rule only applies to one-round skills.
In the end, all of these are guidelines, and the gamemaster can adjust as they see fit.

Difficulty Numbers 43
Agility Skills
Acrobatics
Acrobatics is the skill you use when you are trying to perform
feats of dexterous physicality. It’s used for climbing a wall or rope, jumping over
rooftops or obstacles, balancing on a ledge, or similar tasks that require precision
physical work.
Acrobatics generally only takes one round to use, though climbing a longer
rope or high wall might take multiple rounds and multiple uses of Acrobatics to
accomplish your tasks.
As some suggested guidelines, with Acrobatics you can:

• Climb a number of meters equal to your Acrobatics Die Code in one round.
• Jump a number of meters equal to your Acrobatics Die Code with a running jump (or
half that with a standing jump).
• Walk a number of meters on a tightrope equal to your Acrobatics Die Code in one round.
• Perform other tasks as the Referee and player agree upon!

Shooting
Shooting governs the use of ranged weapons that are not thrown. This includes
bows, firearms, crossbows and other tools that don’t rely on the strength of the
wielder. It’s an essential skill for soldiers and heroes who wish to engage in combat.

44
Shooting generally only takes one round to use.
Shooting is always rolled against a target’s Dodge score when used to make
an attack. If used for showing off (such as target shooting or other tasks) the
Difficulty Number will be based on the distance and size of the target.

Melee
Melee is the skill for hand-to-hand combat! It governs brawling with fists, improvised
weapons in a bar fight, and the use of swords, axes, and more. It’s essential for pugilists,
fencers, and oftentimes soldiers or adventurers who find themselves in tight situations.
Melee generally only takes one round to use.
Melee attacks are rolled against the target’s Parry.

Sleight of Hand

Playing the Game


Sleight of Hand represents nimbleness of fingers, like picking a pocket, hiding
small objects, picking a lock, or performing very precise hand movements to
unlock an ancient puzzle box.
Sleight of Hand generally only takes one round, though some tasks might take a
few more rounds at the Referee’s discretion.

Brawn Skills
Athletics
Athletics represents raw physical strength, endurance, and
stamina. It’s a skill used when lifting, pushing, restraining, or physical activities
that rely more on strength than dexterity (such as swimming.)
Athletics generally only takes one round, though some tasks might take a few
more rounds if the Referee feels it’s appropriate.
As a rough guideline, a character can generally lift 100 lbs. per die code of
Athletics with a successful Difficulty 10 roll.

Skills 45
Intimidation
Intimidation is using your physical mass, might, and appearance to cause fear in
others. It can be looming over a tied-up foe, flexing, or breaking something to
show your strength and cause them to flee, or other such tasks.
Intimidation only takes one round to use.

Stamina
Stamina is used when holding your breath, running long distances, dealing with
force marches, resisting poison, pain or disease.
Stamina is generally used in response to a situation and doesn’t take an action
most of the time.
A character can hold their breath for roughly a minute for each rank of Stamina
they have.

Throwing
Throwing represents how far a character can hurl an item, be it an axe, a ball, or
other items such as letters or a bag of ill-gotten rewards.
Throwing generally takes an action. How far a character can throw is based
on how heavy the item is and how far they are trying to throw it. Generally, a
character can throw an item 1 yard per die code of throwing when the item is 15
lbs. or less.

Knowledge Skills
Languages
Languages is used to decipher obscure dialects, learn new
languages or deal with the intricacies of the myriad of tongues in Alta California.
A character always knows their native language, and each point of Languages
grants a conversational talent in a new language or dialect.
Languages generally takes an action to use.

46 Skills
Medicine
Medicine is used to diagnose
diseases, heal the hurt, and create
poultices and salves. Medicine can
represent university learning, local
traditions and custom, or any variety
of possibilities.
Medicine can be used to remove
stunned, wounded or mortally
wounded damage from characters
(see page XX.)

• Difficulty 10 to remove stunned


• Difficulty 15 to remove wounded or
incapacitated

Playing the Game


• Difficulty 20 to remove mortally
wounded
Medicine generally takes an action to
use.

Scholar
Scholar represents academic pursuits outside the sciences. It covers topics such as
art, history, philosophy, religion and other such fields of study. Think of it as “the
humanities” to the sciences that the science skill covers.
Scholar takes an action to use.

Sciences
Sciences represents scientific pursuits such as biology, chemistry, geology, the
study of natural life and fauna, and other technical pursuits. It includes technology
chemistry, astronomy, engineering, and more.
Sciences takes an action to use.

If the campaign is using the Mechanical and Technical skill modules (page XX) the Science
skill can become diluted if the gamemaster is not careful.

Skills 47
Perception Skills
Driving
Driving covers a wide variety of talents and topics, including
riding a horse, driving a car or carriage, piloting a boat or craft, and similar tasks.
Driving is a broad skill and reflects a generalized overview of transportation.
Driving generally takes an action to use.

Investigation
Investigation is used to gather information, researching, analyzing data or
creating a pattern from data. It’s based on your ability to identify the valuable
and essential information.
Investigation usually takes an action, but larger scenes, locations or hard to find
details might change that.

Stealth
Stealth is your ability to remain unnoticed. Your ability to notice where to step,
to read and identify the patterns of guards, and to identify good hiding spaces
goes a lot further than your dexterity or movement abilities.
Stealth generally takes an action and is opposed by Investigation.

Survival
Survival is used to find your way in the wilderness, calm or manage animals,
know what foods are poisonous or healthy. You can use it to treat injured
animals and plant crops.
Survival generally takes an action.

48 Skills
Solo Adventure:
A Knight Errant

Solo Adventure
This solo adventure uses the superhero module and base D62e rules. A playable
hero and all relevant NPCs are provided at the end of this section. If desired, you
can use your own heroes for this adventure, altering details to suit their identity
and powers.
We recommend you print out the pages that contain the attributes of your hero
(page XX), and any reference pages you think you’ll need. We also recommend
you read the Brief Primer section (pages XX – XX).
This adventure is designed to walk you through and teach you about the
mechanics of the D6 System: Second Edition.

Solo Adventure: A Knight Errant 49


Starting Out
You are Tristan Knight, also known as the young, costumed hero Stalwart. You
gained your superhuman abilities from a mysterious figure who appeared to
you after a near-fatal accident. Since then, you discovered you can fly, are highly
resistant to damage, and possess superhuman strength and endurance. You can
also generate a costume for yourself, though like your powers, its origins remain
a mystery to you. In your civilian identity, you are a sophomore at King State
University in Grail City, a bustling metropolis on Lake Superior that seems to be
a magnet for superhuman threats and strange happenings.
When the adventure starts you are investigating a lead given to you by Morgan
Ambrose, a federal agent for MERLIN (Metahuman Emergency Response Logistics
and Intelligence Network), a monitoring organization dedicated to dealing with
coordinating response to superhuman threats and dangerous paranormal phenomena.
While you’re not sure you completely trust Merlin or Ambrose, she has yet to steer you
wrong and many of her leads allow you to stop various threats to the public.
You’re outside the location Agent Ambrose sent you to check. It’s around nine at
night and from the outside it seems like a normal warehouse in the city’s industrial
district. You don’t see anyone working though there are a few lights on inside.

• Approach in your civilian identity. Go to 1.


• Check things out as Stalwart. Go to 2.

1
You approach as everyday college student Tristan Knight, trying to look lost. You
occasionally check your phone as if seeking information or directions, just in
case someone is watching. You approach the front doors of the warehouse and
are about to knock when the door opens. A large man nearly fills the doorway.
He sizes you up briefly and then says “No trespassing. Beat it.”
You start to explain but he doesn’t listen, instead giving you a half-hearted shove
that still sends you reeling backwards.
“I said beat it, kid. Private property.” Then he closes the door in your face. You
hear the heavy metal door lock.

• Retreat and observe the warehouse from a distance. Go to 3.


• Retreat, change into Stalwart, and check things out. Go to 2.
• Look for a way to sneak in. Go to 4.

50 Solo Adventure: A Knight Errant


2
You find a spot nearby with no onlookers or cameras to change. Strange energies
well up inside you, transforming your clothing into your costume. You have to
admit its better than looking for a phone booth in this day and age.
You fly over the warehouse, looking out for anything amiss. For a time you see
nothing, but then you spot a number of vehicles coming down the otherwise

Solo Adventure
empty street, including a large cargo van. The vehicles enter the warehouse
parking lot, stop, and several armed individuals get out. A moment later you see
one of the garage-style doors of the warehouse open and several burly men exit
the building to greet the new arrivals. As you watch, one of the gunman shouts
something and the back of van opens and a tall slender figure in a green and
silver costume exits.
You know this guy. It’s Mr. Malefactor, a wanted costumed crook.

• Move in and take Malefactor down, he’s a wanted menace! Go to Fight A.


• Wait and see what Malefactor wants. Go to 8.

3
You stay out of sight and watch a while, becoming bored as you stare at the
bland exterior of the large warehouse. About the time you’re ready to give up
and change your approach, several vehicles appear on the street. They approach
the warehouse and pull into its parking lot. As you watch, several armed
individuals exit. They sweep the area quickly and moments later one of the
large garage-style doors on the side of the warehouse open up and several large
dangerous looking men come out. The two groups are friendly but cautious.
Eventually one of the gunman gestures to one of their vehicles, a large cargo
van. As you observe, the back of the van opens and a slim tall figure in a silver
and green costume exits. You’ve seen him before, at least on the news. It’s
Mr. Malefactor, a known superpowered criminal active in the city. If he’s here,
something shady is going on.

• Go to 8.

Solo Adventure: A Knight Errant 51


4
You look around the outside of the warehouse, seeking another way in.
Eventually you see a window partially ajar about thirty feet up. Nothing a normal
college kid could reach, but you’re far from ordinary.

• Fly up to the window. Go to 5


• Reconsider, pull back, and watch the warehouse awhile. Got to 3.

5
The warehouse is dim. Only some of the lights are on, but it’s enough to see
a half dozen big dangerous looking guys. They are chatting and milling about.
You get the distinct impression they’re waiting for someone or something. They
aren’t breaking any laws you can see, but you’ve got a bad feeling about this.

• Wait and observe. Go to 6.


• Slip quietly through the window and try to sneak closer. Make a Difficulty 15 Stealth
test. If you succeed, find an excellent hiding spot nearby and go to 7. If not, you bump
the window and it slams shut with an echoing clang. You retreat briefly, waiting as the
tough guys inside investigate. Got to 3.

6
You can see much from the window, but they certainly can’t see you. After
a time, you spot a movement out of the corner of your eye. Several vehicles
are arriving. You move deeper into the shadows so they can’t see you as they
approach. Several armed individuals exit the vehicles and go a quick sweep of
the area. Fortunately, they barely look up and you remain undetected.
One of the arrived vehicles is a cargo van and as you watch a slender tall man
in a green and silver costume exits. You recognize him from news reports—Mr.
Malefactor, a local costumed criminal.

• Go to 8

7
You stay hidden as the big guys socialize and move about the warehouse. They
seem to be waiting for a “shipment” and from some of their anecdotes and
interactions you get the impression these guys aren’t in a legitimate line of work.

52 Solo Adventure: A Knight Errant


After several minutes, one of the big guys gets a call. He takes it, says a few words and
then loudly informs his companions “they’re outside.” One of the men hits a button
near one of the walls and a large garage style door opens. From your hiding spot you
can see several armed men and several vehicles, including a large van. As you watch,
the back of the van opens and a tall, slim man in a green and silver costume steps out.
You recognize him—it’s Mr. Malefactor, a local costumed criminal. This can’t be good.

• You’re not sure what’s up but you know Malefactor is wanted and you’ve got the drop on

Solo Adventure
him and his goons. Seize the moment and attack. Start Fight A.
• Wait and see what Mr. Malefactor wants here. Go to 8

8
Malefactor exudes arrogance and menace as he approaches the warehouse. One
of the goons from the warehouse, a sunglasses-wearing tough who acts like he’s
in charge, approaches the villain.
“Mr. Malefactor, sir. It’s a pleasure to meet you.”
“Yes, I’m sure it is,” the villain says,” Do you have my shipment?”
The goon nods and his smile widens. “Yes sir. Six crates of four, as ordered. Are
you ready to transfer funds to the account my employer provided?”
Malefactor pauses for a moment, as if he’s considering some other option. Then
he looks over his shoulder at one of his men, a shaven-headed Asian man. The
man takes a cellphone from his jacket pocket, unlocks it, and types something.
He then nods to Malefactor who turns back to look at the goon.
“Done. Load them up.”
The goon nods and soon six larger crates are carried out by pairs of the warehouse
heavies. They move to load the crates into the trucks, but Malefactor stops them.
“I want to see the merchandise.”
The goon looks uncertain. This was clearly not part of his instructions. However,
he quickly decides not to anger the supervillain. He directs his fellows to place
one of the crates in front of Malefactor. You see the villain’s eyes flash with some
sort of green energy and the lid of the crate lifts into the air. You can’t see what’s
inside from your hiding spot, but you might be able to fly to a better vantage
point while everyone is focused elsewhere.

• If you want to try and get a better look, go to 9.


• If you don’t want to risk being discovered, go to 10.

Solo Adventure: A Knight Errant 53


9
You try to maneuver yourself to get a better look at the contents of the crates
without alerting Mr. Malefactor, his minions, or the goons from the warehouse.
This might be tricky: make a Stealth Test with a TN 20.

• If you succeed, go to 14
• If you fail, the villains spot you and Malefactor orders them all to attack.
• On second thought, you’ll just stay where you are, go to 10.

10
You stay put and watch. Whatever is in the crates seems to satisfy Malefactor,
who uses his psychokinetic energy powers to replace the lid before directing the
goons to load the crates.
“If these work as promised, I’ll be back for the rest.” Malefactor says before
ordering his men to finish securing the crates and get ready to leave.
You realize from the villain’s statement there is more of whatever he’s buying in
the warehouse. If you let Mr. Malefactor leave and follow him, the goons and the
remaining shipment could be gone when you return. If you stay and take on the goons,
who knows what the villain will do with the mysterious shipment? Of course you could
attack right now, taking on Malefactor, his men, and the warehouse goons, but even
with the element of surprise that’s a lot of armed and dangerous criminals to fight.
Whatever you do, it’s time to decide. Mr. Malefactor and his minions are getting
ready to leave.

• If you let Mr. Malefactor leave and stay at the warehouse, Go to 11.
• If you leave the warehouse and follow Mr. Malefactor. Go to 12.
• If you decide to try and take everyone out now, Go to Fight B.

54 Solo Adventure: A Knight Errant


11
You watch as Malefactor and his minions leave with their part of the shipment.
You note the license plates on the vehicles and hope you’ll be able to have Agent
Ambrose help track them down before you regret letting them get away.
However, now you only have a few unpowered goons to deal with. How you do it
is up to you.

Solo Adventure
• You can attack the goons now, using surprise to your advantage. Go to Fight C.
• Wait awhile and see if anything else happens. Got to 13.

12
You can fly faster than vehicles, so keeping up with them is no trouble. You’re
pretty sure you aren’t spotted as you soar above the convoy. After nearly half
an hour, the vehicles arrive at an abandoned cement factory. You think you’ve
located Malefactor’s hideout. However, if you’ve been spotted? Things are about
to get really complicated.

• Make a Difficulty 15 Stealth test.


• If you succeed, go to 15.
• If you fail, go to Fight D.

13
You watch and wait. The goons in the warehouse talk amongst themselves for
a time. They discuss how the shipment they delivered to Malefactor is going
to cause a lot of trouble on the streets. They seem to find this idea amusing.
After a time one of the goons gets a call. After a brief discussion he directs his
companions to get ready to pack up the remaining crates for another delivery.
Most of the goons head outside, giving you a chance to examine the crates if you
want. Alternatively, you can ambush the goons, catching them by surprise and
taking them out.

• If you attack the goons, go to Fight C


• If you want to examine the crates, make a Difficulty 10 Investigation test.
• If you succeed, go to 16.
• If you fail, go to 17.

Solo Adventure: A Knight Errant 55


14
You manage to find a hiding place with a great view of this obviously shady deal.
You watch as Mr. Malefactor pops the top of one of the crates with his psychokinetic
powers. Inside are several high-tech weapons—some sort of energy blaster. With
firepower like this, Malefactor and his gang would be even more dangerous.
Time to put a stop to this, Go to Fight B.

• If you let Mr. Malefactor leave and stay at the warehouse, Go to 11.
• If you leave the warehouse and follow Mr. Malefactor. Go to 12.

15
Mr. Malefactor’s hideout is an old, abandoned factory. Numerous guards patrol
the area. If you want to try and take the villain out, you’ve got the element
of surprise. However, it will be a tough fight. Alternatively, you can contact
MERLIN and get backup to deal with Malefactor and his goons.

• If you want to go get help, go to Ending A.


• If you decide to handle it yourself, go to Fight E.

16
You manage to carefully open the remaining crates without alerting anyone.
Inside are several high-tech looking weapons—some sort of energy weapon. In
the wrong hands, these weapons could cause significant damage to the city and its
population. You can’t let these guys take them. Its time to take out the remaining
goons and then call in the authorities to help track down the remaining crates.

• Go to Fight C.

17
You manage to open one of the remaining crates, but you make more noise than
you’d like. You have enough time to see the crate contains several high-tech
weapons—some sort of energy weapon. You’re considering what sort of damage
these things could do in the wrong hands when you hear a shout from behind you.
“Hey, we’ve got a cape in here!” One of the goons shouts before opening fire.

• Go to Fight F

56 Solo Adventure: A Knight Errant


Fight A
You charge into combat, catching your opponents by surprise. This advantage
won’t last though—make the most of it while you can!

Run this combat as normal, with Stalwart on one side and his opponents on the other. There
are 6 Warehouse Goons, 6 Malefactor’s Minions, and Mr. Malefactor to deal with.

Solo Adventure
However, you’ve got the element of surprise. Take your first turn without your opponents acting.
Further, your sudden appearance spooks the Warehouse Goons. Make an Intimidation test
with TN 15. If successful, they flee. You won’t have to fight them.

• If you lose, Go to Ending B.


• If you win, Go to Ending C.

Fight B
You manage to take out two of the goons before the bad guys even know you’re
there. However, Malefactor reacts quickly, flinging a blast of psychokinetic
energy your way. You dodge the blast, but it briefly stops your assault.
Mr. Malefactor sneers as you face his goons and him down.
“Sure, you don’t want to run home to mom, kid?” Malefactor says, his eyes
glowing with green energy.
Before you can reply, he signals his goons to attack. The fight is on.

Run this combat as normal, with Stalwart on one side and his opponents on the other. There
are 6 Malefactor’s Minions, 4 Warehouse Goons, and Mr. Malefactor to deal with.

• If you lose, Go to Ending B


• If you win, Go to Ending C.

Solo Adventure: A Knight Errant 57


Fight C
You get the drop on the goons, who thought the excitement was over after Mr.
Malefactor departed. You grab one and slam him into another, taking both out.
Four more to go.

Run this combat as normal, with Stalwart on one side and his opponents on the other. There
are only 4 Warehouse Goons still active and Stalwart goes first due to surprise.

• If you lose, Go to Ending B


• If you win, Go to Ending D

Fight D
The goons saw you coming. Worse, they’ve had time to bust out some advanced
hardware. They open fire as you approach the abandoned factory the villain is
using as a hideout. The only good news is it seems Mr. Malefactor has left his
minions to deal with you while he gets away. You consider trying to catch him,
but the first barrage from Malefactor’s goons discourages you. Time to take
these jokers out.

Run this combat as normal. There are 8 Malefactor’s Minions and all are armed with
experimental energy weapons which are treated as laser pistols (see page XX).

• If you lose, Go to Ending B


• If you win, Go to Ending E

58 Solo Adventure: A Knight Errant


Fight E
No one saw you coming, giving you a chance to even the odds by picking off
Malefactor’s minions before they detect you.
To accomplish this, make a Stealth test starting at TN 5. For each success and for
every 10 you beat the TN by, you take out one minion. After each test, increase
the TN by 5. Once you fail, you’re spotted and the fight begins.

Solo Adventure
After you are detected, run the combat at normal. There are 12 Malefactor’s Minions minus
however many you took out before the fight starts. Half are armed with experimental energy
weapons which are treated as laser pistols (see page XX). Malefactor responds to your attack
and joins the combat on turn 3.

• If you lose, Go to Ending B


• If you win, Go to Ending F

Fight F
The first goon got the drop on you, but fortunately there’s only a half dozen of
these guys left. If your luck and powers hold out, no problem.

One of the goons gets a free attack on you to start the battle. Afterwards, run the fight as
normal, with a total of 6 Warehouse Goons--5 plus the one who attacked you.

• If you lose, Go to Ending B


• If you win, Go to Ending D

Solo Adventure: A Knight Errant 59


Ending A
You decide this is too much for you to handle alone. Contacting Agent Ambrose
at MERLIN, you explain everything you know about Mr. Malefactor, the
deal at the warehouse, and the villain’s hideout. Ambrose thanks you for the
information and praised your discretion.
Unfortunately, your adventure ends here. Despite Ambrose’s recommendation, MERLIN
decides to not include you when they raid the warehouse and Malefactor’s hideout.
They do manage to recover most of the cargo, a shipment of stolen, experimental, and
dangerous energy weapons. However, Malefactor escapes and several agents are injured.
You can’t help but wonder if you could have handled this better on your own.

Ending B
You feel your vision start to cloud and consciousness slip away. For a moment,
you wonder if this is how it ends. Then nothing.
You wake up hours later in the hospital. Everything hurts, but you’re alive. Your
costume is gone, but your mask is still in place. After the medical staff checks
you out, you’re visited by Morgan Ambrose of MERLIN. She informs you the
authorities were alerted by your battle and arrived just in time to see you fall.
Your enemies fled, leaving you behind.
“Well, you’ve got guts. I can’t debate that.” Ambrose says. “However, maybe next
time call for backup. You’re lucky you’re still around.”
Funny, you don’t feel lucky.

60 Solo Adventure: A Knight Errant


Ending C
You assault was impulsive, but it got the job done. You use an empty storage
container near the warehouse as a improvised holding cell, putting the
unconscious Malefactor, his minions, and the goons from the warehouse inside
before bending the door to jam it shut. The authorities may have to cut them out
to arrest them, but they aren’t going anywhere for a while.

Solo Adventure
The fight over, you take the time to investigate the crates Mr. Malefactor was
buying from the goons. Each contains several high-tech looking weapons—some
sort of energy rifle. You’re not sure what these things can do, but you feel better
knowing they’re off the streets.
You task done, you call agent Morgan Ambrose, your contact at MERLIN. You
explain the situation and tell her where to find Malefactor and the weapons. She
says she’ll investigate things and let you know when she tracks down whoever is
dealing in such advanced armaments.
You consider sticking around to help the authorities and maybe smile for a few
press photos, but your phone buzzes ominously. If you don’t get moving, you’re
going to be late for your next class. Such is the life of Stalwart, Hero of Grail City.

Ending D
Without Mr. Malefactor and his minions to deal with, the fight is short and one-
sided. The goons never had a chance, though they tried. You toss them into an empty
office in the warehouse and barricade the door with some heavy crates. Even if they
regain consciousness before the authorities arrive, they aren’t going anywhere.
The goons secured, you investigate the remaining crates Malefactor didn’t purchase.
Each contains several high-tech looking weapons—some sort of energy rifle. You’re
not sure what these things can do, but you feel relieved these are off the street and
worried about what Malefactor and his gang will do with the rest of them.
Your phone buzzes, the signal you need to ditch your costume and head to your next
class at King State. Before you take off, you call Agent Morgan Ambrose at MERLIN.
You inform her of the goons, the weapons, and give her all the information you have
on Malefactor. She thanks you for the tip and promises to track the villain down. She
says she will request you are brought in to help round up the villain and confiscate
the remaining weapons, but that’s a fight for another day.
Congratulations, you made Grail City a bit safer, though you’re also reminded
many threats remain for heroes like you.

Solo Adventure: A Knight Errant 61


Ending E
The energy weapons make Malefactor’s minions more dangerous than usual,
but you manage to take them out. The battle caused a lot of collateral damage,
and you hear sirens in the distance. A quick recon of the area confirms what you
suspected; Mr. Malefactor has fled. You also find at least a few crates from the
arms deal missing. You definitely stopped the bad guys and cost the villain his
hideout, but he’s still on the streets with at least some of those energy blasters.
Still, a win, but a bittersweet one.
You don’t want to stick around to answer a lot of questions from the authorities
and press, but you take the time to call Agent Ambrose at MERLIN. You give her
a rundown of the situation and confirm you’ll meet later to share more details.
However, for now you need to get to your next class.
So ends another chapter in the never-ending battle against corruption and evil
for heroes like you.

Ending F
While it was touch and go for a few moments, you end the battle standing over
the unconscious forms of Mr. Malefactor and several of his minions. You drop
the bad guys in an empty industrial vat in the villain’s factory hideout, using
your great strength to seal the top with a large piece of heavy scrap. It won’t hold
forever, but it should keep anyone who awakes busy until the authorities arrive.
You contact Agent Ambrose at MERLIN, letting her know about the villain,
his hideout, and the weapons deal. You leave the crates for the authorities,
each containing several nasty looking high-tech rifles—some sort of energy
weapon intended to make Malefactor’s gang even more dangerous. Ambrose
congratulates you on getting the villain and the weapons off the streets. She
tells you not to worry about the goons at the warehouse, she’s sending a team to
arrest them and seize the rest of the weapons.
A moment after you hang up with Ambrose, your phone buzzes ominously. Crap,
you’re going to be late for class. Despite this, you did good today. Grail City is
safer for your actions.

62 Solo Adventure: A Knight Errant


Cast
The following characters are needed to complete this adventure.

Stalwart
Tristan Knight gained his superhuman abilities after a mysterious bearded man

Solo Adventure
appeared to you after you barely survived a fatal car accident. The strange figure
somehow healed your wounds, insisting you were destined for “great deeds and
stalwart acts of heroism.” A short time later you realized you now possesses
incredible abilities including the power of flight, superhuman strength, stamina,
and durability, and the ability to fire powerful blasts of pure force. Inspired by
the strange man’s words and seeking to use your powers for good, you became
Stalwart, the newest protector of Grail City.

Cast 63
Mr. Malefactor
Malcom Edward Faktor was a mercenary and expert in industrial espionage
who gained superhuman powers after exposure to a mysterious green crystal
he was hired to steal. Since then, Faktor has operated at the costumed villain
Mr. Malefactor. A keen strategist, he prefers to operate with henchmen or other
super-criminals—though he is a picky about who he works with. Malefactor’s
powers are psychokinetic in nature and using them is always accompanied by a
distinctive green glow.

Combat Tactics
Mr. Malefactor is a cunning strategist, but he’s also arrogant and overconfident.
In combat he opens with a psychokinetic blast, favors direct damage attacks, and
occasionally spices things up with a more complex use of his powers. If desired
roll a d6 every turn for the villain to determine his attack: 1-3 Psychokinetic
Blast, 4-5 Psychokinetic Grab, 6 Uses Psychokinesis to grab a large object from
the environment and strike his target.

64 Cast
Malefactor’s Minions
A better brand of henchmen than many villains hire, these guys tend to have
better weapons and a bit more sense than most in their line of work. However,
they’re still no match for costumed heroes except in large groups.

Solo Adventure

Cast 65
Warehouse Goons
These are typical lower-rung gangsters who were hired because they can hit
hard, act intimidating, and don’t mind committing crimes. They aren’t much of a
threat alone, but with luck and numbers they can cause plenty of trouble.

Agent Morgan Ambrose


A former FBI profiler turned agent for MERLIN, Morgan Ambrose is a skilled
detective and expert in abnormal psychology. She’s decent in a fight, but prefers
to leave the “grunt work” to superpowered individuals who are better suited to
confronting the costumed psychopaths and amoral super-mercenaries her cases
tend to involve.

66 Cast
Core Modules
What follows are the core modules that can be used to modify your game. These
modules are not tied to particular genres or settings, but can be applied how you
see fit. Some modules are incompatible or do not play nicely together, and we’ve
done our best to call them out so you can be forewarned with the decisions
you’re making.

Incompatible Modules
• When using Wild Die modules, only use one. None of them are compatible with others
(choose one ruleset for the wild die to work for in your game, and
stick to it).
• When using Hero Point modules, only use one. These are not
designed to be compatible.
• When using Initiative modules, only use one. These are not
designed to be compatible.
• When using Advancement Modules (experience points,

Core Modules
milestone character advancement, and
narrative character advancement) use only
one. These are not designed to be compatible.
• Some modules require other modules. This most
often appears as a module requiring Hero Points in
some form, though others might occur. Those are called out
in the module (illustrating any requirements).
• The Perks, Flaws, and Talents modules will often require other
modules (Pips and Hero Points most frequently). You can either
rework the Perks, Flaws, and Talents if you are not using the
requisite modules, or just eschew the particular Perks, Flaws,
and Talents that require other modules.

67
Module: Additional Attributes
These attributes can be slotted into and added to your game to customize what
your characters can (and can’t) do! Some are tied to particular genres, but any of
them can be slotted in easily.
The Charm and Cool skill modules are suitable for any game.
The other modules are generally tied to specific genre, though you can add them
however you want:

• Mechanical and Technical are rooted in the Science fiction module, though they easily
slot into modern or superhero genre games.
• Mysticism and Magic are rooted in the Fantasy genre module.

We’ve tied various modules to genres, but that’s mostly for organizational purposes. We felt
they made the most sense in those places throughout the book. The only real guide is the
mechanical call outs above that define what rules do not work together.
As long as the module fits your game, regardless of where it sits in the genre list, you
should use it!

Charm
Charm is the attribute that governs social interactions. It’s a
combination of personality, appearance (though it doesn’t have to be),
self-esteem and mastery of niceties. Charm is how you can convince
the guard to let you in, even if they don’t know you, how you resist
intimidation or seduction.
Highly charming characters are often the center of attention, great with people, but
can seem smarmy, shady or self-centered.

68 Module: Additional Attributes


Charm Skills
Command
Command is your ability to be a leader, to have your instructions followed and
your actions emulated. It’s based on your force of personality, your experience and
your charisma. You can rally fleeing allies and help troops stand their ground.
Command generally takes an action to use.

Deceive
Deceive helps you mislead, misdirect and disguise yourself. It’s used when
subterfuge is the order of the day, and when the truth has to be hidden.
Deceive generally takes an action to use.

Persuasion
Persuasion is your ability to use soft social power to convince others. It’s
rhetoric, diplomacy, flattery and empathy. It’s used in courts, haggling and
debates to convince others of your position.

Core Modules
Persuasion generally takes an action to use.

Willpower
Willpower is your ability resist and withstand social attacks (like those done
with Command, Deceive or Persuasion), temptation, torture and seduction. It’s
a defense for your esteem, thoughts, and emotions.
Willpower is used in reaction to situations and events and generally doesn’t take
an action to use.

The most common use of Willpower is when either of the two magical modules (page XX and
page XX) or Psionics (page XX) are in use. Those powers will often allow a Willpower test to
avoid, reduce, or resist the effects of the powers.
If you are not using those modules, it is a good idea to make sure Willpower can be used to
power through hard situations (to give it something to do).

Module: Additional Attributes 69


Mechanical
The mechanical skills cover operating non-digital and mechanical
equipment, from vehicles and starships, to radios and navsat gear.

Mechanical Skills
Communications
The communications skill involves using communications devices, as well as
codes, call-signs, how to boost signals or overcome jamming. It involves using
sensors like radar or various science fiction sensory arrays.
Communications generally takes an action to use.

Navigation
Navigation involves plotting courses, be they for starships, sailboats, or land
caravans. It involves using maps, landmarks, and other tools to move through a
terrain.
Navigation generally takes an action to use.

Piloting
Piloting involves flying airplanes, spaceships, hovercraft or any conveyance that
takes place through the air.
Piloting generally takes an action to use.
For how piloting affects combat, see page XX for Starships and Starship Combat.

If you are using the Mechanical Skill module (page XX), the core skill Driving is changed to
cover ground/terrestrial transportation (no flying vehicles). It covers riding, driving, and
boating. The Piloting skill covers aerial vehicles (interstellar and atmospheric).

70 Module: Additional Attributes


Use/Repair Mechanical
This skill involves using other mechanical equipment not covered by the above,
such as industrial equipment, heavy machinery not covered by the above skills,
or other items that might crop up.
It also covers repairing mechanical items in general, though gamemasters might
want to lean on other Mechanical skills for some specifics (Piloting for airplane
repair).
Use/Repair Mechanical generally takes an action to use.

It might seem odd to shove all those skills into one “catch-all” skill, but a majority of the
smaller use cases come up so rarely, that a general skill proved very useful in playtesting.
If you want to fine-tune the skill, the Specializations and Advanced Skill module on page XX
will prove useful!

Technical
Technically skills cover manipulating, repairing, modifying, hacking, or
destroying equipment and gear (specifically digital gear).

Core Modules
Technical Skills
Computers
Computers involves programming, hacking, misleading or confusing tech, and
might at times cover repairing computers.
Computers generally takes an action to use.

Demolition
This skill covers setting explosives or destroying items and gear. It can be used
to pinpoint weak points, find access, or know exactly how to build or set a bomb
for maximum effect and nothing more.
Demotions generally takes an action to use.

Module: Additional Attributes 71


Use/Repair Technical
This skill involves using other technical equipment not covered by the above,
such as power armor, specific firearms, drones, or similar equipment or edge
cases that might crop up.
It also covers repairing technical items in general, though gamemasters might want
to lean on other Technical skills for some specifics (Computers for laptop repair).

It might seem odd to shove all those skills into one “catch-all” skill, but a majority of the
smaller use cases come up so rarely, that a general skill proved very useful in playtesting.
If you want to fine-tune the skill, the Specializations and Advanced Skill module on page XX
will prove useful!

Use/Repair Technical generally takes an action to use.

Upgrade
Upgrade covers improving technical (and often mechanical) gear, so the gear
provides a greater benefit. This might be for a narrative gain against a particular
obstacle, or for a limited +1D (or more) bonus when the equipment is used next.
Upgrade generally takes an action to use.

Mysticism
Mysticism covers religious abilities, prayers, miracles, faith, cults,
religions, and divine beings. These skills tend be about faith and belief
more than magical or arcane power, and as such are more nebulous
in their application.
Unlike other attributes, the Mysticism attribute module only has three skills under it.

We’ve chosen the word mysticism for “divine magic” in this game. We felt it struck a balance
between the mythical and occult of ancient antiquity and common fantasy gaming parlance.

72 Module: Additional Attributes


Mysticism Skills
Esoterica
The esoterica skill covers knowing things about gods, their faiths and cults,
divine beings like angels, demons, or similar, as well as the practices and rituals
of various faiths. It is scholarly knowledge around religion.
Esoterica generally takes an action to use.

Ritual
Ritual is the skill used to lead a religious group, through rite, action, or other
elements. This can involve a sermon, baptism or other ordination to a faith, or
secret words or codes that allow access to inner sanctums of faith. It also might
cover secret rituals, rites, and lore of the faith.
Ritual is a skill those who lead and practice in a faith have, whereas esoterica is
what anyone can learn about that faith.
Ritual generally takes an action to use.

Prayer

Core Modules
Prayer is a skill that involve attempting to commune with divine beings. Usually
this is a deity that one worships, praying for intervention or aid. It can be a
lesser being (an angel or demon), though the reward will likely be less. Prayer
generally comes with some aid (the gamemaster will determine what that looks
like), though a catastrophically bad roll might result in a removal of the favor of
the divinity one is supplicating to.
Prayer generally takes an action to use.

If you are using a Hero Point module, a good reward for a Prayer roll can be a bonus hero
point that can only be used in service of the god or faiths’ goals and restrictions.
Alternatively, you might allow Prayer to emulate a spell (page XX). In this case, treat Prayer
like the appropriate magic skill, but add +5 to the difficulty and the supplicant must spend a
Hero Point for the effect to happen.

Module: Additional Attributes 73


Magic
The Magic Attribute & Skill Module is explicitly tied to the Freeform Skill
Based Magic module (page XX). It can be use independently of that, though
the gamemaster will have to adjust how various things work (as this module
is how one casts magic using the Freeform Skill-Based Magic rules).
This module requires the Skill
Specialization & Advanced The Magic attribute governs skills related to understanding magic,
Skills module on page XX. crafting magic items, knowing how to identify, and casting arcane spells.

Magic Skills
Arcane World
This skill governs knowing, understanding, and identifying magical creatures,
planets, locations, and more. If the being, location, item, or lore is part of the
world, this skill is how you can tell if you know that information.
Arcane World generally takes an action to use.

Craft Magic Item


This skill is used to create magic items like potions, weapons, armors, wands, and
more. The difficulty of crafting, as well as how magical effects are handled is up
to the gamemaster, though inspiration can be taken from the “Crafting Spells”
section on page XX.
Craft Magic Item generally takes a long time to use (measured in days or weeks),
rather than actions.

Identify Magic
This skill governs understanding magic, its effects, analyzing and assessing spells
as they’re cast, as well as the knowledge needed to negate or overcome magical
effects and spells.
Identify Magic generally takes an action to use.

Spell School (Specialization)


Each spell school is its own specialization (see page XX for details on skill
specializations).

74 Module: Additional Attributes


There are four schools of magic and skill Astute D6 System veterans might notice
specializations to choose from: change (also that these skill names mirror those found
called alteration), movement (also called in D6 Fantasy. While we have taken the
apportation), creation (also called conjuration), naming convention and meaning of the
and knowledge (also called divination). skills from that edition of the game, the
rules are not the same as in that edition,
You can find more details on how this skill works
so read carefully!
under Freeform Skill-Based Magic on page XX.
Spell School always takes one or more actions to use.

Module: Alternate Initiative


What follows are optional initiative systems. One system should be used as the default
for the campaign (replace the standard initiative with whichever system you choose).
We don’t recommend using multiple styles of initiative in a single campaign.
The gamemaster applies one of three methods to determine in what order
everyone goes. Determining initiative does not count as an action.

Simple Initiative
The first method is to allow whichever group makes the first significant action

Core Modules
(such as those surprising other characters in an ambush) to act first in the
round. The groups retain the same order until the scene ends. Inside the groups,
initiative can be treated fluidly (players can go in any order, then all enemies go
in any order, or inverse).

Basic Initiative
All participants in the combat make a Perception attribute roll. The participant
with the lowest result must declares their action segments for the combat round.
Declarations continue from lowest to highest, then actions are resolved from
highest to lowest, taking all declared penalties and results into consideration.
There is no hard limit on how many action segments a character can take as part
of a combat round, though each action segment after the first applies a penalty
on any die codes used during that combat round.

Module: Alternate Initiative 75


Narrative Initiative
This mode grants a lot of control on how the scenes unfold, and can be unwieldy
(it leads to “top heavy” style actions where one party can be overwhelmed).
Make a Perception attribute roll. Whomever has the highest result declares their
actions segments. Then, they choose who goes next. This continues until all
participants have declared their action segments. Then, resolve (from highest
to lowest) the declared action segments. Whomever went last gets to go first on
the next round and choose who follows them.

If the game is using hero points, the gamemaster might want to consider allowing for an
interrupt. The gamemaster can grant one (or two) hero points to the player who is about
to declare their actions, and have an enemy declare instead (effectively short cutting the
order). This grants the player a bit of reward for being overruled in turn order, but stops
the players from an “alpha strike” style approach to problem solving.

[ART]

76 Module: Alternate Initiative


Module: Alternate Wild Die
What follows are modules that modify how the wild die
works or is applied in your game. You should only choose
one Wild Die module.
The game presents four in total, three below and one in the
core rules (called “Core” Wild Die – see page XX).

“Basic” Wild Die


This is the middle of the road choice of these
three below (Classic being the more complex
option and Simple being the easiest).
In the Basic Wild Die module, whenever dice are
rolled, one of those dice must be of a different color
than all of the others (this is not an extra die; if it ever
matters for module interaction, the wild is is mechanically
one of the character's skill dice).
This different colored die is known as the wild die.

Core Modules
• Whenever the wild die comes up as a 2, 3, 4, or 5, it counts
normally.
• When the wild die comes up as a 6, it counts as a 6 (add it to
the total) but it is also rolled again. This is called “exploding”
the wild die.
• If the new roll comes up as a 1,2,3,4, or 5, add that to the
total and stop rolling.
• If the new roll is a 6, add that to the total and roll the die
again, repeating the process until you stop rolling sixes.
• If the wild die result comes up as a 1 on the first roll
only, remove the wild die and your single highest non-
wild die result from the roll total. Tally up the rest of the
dice and resolve the test as normal!
This wild die result leads to swingy rolls, as well as severe
penalties on some rolls. It’s best suited for hardscrabble, horrific,
or grim games where failure is more common than success.

Module: Alternate Wild Die 77


“Classic” Wild Die
This module emulates some of the most-played and loved versions of the wild
die from previous D6 System games.
Whenever dice are rolled, one of those dice must be of a different color than all
of the others (this is not an extra die; if it ever matters for module interaction,
the wild is is mechanically one of the character's skill dice).
This different colored die is known as the wild die.

• Whenever the wild die comes up as a 2, 3, 4, or 5, it counts normally.


• When the wild die comes up as a 6, it counts as a 6 (add it to the total) but it is also
rolled again. This is called “exploding” the wild die.
• If the new roll comes up as a 1,2,3,4, or 5, add that to the total and stop rolling.
• If the new roll is a 6, add that to the total and roll the die again, repeating the process.
As you can see, it's possible to roll really high totals if the die keeps on coming
up as a 6! This can lead to exciting, but improbable amounts of character
success, so some gamemasters like to cap how many times a wild die can
“explode” (be rerolled).
The wild die can also hurt a character's chances of doing something.

• For the first roll only, if the wild die comes up as a 1, do not add the die to the total
because some kind of a mishap has occurred (see Mishaps).

Mishaps
Mishaps take two distinct forms: penalties and complications.
While the type of mishap is left strictly up to the gamemaster's interpretation, penalties are
much more common than complications.
Penalties are routine; complications are special events which increase tension and add to
the drama of the story.
If you want a simple mechanic, roll a die: on a 1-5, the character suffers a penalty; on a 6,
the character suffers a complication.
• Penalties: ignore the wild die result, as well as the highest single die result from the
total of the roll (basically, losing the wild die, and the best result on the roll).
• Complications: These are significant narrative modifiers to the stories (an ambush,
being captured or discovered, etc).

78 Module: Alternate Wild Die


“Simple” Wild Die
This is the easiest version of the Wild Die to use. It’s also the most swingy!
Whenever dice are rolled, one of those dice must be of a different color than all
of the others (this is not an extra die; if it ever matters for module interaction,
the wild is is mechanically one of the character’s skill dice).
This different colored die is known as the wild die.

• Whenever the wild die comes up as a 2, 3, 4, or 5, it counts normally.


• When the wild die comes up as a 6, it counts as a 6 (add it to the total) but it is also
rolled again. This is called “exploding” the wild die.
• If the new roll comes up as a 1,2,3,4, or 5, add that to the total and stop rolling.
As long as you keep rolling 6s, the die keeps exploding.
There are no other effects for the wild die.
As you can see, this particular module is very easy to use, but can lead to wild
“swings” in results for lucky characters! You might wish to cap how many times
the wild die can explode if you feel it goes too far.

Module: Chases

Core Modules
Chases are a dramatic concern in most stories, and therefore the rules presented
are kept relatively light and freeform so they can be adapted to the needs of the
table as you play. A chase should be resolved quickly and be an exciting set piece!
Chases are opposed rolls that leverage an extra rule: Distance.
Distance is a number that must be reduced or increased to be the victor in a
race. Distance normally starts at 4 when a chase begins but can be modified by
the gamemaster as needed.
Each participant in the race will roll (a group elects one individual to make a
single roll for the group.) The winner gets to increase or decrease the Distance
by 1 (2 on an Exceptional Success). If the Distance reaches 0, the pursuer has
caught the fleeing party. If it reaches 8, the fleeing party has evaded being caught
and vanishes.

Module: Chases 79
Chases can cover quite a bit Rolling in a chase illustrates the method: rolling Stamina
of territory, both in terms would indicate a dogged and flat contest of fortitude,
of location, as well as game whereas Acrobatics is suitable for a chase down a
mechanics. The goal of the crowded street or across rooftops. It’s possible that each
Chase rules in D6 System: participant rolls different Skills based on how they are
Second Edition is to be easy to approaching the chase.
use, quick to run and resolve,
For example, a thief dexterously attempting to escape
and to be flexible enough to fit a
across a rooftop would roll Acrobatics, but guards who
variety of situations and genres
are attempting to simply wear the thief out and run them
you might find yourself needing
down as they follow in the streets might roll Stamina.
them for.
For vehicles, superpowers, or Bonuses or penalties to the rolls can be applied as the
magical chases, the gamemaster environment changes (knocking over goods or wares,
will probably have to add or vehicles or locals getting in the way, attempting to trip
consider additional options, but bystanders)!
keep this basic framework in
mind, and you’ll find a lot of the
heavy lifting done!

80 Module: Chases
Module: Hero Points
Many D6 System games featured Hero Points over the years! These modules
allow you to add a variety of different Hero Point uses to your game.
We advise you only use one Hero Point module in your game (we include the
“Superheroic Hero Points” on page XX under the Superhero Modules in this
accounting).

"Heroic" Hero Points


In this mode, Heroes start with 1 point each session (and can have more,
depending on a few factors like Perks/Flaws, what modules are used, and more).
Additionally, Heroes have multiple ways to gain Hero Points (two that are
player-controlled, and one that is Wild Die managed).
Characters acquire Hero Points from Complications (page XX), Troubles (page
XX), and Assets (page XX). These Hero Points can be spent in several ways:

1. To double the Die Code of a single roll


2. Reroll a failed roll without doubling down.
3. To avoid being Stunned in combat.

Core Modules
In essence, this option is the "Big Damn Heroes" option for Hero Points. Hero
Points go a long way, they have a big cinematic impact, and they make a splash at
the table.
For mechanical reasons, the game presumes this is the default option (when
designing modules, we have to have a default we can work from, even if we
have other optional modules that work instead, and it's easier to work down in
complexity than up.).
There are optional rules for Hero Points that are carried between sessions
(rather than refreshing every session). In this case, certain Perks/Flaws adjust a
bit but work relatively the same.

Module: Hero Points 81


“Basic" Hero Points
This module works with any of the Wild Die variants we include in the book
(including the previously previewed one).
It also works with Troubles and Assets. In this mode, each Hero starts with 3-5
hero points (again, like above, subject to various modules), and can gain more.

• Hero Points are spent on a 1-for-1 basis to add a single die (which is not a wild die) to
any roll. Any number of hero points can be spent on a roll.
This is simplest mode of using hero points. It's deliberately designed to be useful
and easy to teach, learn, and play with.

"Classic" Hero Points


This module is designed to work with the Experience Points module (on page XX) and
the “Classic” Wild die module on page XX.
Here, Hero Points are the same as experience points.
Whenever a result of 6 is rolled on the wild die, in addition to the normal effects
in the “Classic” Wild Die module, the character gains an advancement point
(Hero Point).

• Hero points can be spent to add an additional wild die to a roll (on a one for one basis),
up to a maximum of the baseline attribute die code used for the roll.
• This means if you have an attribute die code of 2, you can spend up to two Hero
Points to add two wild dice to the roll (for a total of three).

This module is explicitly designed


• You may make this decision before or after the roll, but
to work with the “Classic” Wild Die you must make it before the gamemaster tells you the
module to add the component of result.
1s on the additional wild die risking • Once spent this way, hero points cannot be spent to advance
failures. your character (they are lost).

82 Module: Hero Points


Module: Environments
The environments module covers different types of dangerous environments
heroes and characters might encounter.
When a character is in a dangerous environment every four hours, they must
make a Stamina test against the difficulty as indicated by the environmental
threat below. Failure means they suffer a penalty.
After about one day in a safe environment with remedial solutions (fire
to remove cold, water or AC to remove heat, etc) the penalties from
environmental harms go away. If you wish to heal or aid a character who is
suffering from a negative environmental effect, the difficulty of the roll to
remove the condition is the same as the difficulty made to resist the condition!

Cold
In cold environments, characters can go numb, fall asleep and die without
proper protection! Characters who are wearing appropriate weather gear do not
need to make tests for cold (unless their gear is damaged).

• Moderate Cold - Difficulty 15: The character suffers a -1D penalty on rolls they
make until they have a chance to recover. They also move at half speed until they can

Core Modules
recover.
• Severe Cold — Difficulty 20: The character suffers a -2D penalty on rolls they make
until they have a chance to recover. If they become stunned while suffering form
severe heat, they instead become wounded.
• Deadly Cold — Difficulty 30: The character becomes mortally wounded! The heat has
really sapped them and they are at risk of dying without immediate care.

Drowning
When a character is submerged underwater without air for a good while, they
might drown! A character can hold their breath for an umber of actions equal to
their Stamina die code, without any risk or penalty.
After that, each round they are underwater without fresh air, at the end of their
turn, after all their actions are resolved, the character must make a Stamina
roll against Difficulty 15. On a failure, they become incapacitated. As normally,
another failure while incapacitated means they become mortally wounded. A
third failure (naturally) causes them to die.

Module: Environments 83
Heat
In hot environments, characters can go numb, fall asleep and die without proper
supplies. Having water, shelter, and garb to protect from the sun or other heat
sources will go a long to keeping a character safe.

• Moderate Heat - Difficulty 15: The character suffers a -1D penalty on rolls they make
until they have a chance to recover.
• Severe Heat — Difficulty 20: The character suffers a -2D penalty on rolls they make
until they have a chance to recover. If they become stunned while suffering form
severe heat, they instead become wounded.
• Deadly Heat — Difficulty 30: The character becomes mortally wounded! The heat has
really sapped them and they are at risk of dying without immediate care.

Gas/Poisonous Air
Gas and poisonous air can be deadly, because it is often so difficult to detect. A
gas mask, enviro-suit, or other tools go a long way to solving the problem and
providing appropriate protection against the unseen threats.

• Moderate Danger - Difficulty 15: The character suffers a -1D penalty on rolls they
make until they have a chance to recover, and might suffer additional penalties as the
gamemaster sees fit based on the circumstances.
• Severe Danger — Difficulty 20: The character becomes incapacitated.
• Deadly Danger — Difficulty 30: The character becomes mortally wounded.

84 Module: Environment
Module: Equipment by Genre/Era
This module contains all the equipment tables for all the genres in this game.
There are no costs included, as each campaign might have different rules and
requirements (and if you combine modules, it gets even more complicated)! We
have to leave it to the gamemaster to determine how much things cost for players
(though we recommend the Professional Skill rule we call out in the sidebar).
To that end, we’ve focused heavily on common equipment one might want as
well as gear that does things that require rules.
We realize that due to the modular nature of the game, there’s lots of variables
we’re not considering in equipment. That’s why we’ve kept a generalized list,
and we expect players and gamemasters to use common sense in adjudication.
For example, we haven’t marked that a shotgun takes two hands to use (maybe you
want a troll to fire one in a science fiction game, and that might be reasonable).
However, in a pulp modern game, it’s likely that the average character cannot
fire a shotgun one-handed with any reasonable chance of hitting their target or
avoiding self-inflicted injury.
When these situations arise, we expect you to use common sense, as well as the
story and narrative you’ve already established (and want to establish) at your table.

Core Modules
The same idea goes for a tracking signal. We likely all know what they do. The
gamemaster just has to determine any risks or drawbacks (what’s the effective
range? Can it be jammed?) and those are
questions that depend on the campaign they It’s possible (and likely) that in future
are running. So we leave it to them to define products we might add additional content
and answer those. or expanded item lists and more details
Where we feel a call out is appropriate, we’ve or rules around those items (especially
included that. our setting books).

The most common benefit of gear is a die code bonus to a skill. This mean gear
applies a +XD bonus to a various die code when tests are made. Many items will
not specify a particular skill, as gear can apply to multiple skill die codes when
used cleverly or even in standard circumstances. Most gear gives a +1D or +2D
bonus (higher bonuses are the province of magic or super-science).
Alternatively, gear might lower difficulty numbers imposed by obstacles. When
in doubt, the gamemaster makes the final decision.

Module: Equipment by Genre/Era 85


Acquiring Gear
If you don’t want to assign costs to
Medieval Gear
things, we recommend the concept Candle or Lamp: If used as a weapon, a small, lit candle
of a professional skill. Have each or lamp deals damage of 1D per round after the first when
character define a skill that held in contact with a flammable surface for more than one
represents their job or profession. round. Light can reduce the difficulty of tests made in the
When they want to buy something, dark (by -5 or -10 depending on the gamemaster’s decision).
have them test their professional Climbing Kit: Outfitted with spikes and climbing
skill against a difficulty (easy to gloves, as well as pitons and more, a climbing kit grants
find items have a lower difficulty). +2D to attempts made to climb difficult
If they are successful, they can
acquire the item! Grappling Hook: When climbing, a grappling hook
grants +1D bonus to climbing attempts, obviously the
grappling hook must be used with a rope. If used as a weapon, a grappling hook
can inflict Brawn Damage +1 in damage.
Healer’s Pack: A small kit of soothing herbs and clean cloth strips adds a +1D
bonus to medicine die codes. A healer’s pack can only be used six times.
Lockpicking Tools: Lockpicks grant a +1D bonus to lockpicking attempts.
Generally, lockpicking cannot be attempted without lockpicking tools.
Rope: Rope is a useful tool! It can be used to tie enemies or prisoners, climb
walls (when paired with a grappling hook) or numerous other applications.
Torch: If used as a weapon, torch 3D damage per round after the first when
held in contact with a flammable surface for more than one round. Light can
reduce the difficulty of tests made in the dark (by -5 or -10 depending on the
gamemaster’s decision).

Magical Gear
Magical items generally give die bonuses of +3D or greater to skill or attribute
die codes, though some might use (or grant as a benefit of their magic)
various Perks or Talents (see page XX) if the gamemaster determines what is
appropriate. The gamemaster can put conditions, requirements, or other rules to
govern how magic items work.
Magic items are more interesting with flaws and drawbacks! Generally the
gamemaster will determine who can have a magic item, though some Perks allow
characters to take unique equipment (such as magic equipment) in the right setting.
Other specific magical gear and items have specific effects as laid out below.
We’ve included a limited group of samples to help inspire you.

86 Module: Equipment by Genre/Era


Healing Potion: The character who drinks this potion removes the Wounded or
Incapacitated condition from themselves.
Gem of Trueseeing: While tightly clutching this gem, character gains the
infravision talent (see page XX).
Blessed Water: When splashed or thrown on undead or demonic foes, the
blessed water does 5D damage!

Medieval Weapons & Armor


An armor bonus applies to the Brawn roll
Armor Armor Bonus made to resist damage (see page XX).
Hide/Fur +1 Normally, armor does not stack, but if you
Light leather +2 have a shield, you made add its bonus to
your normal armor bonus.
Hardened Leather +1D
Mail +2D Our armor list is short and sweet and relatively
Plate +3D generalized to keep things moving. We talk more about
Shield *+1 that in the weapons callout below, but the same theory
and suggestions for modifications applies below.
Heavy Shield *+2

Missile Weapon Damage Short Range Medium Range Long Range

Core Modules
Blowgun 1D 10 40 80
Crossbow, Light 4D 10 80 140
Crossbow, Heavy 5D 10 80 140
Longbow 4D 10 100 200
Shortbow 3D 10 100 200
Slingshot/Sling Brawn+1D
Thrown Weapon Damage Short Range Medium Range Long Range
Rocks Brawn Brawn Brawn+2 Brawn+4
Darts Brawn+1D Brawn x2 Brawn x3 Brawn x4
Javelin Brawn+2D Brawn x2 Brawn x3 Brawn x4
Handaxe Brawn+3D Brawn Brawn+1 Brawn+2
Throwing Dagger Brawn+2D Brawn+2 Brawn+3 Brawn+5

Range weapons have a Range which is measured in meters (so a ‘10’ in short range means
that 10 meters, or 10 1” squares on a grid or hex map is short range).

Module: Equipment by Genre/Era 87


Melee Weapon Damage Range*
Axe +3D 1 The list of melee weapons is a brief
list of potential weapons. There are
Bullwhip +2D 2 numerous variations, historical
Club +1D weapons, and nuance to delve into, and
Club, Spiked +2D while we could add ten different sorts
Greatsword +4D 2/Two-handed of swords (for example), the stats
would all relatively the same when you
Handaxe +2D Can be thrown
are dealing when whole dice.. If you
(see above) are using the “Pips” module, adding a
Halberd/Spear +2D 2 +1 or +2 to damage of various weapons
Knife +1D Can be thrown can differentiate, but for our purposes,
(see above) it’s easiest to treat an arming sword,
Longsword +3D katana, and rapier all as a “longsword”
for the pulp gaming style that D6
Quarterstaff +2D 2/Two-handed System: Second Edition defaults to,
Shortsword +2D even if the reality is more detailed.
Warhammer +2
*Some melee weapons can reach further than others. This is represented by a “range” that
allows them to reach one additional meter (1” hex or square on a battlemat).

Modern Gear
Much of the fantasy gear above can be appropriate in a modern setting! Torches,
lamps, climbing kits, and medical kits all work just fine. You might find that
calling a medical kit a “first aid kit” will help with immersion, but the rules are
the same.
Binoculars: Binoculars give a +1D bonus to sight-based rolls for viewing objects that
are 3 or more meters away. Without modification, the bonus only applies in daylight.
Cold Weather Gear: Cold weather gear includes boots, gloves, hat, facemask,
and a heavy jacket. It grants +1D to Stamina die codes to avoid harm or negative
effects from cold weather (see page XX).
Crowbar: A crowbar grants a +1D bonus to prying attempts to open jammed or
sealed doors. In combat, treat it as a club.
Flashlight: A flashlight can reduce the difficulty of tests made in the dark (by -5
or -10 depending on the gamemaster’s decision).

88 Module: Equipment by Genre/Era


Gas mask: When worn appropriately, a gas mask provides a +2D bonus to
stamina rolls against gas attacks or negates up to 1D in relevant modifiers.
Shovel: A shovel adds +1D to digging attempts. In combat, you can treat it like a club.
Telescope: Adds +2D to sight-based rolls for viewing objects that are 3 or more
meters away. It takes two rounds to set up and focus a telescope.
Tool kits: A catch-all item for a variety of tasks, a tool kit adds +1D to relevant
modifications, upgrades, repairs or construction attempts only if the user has
the appropriate skill.
Walk-talkie/Radio/Headset: A catch-all item for communication devices, they
generally can operate easily at 10 kilometers (though of course a cell phone can
go much further). It allows someone to keep their hands free while talking or
communicating.

Modern Weapons & Armor


Armor Armor Bonus An armor bonus applies to the Brawn roll
made to resist damage (see page XX).
Bulletproof Vest +3D Normally, armor does not stack, but if you
Flak Jacket +3D+1 have a shield, you made add its bonus to
Light Ballistic Armor +2D+1 your normal armor bonus.

Core Modules
Heavy Ballistic Armor +3D
Ceramic Armor +3D+1 Modern armor is generally better than medieval
armor. However, we recommend that you consider
Riot Shield *+2 if you want to raise the difficulty of acquiring
the items, as well as social concerns. Remember, while the item might be better, local law
enforcement will look oddly at some random individual in riot gear walking down the street.

Missile Weapon Damage Ammo Short Range Medium Range Long Range
Revolver 5D 6 5 15 40
Semi-automatic 4D 8 10 25 40
Shotgun (12 gauge) 5D 2 5 20 40
Shotgun (20 gauge) 5D+1 4 5 30 60
SMG 4D 8 10 40 80
Machine Gun 7D 12 100 250 500
Rifle 5D 10 25 50 200

Module: Equipment by Genre/Era 89


Modern missile weapons introduce ammo, which represents how many times a weapon can
be fired before an action to reload it has to be taken. Ammo generally doesn’t represent
the amount of bullets the firearm can hold, but instead is a reflection of how much ammo is
used each time the weapon is fired (in a cinematic sense)!
Remember, range weapons have a Range which is measured in meters (so a ‘10’ in short
range means that 10 meters, or 10 1” squares on a grid or hex map is short range).

Explosives Damage Short Range Medium Range Long Range


Grenade 5D Brawn+2 Brawn+4 Brawn+6
Dynamite 6D Brawn+1 Brawn+2 Brawn+6
Anti-tank Mine 10D* Stationary Stationary Stationary

Explosives hit more than the initial target! That’s the point of throwing a
grenade after all. Anyone or anything within 3 meters of an explosive also suffers
the damage.
Additionally, the anti-tank mine must be set before it can be used (an action).
Additionally, armor may not be used on Brawn rolls to resist damage from an
anti-tank mine.

Melee Weapon Damage Range*


In a modern setting, it’s likely that a
Brass Knuckles +1D+1 medieval weapon can be acquired (or
Chainsaw +4D stand in for a modern equivalent). We
Icepick +2 Two-handed expect that a blackjack or tire iron can
Garden Shears be used like a club, and so on.
Machete +1D+2
*Some melee weapons can reach further than others. This is represented by a “range” that
allows them to reach one additional meter (1” hex or square on a battlemat).

90 Module: Equipment by Genre/Era


Science fiction Gear
Much of the science fiction gear can be drawn from the modern or medieval
lists. For example, a flashlight works the same in the science fiction genre and a
walk-talkie can mechanically stand in for a comlink if you increase the range.
Enviro-suit: The basic survival suit of the space explorer, the enviro-suit features
a sealed bodysuit and a helmet that provides clean air. It counts as having a gas
mask (see above) while the helmet is warn, and grants +2D to Stamina tests
made to avoid environmental conditions.
Handcomp: A small, portable computer with significant capabilities, the hand-
comp often interfaces with starships, AI networks, or neural ports in the user. It
is functionally a tool kit (+1D bonus) but its bonus can apply to any Knowledge
skill die codes (and Technical or Mechanical as the gamemaster sees fit).

Science fiction Weapons & Armor


An armor bonus applies to the
Armor Armor Bonus Brawn roll made to resist damage
Nanoleather +1D (see page XX). Normally, armor
Nanomesh +1D+2 does not stack, but if you have a
shield, you made add its bonus to
EDA (Energy Dissipation Armor) +2D

Core Modules
your normal armor bonus.
Synthweave Plasarmor +3D
Heavy Synthweave +4D
Missile Weapon Damage Ammo Short Range Medium Range Long Range
Blaster Pocketgun 3D 6 4 8 12
Blaster Pistol 5D 12 50 50 150
Blaster Rifle 7D 30 150 150 300
Energy Pistol 5D 20 25 25 40
Energy Rifle 5D 50 150 150 300
Laser Pistol 4D 15 90 90 180
Laser Rifle 5D 20 125 125 250
What’s the different between a blaster, energy, and laser pistol? Well, nothing other then the rules here.
Mechanically, blasters are standardized and common, with better range than energy weapons. Energy
weapons are more consistent, but have less damage and range, but greater ammo capacity. Laser
weapons have the best range, but fall between blasters and energy weapons in terms of ammo.
How you want that difference to play out in your game is up to you.
Module: Equipment by Genre/Era 91
Science fiction weapons also use ammo, which represents how many times a weapon can
be fired before an action to reload it has to be taken. Ammo generally doesn’t represent the
amount of energy bolts, beams, or charges the firearm can hold, but instead is a reflection
of how much ammo is used each time the weapon is fired (in a cinematic sense)!
Remember, range weapons have a Range which is measured in meters (so a ‘10’ in short
range means that 10 meters, or 10 1” squares on a grid or hex map is short range).

Melee Weapon Damage Range* *Some melee weapons can reach further
than others. This is represented by a “range”
Energized +4D that allows them to reach one additional
Longblade meter (1” hex or square on a battlemat).
Nanoknife +2D Can be
thrown (like
throwing Weapon Options & Modifications
knife) Shock/Stun: Some weapons can
Shockbaton +2D Stun shock or stun their targets. When
a shock weapon or a stun weapon
hits their target, if the target would be unaffected by the attack, they are stunned
instead. Stun/shock weapons can never inflict a damage level greater than
incapacitated (unless they are illegally modified).
Unwieldy Weapons: You can apply a -1D penalty to attacks made with two-
handed weapons if you want to represent how top-heavy and unwieldy they are.

Module: Experience Points


This module adds experience points to the game. Experience points are a
benchmark that characters can use to move forward and improve their abilities
as they play the game.

Granting Experience Points


Generally speaking, each session (2-4 hours of play) should reward a certain
number of experience points. Assigning experience points is a bit more of an art
form than a science, but we’ve included the two options for you to choose from:
session rewards and ad hoc rewards

92 Module: Equipment by Genre/Era


Session Rewards
In session rewards, everyone gets a certain amount of experience points for
showing up and participating. These numbers are designed to be baselines, and
below to help. We’ve marked out a slow, moderate, and fast rate of advancement.
As the gamemaster, you should consider rewarding additional points as you see
fit, based on the difficulty of the adventure, how long you played, and any other
factors you want to consider.

If you are using the “Classic” Hero Points module (page XX), add +3 to the speed you choose
to use for assigning experience points (as they’ll also be spent on rolls).

• Slow Advancement: 2-3 per session.


• Moderate Advancement: 4-6 per session.
• Fast Advancement: 7-10 per session.

Ad Hoc Experience Point Guidelines


Previous D6 System games used a formula based on the individual challenges of a
session. While that can be a lot to calculate in advance, some gamemasters enjoy that!
Below, you will find those rules included. If you use this, do not use the Session Rewards.

Core Modules
• Obstacle was easy to overcome (the difficulty numbers were about three times the die
code in the skills required): No reward.
• Obstacle was somewhat difficult to overcome (the difficulty numbers were about three
to four times the die code in the skills required): 1 experience point per low-difficulty
obstacle in the adventure.
• Obstacle was quite challenging to overcome (the difficulty numbers were about five
times the die code in the skills required; generally reserved for the climactic scene): 2
or more experience points per high-difficulty obstacle in the adventure.
• Individual roleplaying (overcoming goals and playing in character): 2 to 3 experience
point (awarded to each character, not to the whole group).
• Group roleplaying (teamwork and interacting with each other in character): 3 to 4 experience point.
• Everybody had fun (including the gamemaster): 1 to 2 experience point.

If you are using the “Classic” Hero Points module (page XX), add +3 or so at the end. These
should loosely make up for spent experience points made to modify rolls.

Module: Experience Points 93


Using Experience Points
Improving your character costs experience points. Based on what you are
improving, there are varied costs.

• The cost of improving a skill is equal to the current number of the skill (in experience
points).
• If you are using the Pips module, you have to purchase the pips (+1 and then +2)
before you can move onto the next die. The cost is the same as increasing the skill.
You just have to buy the pips first.
• If you are using the Pips module, you discount the current pips on that skill (+1 or
+2) from the total cost spent to get a new die (not pips).
• The cost of improving an attribute is ten times the current number of the attribute.
• If you are using the Pips module, you must buy the +1 and +2 first. The cost is the
same as increasing the attribute. You just have to buy the pips first.
• If you are using the Pips module, you discount the current pips on that attributes
(+1 or +2) from the total cost spent to get a new die (not pips).

Caps on Attributes & Skills


It’s important to note that all these combinations (pips, experience points, and more) can
create characters that have very high attributes. Some gamemasters prefer to cap total
die codes
You can see the superheroic modules (page XX) for discussion on die code caps, and how
you might integrate those rules if you feel like die codes are getting out of hand.

94 Module: Experience Points


Module: Hyper-
lethal Combat
This module adds two options
to increase the lethality in your
combat (and inversely, turn
it down). D6 System: Second
Edition is inherently cinematic,
which means characters have a
very pulpy ability to resist and
avoid damage.
If you use this module, we do
recommend using at least one
hero points module, as that
will allow characters to have an
option to control their fate and
have some survivabilty.
The core mechanics (on page
XX) are great for that pulpy

Core Modules
damage feel, but if you want to
go with a more lethal style of
damage, here are some options (which you can combine as you see fit):

Removing Stunned
If you remove the Stunned condition from the normal damage (see page XX)
and make the first level “wounded”, you’ve already increased the lethality!

Removing Wounded
If you remove the Wounded condition from the normal damage (see page XX)
and make the first level stunned and the next level mortally wounded, you’ve
also increased the lethality!
You can combine removing stunned and wounded to only have mortally
wounded (which would be an exceptionally lethal game)!
If you want less lethality, you can add additional wounded levels characters can
suffer before becoming incapacitated or mortally wounded.

Module: Hyper-lethal Combat 95


Killing Blows
An attack or series of attacks can cause enough injury that the target may never
recover from the harm! We call this a killing blow, as it takes the target right out
of the game forever.
If the Brawn roll made to resist damage totals less than half the damage roll
total, the target receives a killing blow. When the target receives a killing blow,
they immediately dies.

• If you are using a hero point module, allow the target to spend a hero point to survive!

Body Points & Wounds


Previous D6 System games featured Body Points and wounds. Those slot in easily enough
to D6 System: Second Edition, though you will need to adjust the Attribute names and how
they link.

Maximum Armor Rule


If you find characters are too durable when confronted by damage, you can
always put a cap of 6D on their Brawn+Armor rolls to avoid damage. This will
inherently increase the lethality.

Module: Milestone Character Advancement


Milestone advancement is (in many ways) a common default of gamemasters in
a variety of roleplaying games! Milestone advancement features set benchmarks
in the campaign, that when met grant the players additional abilities and
chances to improve and increase their characters.

Setting Milestones
As the gamemaster, you have two ways you can set milestones: by campaign
events (a particular set of accomplished tasks) or by sessions played. Both have
advantages and drawbacks

96 Module: Hyper-Lethal Combat


When you use the sessions played method, it is easier to track, and it allows
flexibility in awarding milestones (you don’t have to worry about if the story derails,
or the players take off on a different direction they find interesting). But the inverse
is true. Your players might go slow and gain more power than you expected
when they reach the ultimate showdown! You’ll have to keep an eye on it.

• If you are using the sessions played method, we recommend rewarding a milestone
every 2-4 sessions.
If you use the campaign events method, you’ll set particular story events you
want to happen. This is a great method as it allows the players to see rewards
happen as they pursue the overarching campaign narrative. However, it can at
times feel like the players are being funneled or railroaded and do not have room
to explore, and they might feel constrained!

• If you are using the campaign events method, we recommend setting a milestone every
3 sessions or so.
There’s no right answer, as each gamemaster will have to find the right solution
for their table and group.

Reaching Milestones
Every time a milestone is reached, each player should gain the following:

Core Modules
• +1 attribute die to increase an attribute with.
Gamemasters who are concerned about
• +3 skill dice to increase skills with. characters advancing too quickly or
• A player can forgo their attribute and skill dice becoming too powerful can consult the
to gain a new Perk (at R1) if you are using the Capping Die Codes module on page XX for
some suggestions about how that can be
Perks, Talents, and Flaws module (see page XX).
managed!
• If a player already has a Perk, they can
instead forgo their attribute and skill dice to increase that Perk by one rank.

Module: Milestone Character Advancement 97


Module: Narrative Advancement
In order to promote player involvement in the ongoing narrative, characters can
have arcs. An arc is an individual story your character attempts to fulfill. When
you choose an arc, you should work with the GM and other players to ensure
your arcs work together narratively, but arcs should not be identical.
Each arc is a series of narrative steps and goals your character must fulfill, but at
the end of the arc, they gain an increase to an attribute or skill. The steps and arc
must tie logically into the attribute or skill that is being improved by the arc.
When you craft an arc, it needs to have one more step than the skill being increased.
For example, if my paladin sword master wants to improve his Melee Skill, which
is currently a 4D rating, he would need to create a five step arc focused around
his sword skills. The arc might look like this:

• I must acquire a new sword from the Divine Blacksmith Zoka Tu’Vath.
• I must then travel to the city of Dragon’s Roost to acquire a book on ancient knightly
sword techniques from a master of my Paladin Order.
• Then, I must return home and practice in quiet mediation and contemplation.
• After that, I must defeat three foes in combat, solely by myself.
• Then, finally, I must defeat a superior martial combatant in single combat (someone
with a higher Melee skill than myself).
After all these events have unfolded in the campaign, my paladin would then
increase his Melee skill to 5D.
To create your arc, you do the following:

• Choose your reward (what skill you get an increase for when you complete the arc).
• We recommend arcs remain tied to skills, rather than attributes.
• Generate the Steps of the Arc
If you are using Perks, Flaws, and
Talents, we recommend that a • The Arc will have a number of steps equal to the new
Perk be gained by a number of Skill rating.
steps equal to the Rank of the • Get approval from the gamemaster for the arc.
Perk (see Module: Perks, Flaws &
• Try to accomplish those steps during play!
Talents) on page XX.
Narrative arcs generally shouldn’t • Remember, gaming is a team effort, so try to write
be used for Flaws and Talents. an arc that can be done parallel with the ongoing
campaign and what others are doing.

98 Module: Narrative Advancement


Using Arcs
Utilizing arcs can be complicated, and often times feel like they create lots of
little threads that run against the grain of your campaign. When you’re assisting
players in crafting arcs, proactively work with them to meld the steps of their
arcs into the ongoing narrative. It’s okay to communicate what your plans are in
advance without giving much away in order to allow a character to prepare their
arc and the steps as best they can.
The majority of arcs shouldn’t be side stories but having a piece or two happen
off screen can be great.
In our example above, if the swordmaster’s player can’t make it to a session one
night, perhaps their character can head off to a distant location off screen, thereby
advancing the character’s arc, and moving their personal story forward, even
though the character is not present in the ongoing narrative for that session.

The most important thing to know about being a gamemaster is that character sheets are a
tool the players use to communicate the sort of stories they want to the GM.
When a player chooses their arc, their skills, and their abilities, they are telling you the
kind of game they want to play, and as the GM, it’s your job to put the pieces together. A
character with a high Melee skill wants to get into personal combat. It’s exciting and they’re

Core Modules
telling you that by selecting that skill and raising it high.
When in doubt, refer to the character sheets and communicate with your players openly to
learn their feelings on the game and how the campaign is going! Secrets don’t help someone
tell a story, so be open, communicative, and responsive. You’re all in it to have fun together.

Module: Narrative Advancement 99


Module: No Dodge Defense
This module replaces the Dodge defense from the core rules. If you use this
module, characters have no Dodge defense. They still have a Parry defense.
D6 2e uses the concept of Dodge and Parry to provide character specific
difficulties when making attacks. This allows for characters to have benefits
based on their Attributes.
However, previous D6 games have used standardized difficulties for ranged
attacks. If you want to replicate that, you can use the optional difficulties for
ranged attack in place of Dodge below:

• Difficulty 5: firing a ranged weapon at point blank range (against a target in melee
with you).
• Difficulty 10: firing a ranged weapon at short range.
• Difficulty 15: firing a ranged weapon at medium range.
• Difficulty 20: firing a ranged weapon at long range.
• Difficulty 30: firing a ranged weapon at long range at someone dodging.

Module: Pips
The core game we present here does not use Dice Modifiers like many classic
West End Games D6 games. However, those are easy to add into your game,
using this module!
We call these modifiers "pips". A pip is an added bonus to the total result that
came up on the dice. A “+1” means one is added to the total, while “+2” means
two is added. Pips are almost universally a bonus (+X), but sometimes a penalty
(-Y) can occur (this core rulebook does not present -Y penalties for pips, though
expansions might).
Pips are always locked in at one of two values: +1 or +2.
Anytime you'd get +3 in a pip, you instead add +1D to the code you are rolling
(any value past +3 is simply treated as a +3, and therefore +1D).

100 Module: No Dodge Defense


Pips During Character Creation
Pips are assigned to skills or attributes, and the die split must be from the pool
that the pips are being assigned to (attribute die split into attribute pips, skill die
split into skill pips).
You can your attribute dice, creating modifiers that allow you to add numerical
bonuses to your attributes. One die can be split into three ‘+1’ modifiers or a ‘+2’ and a
‘+1’ modifier. You append these modifiers to the attributes (and thus the die code).
You can also split your skill dice, creating modifiers that allow you to add
numerical bonuses to your stats. One die can be split into three ‘+1’ modifiers
or a ‘+2’ and a ‘+1’ modifier. You may append these modifiers to skills, but a skill
can never have a modifier of +3. If it would, you simply increase the die by +1 (so
2D+2 would become 3D, rather than 2D+3).
You can only split 2D into modifiers during character creation.
Note: Your GM might decide to run the game without modifiers, in which case,
you can’t split skill dice. Make sure you confirm with your GM that they’re using
modifiers before you split your dice.
It’s important to note that no matter how many pips a skill die code (attribute +
skill) has, it can never have more than +2 pips. If you would have a total dice modifier
of +3 or higher, just add an additional die to the die code. This means that having a +2

Core Modules
to an attribute would render any pips on skills associated with that attribute limited in
effect (as any +1 would make it a die increase, rather than a +3 total).

Pips & Advancement


If you are using pips, it modifies how advancement works. Below are the two call
outs for experience points and milestones

Pips & Experience Points


If you are using the Experience Points module (page XX), please see page XX for
how pips impact that.

Pips & Milestone Character Advancement


If you are using the Milestone Character Advancement module (page XX),
please see page XX for how pips impact that.

Module: Pips 101


Module: Skill Specialization & Advanced Skills
The following module adds more granular skills through rules for advanced
skills (skills that are harder to learn) as well as specializations (focused and
narrow areas of expertise inside skills).
Both of these modules can be used together and with any skill modules or other
modules, though they are not included in any of the prebuilt templates in this game.

Due to the modular nature of the game, as well as the multi-genre toolkit approach of this
book, we’ve avoided defining loads of advanced skills and specializations. Those will be the
work of the gamemaster and players who are playing the game.
We have included examples and suggestions for you though, on page XX (tied to a more
generalized approach). You can use those or adjust them to fit your game.

Advanced Skills
Advanced skills represent very advanced and specialized areas of knowledge that
characters cannot attempt unskilled.
These types of skills might advanced engineering or technical abilities, deep and
research heavy magical lore, or other elements. In effect, they are things that
characters can’t do without appropriate training. These skills require years and
years of disciplined study to master
Advanced skills are “locked” due to their rare and specialized knowledge. Unlike
regular skills, if you do not have dice in an advanced skill, you cannot test it.
Advanced skills are tied to two or more prerequisite skill (for example: surgery
might be an advanced skill of medicine and sciences). Whenever you use the
basic skill tied to the advanced skill, you add your advanced skill rating as a
bonus to the total skill die code.
Advanced skills do not benefit from attributes in their die codes, relying only on
the number of dice the advanced skill has (when rolled alone, the advanced skill
die code is effectively the skill only – a normal departure from skill die codes
being attribute + skill).

102 Module: Skill Specialization & Advanced Skills


• For example, let’s presume surgery is an advanced skill of medicine and sciences. If
you have 3D in medicine, 2D in surgery, and 3D in knowledge, you would roll 8 dice for
basic medicine rolls.
• In the same instance, if you had to make a surgery specific roll (perhaps a heightened situation
beyond the confines of basic medical knowledge where only your knowledge of surgery benefits
you), you’d roll 2 dice.
You may never have more dice in an advanced skill than the lowest rating in a
prerequisite skill. The minimum required rating in a prerequisite skill is always 3
(meaning you must have a 3 rating in any prerequisite skills the advanced skill lists).

Starting With Advanced Skills


We recommend that advanced skills be avoided during character creation, but if
you want to add one, you can use up to two of your skill dice for advanced skills,
presuming you meet any prerequisites.

Advancing and Acquiring Advanced Skills


You can indicate an advanced skill how you wish on the character sheet. We recommend an
(A) or (*) behind the skill (the A works best if you’re using specializations).

Core Modules
To acquire an advanced skill, it takes twice as much effort as a regular skill, due
to the high focus and uniqueness.

• If you are using the experience point module (page XX), this means it costs twice as
many experience points as a regular skill will.
• If you are using the milestone advancement module (page XX), this means it takes
twice as many milestones to advance that skill.

To be absolutely clear: if you do not have an advanced skill, you cannot make a check related
to it. These skills should be purely the domain of those who’ve put the time in to develop
them. As the gamemaster, that means you should be careful to include them (so players who
have them can leverage the skills they put effort into), but not lock important story points
or forward momentum behind them if no one has the skill!
It’s a balancing act, but with practice, the pace of how to use advanced skills will become
natural.

Module: Skill Specialization & Advanced Skills 103


Defining Advanced Skills
Advanced skills represent areas of intense dedication, skills that can take a
lifetime of practice and expertise to learn. They are truly difficult challenges,
ones that luck or raw talent cannot accomplish.
As the gamemaster, you will need to define the advanced skills your game is
using. Any advanced skills should be used to improve and enhance the setting
you are playing in, as well as give characters a chance to distinguish and set
themselves apart. There are nearly infinite options, and advanced skills are a
perfect tool to showcase what makes the world you are playing in unique.
We’ve included a few examples below to illustrate what we mean or how it might
be used. Published settings will include any advanced skills they use.

Example Advanced Skills


• Interstellar Navigation: Mechanical Skill Module, suitable for the Science fiction module.
• Nuclear Engineering: Knowledge in the Core Rules, or Technical in the Technical Skill
Module.
• Necromancy (or other schools of magic): The Magic skill module (as well as Freeform
Magic, under Fantasy on page XX).

Skill Specializations
Characters can choose to specialize in a skill, which means they know a great
deal more about one very specific aspect of a certain skill. Specializations are
ideal when a character is going to be using the same type of tool, weapon, or
solution to overcome obstacles over and over again.
Specializations are suitable for a narrow focus of a skill, something that is an
extension of the normal use of the skill. Unlike an advanced skill (which requires
dedicated training and education to use), a specialization can come with practice
and is a natural offshoot of using that skill.
For example: using Sciences would not lead one to understand how to be a Nuclear
Engineer (though maybe some basic theory), no matter how much science you
apply. You exclusively learn nuclear engineering by going through specific training
and educational processes.
Alternatively, it’s conceivable that a character who simply practices their acrobatics
enough could learn parkour by trial and error.

104 Module: Skill Specialization & Advanced Skills


This is not to say one can’t be trained in a specialization, but that a specialization
is a more limited expression of a skill that is evolved from both practice, experience,
and perhaps training.
Of course. if you are only using specializations or advanced skills, the difference is
irrelevant in your game!

They also work well for characters who want to utilize only a small part of a skill’s
domain. Specializations give characters a quick edge, but they aren’t nearly as
diverse as the basic skill that they are based upon, and can therefore be less useful.

Acquiring Skill Specializations


• You may choose to spend one skill dice for specialized skills, but it is suggested you
pick your “normal” skills first.
• Then pick three skill specializations and write them near the skill on the character
sheet noting them with an “S” for specialization.
• You want to clearly note the governing skill for the specialization.
• Attributes never have specializations.
• If you are using Advanced Skill, advanced skills are already focused, and therefore
do not have specializations.

Core Modules
• Specializations do not advance or increase when the base skill does (remaining at a
+1D bonus) and they cannot be increased past +1D (as a total bonus).
After character creation, a character can acquire a specialization for a skill.
• If you are using the experience point module (page XX), a specialization costs a
number of XP equal to the rating of the skill, plus the current number of specializations
that skill has.
• Adding a new specialization to a skill with a rating of 2 and one specializations
would cost 3 experience points (2x2+1).
• Skills may never have more specializations than they have rating. For example, a
skill rating of 2 means you can have up to two specializations for that skill. A skill
rating of 3 would be three specializations, and so on.
• If you are using the milestone advancement module (page XX), it takes three
milestones to add a specialization to a skill.
• Skills may never have more specializations than they have rating. For example, a
skill rating of 2 means you can have up to two specializations for that skill. A skill
rating of 3 would be three specializations, and so on.

Module: Skill Specialization & Advanced Skills 105


Using & Defining Specializations
When you have a specialization in a skill and the task at hand relates to the
specialization, the character adds +1D to the die code they are rolling!

Example Specializations
The gamemaster will define the specializations available (or a player might
suggestion options that fit their character). Below are some basic examples
(though in no way are specializations limited to these).

• Acrobatics: Parkour, Gymnastics


• Shooting: Pistols, Rifles, Bows
• Melee: Sword, Martial Arts
• Sleight of Hand: Lockpicking, Card Tricks/Illusions
• Athletics: Climbing, Power-lifting
• Intimidation: Interrogation
• Stamina: Holding Breath, Endurance
• Throwing: Throwing Daggers, Spears
• Languages: Thieves’ Cant, Slang
• Medicine: first Aid, Poisons
• Scholar: Specific fields of Study are all appropriate here.
• Sciences: Specific fields of Study are all appropriate here.
• Driving: Vehicle Types (Car, Cycle), Environment (Urban, Off-Roading)
• Investigation: Crime Scene, Interrogation
• Stealth: Hiding, Shadowing
• Survival: Environment (Cold, Desert), Foraging, Shelter

106 Module: Skill Specialization & Advanced Skills


Module: Perks, Flaws & Talents
This module is designed to give detailed options that allow you to create or
customize characters outside of just attributes and skills. Additionally, these
rules can be used to create alternative origins, heritages, archetypes, or ancestral
backgrounds for characters to enjoy (by baking them into templates, using the
rules below).

In previous editions of D6 System, there were rules like “Advantages”, “Disadvantages”,


and “Special Abilities”. In order to streamline communication, as well as prep for future
releases, we’ve chosen to rename and update those rules in this module to Perks, Flaws, and
Talents.
The words Advantage and Disadvantage often mean different things in the modern world
of tabletop roleplaying games and we want to communicate efficiently to new fans of D6
System gaming who might have previous experiences.

Perks are special benefits that the character has because of their status,
profession, knowledge, the people they know, or something in her background.
They generally do not directly affect attributes or skills, but instead provide an
additional tool in the character’s toolbox.

Core Modules
Flaws hamper the character in some way. They might affect attributes or skills
or they might mean trouble for the character in certain situations. Both Perks &
Flaws make the character more rounded and more believable.
Talents are those abilities that exceed the usual or natural capabilities of a
Human character. The character’s species, some sort of unique training, or
a magical/miraculous/other effect might explain their origin. They give the
character a bonus to attributes or skills, or they provide access to something
that the average character can’t do.

If you want to create non-human templates for a particular genre (aliens for Science fiction
or Superheroes, fantasy cultures and people for the Fantasy module), the Talents option is
the best way to do so!

Perks, Flaws, and Talents all have a measurement called ranks, which defines how
significant and impactful they are. Think of ranks as a scale. A lower rank is a less
significant impact on the game, and a higher rank is a more significant impact.

Module: Perks, Flaws, & Talents 107


Perks and Flaws can scale (having multiple levels they can be acquired at) and
thus have a multitude of costs (and rewards) for taking them.
Talents tend to have a singular cost and these costs often are not changeable,
nor can you take a talent more than once without gamemaster permission
(unless the talent explicitly notes so).
Ranks are communicated as R#, with the number indicating the rank.

Starting with Perks, Flaws, and Talents


Below are the costs for perks, flaws, and talents during character creation.

• Perks cost one skill die (during character creation) per rank of the perk.
• At character creation an R3 perk costs 3 skill die.
• Flaws grant one skill die back to your character creation, per rank of the flaw.
• At character creation an R3 perk grants 3 skill die back.
• Talents cost one skill die (during character creation) per rank of the talent. Most
talents only have one rank, unlike Perks (which can scale from 1-5 or more).

While the game doesn’t inherently impose a limit on flaws and perks, we recommend that
characters have no more than 5 points of flaws and 5 points of perks. Of course, each
gamemaster should make their own ruling on this matter!
However, the more perks and flaws a character can take, the more unwieldy (or inordinately
powerful) they can become through lots of little rules interactions. We’ve done our best to
minimize those interactions, but the modular nature of the game make true parity difficult
and we acknowledge that!

Acquiring Perks, Flaws, and Talents


After character creation, perks, flaws, and talents are acquired narratively, at the
discretion of the gamemaster. The gamemaster might impose the same cost in
skill dice (depending on the advancement module used), or simply award them
based on how the narrative of the campaign unfolds.
If a character wants to acquire a perk, flaw, or talent, the player should
communicate with the gamemaster and work up a plan to do so!

108 Module: Perks, Flaws, & Talents


Perks
Authority (R1-R3)
The character has some measure of legal, cultural, social, or religious influence
and power over others in the region. The scope of the character’s rank, duties,
and power in the local jurisdiction or community are defined by the rank in
this perk. An Authority (R1) Perk might belong to someone who, because of
circumstance, does not have a lot of opportunity to use their authority or
someone who is very low in rank.
Generally, the character should indicate the scope of their authority, such as
“Authority: Local Faith” or “Authority: City Government”, and so on. A common
version of this perk is Law Enforcement, which gives adventurers some measure
of abilities associated with being a deputized agent of the law. Authority: Law
Enforcement (R1) means the character has limited authority to enforce the law
on a single city, region, planet, or area.
At R2, the character has more influence, possibly commanding a small number
of troops or being in charge of a small company or town. With Authority: Law
Enforcement (R2), the character is actually a law enforcement officer and is
allowed to make full arrests and reasonable search and seizure.

Core Modules
At R3, except that the character has a great deal of power and influence. The
head of a large company or someone whose authority is simply never questioned
would have this Perk. With Authority: Law Enforcement (R3), the character
may enforce the law across a wider spread (national jurisdiction in a fantasy or
modern game or planetary systems in science fiction).
Characters like private investigators, bounty hunters, and bail bondsmen would
need this Perk.
Restrictions/Notes: It is not necessary to have the Authority: Law Enforcement
Perk to own a particular weapons (depending on setting) that allow ordinary
citizens to own them. However, if owning a that weapon is illegal in that setting,
or the equipment (even if it isn’t a weapon) is limited to deputized officials, then
this version of the Perk would be necessary.
Remember, too, that outside of the character’s jurisdiction or permit limits, this
Perk may have little or no value.

Module: Perks, Flaws, & Talents 109


Contacts (R1-R4)
The character “knows somebody” or a group of somebodies who will generally
help out the character if they makes a decent appeal or sufficiently compensates
the contact. This level of contact only sticks around for a limited amount of time
(part of an adventure or maybe throughout a short adventure).
The character might know a “group” with a wider range of influence (but less power)
that will help out, again, for a modest fee or under the right circumstances. The
influence might not be as direct, but it is easier to come by. For example, there might
be clubs or organizations that provide certain services for travelers — navigation
coordinates to common systems, accommodation reservations, emergency
transportation, and so on — for a small membership fee. You have to call them or
go to their offices, and they won’t do much about that maniac with the blaster who
is chasing you, but they can be of immense help under the right circumstances.
Contacts (R2) is identical to Contacts (R1), except the contact is more powerful,
more influential, easier to get hold of, willing to do more favors, or affects the
game on a larger scale.
If the contact is supposed to be a large group, it now has much greater influence
over a wider area. For instance, instead of belonging to a travel club, the
character might have a government agency to help him out occasionally.

110 Module: Perks, Flaws, & Talents


Contacts (R3) is nearly supernormal, supernatural, or uncanny in origin or
far reaching in scope. For example, a character’s Contact (R3) might be an
“adventurer’s guild” with multi-system branch guildhalls and an impressive
ability to get its members the oddest things. Work with the gamemaster to come
up with some interesting contacts. It might be a group of psionic monks who can
be called upon for “mental aid” — or maybe a really complete technical stellar
library. It might be a superhero league or organization, a shadowy government
ops department, or more.
Contacts (R4) is at a different level and scope. There is some sort of strange “force”
that “watches over” and occasionally helps the character in a guardian angel fashion
(though usually with insight, equipment, or information rather than direct action).
In many ways, this Perk is not as useful in most adventure situations as the other
versions of Contacts, but it can have dramatic effects on occasion.
Some examples of this include a particularly powerful gamemaster character
who steps in occasionally to help the character when he’s in trouble. Or, a
large governmental agency might, for some reason, want to step in and aid the
character at times.
Generally, the character can get minor assistance — as could be gotten from
Contacts (R1) or Contacts (R2) — on a fairly regular basis — and under the
same sort of circumstances as having lower versions of Contacts — but “the big
stuff ” only happens when the gamemaster thinks it appropriate. The character

Core Modules
might get killed before the Contacts (R4) intervenes — maybe the character just
wasn’t doing something the Contact felt was important to it — but, most likely,
assistance come, though perhaps at the last minute.
Restrictions/Notes: Players’ characters should take the R4 option only if they
want to take Flaws relating to it. For example, if a character in a space opera
campaign wants to have a group of super-scientists who like the character and
will supply them with substantial aid on a regular basis (like a space ranger who
gets outfitted with new equipment at the beginning of every adventure and who
can call for more during certain times in the adventure), then they should take
Flaws that relate to that. The character could be a member of an organization
(see the Flaw Employed), or they must do reciprocating favors for the providing
company (see the Flaw Price), or there are equally powerful people who want to
eliminate the character because of their contacts (see the Flaw Enemy).
If the character does not want to take extensive Flaws relating to the contact,
then Contacts (R4) should be unpredictable and not always useful. For
example, the company might provide the character with plenty of extraordinary
equipment, but it might not always be what the character needs or might not
work correctly all of the time.

Module: Perks, Flaws, & Talents 111


Contacts should not automatically help the character, but they should be
reasonable in their negotiations. Multiple contacts of various ranks may be
selected and they may be stacked. For example, a certain person might be a
Contact (R1) in most circumstances, but they could be a Contact (R2) or even a
Contact (R3) in the right place — for example, a mercenary might help out for a
fee versus normal foes, but when fighting their “hereditary enemies,” they might
be almost invincible and eager to help.
Remember that contacts are gamemaster characters. They should be created
and played rationally. A character who abuses or treats contacts poorly will find
those contacts unwilling to aid or help. There should also be a reason in the
character’s story why they has these contacts.

Equipment (R1-R4)
The character gains a piece of equipment they would not normally have because
it is too expensive or “unavailable,” but only if it is allowable under the game
setting. For instance, in a science fiction world, a character could start the game
with a small laser pistol, but not a rare alien disintegration beam pistol. As the
alien relic is is quite powerful, it should be generally unavailable for civilian
use and even characters with Authority or Patrons should have to take the
Equipment (R2) or (R3) Perk to get it.
The same rationale applies for magic items in fantasy games, rare or unique
cybernetics in science fiction, and others. The equipment perk is very flexible
and will require a gamemaster to consider how it might impact the game and
narrative that unfolds.
Alternatively, the character could take lots of little pieces of equipment instead
— more than what the gamemaster would normally allow.
The higher the rank of this perk, the more really bizarre and, most likely, powerful
equipment is open to the character — but only one such piece or a collection of
small, related pieces. For very powerful items, no one else can use the equipment
without making some sort of exhaustive skill total, and it can probably not be
repaired or duplicated. “Special effects” equipment fits into this category.
The equipment could be a weapon more powerful than most personal weapons
in the game setting. Or it could be a magical manipulation that could not
normally be used by the character or anyone else in the world at its relatively
low difficulty. Or it could be a collection of gadgets and gizmos that can perform
many different mundane tasks — but how, nobody knows.

112 Module: Perks, Flaws, & Talents


Restrictions/Notes: Typically, as long as
the character is not careless with it,
Equipment taken with any rank of
this Perk is replaceable, unless
the Burnout Flaw is included
with it. Equipment (R1) may
be selected more than once
or in combination with higher
ranks of the Equipment Perk with
gamemaster approval.
The gamemaster should watch this
Perk carefully. R3 and R4 can only be
selected once at character creation — though the Rank 1
and Rank 2 versions can also be selected — but it can still unbalance a beginning
character. Generally, things that can be taken away fairly easily or require an
additional trigger to use — like energy swords, magical artifacts, cutting-edge
military hardware, super-science gadgets, and other similar equipment — would
be suitably appropriate for characters with minimal experience.
At R4 the character should have Flaw related to the equipment. Maybe Enemies
want to steal it, or it has a Flaw so it doesn’t work all the time — or the same
way every time. In addition, the equipment should not make the character
so powerful that opponents fall before him. In game mechanic terms, the

Core Modules
equipment should be a just slightly more powerful or more useful item than
what is available normally. The more powerful
the item, the more Flaws and restrictions For superhero characters, Equipment
should be related to it. works well to cover a variety of options
(R1 makes for an excellent utility belt, for
example). You can find examples of how
Fame (R1-R3) the Equipment Perk can play into Gadgets
The character, for some reason, is fairly well and Gear on page XX.
known. The extent of the character’s fame should be determined by the game
setting.
In a global game setting, the character has moderate recognition value in a
particular region.
In a smaller game setting (post-apocalyptic community or fantasy city), the
character might have more dense penetration of recognition, but with less wide-
sweeping effects (for instance, everyone in town knows who they are, but no one
from more than a few days’ travel away has ever heard of them).

Module: Perks, Flaws, & Talents 113


Whenever the gamemaster thinks the character might be recognized (and
the Fame Perk would come into play), the gamemaster should roll 3D+R
(the character’s rank in Fame). If the result is 15 or higher, the character is
recognized. Otherwise, they will have to do something “special” and appropriate
for why he’s famous to be recognized (and gain the benefits of recognition).
If a character with Fame (R1) is recognized, they should gain small perks, like
being seated in a restaurant early, avoiding small legal hassles (like routine
customs checks), or just be treated generally better (perhaps a +1D bonus on
some social die codes).
Like most roleplayed Perks, the gamemaster should decide on the results.
At R2, the character is very well known. In a single world setting, the character
would probably be recognized in most fairly civilized cultures and almost
definitely in their homeland or culture. The gamemaster should roll 3D+R and,
on a 15 or higher, a person from another culture recognizes the person and react
(usually favorably). In the character’s own culture or homeland, this reaction
comes on an 8 or more.
If the character draws attention to themselves in their own culture (identifies
herself ), then the reaction will most likely be automatic (gamemaster’s option).
At R3, there is a pretty good chance anyone in the game setting (unless it is a
multi-world setting) will recognize the character (or what the character is) fairly
easily. The base die total needed is 8, and it can be modified by circumstance. The
character has the status of a famous hero or adventurer, feared investigator or
authority figure, holo-vid star, a famous politician, or a top-ranked sports hero.
Restrictions/Notes: Fame may be chosen multiple times as long as the player
defines how each Fame is different. For example, a character might have Fame
(R1) in regards to their fighting abilities, but another type of Fame pertaining to
their intelligence or some other ability.
Keep in mind that some gamemaster characters will be immune to Fame, but
most will have some sort of (generally positive) reaction.

Patron (R1-R3)
The odds are that most players’ characters are not independently wealthy. But
they might have access to wealth in the form of patrons! If the characters are
adventurers or treasure hunters, patrons might include museums, universities,
private philanthropists, news agencies, megacorporations, or even retired
adventurers.

114 Module: Perks, Flaws, & Talents


Patron (R1) means the character has a backer who will fund one expedition,
adventure, or excursion, with all proceeds going to the patron. All of the
costs (room, board, travel, expenses) are covered by the patron, with the
understanding that the player’s character is basically just a worker-for-hire.
Anything that the adventurer discovers or purchases becomes the property of
the patron.
A Patron (R2) expects much less from those they backs. Though the character
may receive less financial support, they gain a greater freedom of action. A
news agency looking for hot stories is a common example of an organization
qualifying for Patron (R2). They cover a character’s travel expenses and any legal
fees in exchange for inspiring stories. Anything that the character finds on their
own (like artifacts) remain their own.
A Patron (R3) gives a character a limited stipend and covers most expenses, then
offers to purchase whatever the character recovers. Without consistent results,
the funding will be cut off.
Restrictions/Notes: Generally, a Patron is less demanding than nearly anything
(or else it’d be a flaw). If a character wants a more obligatory superior or
supporter, the Debt, Devotion, or Employed flaws serve nicely to handle that.
They can also be coupled with Patron to create a Patron with a higher level of
expectation of the character.

Core Modules
Size (R1 or more)
The character is much larger or smaller than the average Human. The player
must specify whether the character is bigger or smaller than the average Human.
If larger, for every rank in this Perk, the player receives up to +1D when
attempting to physically push, shove, manhandle, grapple or manipulate smaller
individuals (use Brawn+Ranks in Size as a baseline comparison for size).
If smaller, for every rank in this Perk, the player receives +1 to their Dodge
defense, as well as +1 to Stealth skill die codes.
Restrictions/Notes: Generally, the character’s weight is proportional for their
height, but other Flaws, could be used to represent a very thin or very large
character (respectively). Obviously, no character may take the Size: Large and
the Size: Small Perks.

Module: Perks, Flaws, & Talents 115


Trademark Specialization (R1)
This Perk works a lot like a combination of the Skill Bonus Talent and Fame. The
character excels at one very specific thing, and they is known for it. Choose any
specialization that the character has (or would like to have in the future), and
the character gains +2D to the roll when it is used.
If the gamemaster feels its appropriate, when the character uses the trademark
specialization, people acknowledge how “naturally good” the character is at the
specialization, and this might produce interesting situations socially!
In addition, the character might be contacted or recognized by certain people
because of how good they is at that one specialization.
Restrictions/Notes: No character may have more than two Trademark
Specializations.

Wealth (R1 or more)


The character with this Perk probably has an estate, inheritance, or series of
investments that will keep them comfortable for a good long time. Alternatively,
the character could be minor nobility, have a large trust fund, or be married
to the owner of a large corporation. The form of wealth will be subject to the
setting at hand.
This doesn’t mean the character can buy everything — they is still subject to the
availability of items.
For each rank in this Perk, the character adds +1D to their Professional Skill
(see page XX) when purchasing items. Additionally, the bonus dice from wealth
might apply to die codes to influence folks who are impressed by wealth,
successful bribe officials, or others.
Additionally, adventure bonuses could temporarily raise the wealth die bonus,
though the character would have to purchase an additional rank of Wealth to
make the increase permanent.
Restrictions/Notes: Characters should select only one rank of Wealth, unless
there is some reason they might have Wealth (R1) and another rank of Wealth
in other circumstances. Also, this wealth does not always help and disappears
if misused (and it should be a major concern to the character at times), but it
should be there most of the time. Gamemasters will probably think of ways to
work around wealth and players should play along — if you can throw money at
every problem, then they aren’t that much fun to try to solve, are they?

116 Module: Perks, Flaws, & Talents


The most likely Flaw a character with Wealth would have is Devotion, such
as “helping all those in need” or “righting all wrong doing.” Otherwise, there
should be fairly extensive reasons why the character can’t use their wealth to resolve
every situation — or hire somebody to do it for him (which is really the same thing).

Flaws
Achilles’ Heel (R3-R4)
The character has a particular serious weakness. It is not something that most
other characters find especially dangerous or inconvenient, but the character
suffers severe penalties and difficulties or even damage when exposed to it.
Some examples include:
Allergy: A reasonably common thing the character cannot always avoid strongly
affects the character. When exposed to the allergen, the character must make a
Brawn roll (the Difficulty is determined by the gamemaster based on the amount of
allergen present). If they fail, the character becomes stunned (R3) or incapacitated
(R4). The character has to spend an action to make the Brawn roll every round they
are exposed to the allergen (which imposes the normal penalty for multiple actions).
Social Allergy: Social allergy works the same as the allergy Achilles’ Heel, but
there is some social situation that causes the character to freeze and become

Core Modules
shellshocked (exposure to nudity, the sight of police, etc.).
Environmental Incompatibility: The character is sensitive to something in the
environment: an extreme of temperature, the chemical content of rain water, a
component of the atmosphere, or something similar. Exposure to this without
the proper protection causes the character to take a -1D per rank penalty to
all die codes until the character is out of the harmful situation (gamemaster’s
discretion on how far is removed enough).

Example: The high quantity of carbon monoxide produced by some combustion engines
may poison a plant creature. When in the presence of these engines (for instance,
when in a big city where these sorts of engines are used), the character must have an
air filter on at all times.
Metabolic Difference: The character needs more life support (typically food)
than “normal” and begins to suffer penalties (up to and including damage) after
hours of malnutrition. Resolving the malnutrition will remove the penalties or
heal the damage.

Example: the character eats the equivalent of twice as many meals per day than the average.

Module: Perks, Flaws, & Talents 117


If the gamemaster needs guidance, a penalty of -1D for each “missed meal”
(stacking the penalty as more meals are missed) is an excellent benchmark.
Alternatively, after suffering malnutrition, every meal the character misses, the
character must suffer a damage roll with damage dice equal to the rank of this
Flaw+the number of missed meals.
Nutritional Requirements: The character must ingest an element not
commonly consumed by those of their culture, heritage, or background to
survive. Often, the character encounters prejudice (suffering a dice penalty
on social die codes equal to the rank of this flaw) because of this, and they
certainly develops physical problems if they fails to consume this substance in a
reasonable amount of time.
Rot (R3 only): The character’s body is rotting. They periodically loses pieces
(such as fingers and toes) and must pause to fuse them back on (this is a simple
action with no roll, but does impose a multi-action penalty). The character
suffers no damage from this flaw, but it will inconvenience them. Depending on
the Wild Die option used, this can make an excellent complication.
Vulnerability (R3 only): A particular form of attack or interaction affects the
character much more severely than other characters. Those form of attacks or
interactions grant a +1D or greater bonus against the character (usually for the
first roll made in that scene or situation only). The less likely the situation is to
occur, the greater the die code modifier.
Symbiosis (R4 only): The character is bound symbiotically to another, drawing
strength or energy from them. This symbiosis can be either physical or mental.
For every 100 meters by which one character is separated from the other,
the character suffers a -1 penalty (cumulative) to either their die codes using
physical attributes (Agility and Brawn) or their mental attributes (Knowledge or
Perception).
If the character’s symbiote is killed, the character loses 1D from the attributes
affected until they can convince another character to willingly bond with them
(the bonding process should be simple — like sharing blood — but willing
participants must want it to happen).
For an extra rank in this Flaw (making it R5), the character is bound both
mentally and physically to another, and loses from both sets of attributes if
separated. For the separation to equally affect the “host,” they must also have
this version of the Achilles’ Heel Flaw.

118 Module: Perks, Flaws, & Talents


Restrictions/Notes: As a general rule of thumb, an Achilles’ Heel should be very
serious, but not “instant death” for the character who has it.
There should always exist some way to avoid it (not easily), or some chance that
the character can counter it. The more likely it affects the character, the less it
actually should do.
It’s equally possible that the Achilles’ Heel imposes different modifiers under
different circumstances.

Age (R1-R2)
At Age (R1) the character is a teenager or just past middle age. And, since this
is a roleplaying game and not real life, he’ll stay that way. In general, characters
who are “too young” often have to roleplay through episodes where they are
not taken seriously, where they are ignored, and where they have less rights and
control than older characters. Those who are “too old” get treated in much the
same way — characters in their prime often defer to the character, but they also
treat the character as if he were infirm or possibly senile.
At Age (R2), instead of being a teenager, the character is a preteen child. Instead
of being just past middle age, the character is old. The roleplaying situations are
basically the same, but the effects are more dramatic.

Core Modules
Restrictions/Notes: In general, the gamemaster should try to treat the character
as if he were “too old” or “too young” and have fun with it. Game mechanics
are seldom required, as good roleplaying can make things work here, but if they
become necessary, impose a -1D per rank penalty to a die code performed by the
character that their age would struggle with (a young character trying to lead a
group of experienced characters, or an older character trying to convince younger
characters that he is “with it”). A character may only have one version of Age.

Bad Luck (R2-R4)


The character is exceptionally unlucky. This Flaw is under the gamemaster’s
control most of the time. A number of times per session equal to the ranks in
this Flaw, the gamemaster can have the player reroll a successful die roll. If the
player does not wish to suffer the reroll, the player must expend a number of
Hero Points equal to the rank in this Flaw.
Restrictions/Notes: This is a painful ability and the gamemaster will likely use it
at the worst possible time. Players who take this Flaw should be prepared to see
their successes suddenly turn sour with little warning!

Module: Perks, Flaws, & Talents 119


Burnout (R1 or more)
Under a certain set of proscribed circumstances, the Perk goes away
— permanently. The player and the gamemaster should work out the
circumstances, with the following criteria:

1. The Burnout should have a chance of occurring about once or twice an adventure.
2. The Burnout should be something the character can avoid — but they might not want to
avoid it.
3. A logical reason for the Burnout to occur should exist.
4. Both the player and the gamemaster operate under the knowledge that the Burnout will
occur at some point. Some examples of when a Burnout could occur include:
• An opponent soundly defeats the character in an adventure or subjects the
character to a particular uncommon attack (and thus, for example, the character
loses the respect of their Contact or foster Culture).
• The character completes a particular mission of great importance (this would
probably only happen after several adventures, but it is something the character
wants to complete for some reason).
• A character’s Perk is somehow negated (a Contact who has a good chance of being
killed, a piece of Equipment that someone is trying to steal or destroy, a deific
power source is displeased for a violation of its ethical code, etc.).
This Flaw is worth a number of ranks equal to one-half (rounded up) of the Perk
with which it’s associated.
Restrictions/Notes: Any Perk could have the possibility of Burnout. Just think
of a logical (or, perhaps, supernatural – if appropriate) reason an Perk would go
away. There should exist a decent chance that it could go away, but the character
should have some chance of avoiding that occurrence … for a while.

Debt (R1-R3)
The character owes money, or something else valuable, to someone.
At Debt (R1), some sort of lending institution or credit house exists, and the
payments aren’t too arduous. The character just has a harder time getting credit
and has to turn over a substantial amount of any profits they makes on an
adventure to the lender.
At Debt (R2) the character owes a lot of money (or something else valuable)
to someone dangerous or or the results of owing this debt are dangerous. For

120 Module: Perks, Flaws, & Talents


example, the character could owe their life to a really strange old scientist, and,
every time that person needs a favor (usually going off somewhere dangerous and
doing something suicidal), the character has to drop everything and go. Knightly
fealty, oaths of service, and gangland “debts” all can fall under this level.
At Debt (R3) the character owes almost everything to someone or something. In
the case of worldly goods, the character must turn over nearly everything to the
“lender” at the end of an adventure — the character must “borrow” these things
back at the beginning of the next adventure. And it is up to the gamemaster what
the “lender” gives back.
In most cases, this means the character is either Employed or under some
similar sort of restriction.

Example: In a fantasy campagin setting, your character might belong to a particularly


strict cult or religion. As part of their oaths of obligation, the character has to tithe
all worldly goods (or, at least, a large portion of worldly goods) to the cult after every
adventure.
If they do not, they would be cast out — a fate they would not enjoy — or even hunted
and killed. At the beginning of each adventure, the character must beg and persuade
whoever is in charge to let the character have any goods they needs.
Restrictions/Notes: Players should take this Flaw if they intend for their

Core Modules
characters to live up to it. The character should have a reason he doesn’t want
to default on the debt, which the player works out beforehand. Also, Debt (any
rank) with Enemy (any rank) can be an interesting combination — maybe the
character is in deep to a loan shark or a manipulative and unscrupulous lender.
As a word of warning: Debt (R3) is so wide-sweeping that players may not
usually combine in it with the lower versions or link to individual Perk unless
the player and the gamemaster are particularly inventive. A character with
Debt (R3) might “owe” the possession of a Rank 3 or Rank 4 Perk to a particular
source (a character might have received Equipment from a multiple-system-
spanning megacorporation source or particularly powerful mystical artifact
from a deeply controlling wizard academy) and have to pay some sort of tithe (a
sacrifice, all the money the character obtains, etc.) to get the use of the Perk.
A character may have this Flaw with the Perk Wealth (any rank), as long as there
is some reason it can’t be just paid off. A character with Wealth (R3) (phenomenal
resources) might be stuck in a contract where he has to turn over the profits of any
adventure to someone, for example — they still have their wealth, but they has to
cough up all the little neat things and rewards he gets at the end of the adventure (or
the character has to persuade the lender/contract holder to let him keep them).

Module: Perks, Flaws, & Talents 121


Devotion (R1-R3)
The character feels compelled to take certain actions out of love, an honor
code, or a perceived duty to something else. The character may, at times, do
things they finds morally questionable in order to achieve a greater good. With
Devotion (R1), the character’s beliefs do not come into play very often.
At Devotion (R2) Flaw the character believes very strongly in something and will
attempt to persuade others of the truth of the character’s beliefs. Their loyalty
to an ideal plays a role in day-to-day life.
At Devotion (R3), the character’s belief in the cause motivates almost all actions.
The character would willingly die for these beliefs.
Restrictions/Notes: Devotion is primarily a by-product of roleplaying and carries
little mechanical penalty. A gamemaster should ensure that a Devoted character
keeps the faith and stays focused (perhaps tying it to a Duty or Debt Flaw).

Employed (R1-R3)
The character has a job. Maybe the job relates to what the character wants to do
during adventures, or maybe not. Regardless, the character wants to keep their
job (or has to, for some reason), and they must take responsibility for missing
work and fulfilling their obligations.
When using Professional Skill rules (page XX), this Flaw is an excellent way to
represent the obligation that employment imposes.
Restrictions/Notes: The player and the gamemaster might have to work to roleplay
this, but an occasional conflict should arise between what the character wants to
do and what they have to do. The character might even have to keep some activities
secret or lose their job. The less freedom the character has in making decisions
during the adventure (due to employment obligations and agreements) and what
they want to do during their working hours (and perhaps even their spare time).

Enemy (R1-R3)
An individual or group has it in for the character. An Enemy who is a single person
of power and influence no greater than the character might actually want the
character dead. An Enemy (R1) of power and influence greater than the character
simply wants to hassle the character for some reason. Maybe in the town the
character operates, the law enforcement authorities have their name and picture
on file — and they’ll use any excuse to run him in or hassle him because they think

122 Module: Perks, Flaws, & Talents


of him as a troublemaker.
Or, perhaps, the character’s
landlord throws everything
out on the street if he’s one
minute late with the rent, or
the character’s boss always
assigns him the most boring or
most dangerous missions. The
Enemy does not have to have
a position in the character’s
life — he can just be someone
who, for some reason known to
the gamemaster (and probably
the player, but not always the
character), has a grudge against
the character.
At Enemy (R2) and Enemy
(R3), the enemy is more
powerful, more annoying,
or more involved in the
character’s life and day to
day. The enemy might be an

Core Modules
organization, group, or similar
foe with greater reach, greater
influence, and greater power to
impact the character.
The higher the rank of Enemy,
the more frequently the enemy
shows up.
Restrictions/Notes: There is
no reason a player can’t use
this Flaw similarly to an Perk
Flaw or as a complement to
other Flaws or even Perks.
There’s many creative ways
to tie Enemy into other Perks,
Flaws, and even Talents.
Multiple Enemies of various
ranks can be selected ( just
don’t go overboard).

Module: Perks, Flaws, & Talents 123


Hindrance (R1 or more)
The character has a minor drawback that makes certain actions more difficult.
The Hindrance could be a permanent physical injury, a particular mental block
regarding certain types of activities, a limitation innate to the character’s
species, or the result of age.
The player and the gamemaster should work out some sort of affliction and then
choose a group of related actions and die codes. When using those skills, the
character must apply a -1 penalty per rank in the hinderance to the die code total
after each roll.

For example, a character has an old lingering knee injury that has only gotten worse
with age. The player wants this to be Hinderance (R1). In talking with the gamemaster,
it is decided that the knee injury will impact Acrobatics, Athletics, and Stealth.
Anytime the player rolls one of those die codes, they apply a -1 to the result.
The players may use this Flaw to restrict one form of their characters’
movement. A two-meter reduction in one form of movement (running,
swimming, jumping, or climbing) is equivalent to a -1 penalty on the roll, so a
player could take a small movement restriction along with penalties to skills.
The minimum movement rate for a character is one meter.
Hinderance: Atypical Movement: As an alternative to the standard hinderance,
characters with a native environment that requires an alternative means of
movement other than walking (such as swimming or burrowing) may take one
rank of Hindrance: Atypical Move to represent the inability to walk or jump.
In this case, the character uses their base Move to represent the base swimming
or burrowing Move. Thus, a water-dwelling character without legs and with this
type of Hindrance would have a swimming Move calculated normally (see page
XX), could not walk, and would be limited in the kind of jumping they could
perform.
Hinderance: Fragile: Players who wish to reduce their characters’ ability to
avoid harm (to represent delicate physical natures) may take a -1 modifier to all
rolls to resist damage for each rank in this Flaw.
Restrictions/Notes: Hindrance (R1) can be selected several times, as long as the
gamemaster thinks it appropriate. Since it is very much the counterpart to the
Skill Bonus Talent, additional restrictions and notes can be related to the ones
found there.

124 Module: Perks, Flaws, & Talents


Infamy (R1-R3)
The character is about as well known as a character with Fame (R1), but for
different reasons.
The odds of being recognized are the same as for Fame (R1), but the reaction is
quite different. The character experiences hostility, prejudice, and intentional
slights — in game mechanic terms, the character suffers a -1D penalty per rank
in this Hinderance on social die codes when confronted with their infamy or
where the infamy would have a negative perception among the others in the
social situation.
Infamy (R1) should be something minor — maybe the character is a former criminal,
or they did something questionable in the past and was cleared. People are not
overtly hostile, but they are unfriendly when they recognize him. Several ranks of
Infamy can only be selected if the character is infamous for multiple reasons — but
the effects should be cumulative, and this can only be done if the gamemaster thinks
it is appropriate. A character with Infamy (R3) would hardly have to worry about
Infamy (R1) in most cases, so it would not be a proper combination.
At Infamy (R2) the character is, most likely, wanted for a crime of a fairly serious
nature, or they did something (or is thought to have done something) in the past
that makes him hated and reviled by most people.

Core Modules
At Infamy (R3) the character has trouble going out in public because a lot
of people hate or wish harm on the character. Most social interactions easily
escalate to the point of violence against the character.
Restrictions/Notes: There is a reason for this negative attention. Either the
character did something, is accused of having done something, or is suspected of
having done something not particularly pleasant, or the character has, through
other strange circumstances, earned a “bad rep.” Sometimes, this Infamy will
help the character — but it shouldn’t help too much.

Language Problems (R2)


The character does not understand the language of the area they spend most of
their time in. They must learn skill pips in the specialization languages: (local
language). They also receive a +6 difficulty modifier in addition to any other
modifiers for what they are attempting to convey or understand.
Restrictions/Notes: The character can-not begin the game with more than one
pip in languages: (local language), but they may improve the skill at +2 to the cost.
However, the character should speak another language in the game setting fluently.

Module: Perks, Flaws, & Talents 125


Learning Problems (R1+)
When the character attempts to learn a new skill, or improve an old one, he does
so at +2 per rank to the Character Point cost.
Alternatively, the character can only learn or improve a skill if they attempts it
and fails. A character should have to fail with a single skill at least three times
per adventure before being allowed to learn or improve the skill.
This Flaw is associated with a single attribute, and it applies to specializations.
There should be some sort of reason for this in the character’s background, such
as a difficulty reading or a lack of education.
Restrictions/Notes: This is the counterpart to the Quick Study Talent, and it
should be treated in much the same way. This Flaw can be taken multiple times,
either for the same attribute (with a cumulative increase in skill cost) or for
different attributes.

Poverty (R1)
Since characters who adventure tend to accumulate wealth, this Flaw is only
available at Rank 1. The character begins the game with the shirt on their back
and, maybe, a few pieces of cheap and substandard equipment. The character
should also have the attitude of someone who is “poor,” whatever that might be
in the game setting.
Restrictions/Notes: As an excellent combination, this Flaw could be selected
with Debt or Price to make the situation more realistic. Poverty can only be
selected once and only at character creation.

Perk Flaw (R1-R3)


This Flaw is linked to a particular Perk or set of skills. Whenever the character
uses it, there is some a chance for a negative modifier or roleplaying Flaw. Here
are some examples for certain Perks:
Contacts: The Contact helps the character, but they is either “annoying” about
it, “high maintenance”, or a “hard bargainer.” Where a normal Contact would
assist the character for an almost negligible fee, the Flawed Contact will haggle
and demand something until “rewarded.” Some reason should exist why the
character would want to keep the contact happy and useful (maybe the contact
has deep insights or knowledge that are truly powerful).

126 Module: Perks, Flaws, & Talents


Cultures: When the character gets hints or knowledge about a culture, they
knows everything except some sort of critical piece of information. Or, if the
character has the “sweeping knowledge” of lots of cultures, their interpretations
sometimes are almost totally wrong or contain erroneous leaps of logic
(gamemaster option). In order to make this Flaw work, the character should not
find out about the error until it would be “interesting”, though players should
lean into this and propose and roleplaying these drawbacks.
Equipment: In most cases, some sort of minor mechanical imperfection exists
in the equipment that no normal means can fix. For equipment that requires
a die code or a roll to use, gamemasters could impose a -1D penalty when
using using that equipment, or, on a complication, the equipment won’t work
or malfunctions. For equipment that wouldn’t normally require a skill total,
occasional side effects could happen or maybe it requires a periodic skill check
of some kind to keep operating.
Skills: If the character fails at the skill check with one of a set of three related
skills, they can’t spend Hero Points or use other abilities to reroll those skills
either until the end of the scene or until they succeeds at the skill check in a
later action.
Wealth or Funds: The character cannot access their wealth easily. Either it is
tied up in obligations, non-liquid methods, red tape most of the time (especially
if the character has most of the money invested), or they has to go somewhere to

Core Modules
get it (such as having a fortune back on a distant planet or a far away kingdom),
or someone else (reasonably friendly) has control over it and doesn’t always
release it easily.
In general, at Rank 1, a flaw should not debilitate a character or take away their
Perk on a regular basis — but it should make it a little less of a sure thing. At
Rank 2, the flaws occur more frequently or are more severe. At Rank 3, the Perk
can be outright negated, or the outright becomes a flaw in its own right.

Price (R1-R2)
This is a Flaw similar to Perk Flaw. But, instead of there being something wrong
with the character’s Perk or a set of three related skills, there is a “price tag” or
“cost” attached. Every time the character wants to use the ability, he has to pay a
Price at least a few times during the adventure to continue using the ability.
The Price might be an actual fee — and a significant one at that. If the fee isn’t
paid, the Perk goes away until the price can be paid. But this won’t work for many
Perks (at least not in an interesting manner), so there are other ways to do it.

Module: Perks, Flaws, & Talents 127


However, it is more interesting if the Price will be a roleplaying effect. Maybe
every time a Contact does a favor for a character, the Contact will not only
demands the normal, negotiated recompense (if any), but the character must
do a favor of equal importance for the character. Or, whenever a piece of
Equipment is used, parts of it need replacing or servicing by a specialist (who
may charge a high fee or ask a favor), most likely after the adventure. Perhaps a
magical artifact that contains a bound demon and the character must offer some
sort of sacrifice to keep access to the powers therein.
One other suggestion for Price (R1) would be that the character has to pay one
Hero Point or forgo some small portion of their advancement at the end of an
adventure where the Perk or skills were relied upon, to “pay for” the usage.
This reflects the fact that the use of the Perk or skills take something out of the
character when they are accessed.
Restrictions/Notes: The Price should be fairly easy to meet, but it should take
some work. At this rank, it should be something that the character can roleplay
along with an adventure or resolve between short adventures or parts of longer
adventures (like paying off the recipient of the Price). However, if the character
does not pay the Price, the Perk does go away — and, if the character does this
too often, both the Perk and the Price should go away permanently. Price can be
taken often at various ranks, and the same Price can be linked to more than one
Perk, with gamemaster approval.

Quirk (R1-R3)
The character suffers from a personality quirk that makes certain types of
roleplaying and interaction more difficult. This Quirk could simply be a habit or
a mannerism that has gone too far, or it could be a minor psychological problem.
The gamemaster will set the final drawback of the quirk, though some examples
include:
Dependency: The character has a slight dependency on a substance or even
a roleplaying event. The character might be a pack-a-day smoker who, if they
doesn’t get a cigarette at least once every few hours of game time, gets irritable
and can’t spend Hero Points until they get their fix. Or maybe the character
always has to have the last word in any situation and will often beat an argument
into the ground rather than “lose”, which makes them suffer in social situations.
Kleptomania: When in a store or surrounded by small, portable items, the
character will occasionally try to “lift” something. When possessed by this
Quirk (see rules below), the character suffers -1D to the sleight of hand die code
because the subconscious action isn’t a focus.

128 Module: Perks, Flaws, & Talents


Indecision: The character does not like making decisions and will delay making
them. When confronted with truly serious situations, they might not declare
their actions first, or when roleplaying, the character should actively participate
in group discussions, but they should be indecisive at critical moments.
Multiple Quirks can be selected.
Quirks may offer variable difficulty modifiers depending on the circumstances.
The more likely that the quirk affects the character, the less it actually should do
in each situation.

Example: A character who has a fear of water might might “panic” and suffer -1D to an
Athletics die code in a shallow stream, a -2 in a deeper lake, or a -3D penalty in the
ocean or a raging river.
Restrictions/Notes: Good roleplayers will have fun with these and other Quirks
that they come up with. Indeed, this Flaw is often more fun to play than many
Perks — but the gamemaster should make certain it is being roleplayed. The
gamemaster can request a roll, upon which failure, the character will succumb or
indulge their Quirk. In that case, the negative effects of the Quirk immediately
come into play.
Some players may choose to have their characters roleplay Quirks they already
have or might like to play. Sometimes this works; sometimes it doesn’t. It can
be hysterical to have a player “steal” dice out from under another player’s

Core Modules
nose (symbolizing the fact that the character is taking necessary items away
from the other player’s character) as long as things don’t go too far — that is,
when people start getting upset. Remember the rule to Play in Good Faith and
communicate clearly and kindly!

Reduced Attribute (R2)


Something about the character’s history, age, physical condition, or some other
factor has permanently reduced one attribute. The attribute is set at 1D and the
attribute die code may never be increased through advancement (though gaining
a Talent or Perks might offset this penalty).
Restrictions/Notes: A player may not give a character this Flaw at character
creation.

Module: Perks, Flaws, & Talents 129


Talents
Before allowing players to create characters with Talents, the gamemaster may
wish to peruse this list to see if there are any they would prefer not to appear
in their games. They may also decide that certain Talents require specific
Limitations on them or Flaws on the character.
Any Talent that gives a bonus to the die roll or the skill total also allows the
character to use that skill as if trained. Bonuses received from taking multiple
ranks of the same Talent are added together.
Some Talents grant new skills that don’t exist anywhere else. Those skills gained
with a Talent are not improved when that Talent is improved. Instead, they are
increased as a normal skill.
Unless stated otherwise in the Talent, it does not count as an action for the
character to get the bonus from a Talent. However, except for such automatic
abilities like Combat Sense, the character must state that they is relying on the
Talent or they does not receive the bonus.
At times, a Talent might seem applicable to the situation, but the rules don’t
apply clearly or cleanly. In this case, the gamemaster
If you are looking for more will make the final decision (we encourage a wider
exotic, supernatural, or unusual narrative interpretation of Talents).
Talents, many Superpowers
function identically to Talents Some Talents can only be acquired once while some can
(see page XX for a list of be acquired multiple times. If a Talent can be acquired
superpowers). The list here is multiple times, their cost per rank is
more mundane/modern in focus. called out.

130 Module: Perks, Flaws, & Talents


Ambidextrous (2)
The character is equally adept with their right or left hand. They may perform an
action with each hand in the same round, and, though they still suffer the multi-
action penalty, they reduce the full penalty by 1 (to a minimum penalty of zero).
The actions must involve the hands and each action must require only one hand.
If the character performs only one hand-related action in a round, they do not
get the bonus. The gamemaster has final say on what meets these requirements.

Combat Sense (3)


The character can sense danger and cannot be surprised. When seeing who
goes first in the initiative order, the character may always choose to take the
first action. If another participant has this Talent, the two characters resolve
initiative as a contested roll between them, and then may resolve their actions in
order, but before other participants.

If using one of the alternative initiative modules, the gamemaster will have to tweak or
adjust this ability. We recommend the following:
• Simple Initiative: If this character’s group would not act first, roll a Wild die. Unless
there is a complication, the character’s group goes first.

Core Modules
• Basic Initiative: +1D to the Perception roll to see who goes first.
• Narrative Initiative: +2D to the Perception roll to see who goes first.

Endurance (1 per rank)


The character has great endurance, and gains a +3D per rank to Brawn die codes
checks when performing taxing physical tasks (such as holding one’s breath
underwater for a long period or running a long distance).

Enhanced Sense (3 per rank)


One of the character’s five senses is heightened to precise and nearly inhuman levels.
The bonus to the skill total received depends on the sense: sight is +1; hearing
is +2; touch, taste, or smell are +3. The bonus is per rank and applies to all
reasonable uses of skills related to the sense. To have multiple enhanced senses,
this Talent must be taken at least once for each sense.

Module: Perks, Flaws, & Talents 131


Environmental Resistance (1 per rank)
The character is resistant to extremes of heat, cold, and pressure and gains
a +3D per rank to Strength or stamina checks to resist ill effects from these
environmental conditions. The character is not resistant to heat or cold attacks,
as these come and go too quickly for the Talent to provide protection.

Fast Reactions (3 per rank)


The character gains +1D per rank to their Perception when determining
initiative, and, for up to three times during the adventure, they may receive one
additional action for one round.

Good Luck (2 per rank)


The character is blessed with unusually good luck. Once per Rank in this Talent
per adventure, a character with Good Luck can may reroll a single roll and keep
the better of the two results.
Additionally, they gain 1 Hero Point at the start of every session.

Hardiness (2 per rank)


The character withstand and suffer damage better than most. They add +1 per
rank to the total of Brawn rolls they make to resist damage (of any type). They
may not have more ranks in this Talent than their Brawn die code.

Increased Attribute (2 per rank)


Some extraordinary training or physiological trait allows the character to gain +1
bonus per rank to all rolled totals related to that attribute.

• For Brawn, this also includes the damage resistance total and melee damage.
• For Agility and Perception, this also modifies Dodge and Parry defenses at half rate
(rounded down).
A character may have multiple ranks of this Talent, as well as multiple versions
of it.
Note: To get another rank in this Talent after character creation costs 4 times the
number in front of the “D” of the attribute that it affects plus the number of ranks
currently in the Talent. (This is instead of the normal cost to increase Talents.)

132 Module: Perks, Flaws, & Talents


Iron Will (2)
The character is highly resistant to all interaction attempts and mental attacks.
When resisting social or mental manipulation, mental or psionic attacks, or
other attempts at mind altering influences, the character gets +2D to Knowledge
die codes made to resist or overcome those effects
If you are using the Charm module, this bonus instead applies to Willpower rolls.

Longevity (3)
The character lives longer than the average Human. Often, this Talent has a
Flaw attached that governs what the character must do to maintain their life.
The character should gain peripheral bonuses during game play because of their
“longer outlook.” A character may not have this ability more than once.

Master of Disguise (3)


The character has a natural talent for disguise. When making attempts to hide,
deceive, disguise, or mislead others socially, they gain a +2D bonus to die codes.

Poison & Disease Resistance (1 per rank)

Core Modules
The character is highly resistant to disease and poisons and receives a +1D per
rank to Brawn checks when determining whether they has contracted an illness
or suffering from ingested poisons.

Sense of Direction (2)


The character has a good sense of direction. They gains +1D per rank to
navigation and search related die codes.

Stealthy (3 per Rank)


The character can move in complete silence. They gains +2D per rank to all
sneak checks and a +1D per rank when attacking an unaware opponent.

Module: Perks, Flaws, & Talents 133


Skill Bonus (1)
Skill Bonus represents a natural talent (a character with the Charismatic group
might be “friendly and outgoing”), a particular knack (a character with the
Ranged Combat group has a “keen eye”), years of devotion to a profession prior
to beginning adventure, or the result of an extended life.
The character chooses a group of three related skills in which they gains +1 to
the skill total of any action performed with those skills (or specializations of that
skill). The skills need not be under the same attribute. The character may or may
not actually have die codes in those skills, and the gamemaster must approve the
fact that they are “related.”
The skills are linked thematically, rather than mechanically.

Example: A player of a soldier character suggests a “Military Historian” Skill Bonus


group for their academic. The gamemaster and player agree that Languages,
Scholar, and Investigation are appropriate as a group for Military Historian. The
skills are chosen for the justification that follows: Languages due to the focus in
reading ancient military texts, Scholar for the historical studies and learning, and
Investigation to represent research done.
Additionally, the character acts as if trained in these skills even if they do not
have any additional pips in them, and so does not get the unskilled modifier.
This Talent does not affect the cost of improving the related skills.
Gamemasters may allow a higher bonus for fewer skills (such as a set of two
skills where one gets a +1 bonus and the other gets a +2 bonus). However, the
bonus per rank may total no more than +3.
At each additional rank, the player may increase the bonus by +1 for three of the
skills affected by this Talent. A character may have different versions of this ability
for different groups of skills, though the skills in each group may not overlap.

134 Module: Perks, Flaws, & Talents


Skill Minimum (4)
The character can select three related skills unaffected by any other sort of
Talent and the character will always gain a minimum result total of 3 times the
number before the “D,” regardless of any other impact or rules.

Example: If the player selects scholar, sciences, and languages (all knowledge skills)
for their character, all of which they have at 4D, if the die code total generates a less
than 12, the total automatically becomes 12. That is the character’s minimum total. The
player may not select Skill Minimum for any skill that has any other Perks or Talent
tied to it.
Also, the skills must be related in some way (see the Skill Bonus Talent for
information on related skills). The character may only select general skills, but any
specializations (if that rules module is in use) underneath that general skill are
affected as well. This Talent may be selected only once for each group of skills.

Uncanny Aptitude (3)


This Talent is similar to the Skill Bonus Talent in that some sort of bizarre
ability gives the character added bonuses to certain actions. However, instead of
selecting a group of skills that the character gains a bonus to, the player and the
gamemaster work out circumstances where these abilities come into play. For

Core Modules
instance, a character might gain a +1 bonus to all Agility-related skill totals when
in sunlight (for a creature energized by direct sunlight).
A character may have several variations of this ability, reflecting different
bonuses. Each variation could have several ranks, with the bonuses adding to
each other.

Ventriloquism (3 per rank)


The character can throw their voice up to three meters away per rank. No skill
roll is required to do this, but if it is part of a trick attempt, they receives a +2D
bonus per rank to appropriate die codes.

Youthful Appearance (1 per rank)


The character looks much younger than they actually are and receives a +1D per
rank to appropriate social die codes. In general, characters should not look more
than 10 to 20 years younger than they are, regardless of the number of ranks,
though gamemaster discretion and common sense rule here.

Module: Perks, Flaws, & Talents 135


Module: Troubles and Assets
If you want to have narrative and characterful ways for characters to control
their own Hero Points, you can do so with the Troubles & Assets module!

We recommend you don’t use this pack with the Perks, Flaws, and Talents module as there is
some overlap between the two ideas, but it’s not a hard and fast restriction. This module is
designed to work with any of the Hero Points modules.

Think of Troubles and Assets as “Weaknesses” and “Heroic Reputations”.


They are triggers that the players can control to get Hero Points if they
want.. Troubles are narrative setbacks players choose for themselves, akin to
weaknesses that give them hero points if they choose to invoke them, Assets are
narrative benefits that players can invoke to gain a hero point during a session.

Troubles
Troubles are concepts or short phrases that cause a character to make a bad
decision and get themselves into hot water. They are usually two or three words
summations of some weakness or foible the character has.

Example Troubles: Overly Ambitious, Blindly Vengeful, Mob Debt, Hot-Headed

Troubles should be triggers that the character can willingly enter into to set
themselves into a chaotic situation that will prove interesting.

Using Troubles
At any point, a player can declare they are triggering their trouble. When they do
so, the gamemaster gives the character a hero point and immediately triggers a
complication (see page XX).
The situation that you trigger the complication with should be impactful (you
can’t trigger a trouble about being Blindly Vengeful towards your shoelaces for
coming untied for example).
When in doubt, the gamemaster has final say.
A character can only trigger a trouble twice per session.

136 Module: Troubles and Assets


Assets
The inverse of troubles, assets are character traits that make your character
more heroic and larger than life. These are the things people say about you
when telling the stories of your exploits and heroic deeds. They are reputations,
folklore, and mythical attributes.

Core Modules
Example Assets: Brave & Steadfast, Clever like a Fox, Tough as Nails

Troubles should be triggers that the character can willingly enter into to set
themselves into a chaotic situation that will prove interesting.

Using Assets
At any point, a player can declare they are triggering their asset. When they
do so, the character can either gain +3D to a die code or gain a hero point. The
gamemaster can always reward another benefit as they see fit.
The situation that you trigger the asset for should make sense narratively, as
well as be impactful. When in doubt, the gamemaster has final say.
A character can only trigger an asset twice per session.

Module: Troubles and Assets 137


Module: General Foes & Bestiary
For significant or campaign level While many foes can be created using templates
foes, we recommend you use (for common archetypes) or the standard a la carte
the a la carte or template rules character creation rules, we’ve included a series of
and create those bespoke foes common foes and enemies for you.
yourself.
These foes all follow the same rules as players. Where a
When crafting those enemies, skill is not called out on the enemy profile, just use the
for each player in your attribute (as normal). If you add additional attribute
campaign, we’d recommend modules, you might need to modify these enemies and
you consider adding +3D to foes a bit, but that should be easily handled!
attributes and +3D to skills (just
to keep it even, or they’ll be You might not even need to (after all, a bird of prey
outnumbered)! doesn’t need a technical attribute or skills).

Creatures
For many of the creatures, their Dodge and Parry abilities will not match the calculation
used by standard characters. This is deliberate.
As creatures, “Parry” and “Dodging” isn’t always the natural state of defense. Usually a
creature runs away or attempts to overwhelm a foe. Think of how a bear defends itself
(usually relying on its mass to bear down on a foe).
These numbers have been adjusted away from the standard to represent that concept
Later foes use the standard calculations.

Bear, Black
A black bear is more likely to run from people or animals who invade their space,
but they will protect their young. They are excellent climbers and can also run
extremely fast.

Dodge 10 Parry 10 Knowledge 2D


Agility Skills 2D Perception 1D
Brawn Skills 4D Damage: Talons (Brawn+2D)
• Athletics: +1D

138 Module: General Foes & Bestiary


Bear, Brown
Grizzlies are more aggressive than their black bear
cousins, but only when threatened. Longer, deadlier
claws and the pronounced hunch on their back
make a grizzly bear easy to spot, and while they
are also quite fast, these large creatures are not
accomplished climbers. However, they have little
fear of humans and will often roam into towns.

Dodge 10 Parry 10
Agility Skills 2D
Brawn Skills 5D
Knowledge 1D
Perception 1D
Damage: Talons (Brawn+3D)

Bird of Prey

Core Modules
Representing hawks, falcons, and eagles, a bird of prey is a powerful companion for
those who can tame it and a relentless and harrying foe for those who disturb it.

Dodge 25 Parry 30
Agility 6D
Brawn 2D
Knowledge 1D
Perception 5D
Damage: Talons (Brawn+1D)
Special: Naturally birds can fly! Wings
allow the bird to fly or glide for several
hundred miles or as long as there are
thermals to keep them aloft.

Module: General Foes & Bestiary 139


Mountain Lion
Solitary by nature, mountain lions avoid humans under most circumstances.
They can be tempted by loose livestock and or pets. These powerful apex
predators are extremely dangerous when cornered or protecting their young.

Dodge 15 Parry 15 Knowledge 2D


Agility Skills 4D Perception 3D
Brawn Skills 4D Damage: Claws or Bite (Brawn+1D)

Shark
Popular culture has these beasts as terrifying sea predators and well...they are.

Dodge 10 Parry 15 Damage: Bite (Brawn+3D)


Agility Skills 3D Special: Swimming! Any movement
this creature does is at a swim speed,
Brawn Skills 5D
rather than walking (treat
Knowledge 1D its movement rate as
0 on land).
Perception 2D

140 Module: General Foes & Bestiary


Snake, Constrictor
Growing quite large, a constrictor snake can grapple and
drown, crush, or suffocate a foe it can get its coils around.

Dodge 5 Parry 15 Knowledge 1D


Agility Skills 3D Perception 1D
Brawn Skills 4D Damage: Constrict (Brawn+1D)

Snake, Venomous
Widespread throughout the world, venomous
snakes the venomous potential to be deadly to
even a large person (non-venomous snakes either
flee or are constrictors).

Dodge 5 Parry 15 Damage: Bite


(Brawn+1D) If the target
Agility Skills 3D
of a bite from a venomous snake takes
Brawn Skills 1D damage from the attack (stunned,
wounded, or incapacitated), they

Core Modules
Knowledge 1D suffer a 6D damage roll at the start of
Perception 1D their next round.

Wolf
The ultimate pack hunter, wolves are smart, and during lean times, very
dangerous in packs.

Dodge 10 Parry 10 Perception 3D


Agility Skills 2D Damage: Bite (Brawn+1D)
Brawn Skills 3D Special: Wolves are rarely alone. If
you can see one there’s usually a half-
Knowledge 2D
dozen more nearby.

Module: General Foes & Bestiary 141


Generic Characters
For these characters, you might need to massage or tweak some skills, and you
will have to assign them weapons and equipment based on the setting you’ve
chosen to run.

Assassin Corrupt Politician


Dodge 15 Parry 20 Dodge 10 Parry 10
Agility Skills 4D Agility Skills 1D
• Shooting 2D • Sleight of Hand 1D
• Melee 1D Brawn Skills 1D
Brawn Skills 3D • Intimidation 1D
• Throwing 1D Knowledge 4D
Knowledge 1D • Languages 1D
Perception 3D • Medicine 1D
• Stealth 2D • Scholar 2D
• Survival 1D Perception 4D
• Investigation 1D
Detective • Stealth 1D
Dodge 10 Parry 15 • Survival 1D
Agility Skills 3D
• Acrobatics 1D
Medic
Dodge 10 Parry 10
• Shooting 1D
Brawn Skills 4D Agility Skills 2D

• Athletics 1D Brawn Skills 2D


• Stamina 1D • Intimidation 1D
Knowledge 2D Knowledge 4D
• Sciences 1D • Medicine 3D
Perception 2D Perception 2D
• Investigation 2D • Survival 1D

142 Module: General Foes & Bestiary


Pickpocket Street Soldier
Dodge 15 Parry 25 Dodge 10 Parry 20
Agility Skills 5D Agility Skills 4D
• Acrobatics 1D • Shooting 1D
• Shooting • Melee 2D
• Melee 1D Brawn Skills 1D
• Sleight of Hand 2D • Intimidation 1D
Brawn Skills 2D • Stamina 1D
Knowledge 1D Knowledge 2D
Perception 3D • Languages 1D
• Stealth 2D Perception 2D
• Survival • Driving (or Riding/Piloting) 1D
• Survival 1D
Soldier
Dodge 10 Parry 15 Street Thug

Core Modules
Agility Skills 3D Dodge 15 Parry 15

• Melee 1D Agility Skills 3D


Brawn Skills 4D • Acrobatics 1D
• Athletics 2D • Sleight of Hand 1D
• Intimidation 2D Brawn Skills 4D
Knowledge 1D • Athletics 1D
Perception 2D • Intimidation 2D
Knowledge 1D
• Survival 1D
Perception 3D
• Survival 1D

Module: General Foes & Bestiary 143


Fantasy

154
These rules cover fantastic and historical style
roleplaying, from deep and dark dungeons to mighty
quests and heroic happenings in worlds of sword

Fantasy
and sorcery, high fantasy, low fantasy, and everything in between.
They are equally suitable for science fantasy (when combined with the Science
fiction collection of modules), urban fantasy (when used with the core modules
in an urban milieu), or alongside the superheroic rules!

Module: Fantasy Skills


The following are new skills suitable for the fantasy genre. You do not (and
should not) need to apply all of them to your campaign, but instead, should
select and choose a select number for each attribute to add.
When you add more skills to the game, be sure to decide if you are integrating
the following modules:
When adding skills, we recommend that you
• Skill Specializations and Advanced Skills consider giving +1D for skills during character
• Perks, Flaws, and Talents creation for every three skills you add to the
game over the core or module skills. This is
• Additional Attributes a loose benchmark, and you might find that a
different ratio works better at your table.
Make sure you are familiar with the module
you are adding, and decide how you will integrate any rules: for example, will any
new skills be advanced skills or specializations? Do you need to add any skills to
use particular talents or perks?

Limited Focus Skills & Adjusting Existing Skills


There will be times that you might want to create a new skill that is covered by
another skill, because you want a particular focus in that skill for your game.
A good example of this is swimming. Normally covered by the Athletics skill,
if the gamemaster decides that in their piracy and sailing campaign, they’d
like a greater emphasis on swimming, they could pull it out and create a new
swimming skill that is divorced from the traditional Athletic skill.
Doing so allows the gamemaster to add some skill focus without leaning into the
entire Skill Specializations and Advanced Skills Module (which they might feel
are unsuitable).
We don’t cover those particular use cases in this section, but be aware the
option exists.

Module: Fantasy Skills 155


Agility
Riding
Riding covers using other creatures as mounts, particularly
horses, camels, dragons, or other esoteric beasts that a character might ride.
When mounted, the Riding Skill die code replaces Agility for calculating your
Dodge defense (this calculation excludes the Agility die code from the total – no
double-dipping.)
Riding generally takes an action to use.

When using the Riding skill, Driving becomes entirely situated on wagons, transports, and
similar elements. If you are not sitting on the animal, it is probably Driving.

Lockpicking
Lockpicking covers the dexterity and agility required to precisely open a
mechanical lock without possessing the key or combination. It usually requires
tools, but can be used without tools (which does make things more difficult).
When not using tools, raise the Difficulty by +5 or +10 at the gamemaster’s
discretion, based on the complexity and quality of the lock.
Lockpicking generally takes an action to use.

Brawn
Swimming
Swimming covers the physical act of movement through water (or
similar elements). Generally Swimming is covered under athletics, but for particular
fantasy character archetypes, heritages, or settings, Swimming is well-served as a
standalone skill.

156 Module: Fantasy Skills


As a guideline, with Swimming you can:

• Swim a number of meters equal to your Swimming Die Code in one round.

Fantasy
• Tread water for a number of rounds equal to your Swimming Die Code (without a test).
• Perform other tasks as the Referee and player agree upon!
• In combat, Swimming can replace your Agility when calculating your Dodge defense
(this calculation excludes the Agility die code from the total – no double-dipping.)
Swimming generally takes an action to use.

Knowledge
Barter
Barter is a broad skill that covers trade, business, exchanges,
and local financial customs, as well as extending to exchange rates, the monetary
value of goods and opportunities, and other information regarding economics. It
is best to think of Barter as the Scholar skill of making money, spending money,
understanding how various economies work, and conducting business.
Barter does not cover religious financial customs like tithing, duties, and similar
elements. Depending on your module, that is either covered by the Mysticism:
Esoterica skill (page XX) or Scholar.
Barter generally takes an action to use.

Languages
The Languages skill lets you know, speak, understand, interpret and express
knowledge about languages, both living and dead. In a fantasy setting, it is
often presumed that all characters speak a common or “trade” language that is
a patois of a variety of languages. The Languages skill represents fluency in the
written and spoken tongue beyond that of the common speech.
Languages generally does not take an action to use, though if one is doing
research or trying to decipher an obscure or lost language, it can!

The Languages skill works very well with the Skill Specialization rules on page XX to help
define and add texture to a setting. Specific languages can be Specializations, and “dead” or
exceptionally rare or esoteric languages can become Advanced Skills!

Module: Fantasy Skills 157


Navigation
Navigation covers helping guide a vessel or group on an accurate course or
journey, using external reference points, such as stars, maps, or landmarks. In
most games, it also covers cartography (creating usable maps).
Navigation generally takes an action to use.

Generally, Survival is used for a single individual (or small group) to find their way on short
distances, as well as manage local details, difficult terrain and current weather. Navigation is more
about long journeys, large groups or vessels and vehicles, and broad regional details and travel.
Additionally, this iteration of Navigation is different than that found in the “Mechanical”
Attribute on page XX, This is primarily because fantasy genre games are less likely to use
the Mechanical module, but Navigation is important enough to include!

Traps
The traps skill covers the notice, installing, altering, and disabling of traps,
alarms, and warning devices, as well as identifying various kinds of traps (gas,
pit, wire-triggered, etc.). Failure can cause a trap to trigger on the user of the
skill (depending on the scope of the failure).
Traps generally takes an action to use.

Perception
Gambling
The gambling skill covers the playing, teaching, learning,
understanding, and cheating at games of strategy and luck, as well as assessing
risk and reward in dangerous situations where loss can be significant. Successful
gambling rolls can increase winnings, while failures can decrease winnings (as
determined by the gamemaster based on the scope of the success or failure).
Gambling generally takes an action to use.

Streetwise
The streetwise skill covers finding information, goods, and contacts in large
population centers and urban areas. It particularly covers thieves’ guilds,

158 Module: Fantasy Skills


organized crime cartels, and similar criminal organizations, black markets,
and other illicit operations, as well as contacts. Streetwise can be useful by
investigators for determining possible motives and methods of criminals.

Fantasy
Streetwise generally takes an action to use.

Module: Freeform Skill-Based Magic


This module requires the use of the Additional Attributes module (specifically
the Magic attribute).

Magic Skills
All spells require one of these skills in order to cast them. When casting a spell,
the character generates a Magic skill total and tries to beat the spell’s Difficulty.
If the skill total equals or exceeds the difficulty, then the spell works (to a
greater or lesser extent).
All spells require a particular specialization to cast (change, movement, creation,
knowledge) If a character does not any ability in the specialization, they simply
cannot attempt to use that spell (except under special rules – see Untrained
Magic on page XX).

Arcane World
This skill governs knowing, understanding, and identifying magical creatures,
planets, locations, and more. If the being, location, item, or lore is part of the
world, this skill is how you can tell if you know that information.
Arcane World generally takes an action to use.

Craft Magic Item


This skill is used to create magic items like potions, weapons, armors, wands, and
more. The difficulty of crafting, as well as how magical effects are handled is up
to the gamemaster, though inspiration can be taken from the “Crafting Spells”
section on page XX.
Craft Magic Item generally takes a long time to use (measured in days or weeks),
rather than actions.

Module: Freeform Skill-Based Magic 159


160
Identify Magic
This skill governs understanding magic, its effects, analyzing and assessing spells

Fantasy
as they’re cast, as well as the knowledge needed to negate or overcome magical
effects and spells.
Identify Magic generally takes an action to use.

Spell School (Specialization)


Each spell school is its own specialization (see page XX for details on skill
specializations).
There are four schools of magic and skill specializations to choose from: change
(also called alteration), movement (also called apportation), creation (also called
conjuration), and knowledge (also called divination).
Spell School always takes one or more actions to use.

Spell Specializations
Change (Alteration)
Alteration governs magic involving change.
Change means taking something that exists and modifying
it or mutating it into something else. A magic spell used to
increase a character’s Brawn attribute would be an alteration spell, as would one
that converts a simple flame into an exploding fireball. Alteration could enhance,
reduce, or restrict a character’s existing skills.
Alteration must work with things that are already there. An alteration spell can
only modify existing characteristics. It could be used to change a person into a
bat, but it would not give the person the ability to fly; conjuration would also be
necessary to give the character the Flight Talent, something they
didn’t have before.

Movement (Apportation)
Apportation governs magic involving movement. For
example, a telekinesis spell, by which a character could
“grab” an object and move it using magic, would be an
apportation spell. Calling a dagger from a box at home to

Module: Freeform Skill-Based Magic 161


your hand is apportation, as is teleporting yourself to another place. Apportation
can also cause a person or creature to move from one place to another under its
own power. Spells that restrict movement would also be apportation spells.
Apportation is not conjuration — the object or the creature summoned is in
existence at the time the spell is cast, the apportation spell simply “calls” the
object or creature.
Characters or creatures may either be apported by compulsion (and come under
their own power), moved by the spell’s power, or teleported.

Creation (Conjuration)
Conjuration magic involves producing something from
nothing. A spell that produces gold out of thin air is
conjuration, as is one that imbues an inanimate object
with animate features (such as creating a stone man
and giving it the attributes of a person). Conjured
items and characteristics remain in existence for the
duration of the spell.
Conjuration is used for only one purpose: creation of
something out of nothing. For example, if you wanted to
animate a plant and give it the power of speech, you would use conjuration —
you would have to “create” in it the ability to talk and the die codes necessary to
speak. Conjuration is not used to bring things from one place to another — that
is movement (apportation).

Knowledge (Divination)
Divination governs magic involving obtaining knowledge. For
example, scrying spells, “far-sight” spells, and “speak with the
dead” types of spells are all covered by divination. Spells that
block the obtaining of Intellect are also divination spells.

162 Module: Freeform Skill-Based Magic


Characteristics of a Spell
There are seven characteristics of a spell, and the precalculated spells that

Fantasy
follow are formatted using these categories of information.

Skill Used: The skill selected is the one necessary to cast the spell. This is
always Spell School + a specialization. Keep in mind that a different skill might
be necessary to target or use the spell.
Difficulty: The difficulty is the skill total a character must generate to get a spell
to work.
Casting Time: How long or how many actions the spell takes to cast.
Power: The power of the spell is a number (1, 2, 3, etc.) and is representative of
the die code of any effects the spell applies. For damaging or attack spells, this is
the damage die code of the spell. For other spells, it will indicate some quantity
that the spell inflicts. It is best to think of power as a sliding scale. The higher
the number, the more effects a spell might have, or the more potent those effects
might be.
Resist: If the spell can be resisted, it will be indicated here, along with the
skill used to resist it! Keep in mind that some spells might have more suitable
resistance skills depending on what modules your game is using.
Duration: Duration specifies how long a spell’s effect will last. The duration is
given in both “real” time (minutes, seconds, hours, etc.) and in a time value (as
read on the “Spell Measures” table).
Range: This is generally represented as “Melee”, “Ranged”, “Visual” or some
other qualifier. You must be in range to have a spell effect the target.

Using Spells & Their Effects


Roll the spell skill for the spell in question to get a skill total. If the total is
higher than the difficulty number, the spell has succeeded and the caster may
use the spell’s effect. Which skill the spell requires is either decided when the
effect is developed or listed with a precalculated spell.
Remember that players may use Hero Points to influence these rolls!

Module: Freeform Skill-Based Magic 163


Untrained Magic
Characters might have spurts of inspiration in areas in which they have
no training. For those who have some training (that is, those without the
appropriate specialization, but a Magic Attribute die code) the difficulty
increases by +5 to cast a spell using a skill in which they have no experience.
For those who have no training (that is, no pips or dice in any Magic skill and no
dice in the Magic attribute), the difficulty increases by +10 for all spell casting.

Targeting or Using the Spell


Many spells require separate targeting or manipulative skill totals when they are
used. The most common of these are combat effects that act like weapons.
If the spell focuses on a target (such as a enhance attribute or alter movement
spell), the player and gamemaster must decide what skill (such as Shooting,
melee combat, or throwing) to use to hit, if necessary.

Strain Option
As another means of controlling the use of magic, gamemasters may choose
to increase the difficulty to cast spells by 1 for each spell that the character
performs beyond a set number (such as five or 10) before the spellcaster has a
chance to rest (generally, five minutes or so per spell cast prior to the break).

Applying the Effect


You should use common sense when applying the effect of spells, but here are
some guidelines:
• Damage spells resolve immediately upon a successful cast.
• Spells that add extra dice or enhance future rolls provide their bonus immediately
after the action taken to cast the spell, and until the duration is over.
• Spells that move targets resolve immediately upon a successful cast.

164 Module: Freeform Skill-Based Magic


Precalculated Spells
Below follows several common spells. You can use them right away or as

Fantasy
inspiration for inventing your own.

Arcane Armor Fireball


• Skill Used: Creation (Conjuration) • Skill Used: Change (Alteration)
• Difficulty: 5 • Difficulty: 10
• Casting Time: 1 action • Casting Time: Two turns
• Power: 2 • Power: 4
• Resist: Yes (Complete Nullification, • Resist: Yes (Complete Nullification,
Willpower) Acrobatics)
• Duration: Ten minutes • Duration: Instant
• Range: Self • Range: Senses
• Target: Self • Target: One target (the flame).
The spellcaster summons mystical The caster turns an existing flame
armor that protects and girds them. (candle or larger) into a large fireball that
harms the nearest four targets adjacent
to or within reach of the fireball with a
Enhance Attribute damage code of 4D. This spell can only
alter an existing flame. It does not create
• Skill Used: Change (Alteration) wholesale fire out of nothing.
• Difficulty: 15
• Casting Time: 1 action The flame is the target of the spell, and
• Power: 2 as a logical extension of that, the Spell
Power (4) determines the impacted
• Resist: No
number of individuals (4) as well as the
• Duration: Ten minutes damage (4D). The gamemaster felt that
• Range: Melee the qualifier of “within reach or near the
• Target: One candle” was common sense, but using the
Spell Power to limit it to four individuals
The spellcaster grants +2D to a single worked well.
attribute of their choice (chosen when
this spell is cast).

Module: Freeform Skill-Based Magic 165


Oracular Sight Raise Zombie
• Skill Used: Knowledge (Divination) • Skill Used: Change (Alteration)
• Difficulty: 10 • Difficulty: 15
• Casting Time: One action • Casting Time: one action
• Power: 1 • Power: 1
• Resist: No • Resist: No
• Duration: Instant • Duration: Instant
• Range: Melee • Range: Melee
• Target: Self • Target: One target (a corpse)
The caster can ask one question about One corpse is raised as a zombie (see
a situation of the gamemaster. The page XX). The caster may issue it one
gamemaster might have a proxy in (due to the Power of this spell) simple
narrative, such as an artifact (magic command, which the zombie will do its
mirrors, etc.), an ally who has insight best to obey.
(a corpse awoken to be asked) or
similar effects. Generally, the question
is answered truthfully and honestly Snowfall Step
(the magic compels it), though answers • Skill Used: Movement (Apportation)
might be esoteric or opaque and
require research. • Difficulty: 10
• Casting Time: one action
Because this spell targets the caster,
the medium they are asking through • Power: 1
must be in the same locale as the • Resist: No
caster and reasonable able to respond.
If the individual they are asking is • Duration: Instant
not present, then the range would be • Range: Senses (Sight)
changed to an appropriate number
• Target: Self
(and the difficulty would then
increase). This spell instantly teleports the caster
to a location they can see. The caster
leaves behind a coldsnap of bitter frost
and blinding whirling snow, which
imposes a -1D penalty on any attempts
during the next turn to locate the
caster’s new location.

166 Module: Freeform Skill-Based Magic


Healing Touch • Duration: Instant
• Range: Melee
• Skill Used: Change (Alteration)

Fantasy
• Target: One
• Difficulty: 15
After casting this spell, the target of the
• Casting Time: one action spell immediately makes a Medicine
• Power: 2 roll to heal damage they have suffered,
• Resist: No with a +2D bonus. This medicine roll
does not count as an action.

Designing a Spell
If you want to design a unique spell, you can use the guidelines below. These
guidelines should be considered an art rather than precise science, and the
gamemaster has the final say on any difficulty or details of a spell.
Do your best to consider what you want the spell to do carefully, then use the
following tools as guidelines to craft the spell. Work with the gamemaster to
make any final tweaks you might have in mind for the spell. Trust your gut, but
remember that it’s better for a spell to be too hard and require a little extra
effort (hero points or help) than too easy!

Difficulty
The difficulty of the spell is determined by answering the following questions of
the spell:

1. What is the effect of the spell?


• This generally covers what spell school specialization will be used.
2. What is the Power of the spell?
3. Can the Spell be resisted?
4. What is the Duration of the spell?
5. What is the Range of the Spell?

Spells Starting Difficulty


All spells have a base difficulty of 5. This is then modified as you create the spell,
but a spell may never have a lower difficulty than 5.

Module: Freeform Skill-Based Magic 167


The Effect of the Spell
You begin crafting a spell by asking what you want the spell to do. To do this, we
ask four basic questions:

• Is the spell changing an existing thing to achieve the spell’s effect?


• If yes, it’s Change (Alteration)
• Is the spell achieving its effect by wholesale creation of new energy,
materials, or elements?
• If so, it’s Creation (Conjuration)
• Is the spell achieving its effect by relocation or repositioning?
• If so, it’s Movement (Apportation)
• Is the spell achieving its effect by asking questions or leveraging insight
and knowledge?
• If so, it’s Knowledge (Divination).

If the effect could go either way, default to the most common sense option (or
ask your gamemaster to decide).

168 Module: Freeform Skill-Based Magic


Here are some examples of how we use those questions:

• Do you want the spell to harm enemies through fire, ice, lightning, mystical
bolts, or other created magical effects?

Fantasy
• If so, the spell is a Creation (Conjuration) spell.
• Do you want the spell to harm enemies by altering their form or applying a
change to them that hinders and hurts them?
• If so, the spell is a Change (Alteration) spell.
• Do you want the spell to harm them by hurling them into something or by
moving something into them?
• If so, the spell is a Movement (Apportation) spell.
• Do you want the spell to protect yourself or the target with mystical summoned
forces?
• If so, the spell is a Creation (Conjuration) spell.
• Do you want to alter yourself to be more protected by having scales, quills, or
similar?
• If so, the spell is a Change (Alteration) spell.
• Do you want to move under the power of magic, such as with flight, portals, or
teleportation?
• If so, the spell is a Movement (Apportation) spell.
• Do you want to alter the target to move by having them grow wings, longer
legs, or other physical changes?
• If so, the spell is a Change (Alteration) spell.
• Do you want to gain knowledge you do not have by reading minds, asking gods,
or talking to corpses?
• If so, the spell is a Knowledge (Divination)
• Do you want to summon extraplanar creations to serve you?
• If they already exist and you are just bringing them here, that is a Movement
(Apportation) spell.
• If they are created wholesale that is Creation (Conjuration)
• If they are living beings who are changed to serve you (zombies, intelligent
plants or animals) that is Change (Alteration).
As you can see, the four spell school specializations have a pretty clear scope and
scale, though you can always ask your gamemaster for a ruling if you are unclear.

Module: Freeform Skill-Based Magic 169


Targets of the Spell
You must determine how many and what sort of targets the spell can impact and
affect. Use the table below to determine how the Difficulty of the spell is modified.

Targets Difficulty Modifier


Self only -5
One target +0
2 or 3 targets +5
4-6 targets +10
A small crowd or gathering +15
A large crowd or gathering +20
Single small non-living target (human-sized) 0
Small environmental area (farmstead, small village) +5
Large environmental area (landscape feature/town) +10
Large environmental area (city, entire landscape) +15
With targets and modified difficulty, the gamemaster has to be careful to avoid
making powerful, wide-ranging spells too easy. The highest Difficulty modifier
should be applied when this is used.

For example, altering all the buildings in a city to mud (or crystal) would be fine with
the +15, but if you wanted to do a spell that would also harm the living beings there,
you’d have to take the higher +20.
Logic will sometimes say that the target of the spell is a single object, but the
effect might be larger than the target (turning a candle flame into a fireball, for
example). In these cases, we tend to use Spell Power to determine the maximum
number of impacted individuals, within a framework of common sense (we did
warn you it was a bit more art than science).

170 Module: Freeform Skill-Based Magic


Spell Power
Spell Power determines the strength of the spell. Based on the spell power, the

Fantasy
Difficulty of the spell is modified as per the table below.
For Spell Power over 10, simply add +5 to the
Spell Power Difficulty Modifier
difficulty for each +1 to spell power.
1 (1D) +0
When considering how spell power impacts
2 (2D) +5 spell effects, use the following guidelines
3 (3D) +10 (though as you create your own spells, you’ll
4 (4D) +15 probably have to define your own guidelines):
5 (5D) +20 • For damaging spells or attack spells, the spell
6 (6D) +25 power is the damage die code of the spell.
7 (7D) +30 • For spells that represent a burst or area of
8 (8D) +35 effect attack, the Spell Power determines the
maximum number of impacted individuals (as
9 (9D) +40
the target is likely to be a single point).
10 (10D) +45
• For defensive spells, the spell power is a
bonus to the armor die code of the target.
• For divination spells, the spell power is how many insights or questions you may ask or gain.
• For movement spells, the spell power is how far the spell can move the target
• Gamemasters might need to adjudicate movement spells a bit.
• If the campaign and table are using battlemats, the movement is easy. Just treat
each spell power as a square or hex on the battlemat.
• If you are using a more theater of the mind approach, you might want to consider
each spell power as a yard, ten feet, or maybe a mile.
• Truly powerful movement spells can move the targets across planes or worlds.
• How far away the target can be when the spell is cast (such as bringing a target to
you) is covered by the range section below.
• For enhancing spells that add die to a die code, the spell power is the number of bonus
die that are gained.

Module: Freeform Skill-Based Magic 171


Resisting the Spell
Next, you have to ask if the spell can be resisted. If you answer yes, this means
targets get a chance to nullify or partially reduce the impact of the spell. Use the
table below to find the modifications.

• If the spell cannot be resisted,


Resisting the Spell? Difficulty Modifier
that means the target does not
No +15 get an opposed roll (against your
Yes (partial nullification) +5 casting roll) to nullify the spell.
Yes (complete nullification) -5 • If the spell can be partially
nullified, the target gets an
opposed roll, and if they are successful, you must halve the spell power of the spell
(rounded down) for the purposes of determining its impact and effects.
• If the spell can be completely nullified, the target makes an opposed roll, and if they
are successful, you simply fail to impact or affect them with the spell.
If your spell can be resisted, you must define a reasonable attribute and skill
that are used to resist the spell. For attack spells, Agility + Acrobatics are good
choices, Brawn + Stamina work well for alteration spells, and so on.
If your campaign is using various Additional Attribute Modules, you might
have other options too! But whichever skill and attribute are chosen should be
consistent and make sense.

Duration
How long does the spell last? Is the
Duration Difficulty Modifier
effect ongoing or does it disappear
Instantaneous -5 immediately after the spell is cast?
One round or one action +0
Divination spells that grant
Ten minutes +5 questions or chances to get
One hour +10 answers tend to last until all
questions are asked (even
One day +15
if the spells themselves are
One week +20 instantaneous), but the
One month +25 presumption is that the
questions must be asked then
One year +30
and there and quickly. The caster
One century +35 just has a reasonable amount of
Permanent +40 time to ask them.

172 Module: Freeform Skill-Based Magic


If the questions can be held or linger, use the maximum duration the questions
can be held.

Fantasy
Casting Time
How long does it take to cast the spell? Generally a spell that works in combat
can be done as one action, but some very powerful spells take longer.
If a spell takes multiple turns to cast, that means at least one action must be
spent casting the spell on each required
Casting Time Difficulty Modifier turn. However, only one spellcasting
One action +0 skill roll is made, on the last action. The
Two Turns -5 turns must be sequential, though where
the action falls in the turn is not relevant
Four Turns -10 (as long as the spellcasting action occurs
One hour -15 successfully during that turn).
One day -20 Very few beings can achieve a casting time
One week -25 of more than one day (as hunger, sleep,
One month -30 and deprivation would impact them). Be
sure to consider that when determining
One year -40 your casting time! No shortcuts in magic.

Range
What is the range of the spell? How far away can the target be before the spell
becomes unusable?

Range Difficulty Modifier


Melee (this covers spells that only target the caster) +0
Senses (Sight, Smell, etc.) / Ranged Attack +5
Within one mile +10
Within same locale (city, town, etc.) +15
Within 100 miles +20
No range +25

Module: Freeform Skill-Based Magic 173


Module: Magic Points Casting
This module requires the use of the Additional Attributes module (specifically
the Magic attribute).
To use this ability, characters will need to create spells using the rules under
the Freeform Skill-Based Magic rules, but rather than roll a die code to cast that
spell, the character must expend magic points.

Adjusting Spell School to Mystical Alignment


In this module, the Spell School skill is removed and replaced with a skill named
“Mystical Alignment”. This skill is not rolled, but rather used to calculate
the number of magic points a character has. Without any points in Mystical
Alignment, a character is not a spellcaster and cannot use spells.

Calculating Magic Points


A spellcaster has a number of magic points equal to their Magic attribute plus their
Mystical Alignment skill times three (Magic + [Mystical Alignment x3]). This means
the mystical alignment skill determines the bulk of the magic points a character has.

Example: Alan’s character has a Magic attribute of 2 and a Mystical Alignment Skill of
2. This means, his character has 8 magic points (2 + [2x3]).

Casting a Spell Using Magic Points


It takes an action to use a spell. As part of that action, the spellcaster expends
the requisite number of magic points.
When determining how many magic points it takes to cast a spell, simply divide
the casting difficulty by ten and round up (you can consult the following table).

Casting Difficulty Difficulty Modifier Casting Difficulty Difficulty Modifier


0-10 1 41-50 5
11-20 2 51-60 6
21-30 3 61-70 7
31-40 4 71-80 8
81-90 9

174 Module: Magic Points Casting


Fantasy

175
While it might seem silly to use the same rules for both forms of magic, it does allow us to keep
the spells balanced, regardless of however a character might calculate, cast, or use the spell.
Obviously, rolling to cast a spell is likely to be more frequent in game play (as there’s no
resource depletion occurring), so those using Skill based magic are more likely to cast spells
(more often) than those who use magic points.
However, magic points are not prone to failure. They just work. That makes them more powerful
in specific circumstances.

Recovering Magic Points


A character recovers a number of magic points equal to their Magic attribute at
the start of every hour.

Module: Active & Responsive Combat


Riposte
In melee combat a character may riposte, turning an opponent’s strike against
them! Riposting works as follows:
When an enemy has a ‘1’ occur on the Wild Die when making a melee attack, the
defender may riposte. The defender immediately spends a Hero Point and makes a
Melee attack. This replaces the normal complication caused by a “1” on the Wild Die.
A character may also riposte as an action if they have a 4 or more in Melee
whenever an attack misses them. They must still spend the Hero Point to riposte.
Riposting does count as a use of a skill when determining the number of skills a
character has used in a round.

Feint
In melee combat a character may feint, using their melee weapons to put their
opponent off-guard and enable the character (or an ally) to land a decisive blow!
Feinting works as follows: When a character has a ‘6’ occur on the Wild Die,
they may feint. If they do, their opponent’s Defense (either Dodge or Parry) is
lowered by the character’s Melee skill against the next attack.

176 Module: Magic Points Casting


A character may also feint as an action if they have a 4 or more in Melee. This
doesn’t require a roll but does count as a use of a skill when determining the
number of skills they use in a round.

Fantasy
Autofire
Some weapons will allow the user to make an attack by unloading as many
rounds in one action as they can. When a weapon has the autofire special rule,
before you roll your attack, you decide how much you want to unload!
Each autofire rating has a number behind it, such as autofire (3). You can
lower your attack roll by any amount up to the autofire rating or your Shooting
(whichever is higher.)
You then add twice that amount to damage.
Autofire is a bit odd to include in the
Example: If Alan’s character has Shooting 3 and is Fantasy Modules (we know). But we
firing a gun with Autofire (3), he lowers his attack didn’t want to make a module just for
total by -3. If he hits, he then adds +6 to their damage this rule somewhere else, so here it is
resistance total when making his damage roll. with the rest of the combat options!

Full Defense
Sometimes a character will need to focus fully on defending themselves. On
their turn, they can go into a full defense stance. While in full defense, they
may add their Melee die code to their Parry, and their Acrobatics die code to
their Dodge, increasing their defense. If a character goes into full defense, they
can take no other actions during that turn (and conversely cannot go into fully
defense if they take other actions that turn beforehand.)

Veterans of the D6 System will notice that D6 System: Second Edition defaults to “static
defenses” (predetermined numbers) rather than “active defenses” (opposed rolls).
This is designed to streamline play, especially as characters can grow in power as the game
progresses.
If you want to revert to opposed rolls for defense, nothing is stopping you! The game
supports that easily, you just have to define a “Dodge” and “Parry” skill and house them
in the appropriate attributes. We recommend Dodge be under Agility and Parry be under
Perception. While Agility might feel natural for Parry, quickness of senses has a lot of
input into defending oneself, and it makes sense to split the two up, to avoid high Agility
characters becoming too difficult to hit.

Module: Magic Points Casting 177


178
Module: Fantasy Bestiary

Fantasy
Many of the enemies you might want in a fantasy world can be found in the
Module: General Foes & Bestiary. Thieves, assassins, and more are all there, just
waiting for you to adjust and tweak them to fit your setting.
What we present here is a limited selection of new creatures that will fit in a
fantasy setting, though, enterprising gamemasters will find ways to use them for
aliens in science fiction games and other settings.
Modifying these enemies is easy to do when using the Perks, Flaws, or Talents Module,
or any additional Attributes the gamemaster might For significant or campaign level foes,
wish to apply. Oftentimes a Generic Character we recommend you use the a la carte
template or a creature from the bestiary with or template rules and create those
a few Perks, Flaws, or Talents, adjusted skills, bespoke foes yourself.
or tweaked attributes will make enough a
difference to establish their own identity. When crafting those enemies, for
each player in your campaign, we’d
One of the great benefits of the D6 system is recommend you consider adding +3D to
how easily one can tweak all these details with attributes and +3D to skills (just to keep
minimal effort! it even, or they’ll be outnumbered)!

If you are crafting your own monsters, we recommended 1D–2D in attributes for creatures
less powerful than players’ characters, 2D–3D for as powerful, and 4D or more for more
powerful; skills are generally 1D–4D above base attribute if you feel you need skills!

Dragon
Dodge 20 (25 while flying) Parry 20 damage applied against them, magical or
Agility Skills 4D otherwise.
Brawn Skills 6D Breath Weapon: Dragons can breath damaging
attacks (such as fire, acid, or similar). This
Knowledge 2D
attack is made using the Perception attribute,
Perception 4D and deals 6D damage. The attack is generally a
Damage: Claws (Brawn+1D), Tail stream or line, and can hit any foes in a roughly
(Brawn, Range 3), or Bite (Agility+2D) 30’ foot line before it dissipates.
Flight: Wings allow the dragon to fly, glide
Special
and soar under their own power. They might
Armored Scales: Dragons have be limited by their size or the area they are
armored scales that defeat most mortal in and are generally more mobile in the air
weapons. They gain +3D to resist (count their Dodge as +5).
Module: Fantasy Bestiary 179
Giant
Dodge 10 (15 while flying) Parry 10
Agility Skills 2D
Brawn Skills 9D
Knowledge 2D
Perception 3D
Damage: Treetrunk Club (Brawn+3D) or Unarmed (Brawn).
Special
Large Size: Giants are huge, and as such, their melee attacks have Range 3 (see page XX).

180 Module: Fantasy Bestiary


Fairy Nuisance
Flitting, dark, and deadly fairy creatures, fairy nuisances are bloodthirsty faefolk

Fantasy
who steal children, attack travelers and generally infest a forest like a horde of
the worst insects you can imagine.

Dodge 20 Parry 10
Agility Skills 4D
Brawn Skills 1D
Knowledge 2D
Perception 4D
Damage: Knife (Brawn+1D)
Special:
Fairy flight. Wings allow the fairy to fly, glide and flit around in forest areas. Outside
of forested areas, they have to walk (something they hate).
Fairy magick: Sometimes these nuisances can be spellcasters. If they are a
spellcaster, they use the Magic Points module (page XX) and have 10 magic points that
they recover like normal.

Zombie
Shambling undead with no intelligence, zombies are often created by
Necromancers. In some circumstances their bite can infect new zombies, though
that isn’t always the case.

Dodge 10 Parry 10
Agility Skills 2D
Brawn Skills 4D
Knowledge 1D
Perception 1D
Damage: Bite, Claw, or Grab (Brawn+1D)

Module: Fantasy Bestiary 181


Science Fiction

190
These rules cover hard science fiction, space opera, and more! If you want to
careen across the stars in acts of rebellion, try to make ends meet in a difficult
and dark universe, or boldly go into the utopian future humanity could have, this
is for you!

Science Fiction
When you add more skills to the game, be sure to decide if you are integrating the following
modules:
• Skill Specializations and Advanced Skills
• Perks, Flaws, and Talents
• Additional Attributes
Make sure you are familiar with the module you are adding, and decide how you will
integrate any rules (for example, will any new skills be advanced skills or specializations?
Do you need to add any skills to use particular talents or perks?

Module: Science Fiction Skills


You do not (and should not) need to apply all of them to your campaign, but
instead, should select and choose a select number for each attribute to add.
When you add more skills to the game, be sure to decide if you are integrating
the following modules:
When adding skills, we recommend that
• Skill Specializations and Advanced Skills you consider giving +1D for skills during
character creation for every three
• Perks, Flaws, and Talents
skills you add to the game over the
• Additional Attributes core skills. This is a loose benchmark,
and you might find that a different ratio
Make sure you are familiar with the module
works better at your table.
you are adding, and decide how you will
integrate any rules (for example, will any new skills be advanced skills or
specializations? Do you need to add any skills to use particular talents or perks?

Module: Science Fiction Skills 191


Limited Focus Skills & Adjusting Existing Skills
There will be times that you might want to create a new skill that is covered by
another skill, because you want a particular focus in that skill for your game.
A good example of this is swimming. Normally covered by the Athletics skill,
if the gamemaster decides that in their piracy and sailing campaign, they’d
like a greater emphasis on swimming, they could pull it out and create a new
swimming skill that is divorced from the traditional Athletic skill.
Doing so allows the gamemaster to add some skill focus without leaning into the
whole Skill Specializations and Advanced Skills Module (which they might feel
are unsuitable).
We don’t cover those particular use cases in this section, but be aware they do
exist.

Modules to Apply in Science Fiction


The Mechanical and Technical Attribute and Skill modules (page XX and XX)
cover a significant portion of what would be covered by new skills under the
science fiction genre. As such, there are less “new” skills in this module, but
instead only a few suggestions that accentuate the genre outside of the addition
of Mechanical and Technical skills.
We strongly recommend the use of the Skill Specialization or Advanced Skills
rules (page XX) to add more detail to your science fiction campaign!

Agility
Flying
Flying covers maneuvering under on one’s own power (such
as with wings) or in zero-gravity environments (such as drifting through space
in an environmental suit). In science fiction settings, flying is an excellent
pull-out as a new skill. Unless you have wings or a natural ability to fly (usually
represented by the Flight Talent), you need technology to fly.
As a guideline, with Flying you can:

• Fly a number of meters equal to your Flying Die Code in one round.
• Hover for a number of rounds equal to your Flying Die Code (without a test).

192 Module: Science Fiction Skills


• Perform other tasks as the Referee and player agree upon!
• In combat, Flying can replace your Agility when calculating your Dodge defense (this
calculation excludes the Agility die code from the total – no double-dipping.)
Flying generally takes an action to use.

Science Fiction
Knowledge
Barter
Barter is a broad skill that covers trade, business, exchanges,
and local financial customs, as well as extending to exchange rates, the monetary
value of goods and opportunities, and other information regarding economics. It
is best to think of Barter as the Scholar skill of making money, spending money,
understanding how various economies work, and conducting business.
Barter does not cover religious financial customs like tithing, duties, and similar
elements. Depending on your module, that is either covered by the Mysticism:
Esoterica skill (page XX) or Scholar.
Barter generally takes an action to use.

Languages
The Languages skill lets you know, speak, understand, interpret and express
knowledge about languages, both living and dead. In a science fiction setting, it
is often presumed that all characters speak a common or “trade” language that
is a patois of a variety of languages or have access to universal translators and
supercomputers that ease the burden of language in communicating on a day to
day basis.
The Languages skill represents fluency in the written and spoken tongue beyond
that of the common speech.

The Languages skill works very well with the Skill Specialization rules on page XX to help
define and add texture to a setting. Specific languages can be Specializations, and “dead” or
exceptionally rare or esoteric languages can become Advanced Skills!

Languages generally does not take an action to use, though if one is doing
research or trying to decipher an obscure or lost language, it can!

Module: Science Fiction Skills 193


Perception
Gambling
The gambling skill covers the playing, teaching, learning,
understanding, and cheating at games of strategy and luck, as well as assessing
risk and reward in dangerous situations where loss can be significant. Successful
gambling rolls can increase winnings, while failures can decrease winnings (as
determined by the gamemaster based on the scope of the success or failure).
Gambling generally takes an action to use.

Gunnery
The Gunnery skill covers attacking with onboard starship weapons. It always
takes an action to use.

Streetwise
The streetwise skill covers finding information, goods, and contacts in large
population centers and urban areas. It particularly covers thieves’ guilds,
organizedz crime cartels, and similar criminal organizations, black markets,
and other illicit operations, as well as contacts. Streetwise can be useful by
investigators for determining possible motives and methods of criminals.
Streetwise generally takes an action to use.

Module: Starships & Starship Combat


Starships are an essential component of science fiction stories! This module
does require the Mechanical and Technical skill modules to make use of these
rules, as well as the optional Science Fiction skills.

Starship Die Codes and Attributes


Starships have four attributes that each have their own die code: Navicomp, the
computer that helps the navigator plot interstellar courses; Maneuverability,
how responsive and fast in local atmosphere or space the starship is; Engines,
how quickly the starship moves outside of interstellar travel; and Hull, how
durable and hardy the starship is.

194 Module: Starships & Starship Combat


Starships usually don’t have skills, though the gamemaster can add “skill
specializations” to the die codes of starships (if using the Skill Specializations
module).
Additionally, starships will always dictate a Crew number, which tells you the
minimum required crew to make the starship work! If you have less than the

Science Fiction
minimum crew, you suffer the difference in a penalty to your ship related rolls
and die codes.

Example: A Crew 3 ship can be piloted by one person, but that person would suffer a -2D
penalty on all die codes related to ship tasks (such as navigation, piloting, gunnery, etc).
In addition to their attributes, starships usually have some weapons (with
damage die codes), shields (which are starship armor die codes), and other
special rules that their crews can take advantage of. Starships are designed to be
flexible and easy to use, rather than detailed and granular.

This starship system is a stripped down version of previous D6 System interstellar flight and
starship rulesets. Our goal is to create a baseline framework that can be added to, and as
such, we’ve defaulted to the simplest usable form factor for starships (they could have their
own book and we’d still not have enough room to create lots of interesting permutations)!
It is broadly similar to and compatible with previous iterations if gamemasters wish to find
easy ways to enhance or add complexity to the game.

Navigating and Piloting Starship


When the characters are attempting to fly their starship from one location to
another, there are two types of flight: interstellar and local.
Interstellar flight is done via supercomputers and navigation tools that a normal
human character cannot comprehend. This is for long range flights that have so
many complicated factors (asteroids, data downloads from nearly infinite flight
relay stations, and more) that the human mind cannot process or handle all that
data effectively.
Local flight is done via manual controls and piloting, and is often used to avoid
harm in combat, make rough landings when systems are down, or other tasks.
It is usually handled like any other skill. When rolling Piloting, the character
making the roll adds the starship’s Maneuverability die code as a bonus to their
total Piloting die code.

Module: Starships & Starship Combat 195


Navigating Between Systems
When the characters want to navigate to a new planet, star system, or location,
they must fulfill a few steps. Interstellar flight is risky, and when rushed can be
dangerous!

The gamemaster can (of course) allow characters to automatically succeed at the following
tests if they are under no stress, pressure or difficulty. For most spacefarers, this sort of work
is par for the course. It’s only when a ship is damaged, the crew is under pressure, or some
other looming threat is complicating factors that rolls really matter!
The goal of these rules it help add interesting friction points to the game, where plot and story
can develop, rather than be the focus of the game. Gamemasters should to remember to bend
these rules to the story at hand, rather than concern themselves with a slavish fidelity to what’s
been put here.

First, a successful Difficulty 15 Navigation roll is required to input the correct


data, parse the results, and program the flight path. The ship’s Navicomp die
code is added to the Navigation die code of the character making the roll. The
Navigation roll takes ten minutes, but can be rushed as a single action (though
the Difficulty raises to 25 in that case). If the navigation roll fails, it must be
started over (there’s no other penalty other than the lost time).
After the successful Navigation roll, a successful Difficulty 15 Computers roll is
required to move all that data to the starship and trigger all the various systems
and subroutines that are required to take that astronavigational data and turn it
into actionable flight! This Computers roll only takes an action, but if it is failed,
the entire process must be started again! If the Computers roll has a Mishap (the
Wild Die is a ‘1’), consult the Mishap section below to see what happens!
If both rolls are successful, the ship moves into interstellar travel (regardless of
whichever narrative device your science fiction campaign uses)!

Mishaps
If your ship has a mishap while moving into interstellar flight, there’s a couple
possible outcomes! The gamemaster should select whatever is most interested
and appropriate to the narrative at hand, and can (and should) create alternate
options based on the campaign setting.

196 Module: Starships & Starship Combat


• You make the flight, but are 1d6 days off course and have to manually fly the difference.
• You come out of the interstellar trip at the wrong planet (but similar enough to have
made an error during computation).
• Interstellar Collision. Your starship collides with an object (another ship, an asteroid,
debris, etc), and sustains damage. Roll a 4D damage roll against the starship (see

Science Fiction
Starship combat below) and the ship stops its interstellar flight.

Chartering Starships
Characters can hire a starship to ferry them to various locales or distant worlds.
They might also hire a ship long term, as a leased based of operations.
Generally, these options are more expensive than commercial liners — some
chartered ships charge insane amounts, in addition to supplies, hazard pay, and
staffing — a chartered or leased ship generally offers more privacy and more
travel freedom for characters. The characters can usually pick the departure and
arrival timetable, and they don’t necessarily have to go to popular destinations.
The cost of a charter is generally a Profession roll based on the total distance, as
determined by the gamemaster.

Starship Combat
For the most part, starship combat happens just like regular combat, and is between
a handful of participants (rather than large fleet battles). Use the general combat
rules of D6 System: Second Edition, but apply the modifications below to starships.

Ranges:
When starship combat breaks out, first determine if starships are at long,
medium, or short range. We recommend long range as a starting place for most
combats, but the gamemaster should let the narrative determine.

Movement:
Engines covers movement for starships. When starships declare movement, the
pilots say if they are trying to close (move closer to) or withdraw (move away
from). All starships in the combat then make an opposed Engines die code roll.
The winner achieves their goal (closing to an enemy or moving away from). If a
starship is at long range and would withdrawn successfully, they flee the combat.

Module: Starships & Starship Combat 197


For combats with multiple participants, if there are groups or allies, we recommend
having each “side” of the combat make their decision as a group with one single roll
(the worst Engines die code among them) to see if they resolve their choice successful.

Attacking:
Attacking with a starship is done with the Gunnery skill. Damage is determined
by the starship’s used weapon die code. Starship weapons often have an attack
bonus which is added to the Gunnery skill when rolling starship attacks.

Defending:
Starships don’t have a passive Dodge or Parry like characters do. Instead, their
Hull determines their Defense (Hull x 5), as well as their ability to resist damage.

Evading:
A pilot can declare they evade. This allows them to roll their Piloting Die code
(ignoring the associated Attribute) + the Starships Maneuverability Die Code
and add the total to their Defense until the end of the combat round.

Resisting Damage:
Starships resist Damage by rolling Hull + Shields and comparing that to the
damage result of the attacking starships weapons.

Vehicle Damage:
Starships take damage the same way characters do, and their damage levels are
the same (though your gamemaster might tweak them based on various modules
they choose to use). The major difference is that starships don’t automatically
heal or remove conditions imposed by damage, instead needed to be repaired.
This uses the Repair Mechanical skill and works as follows:

• Difficulty 10 to remove stunned


• Difficulty 15 to remove wounded or incapacitated
• Difficulty 20 to remove mortally wounded
Repair Technical is used to fix particular damaged subsystems or portions of a ship
outside of the holistic “keep it moving and functional” repair of Repair Mechanical.

198 Module: Starships & Starship Combat


While we use the same terms for vehicles as player characters (for ease of use
and communication clarity), you can rename them or find more flavorful terms
as you see fit!

Starships Weapons & Armor vs. Non-Starships

Science Fiction
Generally speaking, non-starship weapons cannot damage a starship, and non-starship
armor cannot be applied against starship weapons. The scale and scope of starship
weapons are such as to obliterate terrestrial weapons.

Module: Driving & Vehicles


Vehicles (like starships) are an essential component of science fiction stories!
This module does require the Mechanical and Technical skill modules to make
use of these rules, as well as the optional Science Fiction skills.

Vehicles Die Codes and Attributes


Vehicles have two attributes: Maneuverability, how responsive and fast the
vehicle is; and Hull, how durable and hardy the vehicle is.
Vehicles usually don’t have skills, though the gamemaster can add “skill
specializations” to the die codes of Vehicles (if using the Skill Specializations module).
In addition to their attributes, vehicles usually have some weapons (with
damage die codes), armor (which functions like character level armor), and
other special rules that their crews can take advantage of.
Additionally, vehicles will always dictate a Passenger quantity, which is how many
characters a vehicle can carry easily (you can usually cram one or two more past that
into the vehicle in a pinch). This capacity never counts the driver of the vehicle.
Keep in mind the rules for vehicles are designed to be flexible and easy to use,
rather than detailed and granular.

Like Starships, the Vehicle module is deliberately very light on rules and details and for the same
reasons. The Post-Apocalyptic Guide for D6 System: Second Edition will contain more details for
advanced and complex vehicle creation and management.

Module: Driving & Vehicles 199


Driving a Vehicle
The Driving skill handles vehicular movement, and the Repair Mechanical skill is
used for repairing and maintaining them.

Vehicle Combat
For the most part, vehicle combat happens just like regular combat, and is between a
handful of participants (rather than large fleet battles). Use the general combat rules
of D6 System: Second Edition, but apply the modifications below to vehicles.

Ranges:
When starship combat breaks out, first determine if starships are at long,
medium, or short range. We recommend long range as a starting place for most
combats, but the gamemaster should let the narrative determine.

Attacking:
Attacking with vehicular based weapons is done with the Gunnery skill. Damage
is determined by the vehicular weapon die code. Vehicular weapons often have an
attack bonus which is added to the Gunnery skill when rolling vehicular attacks.

200 Module: Driving & Vehicles


Defending:
Vehicles don’t have a passive Dodge or Parry like characters do. Instead, their
Hull determines their Defense (Hull x 5), as well as their ability to resist damage.

Evading:

Science Fiction
A Driver can declare they evade. This allows them to roll their Driving Die code
(ignoring the associated Attribute) + the Vehicles maneuverability Die Code and
add the total to their Defense until the end of the combat round.

Resisting Damage:
Vehicles resist Damage by rolling Hull + Armor and comparing that to the
damage result of the attacking starships weapons.

Vehicle Weapons & Armor vs. Non-Vehicles


Generally speaking, non-starship weapons cannot damage a starship, and non-starship
armor cannot be applied against starship weapons. The scale and scope of starship
weapons are such as to obliterate terrestrial weapons.

Vehicle Damage:
Vehicles take damage the same way characters do, and their damage levels are
the same (though your gamemaster might tweak them based on various modules
they choose to use). The major difference is that Vehicles don’t automatically
heal or remove conditions imposed by damage, instead needed to be repaired.
This uses the Repair Mechanical skill and works as follows:

• Difficulty 10 to remove stunned


• Difficulty 15 to remove wounded or incapacitated
• Difficulty 20 to remove mortally wounded
Repair Technical is used to fix particular damaged subsystems or portions of a ship
outside of the holistic “keep it moving and functional” repair of Repair Mechanical.
While we use the same terms for vehicles as player characters (for ease of use
and communication clarity), you can rename them or find more flavorful terms
as you see fit!

Module: Driving & Vehicles 201


Module: Psionics
The psionics module is compatible with any other module, though care should
be taken when combining it with magic modules (the modules can imbalance
one another without careful use – as psionics is relatively powerful for little
investment).
Psionics represents the art of mental metaphysics, the ability to tap into the
innate potential of the self (or the universe at large) and channel that into
effects that the average individual cannot achieve. Depending on your campaign,
psionics might require special training, an innate talent or more.

Psionic Skills & Training


There are three psionic skills that a character must be trained in if they wish to
use psionic powers. If a character has no die code in the requisite skill, they may
not use psionic powers. These three skills have no governing or parent attribute,
instead being stand-alone skills that form their own die codes.
There are three psionic skills: kinesis, perceive, and reform. Each of these skills
governs a particular discipline of psionic powers. Kinesis governs the attempt of
psionic powers to effect the external physical world through movement, as well
as the movement of the self. Perceive governs understanding and tapping into
the internal psionic power of an individual, as well as the external non-physical
world (mental, emotional, and more). Reform governs altering, enhancing,
adjusting, changing, or destroying physical elements using psionics.
When a character sets out to train in a psionic skill, they must first either find
a teacher (perhaps at a psionic institute, academy, or temple) or they must
attempt to learn on their own. This can be done three times (once for each skill)
If the character wishes to learn on their own, they must commit one month of
downtime and study (wherein they can do nothing else of significance). At the
end of that month, they gain 1D in a single psionic skill of their choice.
If the character can find a teacher, the downtime required is only one week,
though they will likely be bound by some debt (if you are using Flaws) or other
narrative consequence.
Only the first die of a psionic skill die code can be gained this way through study.
Future die code increases must be acquired through the advancement module
the campaign is using.

202 Module: Psionics


Using the Psionic Skills
Each of the psionic skill is its own die code, but they can also be combined when
certain powers are used. Psionic skills are rolled just like regular skills (with a
wild die and everything).

Science Fiction
This combining of multiple skills is not the norm in D6 System: Second Edition, and this is the
only module in which is appears. We generally recommend against it, but because psionic
skills have no governing attribute, they remain relatively balanced.

Psionic Powers
The psionic powers below are categorized by the skill (or combined skill die
code) that is used to activate the power.
It takes an action to use a psionic power
(subject to all the normal rules), and
each psionic power has a Difficulty
that must be achieved to activate the
power. Failure to succeed in the skill
roll means the action is wasted. If a
power has a scaling difficulty (such as
growing harder every time a character
attempts to benefit from it), the scaling
difficulty applies even to unsuccessful
attempts to use the power.
A psionic character knows all the
powers related to the skills they have
die codes in (if a character only has a
Kinesis die code, they can only know
and use kinesis powers, etc).

Module: Psionics 203


Telekinesis
Kinesis • Difficulty: 5 for a small, handheld
Energy Defenses object under 1 lb; +5 if the target
• Difficulty: Variable; if applied to a weights 10 lbs or more; +5 if the
weapon, the Difficulty is the Damage roll target weights 100 lbs or more; +5 if
of the weapon+10, small heat sources the target weights 1000 lbs or more;
(candles, etc) are Difficulty 5, a bonfire and +5 for every multiple of 10 after
or electrical conduit is Difficulty 10, 1000 lbs. These Difficulty modifiers
minor radiation or a smelting forge is are cumulative (thus a 1,000 lb object
Difficulty 15, and electrical or radiation would be a Difficulty 20).
storms are Difficulty 20. • Effect: The character can lift, move,
• Effect: The character negates the levitate, or throw an object with their
impact of energy on themselves mental power. When throwing an
to ignore harm. If the Kinesis roll object, the Damage roll is considered
exceeds the Difficulty by 5 or more, to be equal to the Difficulty of the
the character may also turn off or Telekinesis power activation.
extinguish the energy source. • Special: The character can continue to
• Special: This power may be kept up lift or manipulate the object without
in situations where the energy is further rolls by maintaining their
continuous. It takes an action (and concentration, but the moment they
continual tests) to maintain the power. take an action that requires a die
Harm code roll, they immediately lose their
concentration and this power ceases.
• Difficulty: 5; +5 for every attempt to
benefit from this power in the last 24 Trance
hours (cumulative); additional penalties • Difficulty: 20
based on the range to the target. • Effect: The character falls into a trance,
• Effect: The character immediately wherein it is nearly impossible (Difficulty
makes a Damage roll against the target 25) to tell if they are alive. They consume
using their Kinesis die code. little energy or food, and add their
Physical Enhancement Perceive die code to any rolls made to
resist environmental effects (gas, cold,
• Difficulty: 5; +5 for every attempt to heat, etc). If attached to a life support
benefit from this power in the last 24 system, they could live indefinitely.
hours (cumulative).
• Special: When this power is activated,
• Effect: The character gains their the player must set a trigger event or
Kinesis as a bonus on their next Agility time frame in which their character
or Brawn die code. will automatically awake. This should

204 Module: Psionics


be a relatively unspecific event. “If yards or so), general emotional state,
someone brings a psionic artifact into physical health, and basic identity
the chamber I’m in” is sufficient, but a (gender, species) of any and all living
specific artifact would be too detailed. being within 100 yards. Beings with a
If the character is Wounded while in a higher Perceive die code are allowed

Science Fiction
trance, they automatically awaken. an opposed roll to avoid detection.
• Special: This power may be kept “on”
Perceive by making a Difficulty 5 roll as an
action for as long as the character
Enhance Perception
would like, though it still imposes
• Difficulty: 5; +5 for every attempt to multi-action penalties.
benefit from this power in the last 24
hours (cumulative). Withstand Harm
• Effect: The character adds their • Difficulty: 5; +5 to the difficulty if a
Perceive die code to all perception die character is wounded; +5 if the character
codes for 10 minutes. is incapacitated; +5 if the character is
mortally wounded. These increases are
Telepathy cumulative (for a total of Difficulty 20 for
• Difficulty: 5; +10 if the target is a mortally wounded character).
unfriendly, hostile, or Wounded. • Effect: The character may act as if
• Effect: The character must select a they are not incapacitated, wounded,
living target that they can see. With or mortally wounded.
a success, the character may read • Special: Using this power does not
the surface thoughts of the target, as impose the multi-action penalty. The
well as know and understand what the character still suffers any die penalties
target is sensing. for being harmed or Wounded.
• Special: If the character exceeds the
Difficulty by 10, they may probe deeper
and gain insight or information into
Reform
the subconscious or hidden/repressed Enhance Other:
thoughts. • Difficulty: 5; +5 for every attempt to
Sense Living Form use this power in the last 24 hours.
• Difficulty: 5; +5 for every attempt to • Effect: The target of this power gains
benefit from this power in the last 24 the psionic character’s Reform die code
hours (cumulative). as a bonus to their next die code rolled.
• Effect: The character can sense the • Special: This power may not be used
presence, rough location (to within 5 on oneself.

Module: Psionics 205


Healing
• Difficulty: 5; +5 for every attempt to
Kinesis + Perceive
benefit from this power in the last 24 Heal Other
hours. • Difficulty: 5; +5 for every attempt to
• Effect: The character may immediately benefit from this power in the last 24
make a Medicine roll (applied to their hours.
themselves) and adds their Reform die • Effect: The character may immediately
code as a bonus to the Medicine die make a Medicine roll (applied to their
code (see the Medicine skill on page XX target) and adds their Reform die code
for Difficulties to remove harm). as a bonus to the Medicine die code
Purge Poison (see the Medicine skill on page XX for
Difficulties to remove harm).
• Difficulty: 5; the gamemaster may
add increased Difficulty based on the • Special: This power may not be used
strength of the poison. on oneself.

• Effect: The character immediately Purge Poison


removes and purges all poisons and • Difficulty: 5; the gamemaster may
toxins from their system. add increased Difficulty based on the
Suggestion strength of the poison.

• Difficulty: opposed by the target’s • Effect: The character immediately


Willpower (or Knowledge if the Charm removes and purges all poisons and
module is not being used) toxins from the system of their target

• Effect: The character imparts a brief • Special: This power may not be used
and easy to understand suggestion to on oneself.
the target. A simple “look that way” Place Other in Trance
or “you heard a noise over there”, a • Difficulty: 20
brief aid in disguise that provides a
• Effect: The target falls into a trance, as
momentary distraction, or similar effect.
described in the Trance psionic power
The target will not risk itself, its life, and
(see above). All the rules and special
if the suggestion is too far outside of
rules of the Trance power apply, and
the normal or expected, the target will
the awakening trigger is chosen by the
quickly realize what happened.
target of this power (not the user – no
putting an enemy into a trance with no
ability to wake up!)

206 Module: Psionics


Kinesis + Reform • Special: This power can also be used
to break items or equipment instead of
Cryokinesis dealing damage.
• Difficulty: 15
• Effect: The character deals a damage roll Perceive + Reform

Science Fiction
equal to their Kinesis+Reform die code to Precognition
a target they can see. This damage is a • Difficulty: 15; the gamemaster should
frozen burst of energy, and any applicable apply increased Difficulty based on
defenses or special abilities that apply to distance of the location, as well as
the cold apply to this damage. distance in the timeline.
• Special: This power can also be used • Effect: The character may view and
to break items or equipment instead of sense the chosen locale as though they
dealing damage. were there in some future point. The
Electrokinesis future is not locked, and a character
• Difficulty: 15 should be aware that things will almost
certainly not unfold as they viewed
• Effect: The character deals a damage
them (especially the more far reaching
roll equal to their Kinesis+Reform die
a power is). However, this insight might
code to a target they can see. This
allow the character to build an effective
damage is a supercharged burst of
plan or find a solution for a problem.
electrical, and any applicable defenses
or special abilities that apply to • Special: A character may maintain this
electrical energy apply to this damage. power without rolling as long as they take
no other actions or suffer no damage.
• Special: This power can also be used
to break items or equipment instead of Postcognition
dealing damage. • Difficulty: 15; the gamemaster should
Pyrokinesis apply increased Difficulty based on
distance of the location, as well as
• Difficulty: 15
distance in the timeline.
• Effect: The character deals a damage
• Effect: The character may view and
roll equal to their Kinesis+Reform
sense the chosen locale as though they
die code to a target they can see.
were there in some past point.
This damage is a super-heated burst
of fiery energy, and any applicable • Special: A character may maintain
defenses or special abilities that apply this power without rolling as long as
to the heat apply to this damage. they take no other actions or suffer no
damage.

Module: Psionics 207


Projected Self no sensory input other than what is
• Difficulty: 5; +5 if the character is not required to communicate.
within sight of their target; +5 if the • Special: A character may maintain
character is not able to communicate this power without rolling as long as
effectively at this time (bound and they take no other actions or suffer no
gagged, etc), +5 if the target of this damage.
power is unwilling or resistant. These Farsight
Difficulty modifiers are cumulative.
• Difficulty: 5; the gamemaster should
• Effect: The character may reach out apply increased Difficulty based on
and appear as a wavering, ghostly distance.
figure (akin to a distorted hologram or
hallucination), and communicate with • Effect: The character may view and
the target of this power as though they sense the chosen locale as though they
were in the vicinity of the target. Any were there.
standard hurdles to communication • Special: A character may maintain this
(language, etc), must be overcome power without rolling as long as they take
normally. The projecting character has no other actions or suffer no damage.

These are just a sample of possible powers that psionic characters might have. Science
fiction is replete with ideas, and gamemasters should use the idea of the three psionic skills
to craft new and interesting powers for their campaign!

208 Module: Psionics


Module: Cyberpunk
Hacking

Science Fiction
Hacking is the most complex of any cyberpunk genre ruleset, and has the
potential to bog down games if not handled carefully. We’ve elected to present a
simple, straightforward take on hacking that leverages the basic skill rules of the
game to keep it as consistent as possible.
The hacking as presented here is very cinematic and not very realistic. It doesn’t
deal with programs, AR or VR, malware, and how or where you might jack in. Like
a majority of the pulp feel of D6 System: Second Edition, hacking is designed to be
resolved in a single roll or two, and fit the feel of a movie or pulp adventure!
The gamemaster’s campaign might require more intricacies or details around hacking
(such as prerequisite equipment, using skill specializations or advanced skills).

Computers
The default skill used to hack something is the Computers skill (see the
Technical Attribute module on page XX).

Firewall Firewall Quality Difficulty


Firewall simply refers to the Difficulty
of the Computers roll. If a skill roll is
Cheap 5
successful against this difficulty, the Basic 10
hacker is said to have “bypassed the Consumer Grade 15
firewall”. Sample firewalls are below.
Basic Corporate 20
If the hacker fails the attempt to Advanced Corporate 25
hack the firewall, there might be
consequences! If the Computers roll
Top-shelf Corporate 30
to hack failed by a difference of five Cutting Edge Corporate 35
or more, the gamemaster should roll Firewall Variable,
a d6. The gamemaster then adds the
see below
difference between the Computers roll
and the Difficulty to the d6 roll and consults the outcome below.

Example: A character fails to hack a firewall by 8 (they rolled a 12 against a 20). The
gamemaster would roll a d6 and add +8 to it, then consult the outcome below.

Module: Cyberpunk 209


• If the result is 10 or greater, the hacking attempt is noticed and the target of the
hacking attempt will attempt to figure out who was behind the hacking attempt.
• This usually involves an enemy hacker attempting to track the character down.
• If the result is 20 or greater, the identity of the attempted hacker is known, and the
entity will take action against the would-be hacker.
• Depending on where or what the target was, this might be light consequences or
more severe ones (like a remote drone strike to kill the hacker).

Starting Firewalls
Generally everything has a firewall in a cyberpunk setting (usually a baseline of
ten, though poor, cheap, or faulty equipment might be a five).

• For Robots, drones, or other autonomous entities, either assign a default firewall
based on the narrative and who built or controls the drone and robot, or set their
Firewall to their Knowledge or Technical attribute x5.
• For player characters, their default Firewall is their Technical attribute x5.

Player character firewalls functionally work like another passive defense. If you want to
modify or change it to a different attribute or skill, it’s easily enough to set something new!
Alternatively, if you are adding new skills, a Firewall skill might be an excellent choice. In this
case, you might want to make all hacking rolls opposed, though you will have to consider how
to handle cyberware in this situation (we recommend sticking to the default to reward those
who invest in their cyberware).

Successful Hacks
Upon a successful hack, the hacker can usually choose one of the options below.
The gamemaster is free to add new options base don the campaign at hand, and
players should propose outcomes or effects they want. Generally an outcome of
a hack is something that can be resolved in a single action.

• Operate a piece of equipment or technology (a door opens or closes, a lock engages or


disengages, a security system loops or shuts down, etc).
• Fry a piece of equipment, ruining it. The higher quality the piece of equipment is, the
less likely this option is to be available.
• Gain an insight or information they were looking for (data, code, hidden files, etc).
• Cause a misdirection or insert a bad piece of information into the target’s system.

210 Module: Cyberpunk


Science Fiction

211
Hacking Cyberware
The Firewall of cyberware is the Rank of the cyberware (see below) times 5. On a
success, the hacker can choose one of the three options below:

• Disable or turn off the cyberware for a number of turns equal to the hacker’s
Computers die code.
• Fry or explode the cyberware (this results in a 2D damage roll against the user of the
cyberware)
• Gain insight or data (such as sensory data) from the cyberwear.

Defending Against Hacking


As an action, a character who is concerned they might be hacked can choose to
harden their firewall. If they do, they add +5 to the Difficulty of hacking attempts
targeted at them until the end of their next turn.

Cyberware
Cyberware requires the use of the Perks, Flaws, and Talents module, and is a modifier that
adjusts those perks, talents and flaws. You can also include the superpower talents on page
XX-XX to add additional options for cyberware.

When selecting a talent, the character can declare it is cybernetic or cyberware.


This makes the talent derive from an artificial limb or organ. As a cybernetic
improvement is impossible to accidentally drop or remove, this modification to
talents doesn’t adjust their cost. The cyberware is generally “always on”, though
sometimes an action must be spent to activate or use it (simply follow the rules
for the talent on that front).
In many cyberpunk and science fiction settings, mechanical implants exist as the
most common means for a standard human (and possibly some other species of
the gamemaster’s devising) to gain Talents.
Characters may take multiple cyberware (each time they take a talent they may
decide), but there are two limits to consider.
First, a character can only have a number of cybernetic talents equal to
their Knowledge, or else the mental load of controlling and supporting that
much technology overloads the character and they cease to function.

212 Module: Cyberpunk


If you want to include bioware (flesh-based genetic augments), you can simply use cyberware
and reskin the theme. If you do, tie the bioware to BRAWN rather than KNOWLEDGE.

Secondly, cyberware can be hacked (see above). While it has no inherent

Science Fiction
drawbacks, there are risky penalties when dealing with cyberware and hackers!

Installing Cyberware
Installing cyberware is both painful and expensive! It takes a successful
medicine skill check to install cyberware into a character. The base difficulty
of this medicine roll is 10, with an additional +5 applied to the difficulty for
each previous piece of cyberware the character has (keep in mind the limit of
cyberware/cybernetics when compared to Knowledge).
When cyberware is installed, a character must take at least an an hour of
downtime (+30 minutes per +5 applied to the installation difficulty).

Example: If Trav already has two pieces of cyberware and has a third installed, the
difficulty of the medicine roll is 20 (10+5+5) and it would take two hours (1 hour + 30
minutes + 30 minutes).
Failure on the medicine roll to install has no drawbacks other than the lost time.
However, if the Wild Die is a ‘1’ on the roll, the character must make a Brawn roll to resist
damage (the Damage TN is equal to the difficulty of the installation). Failure means they
suffer effects as if they were just injured and the cyberware parts are wasted.

Cost of Cyberware
Because D6 System: Second Edition doesn’t deal with currency it can be
difficulty to assess a cost for cyberware! We recommend two methods:
First, using the Profession roll rules (page XX) the difficulty of acquiring the
cyberware is equal to the rank of the talent the cyberware imparts times five (R#
x 5) + 5. This means a R3 benefit would be a Profession roll difficulty of 20.
Alternatively, if you are using a currency in your campaign, we recommend that
a rough base of 1,000 “credits” (or whatever you name your currency) per rank
of the cyberware be applied as a cost.

D6 System: Second Edition doesn’t deal with the negative impacts of cyberware. We consider
that a campaign specific concern based on the style of cyberpunk campaign the gamemaster is
running. If you are intending to use rules like that, we recommend taking a look at Flaws as a
potential outcome of overloading on cyberware!
Module: Cyberpunk 213
Module: Science Fiction Bestiary
Many of the enemies you might want in a science fiction world can be found in
the Module: General Foes & Bestiary. Thieves, assassins, and more are all there,
just waiting for you to adjust and tweak them to fit your setting.
What we present here is a limited selection of new creatures that will fit in a
science fiction setting, though, enterprising gamemasters will find ways to use
them for aliens in superhero or fantasy games and other settings.
Modifying these enemies is easy to do when using the Perks, Flaws, or Talents Module,
or any additional Attributes the gamemaster might For significant or campaign level foes,
wish to apply. Oftentimes a Generic Character we recommend you use the a la carte
template or a creature from the bestiary with or template rules and create those
a few Perks, Flaws, or Talents, adjusted skills, bespoke foes yourself.
or tweaked attributes will make enough a
difference to establish their own identity. When crafting those enemies, for
each player in your campaign, we’d
One of the great benefits of the D6 system is recommend you consider adding +3D to
how easily one can tweak all these details with attributes and +3D to skills (just to keep
minimal effort! it even, or they’ll be outnumbered)!

If you are crafting your own monsters, we recommended 1D–2D in attributes for creatures
less powerful than players’ characters, 2D–3D for as powerful, and 4D or more for more
powerful; skills are generally 1D–4D above base attribute if you feel you need skills!

214 Module: Science Fiction Bestiary


Hacker
Dodge 20 Parry 10 Special:
Agility Skills 2D You might need to give the hacker a
weapon or cyberware, though this

Science Fiction
Brawn Skills 2D profile does not include those, as
it represents more of a computer
Knowledge 4D
technician than a combat hacker.
Perception 4D
Technical 4D
• Computers 3D

Killer Robot
Dodge 15 Parry 20 Perception 3D
Agility Skills 4D • Driving (or Piloting) 1D
• Shooting 2D • Survival 1D
• Melee 2D Damage: Choose one scifi ranged
weapon and one scifi ranged weapon.
Brawn Skills 3D
Special
• Intimidation 3D
Robot: A robot is not a living being, instead
• Stamina 3D
being a digital and mechanical marvel. It
Knowledge 2D does not heal normally, instead requiring
rolls to be made to repair it (Use/Repair
• Languages 1D Technical due to the complexity of the
Robot). If you are using hacking rules,
this robot has a Firewall of 10

Module: Science Fiction Bestiary 215


Superheroes

226
These rules cover superheroes, from the classic four-color paragons of goodness
to the grim and dark Iron Age heroes who were soaked in blood while wearing
pouches galore.
Many stories, especially roleplaying game campaigns, are a mishmash of multiple
genres, but no so more than superheroic stories. Fantasy, horror, science fiction,
adventure, romance, and more genres all bleed into a melting pot of stories that
are a mix of the various flavors.

Module: Superheroic Skills

Superheroes
You do not (and should not) need to apply all of them to your campaign, but
instead, should select and choose a select number for each attribute to add.
When you add more skills to the game, be sure to decide if you are integrating
the following modules:
When adding skills, we recommend that
• Skill Specializations and Advanced Skills you consider giving +1D for skills during
• Perks, Flaws, and Talents character creation for every three
• Additional Attributes skills you add to the game over the
core skills. This is a loose benchmark,
Make sure you are familiar with the module and you might find that a different ratio
you are adding, and decide how you will works better at your table.
integrate any rules (for example, will any new
skills be advanced skills or specializations? Do you need to add any skills to use
particular talents or perks?

Limited Focus Skills & Adjusting Existing Skills


There will be times that you might want to create a new skill that is covered by
another skill, because you want a particular focus in that skill for your game.
A good example of this is swimming. Normally covered by the Athletics skill,
if the gamemaster decides that in their piracy and sailing campaign, they’d
like a greater emphasis on swimming, they could pull it out and create a new
swimming skill that is divorced from the traditional Athletic skill.
Doing so allows the gamemaster to add some skill focus without leaning into the
whole Skill Specializations and Advanced Skills Module (which they might feel
are unsuitable).
We don’t cover those particular use cases in this section, but be aware they do exist.

Module: Superheroic Skills 227


Agility
Flying
Flying covers maneuvering under on one’s own power (such
as with wings) or in zero-gravity environments (such as drifting through space
in an environmental suit). In science fiction settings, flying is an excellent
pull-out as a new skill. Unless you have wings or a natural ability to fly (usually
represented by the Flight Talent), you need technology to fly.
As a guideline, with Flying you can:

• Fly a number of meters equal to your Flying Die Code in one round.
• Hover for a number of rounds equal to your Flying Die Code (without a test).
• Perform other tasks as the Referee and player agree upon!
• In combat, Flying can replace your Agility when calculating your Dodge defense (this
calculation excludes the Agility die code from the total – no double-dipping.)
Flying generally takes an action to use.

Perception
Gambling
The gambling skill covers the playing, teaching, learning,
understanding, and cheating at games of strategy and luck, as well as assessing
risk and reward in dangerous situations where loss can be significant. Successful
gambling rolls can increase winnings, while failures can decrease winnings (as
determined by the gamemaster based on the scope of the success or failure).
Gambling generally takes an action to use.

Streetwise
The streetwise skill covers finding information, goods, and contacts in large
population centers and urban areas. It particularly covers thieves’ guilds,
organizedz crime cartels, and similar criminal organizations, black markets,
and other illicit operations, as well as contacts. Streetwise can be useful by
investigators for determining possible motives and methods of criminals.
Streetwise generally takes an action to use.

228 Module: Superheroic Skills


Module: “Superheroic" Hero Points
This modular option exists inside the superhero module collection. This module
works with any of the Wild Die variants we include in the book.
It also works with Troubles and Assets, as well as some new Superheroic Troubles
and Assets (secret identities and the like). This module allows you to spend Hero
Points to trigger "kicker" effects on your superpowers (think of it like extra efforts).
It's mostly compatible with the Superhero module, but it fits in well there.
If you want, it can also be combined with any of the previous Hero Point options

Superheroes
(though that becomes powerful and can have a game-warping impact)!

Superheroic Hero Points


Superheroes begin with 3 hero points.
When using a Hero Point, the following rules and options apply when the hero
point is spent:

• The character may take an additional action that does not apply the multi-action penalty.
• The character may count a used Talent or Superpower Talent as one Rank higher than
it is.
• The character may give a hero point to an ally who has less than three hero points.
• The character may ignore a capped die code (if you are using the Capping Die
Codes module).
• This allows them to roll more than the normal
amount of dice.

Module: “Superheroic” Hero Points 229


Module: Capping Die Codes
In campaigns, characters can escalate quickly in terms of how they accumulate die
code bonuses, either through perks, talents, experience, or other means. Gamemasters
might wish to cap the maximum die code that a character can have (keep in mind that
a cap exists during character creation, but otherwise, no cap exists).
The following guidelines exist to model various superheroic genres, but
gamemasters can apply them however they wish. These are loose benchmarks,
intended to apply more towards a general “practice” and the gamemaster should
tweak or adjust. Clever players will often find ways to mitigate the limits on die
codes (which is very in genre, and as such, not a problem)!
We use a term called “Total Die Code Cap”, which essentially means that “no
matter what, a player cannot roll more than X dice as part of a single die code”.
Regardless of where the bonus comes from, a player cannot roll more than the
indicated dice as part of any single roll a character makes.
Die code caps do not apply to
Power Level Total Die Code Cap enemies, monsters, foes, or
Young Heroes 10D gamemaster created villains
Street Level 12D or characters (though heroic
or allied characters should use
Standard Hero 15D the same rules). Because these
National Heroic Team 18D enemies often outstrip player
Worldwide Heroic Team 24D characters in order to provide
a challenge, the die code cap
Galactic & Cosmic Heroes 30D cannot be applied to them.

Module: Secret Identities


Alternate and secret identities play a very important role in superheroic stories.
Due to ongoing efforts of heroes to stymie evil, there is a constant effort to
identify and persecute those who stand up to oppression and fight corruption.
However, it is exceedingly difficult to function properly to protect the people
and stay ahead of your enemies without a way to move among them.
This is where secret identities come in. Many superheroes have some sort of
secret identity. This may be a foppish version of one’s normal identity, like a
playboy millionaire overcompensating to hide their nighttime vigilantism. Or a
secret life, such as a librarian who is a mystical keeper and guardian of arcane

230 Module: Capping Die Codes


knowledge... It may even be a duplicitous version of another identity! The exact
method and form this secret identity takes is up to the character’s player, but the
mechanics involving this remain the same.
Each secret identity is given a special resource that can be drawn from when
acting in their “true” self. This takes the form of secrets, information, covertly
gained support, or simply ample time to prepare and recuperate that the double
life provides. These resources are recharged by acting in your “secret ID,”
gathering information, allaying fears you’re actually a hero, or otherwise acting
as a part of the status quo.

Defining Secret Identity

Superheroes
A character’s secret identity should include a brief description of the character’s
identities and what they are known for. This helps determine when a character is
acting according to their heroic or secret identities during play.

Using a Secret Identity


Characters seeming to be part of or supporting corrupt leaders and other enemies
of the people often gain information and advantages their heroic personas can
exploit and use. In addition, witnessing the oppression or abuse of others and
being forced to play along until the time is right increases a hero’s passion and
drive when the time comes to strike. This group of advantages is represented by a
pool of Hero Points tied to the character’s secret identity they may use in play.
A secret identity begins with 1 Hero Point, which can be spent in any way that
can be justified as somehow related to the character’s secret identity and the
benefits it provides. These points are gone once used, but they can be restored
by reinforcing your secret identity through roleplaying.

Reinforcing Your Identity


Reinforcing a secret identity gives the hero resolve and also keeps their enemies
off their trail. By acting according to one’s secret identity, they provide new
opportunities, gain useful information, and throw opponents off their game.
Each time a character acts in a scene to reinforce their secret identity, they
gain 1 Hero Point for their identity. Up to 3 Hero Points may be banked in this
fashion at one time. To gain a Hero Point in this fashion, the character must
take a prominent and active role in convincing others they are how their secret
identity presents them.

Module: Secret Identities 231


Often a character must act against their true nature, even to the point of praising
or supporting their true enemies or acting unmoved by injustice. This may result
in poor reactions toward their secret identity by other virtuous characters—this
is the price paid for protecting one’s identity.
However, while reinforcing one’s identity is not meant to be easy, it should be
entertaining. Gamemasters should avoid placing players in situations they won’t
enjoy playing the fop, conspirator, apathetic observer, or corrupt accomplice.

Suspicion
Pushing an identity too far increases the risk of discovery and persecution,
represented by a trait known as Suspicion. Suspicion is acquired through heroic
but revealing actions while in a secret identity. Characters with low Suspicion
are seen as safe and content members of society who can be trusted to support
the abuse and corruption their heroic selves oppose.

Raising Suspicion
Outwardly heroic actions that undermine villains and their plans, benefit those
oppressed or harmed by evil, and actively fight corruption all raise Suspicion.
Examples Include:

• Directly intervening to stop an abuse of power.


• Vocally criticizing those in power at society functions.
• Displaying your powers while in a secret identity.
Note that increasing Suspicion requires new actions. A character who raises
suspicion by feeding the poor may be repeatedly criticized if they continue to do
so, but it is accepted as a soft spot or quirk and won’t necessarily raise Suspicion
further. It may even be praised in subtly condescending ways, though it surely
alerts those in power the character might not be good to recruit for an evil society!
Suspicion is also raised by clues. When in need of a Hero Point, the character
may acquire one by revealing a clue as to their true self. The character must
explain what clue has been revealed and how and raise their Suspicion by 1.

Testing Suspicion
Each time Suspicion is gained, roll a d6. If the number rolled is equal to or less
than the current Suspicion, the character is Exposed. An Exposed character is
not immediately unmasked or uncovered, but they will be soon.

232 Module: Secret Identities


Being Exposed
Secret identities are great resources, at least until they are Exposed. If a
character’s double life is revealed, they will find themselves hunted and hounded
by the authorities, driven out of society, and otherwise endangered. They lose
access to their Secret Identity and its benefits and are seen as a suspected
outlaw or enemy of the state. They may be locked up, questioned, or otherwise
persecuted unless they flee or go into hiding.
However, all is not lost. When this occurs, there are two options: go public or
clear your name.

Superheroes
Go Public
If a character is done with their secret identity, they may simply do away with
it. This likely results on them being persecuted or targeted by some enemy of
their heroic self, but this method has its advantages. For one, the people now
know the character’s secret and actively admire them openly. This raises their
Reputation (see Reputation).
However, once a character truly goes public that’s it. No more secret identities
unless extreme care and methods are taken to build a new one later. This could
be the product of an entire campaign arc, as a character may have to fake their
own death, go underground, or otherwise fade from notice only to return later
with a new secret identity.

Clear Your Name


A character may try to defuse or refute the evidence that exposes them. This
involves an adventure or subplot to produce counter-evidence and convince those
in power it is the truth. If this is successful, your Suspicion is reset to 0. The GM sets
the terms of what needs to be done to clear your name, but it usually involves some
ploy or deception that “proves” the character cannot be the masked hero, secret
operative, or dissident sympathizer they are believed to be. Some examples include:

• Appearing in the same place at the same time as your other self (clones, disguises,
holograms, robots, and more).
• Appearing in another place at the same time as your other self with the right witnesses.
• Acting or seeming to act against your true self’s nature—this must be a drastic
departure to be convincing.
• Producing evidence from a superior authority that clears your name.

Module: Secret Identities 233


Clearing one’s name should always be a tense and active affair, worthy of its own
scenes, adventures, and plots.

Allaying Suspicion
A character may also reduce Suspicion before they are Exposed. After each
adventure a character completes without raising any Suspicion, roll a Wild Die.
If a 6 is rolled, lower Suspicion by 1 and roll again. If another 6 is rolled, reduce
Suspicion by an additional 1 and roll again. Continue this process until anything
but a 6 is rolled.

ALTERNATE EXPOSURE
Being Exposed doesn’t always mean a character’s enemies have figured out everything about
them; it simply means they are in danger of being charged with sedition, treason, having a
villain target their secret lives, hunted for by government agents, or other drawbacks. A
masked hero might be arrested because they are believed to be an accomplice to their heroic
identity. A double agent might be targeted for being too compassionate or sentimental to be
of further use. GMs and players are encouraged to bend and expand the concept of being
Exposed to create new and interesting roleplaying scenarios.

Module: Superpowers
Superpowers are a form of talent that is more extreme in its realistic application.
Rules-wise, superhero talents function like regular talents for most rules
interactions (and can easily be treated like talents in a fantasy or science fiction
game where you want to.
In a superhero game, the
Power Level Superpower Dicegamemaster should set aside
Young Heroes 8D dice for superpower talents
Street Level 10D during character creation. Non-
powered characters (whose
Standard Hero 12D without superpowers) can
National Heroic Team 16D spend those bonus on regular
Worldwide Heroic Team 20D Perks and Talents (or use
Superpowers and represent
Galactic & Cosmic Heroes 24D them as “super-science” or
magic – see Superpower Talent Enhancements under Gadgets & Gear).

234 Module: Superpowers


If characters wish to gain magic, psionics, or a different module, with gamemaster
approval, they can use these superpower dice to purchase those as well!

It should be made absolutely clear that our intent is that these superpower talents are intended
to be combined with various Magic modules, Psionics, and Cybernetics with the superpower
selection creates a very robust selection of customizable powers that one can use or create!
These are just the talents that are “superpowers”. Magicians, cyborgs, aliens, and more all
fit in, and these are part of the tool kit to create and craft them.

Before allowing players to create characters with Superpower Talents, the

Superheroes
gamemaster may wish to peruse this list to see if there are any they would prefer
not to appear in their games. They may also decide that certain superpowers
require specific Limitations on them or Flaws on the character.
Any Talent that gives a bonus to the die roll or the skill total also allows the
character to use that skill as if trained. Bonuses received from taking multiple
ranks of the same Talent are added together.
Some Talents grant new skills that don’t exist anywhere else. Those skills gained
with a Talent are not improved when that Talent is improved. Instead, they are
increased as a normal skill.
Unless stated otherwise in the Talent, it does not count as an action for the
character to get the bonus from a Talent. However, except for such automatic
abilities like Combat Sense, the character must state that they are relying on the
Talent or they do not receive the bonus.
At times, a Talent might seem applicable to the situation, but the rules don’t
apply clearly or cleanly. In this case, the gamemaster will make the final decision
(we encourage a wider narrative interpretation of Talents).
Some Talents can only be acquired once while some can be acquired multiple
times. If a Talent can be acquired multiple times, their cost per rank is called out.

Many of these Talents are familiar (in name) to previous D6 System players. However, the rules
have changed, and they are classified in D6 System: Second Edition as “Superpower Talents”.
This decision was made because we felt that keeping the various modules similar mechanically
would allow for the most flexible combinations for players and gamemasters as they use the
toolkit to craft their own worlds.
For the most part, the difference between talents and superpower talents that of “genre” or
“realism”, rather than mechanical, and as such, if you wish to use these talents in any other
genre (for fantasy character archetypes, aliens, mutated horrors), you can!

Module: Superpowers 235


their behalf. This superpower talent
Accelerated Healing (4) has a range of sight or voice.
When the character has the Medicine
The character may gain one more species
skill performed on them (with regards
for each rank they take in this talent.
to healing or removing conditions), the
Medicine die code gains +3D. If a roll Note: A swarm of insects counts as one
is made without the medicine skill for animal, as does a school of small fish.
whatever reason, the bonus still applies. Any creature with a Knowledge die code
of less than 2D could be considered
At the end of their turn, if the character
an animal, unless the gamemaster
is incapacitated or wounded, they can
says otherwise. This includes human
make a Brawn roll (with the +3D bonus)
(making this a mind control power) at
against a Difficulty of 20. If they are
the gamemaster discretion.
successful, they can downgrade their
incapacitated to wounded, or their
wounded to stunned. We recommend considering how you
If you are using Wild Die rules that use mind control on sentient and living
might impose a penalty on a result of beings carefully. It’s a complicated power
‘1’, the character also ignores results fraught with ethical concerns, and heroes
of ‘1’ if those impose a further penalty who use it will likely face questions and
when being healed or healing naturally. condemnations over it.

Animal Control (3 per rank) Armor Piercing Attack


This gives the character the ability
to control one particular species of
animal, bird, or insect. The character
(2 per rank)
When a character with natural weapons
gets a +3D bonus to their survival
(the character’s fists, claws, teeth, etc.)
die code when rolling to handle that
attacks someone or something protected
species. They must make a Survival roll
by armor, this ability negates the Armor’s
versus the Knowledge of the animal
bonus to rolls to resist damage, up to
(more than one animal can be targeted,
negating +1D per rank of this Talent.
although this is a multi-action).
The character must specify how the
If the character gets a high enough
attack negates the armor: an spit acid
success (gamemaster’s decision), the
spray slips through any openings,
animal will follow reasonable orders
nanotech claws punch directly to the
and capabilities (for its species) for
flesh, and the like.
a number of minutes equal to the
character’s survival die code x10. A Additionally, the character should
controlled animal serves its master define at least one type of armor that is
faithfully, even sacrificing itself on unaffected by this attack.

236 Module: Superpowers


As an option, this talent can be
combined with natural ranged weapons. Blur (3)
The character can appear indistinct
to the naked eye or most standard
Atmospheric Tolerance (2) technological or mechanical visual aids
The character can breathe one form of (binoculars, cameras, etc.). Commonly,
atmosphere (gas or liquid) that would a character with this Talent will only be
be lethal to most other characters. spotted out of the corner of the eye.
A character may not have more than
On the character’s turn, they may
one rank in this ability, but they may
automatically become blurry, without
have different versions for different
taking an action, and remain so until

Superheroes
atmospheres.
they chooses otherwise. Blurring
makes it difficult for the character to
Attack Resistance (2) hold a conversation with others (they
suffer a -1D penalty on all die codes in
The character is highly resistant to a social situations while blurry).
certain type of attack. They gain +1D
per rank when rolling to resist damage While blurred, the character adds
against this type of attack. This bonus +1 to their Dodge and Parry defense
is not an armor die code, but rather a totals, as well imposes a -1D penalty
general bonus. on Perception based die codes made
against the character (while blurry).
• Energy Attacks: Resistant to blasts
of heat, fire, electricity, radiation,
light, cold, and so on, but not the Confusion (4 per rank)
ability to survive in extremes of such The character can hamper the thoughts
environments. of those they comes into physical contact
• Mystical Attack: Resistant to damage with, at will. They gain the confuse
from any magic or mysticism based skill at +1D per rank (it is a Perception
skill, described only here), which they
attacks.
can increase as normal based on the
• Mental Attacks: Resistant to mental advancement module used.
harm from any source. It does not
As a multi-action with an unarmed or
provide protection against interaction
natural weapon attack, the character
attempts or normal social situations or
may also perform a confusion attack.
manipulations. This is opposed by the target’s
Note that physical attacks are Knowledge (or Willpower if using the
covered by armor (or the natural Charm Attribute module)
armor superpower talent), not this
superpower talent. If the character’s total is higher (not
equal to), the target is confused.

Module: Superpowers 237


Confused characters may not spend hero their own appearance. As an action, they
points, suffer a -1D penalty on all die can add +1 to the “range” of a melee
codes, and cannot use abilities that grant weapon (see melee weapons on page
rerolls for a number of rounds equal to XX), up to a maximum value equal to
two times the rank of this Talent or until their ranks in Elasticity.
they suffer the wounded or incapacitated
condition (at which point the confusion
fades as pain sets in). Energy Ranged Weapon (3)
The character has some sort of energy
ranged weapon, using channeled
Darkness (3 per rank) energy to reach out and attack enemies
As an action, the character can project at a distance.
a field of darkness around themselves,
adding a -1D penalty per rank to the die Long range equals 20 times the
code of any ranged attacks or Perception number of ranks in this Talent times
skills that rely on sight. The field roughly the character’s Brawn, lift, or firearms
fills a room or extends in a half-sphere (as appropriate) in meters.
around the character with a radius equal The damage for these energy attacks
to one meter per rank. The field can is 3D Damage plus 1D per rank. The
be maintained for a maximum of one projection must have a visible effect
minute per rank before dispersing. It and clearly defined energy type, and it
remains stationary even if the character may not do mental damage.
moves or leaves the area.
Note that, regardless of the nature of
the projection, there are no additional
Elasticity (1 per rank) effects from this type of Talent unless
The character can stretch, elongate, an Enhancement allows otherwise.
and compress their body, allowing
them to expand his height or become
so narrow they can pass through
Extra Body Part (0)
keyholes, cracks, or any other opening The character has an extra limb
they could normally see through. It or organ. If external, these may be
takes an action to shift the character’s secondary arms or legs, a tail, or some
form, and requires no roll, just the more exotic bodily addition, such as
action for movement (after shifting fins, tentacles, or antennae. If internal,
their form). It takes one round or the parts are organs such as extra eyes,
more to slip through small openings, hearts, or mysterious glands. Unless
depending on their depth. specified by a Flaw or Limitation, the
extra parts are included in the hero’s
Additionally, the character gains +1 per body tastefully. Additionally, except
rank to Dodge defense totals, as well as in cases where the character has an
+1D to any die codes made to disguise Enhancement or another Talent that

238 Module: Superpowers


uses this one (for example, Extra All those affected by fear must make a
Body Part: Tail and Natural Hand-to- Knowledge Test or suffer a -1 penalty
Hand Weapon: Tail), the extra part is per rank in this power (cumulative) to
nonfunctional and provides no benefit. all results for a number of rounds equal
to the ranks in this power.
A character may have only one rank
in this Talent, but they may have The Knowledge difficulty to resist a
multiple versions to represent multiple Fear attack is 15.
additional organs or limbs.

This talent exists to allow you to build


Flight (6 per rank)

Superheroes
other tweaks and adjustments on top of The character can fly, either by nature,
it. Think of it as a foundation for a new mutation, technology, or by virtue of
“branch” on your character. having wings. The character’s flying
rate equals their base Move times 2
times the number of ranks.
Extra Sense (1 per rank) When this Talent is taken, the
The character can detect something character gains 1D in the Agility: Flying
that a normal Human cannot, such as skill, which can thereafter be advanced
changes in pressure, seismic activity, as normal (depending on the module).
radiation fluctuations, and so on. They
gains a+1D to their search rolls in
attempting to detect the specific energy Glider Wings (3)
or environmental change and +1D to The character can fly by drifting with
their investigation rolls in figuring out air currents, provided there is sufficient
source or other relevant information. wind. The gamemaster decides how
much wind there is available and how
The gamemaster may also allow a +1 fast it moves the glider. When this Talent
skill total bonus to other activities that is taken, the character gains 1D in the
would benefit from whatever the extra Agility: Flying skill, which can thereafter
sense can detect. All modifiers are per be advanced as normal (depending on
rank in this Talent. the advancement module).
A character may not have this ability
Fear (2 per rank) more than once.
The character can provoke fear in those
who can see or hear them. As an action,
the character can channel that fear into Immortality (7)
any who can see and hear them and are The character is immortal, though they
within a number of meters equal to the will grow older, at a decreased pace
rank of these power x 10. compared to the rest of their species. If

Module: Superpowers 239


they are mortally wounded and would version of this Talent to sight-based
die, they do not. The character will not Perception rolls while in dim or dark
go unconscious or bleed to death (as conditions (or other applicable rolls that
mortally wounded characters do), but might benefit from this superpower, as
they will not heal without mystical, per gamemaster discretion).
medical, technological, or similar
special aid or the Accelerated Healing Obviously, extreme heat or bright light
Talent — their arms could be blown (including daylight) prevent this Talent
off, their abdomen gutted, or whatever. from working.
They simply exist in a state of pain, and
require help to heal.
Intangibility (5 per rank)
When mortally wounded, they may The character can reduce their physical
perform only minimal physical actions density to virtually zero for one minute
and some actions may be impossible. per rank. During that time, their damage
No Agility die code rolls may be made, resistance score against physical and
other than for initiative purposes only. energy attacks is +3D per rank, but their
movement rate is halved.
There should be one particular
set of circumstances whereby the An intangible character can pass
character will die forever. These sets through solid objects, providing
of circumstances should not be too they do not contain super-science
unusual or impossible to fulfill, but protections, wards or other spells of
rare enough they can’t occur in every protection designed to repel passage of
day happenstance. Good examples are this nature. They may not pass through
conditions like: beheading, wounded energy or electrified barriers.
with a particular element or weapon,
being burned alive, etc. While intangible, the character cannot
carry any object along (including
A character may not have this ability clothing), nor can they attempt any
more than once. physical attack. It takes a full round
for a character to become intangible
or solid, during which they can do
Infravision/Ultravision nothing else. The character must
(1 per rank) spend at least one minute solid before
attempting intangibility again.
The character gains the ability to see
in the dark using either infravision
or ultravision. Infravision allows the Invisibility (3 per rank)
character to see changes in heat, while The character can become transparent.
ultra-vision enables the character to This adds 1 per rank to the character’s
make the most of the available light. dodge, sneak, and hide totals, as well
Each provides a +2 per rank in a single as +1 per rank to all default search,

240 Module: Superpowers


investigation, and attack
difficulties against the
character that the invisible
character is not actively trying
to defeat. Additionally, no
character may take an action
to “spot” the character unless
the gamemaster feels there is
sufficient provocation, such as
brushing against others or
removing something in a

Superheroes
crowded area.
The invisibility
covers the
character’s basic clothes
only — not any gear they are
carrying, or anything they
pick up. Also, remember
that the character is
transparent when invisible — they can’t When the character wishes to employ
hide things behind their back. Life Drain, they make an attack on the
target using the relevant skill. For every
four points over the target’s defense,
Life Drain (5) the character drains one pip per
This ability allows the character to rank off each of the target’s relevant
drain attribute dice. The character attributes. (While normally we don’t
must choose one set of attributes to always use pips, this particular power
target, either physical (Agility, Brawn), requires considering pips! Remember
mental (Knowledge, Perception) . that there are three pips in each die.)

For example, most vampires drink blood, If any of the target’s attributes reach
and thus lower physical attributes, while zero, the target goes into a coma. The
target may try once per day to wake
succubi target the soul and so weaken
up by making a successful Moderate
mental attributes. The player must specify
Brawn roll. They regains one attribute
in what manner the character drains these point (to each attribute affected) every
attributes (biting the neck, hypnosis, or hour after the attack.
another means). It should involve some
sort of successful attack result (either For every three attribute pips the
physical or mental). character drains, they may add +1D to
any attribute in their chosen category.

Module: Superpowers 241


Life-Drained attributes recover at a pertaining to specific uses of particular
rate of 1D per three hours. skills (like specializations do), but
there can be several of them for each
A character may have as multiple selection of this Talent. The maximum
versions of this talent (to allow total bonus for each rank is +4.
targeting physical or mental attributes),
but this power does not have ranks. Example: A character could have
“eyestalks” that give him a +1 bonus
Mental Defense to Perception or search totals that
would negate surprise, the ability to
(3 per rank) focus their ears on particular types
of noises (+1 bonus when listening for
The character has mental wards,
particular sounds), and fingers that
psychic protections, or an indomitable
are sensitive to subdermal motion (+1
will power. These benefits protect
their mind, and allow them to add +1D bonus to sleight of hand against safes
per rank to die codes made to resist with moving tumblers).
mental manipulation, possession, mind
control, or other similar effects. This
bonus does not apply against social
Natural Armor (3 per rank)
situations or standard interactions. The character has plates, toughened
skin, scales, or something similar.
Their own surface adds +1D per rank to
Mental Suggestion damage resistance rolls to avoid harm
from physical (not mental) attacks, as
(3 per rank) well as contact poisons, corrosives, or
This gives the character the ability to similar materials.
suggest or influence others. The character
gets a +3D bonus to their die codes
when attempting social manipulation Natural Hand-to-Hand
(deception, persuasion, intimidation, etc).
Weapon (2)
The character has some sort of natural
Multiple Abilities weapon — such as claws, pincers,
bone spikes, or stinger — that add 1D
(1 per rank) per rank to their Brawn Damage when
The character has multiple minor determining their damage with the
abilities that improve a few different natural weapon. The character uses
tasks. All bonuses are added to the brawling to attack, unless they can
skill or attribute total when rolled, not detach the weapon from themselves
to the die code. The bonuses should or (in the case of a super-scientific
be fairly limited in their applications, weapon) its exists separately.

242 Module: Superpowers


In these latter cases, the character time and energy can be a concern).
employs melee combat to wield it. A character may not have this ability
more than once.

Natural Ranged Weapon (3)


The character has some sort of natural Paralyzing Touch (4)
ranged weapon built into themselves The character can freeze their target
(quills, shooting spines, acid spray, fire with the merest touch.
breath, etc).
When the character makes a brawling
Long range equals 20 times the attack, they may, instead of doing

Superheroes
number of ranks in this Talent times damage, paralyze their victim, who
the character’s Brawn, lift, or firearms remains that way until the target
(as appropriate) in meters. makes a successful Knowledge or
willpower roll against the brawling skill
The damage for physically enhanced total. They may attempt to do so once
projections is the character’s Brawn per round; the only other actions they
Damage plus 1D per rank. may take are mental-based ones or
The projection must have a visible Talents that do not require movement.
effect (such as bone shards) and it may Note: Characters who are heavily
not do mental damage. armored or covered will be harder to
Note that, regardless of the nature of hit. The gamemaster needs to decide
the projection, there are no additional how much skin is exposed and adjust
effects from this type of Talent unless the attack difficulty accordingly.
an Enhancement allows otherwise. A character may not have this ability
more than once.
For firearms, you can either use the
weapon rules or see the super-science
talent enhancement on page XX to create
Super-speed (1 per rank)
The character is extremely fast, adding
super-powered ranged weapons!
+2 meters per round per rank to their
base Move rate, which in turn affect all
other types of movement (see page XX
Omnivorous (2) for movement).
The character can gain nourishment
The character adds +1 to their Dodge
from any organic substance (though
and Parry defenses per 3 ranks in this
they are not immune to poisons). They
Talent (rounded down).
can also chew through just about any
organic substance with no adverse
effects to their teeth or jaws (though

Module: Superpowers 243


Transmutation (5 per rank)
The character can alter their substance
to something else, while retaining
their form (such as a man who turns to
stone). Characters with this ability may
only shift into one specific substance,
which the player must specify when
the character gets the Talent.
Generally, this substance gives the
character distinct benefits. The player
may select up to 4 points (not ranks) in
other Talents that relate to the chosen
form, per rank in this Talent. (Thus,
two Transmutation ranks means 8
points in other Talents.) Natural
Armor, Hardiness, and Environmental
Resistance are common ones.
It takes an action to shift forms. The
shapeshifting character can only
remain in this altered form for a
number of rounds equal to their ranks
in this superpower.
This talent can be taken multiple
times, though each time a character
takes it, they must define which form
the talent applies to.

Water Breathing (2 per


Teleportation (3 per rank)
The character can move instantly to
rank)
another place up to 10 meters per The character can breathe water and
rank away. The character must see will not drown under water. They
their destination clearly. In combat, gain +1D per rank to all swim rolls
this action takes an entire round. The because they don’t need to worry about
character may take along whatever drowning.
they can carry.

244 Module: Superpowers


Superpower Talent Enhancements
Superpower Talent Enhancements allow Talents to be somehow more than
the typical version. Think of them as bonus dials you can turn to make the
superpower or talent your own.
Each Enhancement may be taken more than once for each Talent, either altering
the ability in similar though distinct ways or, for some, through stacking the
effects. The cost of the Enhancement adds to the associated Talent’s total
cost (base cost plus the cost for additional ranks), which means that the
Enhancement cost must be paid at each Rank of the Talent.

Superheroes
You can also apply these to non-superpower talents if you wish.

Additional Effect (1): The Talent Ambidextrous), while others may


produces a useful, though minor, side not have this Enhancement (such as
effect that is a natural extension of the Longevity or Immortality). The target
power. The more useful the side effect, has control over the use of the Bestowed
the greater the number of ranks. Some Talent for as long as the Bestowing
examples include a skill bonus when character allows. A character may only
using the ability, a reduced cost or have one rank in this Enhancement, but
lifting of a minor requirement. they may have multiple versions of it.
Bestow (varies): The character may Extended Range (3): The factor
share their Talent with a certain type used to determine the range of the
of target: sentient living, non-sentient character’s Talent is increased. Every
living, or nonliving. rank of this Enhancement allows the
player to add one half of the ranks in
The player must chose which group the Talent (rounded up) to the factor
when including this Enhancement. The when determining the range. Thus, to
cost of this Enhancement equals one- increase the range factor by half the
half (rounded up) of the Talent total ranks costs three, by the ranks in the
(base cost plus additional ranks cost plus ability costs six, by 1.5 times the ranks
Enhancement costs). They may use their costs eight, and so on.
Talent on themselves and on members
of their target group with a multi-action Multiple Targets (2): The character
penalty. The character may give their may use the Talent more than once
Talent to one person per action. per round without incurring a multi-
action penalty. For each rank in this
Some Talents will require better Enhancement, the character gains one
stories concerning how the character additional use of the Talent. This adds
can manage sharing them than others to any other bonus actions provided by
(such as Youthful Appearance or a power; it does not multiply it.

Module: Superpowers 245


Superpower Talent Limitations
These Limitations can be associated with superpowers and talents, restricting
their functionality and reducing their total cost (base cost plus the cost for
additional ranks plus any Enhancements — not the per rank cost).
Limitations may not lower a Talent’s total cost below one, and all Limitations
must have some sort of effect on play — just like Flaws.
Each of a character’s Talents may have more than one of each Limitation, as they
can either describe similar but distinct negative situations or, in some cases,
stack the effects.

You can also apply these to non-superpower talents if you wish.

Ability Loss (3 for 1 rank; 4 for 2 Allergy (3 for 1 rank; 4 for 2 ranks):
ranks): The character temporarily loses The character has a somewhat minor
their Talent at regular intervals or, when allergy. Exposure to a substance (smoke,
the Talent is used, they lose the ability sunlight, particular food, etc.) or
to use a common skill in which they situation causes the character to lose all
have experience (that is, additional pips rerolls until the condition is removed.
or dice). Examples include: a character
who cannot shapeshift when the sun is For an additional point and additional
out; a character who cannot use their rank, the effects are worse, and the
natural weapons on a particular day of character loses all actions, ability to
the month or during a certain phase of use superpowers, due to coughing fits,
the moon. watering eyes, energy drain, adverse
reactions, or similar discomfort until
The character is aware of what the they can get away from the allergen. A
circumstances are that will cause this. Talent may only have one rank in this
Limitation, though it may have several
For an additional point and additional different Allergies.
rank, the character must undergo some
sort of (fairly simple) procedure to
regain their ability or skill use (a ritual, Allergy is excellent for representing the
prayer, injection of super-serum, or classic superhero weakness trope! It is
other solution). A Talent may have up normally bought per superpower or Talent.
to two ranks in a single variation of this
Limitation, but a character may have
it multiple times for different Talents, Burnout (1): See the Flaw by this
circumstances, or combinations of name for suggestions that could also
Talents and skills. be applied to a Talent. The more likely
the Burnout, the greater the number

246 Module: Superpowers


of ranks in this Limitation. A Talent
may have multiple variations of this
Limitation, representing different
triggers for the Burnout.
Debt (3): Someone (or, more likely,
some entity) gave the character
the Talent, along with certain
obligations and restrictions. The
character must continually beg the
giver to retain the Talent, or they
must perform certain tasks at the giver’s

Superheroes
request in exchange for continued use of
the Talent. A Talent may only have one
rank in this Limitation.
Flaw (1): All difficulties associated
with using the Talent are increased
by +2 per rank. The greater the rank
associated with this Flaw, the greater
the difficulty modifier.
Minor Stigma (3): The character
cannot use the Talent without
performing the “proper rituals” before
only two of the three groups. For four
or after (someone with a natural
points and three ranks, the character
weapon who must sketch an image of
can affect only one of the three groups.
their intended victim before hunting
them down; a shapeshifter who must This Limitation may not be taken more
be purified by their cult after killing than once per Talent. Additionally, like
someone). A Talent may only have one the Bestow Enhancement, some Talents
rank in this Limitation. may require valid reasons before the
gamemaster allows the Limitation’s
Others Only (2 for 1 rank; 3 for 2
inclusion. Some abilities, such as
ranks; 4 for 3 ranks): The character
Immortality and Longevity, may not
may not use the Talent themselves;
have this Limitation. The target who
they may only allow others to use it.
gets the Talent has control over its use
The value of this Limitation depends
as if they actually had the ability, for as
on how many groups of “others” they
long as the giving character allows.
character may use it on: For two points
and one rank, the character may affect Allowing another person access to
sentient living, nonsentient living, and the Talent counts as an action for
nonliving targets. For three points and its owner, while using the newfound
two ranks, the character can affect Talent counts as an action for the one

Module: Superpowers 247


who gets it (though gaining access to Side Effect (2): One of the character’s
it does not). The Talent’s owner may Talents has some sort of annoying side
only give the Talent to one character effect that appears with its use, such as
per round, but the target may be constant whistling, a continuous glow,
different each round. or a terrible stench. Add 4 per rank
to the difficulty of all sneak attempts
Price (1): The character must fulfill when the Talent is in use, as everyone
certain obligations in order to use the can figure out the character is coming.
Talent. Perhaps when using Water This will also affect interaction
Breathing, the character must remain attempts, adding at least a +1 per rank
in the water for at least 24 hours for to the difficulty.
every 24 hours out of it or suffer -1D
penalty per rank in this Limitation to Singularity (1 per Talent): The
his damage resistance total for changing character may use only one of a group of
environments so quickly. Alternatively, two or more Talents each round. It does
there could be a Character or Fate not take an action to switch Talents.
Point fee of three Character Points per They may change the Talent in use at
rank or one Fate Point per rank in the the beginning of their turn in a round,
Limitation per adventure in which the and they may rely on the chosen Talent
character uses the Talent. until the next time they change it.
Restricted (1): The Talent is hindered For a second rank (and one additional
in a way not covered by any other point per Talent), it does take an
Limitation. The more restrictive the action to switch Talents.
situation, the greater the number of
ranks in this Limitation. For instance, A Talent may not have more than two
a Natural Weapon (either kind) may ranks in this Limitation and all Talents
only be useful against certain items. in the same group must have this
A Talent may have multiple variations Limitation at the same rank. Not all
of this Limitation, each representing a of a character’s Talents need be in the
different restraint. same Singularity group.

Reskinning Superpower Talents


The superpower talents can be visually and narratively re-themed however the
player or gamemaster wish. Natural armor might appear like scaly plating, quills,
dense fur or moss growing on the character. Glider wings might be literal wings,
grapple guns, small drones that hover under the character, wind or air control,
or other similar effects.
The limits for what powers can represent is only the imagination of the
gamemaster and player.

248 Module: Superpowers


Module: Gadgets & Gear
Cool gadgets and gear are part and parcel of the
superheroic genre, and the rules herein are
leveraged to emulate that.
There are two types of
equipment: gadgets or gear.
Gear is the term we use to
represent items and equipment that emulate
superpowers. Gadgets are smaller average

Superheroes
pieces of equipment that aren’t on the scale
of gear. They don’t have superpower level
effects, but instead

Gadgets
Gadgets can be built using the equipment on page XX as
an example. Generally they grant an option or tactical
choice in play, the ability to use a skill in a different
situation, or a single bonus die to a die code.
Gamemasters can create their own gadgets
too! Generally speaking, just think of the
skill the gadget benefits and have it provide
a +1D to a particular use case of that skill (generally not all use cases though!)

The Super-Science Talent Enhancement


The most common way to create superhero gear is using the Super-science
Talent Enhancement.
Super-science (2): The Talent is contained in a piece of equipment — such
as a gun, a staff, or a ring — developed through a technological means not
readily available and certainly experimental. If the character wishes, multiple
superpower talents can be combined into one piece of gear by combining the
cost of all associated superpowers.
The item could be lent to another character or taken away with a successful grab
and used by someone else, though they suffer a -1D penalty on any rolls to use
the item.

Module: Gadgets & Gear 249


On a complication, the item malfunctions and
requires repair.
Unless combined with the Burnout
Limitation, a destroyed item may be
recreated in a number of days equal to
the total cost of the Talent (including all
ranks, Enhancements, and Limitations).

Example: Utility Belt


As an example of a super-science piece
of gear, let’s consider the utility belt. A
staple of superhero stories, the utility belt
is perfect to explore how the super-science
talent enhancement can work.
A utility belt holds multiple useful tools. The
gamemaster works with the player to determine that
the best use of utility belt is the Multiple Abilities superpower!
But the player wants some back-up weapons in the belt, so the gamemaster and
the character decide to include throwing stars (natural ranged weapons).
The player agrees, and invests 6D into their super-science multiple abilities power
(the utility belt)! Two dice for the super-science enhancement, three dice for one
rank of natural ranged weapons and one dice for one rank of multiple abilities.
The player decides to apply the Restricted (1) Superpower Talent Limitation to
make it cost an action to gain the bonus from the utility belt, which lowers the
total dice cost of the utility belt to 5D.
The player divides their four +1 bonuses as follows:

• +1 to Athletics for climbing (grapple gun)


• +1 to Investigation (forensic kit)
• +1 to Stealth (smoke bombs)
• +1 to Perception (binoculars)
• Rank 1 Natural Ranged Weapons (Throwing Stars hidden in the belt)
They could theoretically loan the utility belt out to someone else (who
could benefit from the bonuses), and it might be subject to complications or
drawbacks as the narrative unfolds, but they’ve got a super-science gadget!

250 Module: Gadgets & Gear


Module: Hidden Bases & Hideouts
Despite their differences, many masked heroes have two things in common.
First, they make up the majority of player character concepts for superheroic
campaigns! Second, they tend to appreciate the value of a good hideout.
Hideouts can be given by the gamemaster to all PCs, the group as a whole, or
purchased as though they were a Talent.
These may be shared or individual, remote or hidden in plain sight.
This section discusses creating and defining such hideouts. Hideouts have three

Superheroes
elements: Location, Description, and Features.

Location
Every hideout is located somewhere. When selecting a location, consider the
competing qualities of convenience and safety. A hideout in the middle of town
places its owner right in the center of the action, but it increases the risk of
discovery, accidental or intentional. Remote hideouts are hard to discover, but
it takes time and effort to get there. Many hideouts are somewhere in between,
mixing convenient location with enough isolation to allow the character to come
and go unseen.
Generally speaking, there are three types of Location:

• Urban locations are located in a town or city. They are great for travel, secret
meetings, and quick escapes, but they invite a lot of attention.
• Country locations are near towns or cities but still outside urban limits. They are
relatively easy to reach and use, but they are harder for the authorities to locate.
• Wild locations are far away from settlements and civilizations. They are hard to reach
and difficult to supply, but they afford maximum secrecy, allowing for long periods of
rest, study, training, or recovery with little fear of discovery.
Location has no direct mechanical effect in play, but is important nonetheless.
Gamemasters threatening player characters with discovery, capture, and
exposure by the authorities should consider how location drives and shapes the
action. Generally, players who place their characters well away from enemies
and risk aren’t interested in perils and threats close to home. Characters
who operate near population centers and enemy controlled areas want the
excitement and risk of placing their hideouts in the middle of the action.

Module: Hidden Bases & Hideouts 251


If the campaign uses maps, character hideouts should be placed on the map.
This helps keep track of when a character has the resources and shelter of their
hideouts available, and when home and safety is out of reach.

Description
A hideout needs a concise description of the construction, outward appearance,
and other important details. The hideout’s description provides insight into a
character’s personality and goals. A well-stocked private mansion with a secret
technology base suggests a hero who enjoys the finer things and spends time
in their secret identity as a noble or wealthy socialite. A cave deep in the wilds
is ideal for a hunter or tracker, someone raised in or empowered by nature, or
anyone who values secrecy above all.
Possible descriptions include:

• A cave deep within a remote valley. The cave contains a grotto and several exits.
• My family’s ancestral estate, with a secret door in the study leading to a hidden
underground chamber.
• A modest storefront with living quarters in back. Beneath this exterior is a secret
cellar where I stage my actives out of.
• A permanent camp deep in the forests outside of town.
• An abandoned church or home the locals believe is haunted.
Like location, description has no mechanical effect but provides important
details and information for scenes at or around a hideout. Description can also
provide insight into a character’s demeanor or nature. A brightly decorated
mansion with a hidden room filled with trophies and costumes paints a different
picture than a hidden cave lined with weapons and the barest essentials.

Features
Features are the mechanical meat of a hideout; they enable certain resources
for their character. These can be things like an armory, collection of disguises,
stables for the characters’ mounts, and other useful features.
The following features are common to hideouts. Players may use these or create
their own. In addition to these features, a hideout is always considered to have
living quarters and basic supplies such as food and normal clothing appropriate
to their description.

252 Module: Hidden Bases & Hideouts


Non-player characters connected to a location are always devoted followers.
They will not betray the hideout owner except under the most extreme
circumstances.

Armory Dock
An area with numerous swords, guns, Only of use if the hideout is near water,
and other weapons. This includes this feature provides a small boat and
ammunition and tools to maintain and facilities for docking, repairing, and
repair weapons. In addition, the owner’s supplying small watercraft. A larger
weapons are always considered to be dock is possible and costs nothing
of high quality. Characters may use the extra, but is very hard to hide except

Superheroes
armory to replenish or replace their for hideouts deep in the wild.
weapons—guests may use the armory
as well, with the owner’s permission.
Note there is enough gunpowder to False Front
cause a few sizable explosions, but using While all hideouts are hidden and
it for this purpose depletes the supply, secret, this one contains a false
requiring the owner to restock. By business or institution acting as
spending a Hero Point, the armory may a cover to further protect it from
include unique or powerful weapons. discovery. NPCs who work the false
front may or may not be aware of the
hideout’s existence, at the owner’s
Attendant discretion.
The hideout is maintained by a loyal
attendant. This character is loyal to
the hideout owner even unto death Garage
and possesses skills in three useful A garage contains at least one reliable
categories appropriate to their and discreet vehicle, as well as the
background and concept. For example, materials to maintain and repair both.
a former special operative turned Additional selections of garage might
valet might be skilled at stealth, close allow for upgrades to the vehicle to
combat, and social graces. make it a truly “super” (sorry!) ride.

Cells Gymnasium
Secure holding areas for prisoners. Can Area dedicated to exercise and physical
be used as uncomfortable guest quarters training. Includes space to practice
in a pinch. Does not include a jailer, fencing, unarmed combat, acrobatics,
though non-player characters can be and other similar pursuits.
used as guards for prisoners. If desired,
this may include cages for wild animals.

Module: Hidden Bases & Hideouts 253


Infirmary
Medicines and medical supplies to
treat up to three wounded or sick
individuals at a time. Doesn’t come
with a doctor or nurse.

Entourage
Requires Attendant. The hideout
serves as the base for numerous lesser
NPCs under the direction of the
owner’s chief attendant. Includes at
least six individuals but no more than
a dozen individuals adept at a single
profession or particular set of skills.
For example, an entourage might
consist of a nurse, a computer whiz/
hacker, a local law enforcement liaison
and three household staff.

Library
A grand collection of books on
Laboratory numerous subjects. Pick three subjects
the library has extensive volumes
Used for scientific analysis and about. The collection also has lesser or
research. Includes modern or near- single texts of numerous other topics.
future scientific equipment and For a Hero Point, a particular vital text
materials. Also has a small collection of can be found here.
scientific treatises and texts in a small
library, though nothing so grand as a
full library. Sanctuary
The hideout is located in an embassy,
Hospital corporate or diplomatic office, or
other location considered holy or
Requires Infirmary. Medical facilities to politically protected. The authorities
treat at least a dozen people. Includes are reluctant to search or scrutinize
an NPC nurse or local doctor who such locations.
makes house calls.

254 Module: Hidden Bases & Hideouts


possessed only by its owner, though
Safehouse they may share this with others if
In addition to the hideout, there are desired. Vaults can be environmentally
one or more smaller safehouses hidden sealed if desired, though this runs the
nearby. These are usable as secondary risk of someone becoming trapped
hideouts or to keep important inside and eventually suffocating.
individuals or items secure. Pick one
location for an established safehouse.
By spending a Hero Point, the Wardrobe
character may create a new safehouse An area equipped with numerous
in a location, provided it makes sense costumes and outfits, including

Superheroes
for such a place to exist in the area. the latest styles. While most of the
clothing is in the owner’s size, there
is a smaller collection of outfits for
Stable various shapes and sizes. Wigs and
Facilities to maintain several horses. This makeup are included if desired.
comes with one exceptional horse and
two standard mounts (horses, ponies, or
donkeys) for guests and followers. Workshop
Provides tools and space for crafting
and repairing all manner of items and
Transportation Network objects. Includes ample supplies of
A connection point from the hideout common tools and gear such as ropes,
to various locations nearby. Pick wood, nails, etc.
two starting locations where a
transportation entrance is located.
At the GM’s discretion, Hero Points
may be expended to establish a new
entrance in an area during
play. This might be tunnels,
abandoned subways, a
limited teleportation
network, or similar.

Vault
A large secure vault or other structure
for storing valuables. The vault is
nearly impregnable and can only
be opened with a particular
key or combination

Module: Hidden Bases & Hideouts 255


Building Hideouts
Hideouts are simple to build. Individually, players decide a location and
description for their own hideout and then select four features. GMs wanting
PCs to have more or fewer resources and safe retreats in a campaign can
increase or reduce the base number of features.

Group Hideouts
Players can pool their resources to create a single hideout with more features, if
desired. This is an effective way to get a large, well-appointed hideout. However,
it also increases risk the hideout will be discovered by a character’s enemies—so
many people coming and going makes it harder to hide. For this reason, players
are encouraged to create group hideouts either out in the country or the wild, or
with features such as False Front or Sanctuary to help to escape close scrutiny
by the authorities.

Relocating a Hideout
If a hideout is destroyed or otherwise compromised, it can be relocated. This
takes several months of game time as resources are acquired and new structures
built. It usually takes one month per feature to relocate and re-establish a
hideout, though GMs might allow characters to undertake an adventure to more
quickly acquire and establish a new hideout or reward a group with a suitable
hideout location during play.

Multiple Hideouts
Characters may create additional hideouts by either assigning existing features
to a different hideout or buying new features and defining them as part of a new
hideout. Note that for small, disposable hideouts, there is the Safehouse feature.

Adding Features
New features may be added to a hideout as the GM and players feel is
appropriate in the fiction.
Exceptional increases might require an expenditure of Hero Points to secure
whatever is needed, and this should be worked out between the GM and players.
The feature must still make sense to add or the hideout must be relocated or
expanded.

256 Module: Hidden Bases & Hideouts


Module: Nemesis, Companions, & Sidekicks
Nemesis
A nemesis is a step above even a R3 Enemy, a
truly unique foe that is inextricably bound to
the character (or group of characters) and
reoccurs to menace them in ways that
can only be dreamed of.

Superheroes
Nemesis generally organically
unfold throughout play, but
some players may wish for
their character to begin with an
established nemesis. Either way,
the gamemaster has final say on if
a character is a nemesis for a player
character or not.
The rules for a nemesis are as
follows:

• A nemesis is created using the


normal character creation rules for
the campaign. The gamemaster should
add bonus dice based on the power level
of the campaign and if the nemesis is
for a single character or a group.
• A nemesis gets a pool of unique nemesis points to spend
(treat them as hero points per the rules for your campaign).
• They get 1d6+3 Nemesis Points each time they encounter the player.
• Whenever a hero gains experience, the nemesis gains that much experience in the
background (represented by time planning to defeat the hero).
• The nemesis counts as a Rank 3 enemy for the hero (or group).
• If a nemesis would be killed, and they still have nemesis points, the nemesis instead
escapes through a suitably Machiavellian means.
• Whenever a player character drives away or defeats their nemesis (on their own,
unless its a group nemesis), the player gains a hero point!

Module: Nemesis, Companions, & Sidekicks 257


Companions
Generally companions can be represented by Talents like Contacts or Patrons,
being used in narrative senses to represent how superheroes work with their
community and cities to achieve their goals.
More character important companions (loved ones, significant others, family) in
superheroic stories can be significant emotional beats. If a character can spend
some time with an significant companion who helps ground them and serves as
a touchstone to the good in the world, that hero can recover one hero point.
This is an excellent tool to allow a character to take a brief break from a scene, or
have some emotional roleplay with an NPC in the classic superhero comic vein.

Sidekicks
Sidekicks are relatively easy to handle in D6 System: Second Edition. Sidekicks
tend to take two forms: those who are miniature emulations of the character
and those who are starkly different to the character in some significant way.
Whatever is decided upon should be weighted against the campaign and the
overarching narrative.
A sidekick is generally acquired throughout the campaign
When a character would have a sidekick, they simply create a new character
(following the normal character creation rules for the campaign), with the
following changes and restrictions:

• The Sidekick character must halve any starting dice and any starting superpower dice
when building the character.
• The Sidekick character must take the Age flaw (at a rank agreed upon with the gamemaster)
• The character who has the sidekick also must either the Debt or Hindrance flaw to
represent the resources and effort required by the sidekick.
• The sidekick advances like a normal character, but there should be a point determined
(both by narrative and by experience point gain) where the sidekick will decide to break
free and forge their own path, out from the shadow of the character.
Sidekicks can complicate campaigns (creating a “bonus character” that one
character has access to) and gamemasters should make sure the inclusion
of a sidekick won't disrupt the game or shift the spotlight too far from other
characters. Players who abuse the concept of a sidekick to shore up weaknesses
in their characters can have their sidekicks removed.

258 Module: Nemesis, Companions, & Sidekicks


Superhero comics and their arcs frequently feature sidekicks (often young kids) in danger. Make
sure everyone in your group is ok with this! Child endangerment can be concerning for lots of
folks (parents, foster care workers, and more), and if you are going to include it, remember to
play in good faith and that the fun and comfort at the table is paramount!

Superheroes

Module: Nemesis, Companions, & Sidekicks 259


A Not So Simple Job
A Science Fiction Adventure for D6 System: Second Edition

Prepping for “A Not So Simple Job”


This introduction adventure is designed to allow gamemasters and players to
experience D6 System: Second Edition quickly and easily!

268 Prepping for “A Not So Simple Job”


Gamemasters should read the adventure thoroughly and make notes based on
what they expect their players to do.
Due to the toolkit nature of the game, you should confirm which modules
you are using and make any necessary adjustments to the adventure (altering
skills or difficulties). This game presumes you’re using the Charm additional
attribute, as well as several of the science fiction alternate skills (page XX).
If you are not, you’ll need to adjust which skills are rolled at various stages
during the adventure.
You will also need to be familiar with the chase rules (page XX).
If players need characters, the science fiction templates on page XX will work
great for this adventure.

A Not So Simple Job


Introduction
The player characters have been employed by a powerful Crime Lord to pick up
some cargo for him. Success could mean future business for the group, while
failure could bring about grave consequences.
GM reads aloud:
The ship sets down in docking bay 92 on Gardulia IV, a remote planet in the
Wild Zone. Known as a haven for smugglers, pirates, and rogues this could
be a dicey venture. But you have seen worse.
Have the players read this script aloud:
(If there are more, or less, than four players take a moment to reassign the parts.)
Player 1: Well, we’re here. Everyone, check your weapons before we head out. I want to make
sure we’re ready for anything. We do not want a repeat of what happened on Sundalla.
Player 2: That wasn’t my fault! It was supposed to be a peaceful outpost! Not like this
scum hole!
Player 3: Yeah, well The Slug isn’t known for the pleasant company he keeps. He’s
paying us well for this job. All we need to do is meet the contact, transfer the credits,
and get the cargo back to the ship. We should earn enough from this job to pay our
debts and take a few easy jobs for a change.
Player 4: This sounds like it could be more dangerous than our last few jobs, but it
would be nice to take it easy for a bit.

Introduction 269
Player 2: How come the cred stick has double what we’re paying out? What’s up with
that?
Player 4: That’s a stupid amount of money. We could just take it and disappear.
Player 1: It’s in case we need extra to for ‘unexpected’ expenditures. And I wouldn’t
think about crossing The Slug. He’d put a bounty on us so high we wouldn’t be able to
find a safe place to sleep. Anywhere! Ever!
Player 3: I’d rather stick with the money The Slug is paying us, than be vaporized.
Besides, it’s a good deal. He’s already set a price, and the pickup is in the middle of the
market district. What could go wrong?
Player 4: We said that about Sundalla.
Player 1: Just don’t lose focus. This cargo is supposed to be hot stuff. The Slug isn’t the
only party interested in it. I’ve got a feeling it may draw attention that we don’t want.
Player 2: Wait...we don’t know what the cargo is? Do we want to know what the cargo is?
Player 4: Probably not.
Player 3: Cool your jets, it’s just a simple pick up and deliver. Meet the contact, make
the exchange, and drive away. Heck, it’s already loaded up for us. I hope one of you
knows how to drive a hovervan.
Player 1: If we’re careful, we will be in and out without much trouble. Let’s do this.
GM reads aloud:
The streets of Gardulia IV’s capitol city Mezopan are crowded with
all manner of life forms. Most of them armed and watchful of their
surroundings. You head to The Marketplace after covering your docking
bay costs.

270 Introduction
Episode One: The Deal is Made
Staging Tips
In this episode, the players will make their way from the spaceport to meet their
contact at The Marketplace. He will try to make the players pay more for the
cargo, making a series of excuses to drive up the final price. The players will be
able to use some skills including Barter, Intimidation and Streetwise.
The Spaceport is located at the outer edge of the city, while The Marketplace is
located more towards the center. The players will need to secure transport to the
meetup. They may walk (1 hour), use public transport (30 minutes) or acquire a
vehicle (15 minutes). Rental companies, taxis, and the public rail system are all
easily accessible at the spaceport.

A Not So Simple Job


The Marketplace is bustling when the players arrive. It’s midday and residents
and visitors are moving about, making deals, and getting drunk in the local
taverns. Law enforcement is nowhere to be seen and is regularly paid off by
interested parties to avoid the busy area where shady deals are made.
GM reads aloud:
The cafe where you are meeting your contact is in the heart of The
Marketplace. It is a small unremarkable shop on a very busy street corner.
It specializes in local cuisine, and exotic coffees. There are a few tables
sitting outside and you spot your contact Rooman Saz, a known black-
market fence. He is a tall, gangly Gardulian with leathery, spotted pale blue
skin. His triangular shaped head has large golden eyes set on either side. He
is sipping on a steaming tar-like beverage, trying to look nondescript.
He welcomes the players with an air of recognition, and motions with his head
for them to approach. His body language relays his suspicions of the surrounding
crowd. The players should take the hint and try to avoid drawing attention
to themselves. As they settle in any player may make an Investigation roll
(Difficulty 10). If they succeed, they spot that Saz has two bodyguards standing
nearby at the cafe entrance.
The players can now discuss the deal with Rooman Saz. Saz knows that he
has agreed to a tentative price but argues that the cost of the cargo has nearly
doubled and provides excuses such as excessive shipping cost, additional
handling fees, and pay-offs to customs inspectors. He also notes that others have
since inquired about the cargo with higher bids and he is not happy with what
The Slug has offered him.

Episode One: The Deal is Made 271


If the player insists on seeing the cargo for themselves, he will offer to take
one, and only one, to confirm its existence. He escorts the one player to a small
shop a short distance from the cafe and brings them around to an alley between
buildings. The cargo, in three large footlockers, is stacked neatly in the back of a
gray unmarked van. The sealed crates bear the markings of what you were sent
for. If the player opens a crate read the following:
When the seal is broken and the lid is removed, the hovervan is flooded
with a glowing orange light. Torigan fire Gems! A rare type of crystal that
reportedly store immense energy reserves. You heard rumors that there
was a supply being shopped about.
Once they return to the cafe, the players elect the player who make one final roll
for the price of the cargo. However, all the other players may contribute to the
final roll by trying to earn modifiers. They may (but don’t have to) choose one
skill roll each to add modifiers to the final Bargain roll:

• Streetwise (Difficulty 15) to determine the validity of possible competition.


• Intimidation (vs Saz’s Willpower 4D) to cower Saz from bargaining frivolously.
• Barter (Difficulty 5) to determine if any of his excuses for higher price are
warranted.
• Persuasion (vs Saz’s Willpower 4D) to convince him that it’s in is best interest
to set a fair price.
There is no penalty for failure – but once a skill roll has succeeded, no one else
can attempt that skill roll. Add +3 for each success to the final Barter roll.
Now the elected player may roll their Barter skill (plus appropriate earned
modifiers) against Saz’s Barter skill of 3D:

• Failure- they will pay double the original price and drain the cred stick account.
• Success– by up to 5, then they pay Saz only 25% more.
• Success– by more than 5, then they pay Saz only the original price.
Once a deal is struck and credits paid, Saz will hand over the keys to the
hovervan. He thanks them and gets up, the bodyguards tailing behind.

272 Episode One: The Deal is Made


Episode Two: That's Our Hovervan
Staging Tips
In this episode, the players meet up with street thugs who are in the process
of hijacking the cargo that they just bought. This should involve a combat
encounter in a crowded marketplace. The players will have the opportunity to
use all their combat skills, and the rules for cover and movement, as well as
action rolls for running, climbing/jumping and dodge.
GM reads aloud:
As you exit the cafe, you are shocked to see four armed thugs, standing
around the hovervan. Their jackets are adorned with a stylized four

A Not So Simple Job


fingered hand with a burning red eye in the palm, ablaze with flames. The
Hands of Flame!
The marketplace is busy, packed with people and vehicles bustling up and down
the street. The thug's lookout sounds an alarm just as the players sight them.
They will draw their weapons and take cover once combat begins. There are four
outside the hovervan, and two more hidden inside. The two hidden thugs will
not initially participate in the fight unless its apparent that the players are about
to capture the hovervan.
GM reads aloud:
Time for your first battle! Roll initiative!
The fight takes place on a busy street with vehicles, stalls, doorways, and
buildings to duck in and out of and provide cover! Encourage the players to use
their surroundings to their advantage, taking cover, etc. Remember though, this
is a busy street, there will be some innocent bystanders. Even though the players
are working for The Slug, they are still heroes and should try and prevent as
much harm to the bystanders as possible.
The four visible thugs will immediately engage the players in battle. All of
them will work to conceal the two working inside the hovervan. After three
rounds or if it starts looking bad for the thugs, the hidden two thugs will reveal
themselves and join the fight. Unbeknownst to the players, the thugs hiding
inside the hovervan have been installing a remote-control device that overrides
the hovervan’s simple security system and control computer. The thugs will fight
until three of them are left.

Episode Two: That’s Our Hovervan 273


Street Thug
Dodge 15 Parry 15 Staging Tips
Agility Skills 3D The players will be unable to cover the distance between them
• Acrobatics 1D and the cargo hovervan before it pulls away, as the remote-
control does its job. So even if the players eliminate all the bad
• Shooting 1D
guys during the encounter - the hovervan still pulls out before
• Sleight of Hand 1D the players reach it.
Brawn Skills 4D
GM reads aloud:
• Athletics 1D
One of the thugs slaps the side of the hovervan and yells
• Intimidation 2D
“Go! Go! Go!” The hovervan starts, and lurches forward.
Knowledge 1D All the thugs still capable of action try to jump into the
Perception 3D hovervan as it flees the marketplace. Momentarily stunned,
you watch the hovervan speed away, nearly crashing into
• Survival 1D
startled pedestrians headed towards the less crowded
Damage: 4D (ranged backstreets and alleyway.
energy pistol)

Episode Three: The Chase


Staging Tips
In this episode, the players will need a quick introduction of the chase/pursuit
rolls. This does not have to be a complicated chase. Keep the rules simple if the
players are new or inexperienced. In any case the players will need to secure a
new vehicle and chase the hovervan. They can use one of these methods:

• The players have their own vehicle.


• The players may commandeer or steal a vehicle or even hire a taxi (follow that hovervan).
• The players realize that they can track the hovervan because they have the key fob,
which they can turn into a tracking device. This requires a computer or data pad and
some common tools. An Difficulty 10 Repair Mechanical roll and Difficulty 5 Computer
roll are needed to create a tracking device.
The chase involves rolls based on how close they want to get to the vehicle. Too
close and the possibility of combat (and damage to the cargo) will occur. Too far
back and they may lose the hovervan.
The hovervan may still have a bad guy or two (if the players did not take them
all down in the previous encounter). Combat may involve shooting from the
vehicles, ramming the vehicles, and even jumping from vehicle to vehicle. If

274 Episode Three: The Chase


there are no thugs left to fight the combat will consist of chasing the empty
hovervan which will try to ram the players vehicle and trying to resist boarding
(it is being controlled remotely). Either way the players need to force the
hovervan to stop.
Use the Chase rules on page XX for this chase!

Note: No Combat
If no combat occurs, because the players hesitated to get a vehicle or chose to
follow cautiously, then they will catch up to the hovervan in a small, abandoned
warehouse not far from the spaceport. Proceed to Episode Four.

Episode Four: Warehouse fight

A Not So Simple Job


Staging Tips
In this final episode of the adventure the players will have to defeat the final
collection of thugs standing between them and the cargo they came for. If the
players are in bad shape reduce the final opposition to no greater than the
number of player characters still in play. Show the players the warehouse map
and allow them a short amount of time to get their bearings and develop a quick
strategy.
GM reads aloud:
After traversing a maze of narrow alleyways, the hovervan has come to a
stop in what appears to be an abandoned warehouse. The dimly lit building
is littered with stacks of broken storage containers and rusting equipment.
Two more thugs and four lightly armed security bots stand guard. You
notice another hovervan parked nearby with a cargo bot standing by to
transfer the cargo boxes.
If the players chose to follow the hovervan from a distance, then the thugs will
be caught off guard. Add any thugs that were in the hijacked hovervan into the
final fight scene. However, they will have caught the thugs by surprise! Give
the players time to create a real plan of action and allow them one full round of
surprise combat where the thugs cannot react.
If the players chased the hovervan then the bad guys know they are coming and
neither side will have surprise. Allow the players to bail out of their vehicle and
positions near their vehicle as indicated on the map.

Episode Four: Warehouse fight 275


GM reads aloud:
As both sides seek cover and take up firing positions in the warehouse, the
final battle for possession of the Torigan fire Gems begins! Roll for initiative.

Staging Tips
The players strategy may include using their vehicle to plow thru the opposition.
Allow only one chance for the players to plow over the four
Security Bot security bots (the Thugs will be protected by machinery or other
Dodge 10 Parry 15 cover). Use the Driving skill vs Difficulty:
Agility Skills 3D • 5 for 1 bot
• Shooting 1D • 10 for 2 bots
Brawn Skills 4D
• 15 for 3 bots
• Athletics 2D
• 20 for 4 bots
Knowledge 1D
If successful, each bot receives 6D of damage (the bots profile
Perception 2D
is below).
• Survival 1D
The thugs fight with a simple strategy, try to attack head
Damage: 3D (energy
on with overwhelming numbers. If possible, they will rush
pistol)
the players and engage in melee combat, otherwise they
may be forced to just shoot it out from behind cover. If they are clearly losing
and reduced in number, they will try to flee when there are only two left. If,
however, the thugs win they will simply gather the cargo and depart. They player
characters will be left to tend to themselves.

Episode Five: Epilogue


Staging Tips
If the GM decides to use this adventure only as a one shot, then congratulate the
players and thank them for playing.

Rewards
If the GM wants to use this as a kickoff to a campaign, or the players want to
keep their characters to use in other adventures, then award each character(to
be determined), as well as the remaining funds on the cred stick.

276 Episode Five: Epilogue


Die Code Simplification
Sometimes the D6 System: Second Edition
Die Code 5D Wild Die
can really escalate and massive die codes
might need to be rolled. Now, various die 1D 0 0
rolling digital tools can easily handle that, 2D 0 +4
but rolling 40d6 (while fun) can often
3D 0 +7
become daunting and excessively time-
consuming. 4D 0 +11
5D 0 +14
In order to address that, this chart provides
two ways of reducing the amount of dice 6D +4 +18
needed: the fast way and the even faster way! 7D +7 +21
The fast way is to roll five dice, including 8D +11 +25
the Wild Die, add the results, and then add 9D +14 +28
the die code’s pips and a bonus number.
To determine the bonus number, find the 10D +18 +32
die code (ignoring the pips if you are using 11D +21 +35
that module) of the original attribute, 12D +25 +39
skill, weapon, or other value in the “Die
Code” column. Then read across to the 13D +28 +42
“5D” column to get the bonus number.. 14D +32 +46
Example: Alan wants to make a roll with a 15D +35 +49
total pool of 10D. He rolls ten dice, sums them 16D +39 +53
up (for a result of 27), and looks at the 5e 17D +42 +56
column across from 10D. He then adds +18 to 18D +46 +60
the 27 for a total of 45.
19D +49 +63
Another method that’s even faster is to 20D +53 +67
only roll the wild die. When using only the
Wild Die, a result of ‘1’ only indicates a 21D +56 +70
complication or funny thing happening; it 22D +60 +74
does not affect the total rolled. 23D +63 +77
Example: Alan makes the same roll as above, 24D +67 +81
but only rolls the Wild Die. He goes to the 10D 25D +70 +84
column, and goes all the way over to the Wild +1D Previous+3 Previous+3
Die column. He adds +32 to the result on his
Wild Die.

D6 System: Second Edition Reference Sheets 281

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