D6 System Second Edition
D6 System Second Edition
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]
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Table of Contents 01
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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).
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.
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.
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
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
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.
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!
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).
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.
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.
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
• 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.
You will find modules for other uses of hero points, specifically on page XX and page XX.
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.
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.
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).
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:
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.
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.
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
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.
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
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.)
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.
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.
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.
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.
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.
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.
• 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 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.
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.
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 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.
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
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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).
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).
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.
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!
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.
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.
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.
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.
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.
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]
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.
• 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).
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).
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.
• 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.
• 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).
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.
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.
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).
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).
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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
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.
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.
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).
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.
• 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).
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.
• If you are using a hero point module, allow the target to spend a hero point to survive!
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
• 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.
• 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.
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.
• 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).
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).
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).
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.
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.
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.
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.
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).
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.
• 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!
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.
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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.
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.
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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).
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.
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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.
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
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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.
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.
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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.
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
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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).
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
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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).
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.
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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.
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.
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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.
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.
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
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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!
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.
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• Basic Initiative: +1D to the Perception roll to see who goes first.
• Narrative Initiative: +2D to the Perception roll to see who goes first.
• 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.)
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.
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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.
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.
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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.
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.
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.
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.
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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.
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
Agility Skills 2D
Brawn Skills 5D
Knowledge 1D
Perception 1D
Damage: Talons (Brawn+3D)
Bird of Prey
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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.
Shark
Popular culture has these beasts as terrifying sea predators and well...they are.
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).
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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.
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Agility Skills 3D Dodge 15 Parry 15
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!
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.
• 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!
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,
Fantasy
Streetwise generally takes an action to use.
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.
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 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
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.
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.
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).
Fantasy
inspiration for inventing your own.
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:
If the effect could go either way, default to the most common sense option (or
ask your gamemaster to decide).
• 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.
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).
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.
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.
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?
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]).
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.
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.
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.
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).
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)
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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?
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).
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!
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.
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.
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.
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.
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.
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:
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.
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.
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.
Evading:
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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 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:
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).
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.
• 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!)
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.
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!
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).
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.
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.
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.
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.
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!
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
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.
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?
• 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.
Superheroes
(though that becomes powerful and can have a game-warping impact)!
• 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.
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.
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:
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.
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.
• 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.
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).
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.
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!
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.
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
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.
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
Superheroes
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
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
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!)
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.
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.
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.
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.
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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
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.
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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:
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.
Superheroes
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.
• 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.
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.
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.
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.