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  2. sentry0

    Chimera

    Ok, I changed up how my directories are arranged... these links will always have the most up to date version of the docs. Chimera (current) Character Sheet - Form Fillable
  3. Yep, unfortunate loss to the gaming community. 😢
  4. You intending to keep this very generic? If so, the 5 basic types you mention will work. If you want more emphasis on types, you have Sloops, Schooners, Corvettes, Snows, Frigates, and Ships of the Line. The Sloop Category has Sloops and (if you want to borrow from the old Pirates computer game) Pinnace. Typical of 6 to 10 guns, but could be up to 12 or 14 guns on a sloop-of-war Schooner Category can have Schooners and Xebecs. Typically 8 guns on up to 12-14. Corvettes Category is a bit of misnomer, as a Corvette is military. But there are Brigantines, Brigs and Barques. They run about 10-12 guns, but could be up to 14. Snow Category covers Snows and Merchantmen. They can have anywhere from 8 to 16 guns. Frigate Category is when you start getting into larger ships, warships. The initial Frigates were not the elegant, strong ships of the Americas, but slower and up-gunned. You would be looking at 24 up to 40 guns on a Frigate. These might be known at 5th or 6th Rate ships of the line. Ships of the Line Category is the big ships that belong to nations navies. You see Galleons, 4th Rates, 3rd Rates, 2nd Rates or Man-O-War 1st Rate ships. These are all three masted ships and mount 40-60 guns at the low end up to 100+ guns for the Man-O-Wars! For your stats, you have Crew, Cargo, Speed, Maneuverability, Cannons, Hull, & Scale. I use the following stats: Masts, Scale, Hull, Maneuver, Seaworthiness, Crew, Weapons, Cargo and Speed (which Masts have a direct bearing on) Just as a word of caution, don't mess with scale all that much. There's not much difference in the scale of wooden sailing ships. They're just larger and small versions of them, which Hull will account for. Scale would be more reflective as to the material they are made out of, or the building techniques used to make them. During the Age of Piracy, the format for ship building was fairly well standardized. But a Sloop of the 1700s would be a higher scale than the Clinker-built nature of Viking Longboats or boats that Columbus sailed over on (Carracks). And Pirate ships would have a smaller scale of ships in the 1800s, say American Civil War time period, because the methods of ship construction changed again and in addition to thicker woods, they added armor plating to make ironclads which basically ruled the day over all wood-only ships. So the Scale of ships in the Age of Piracy was nearly always the same.
  5. Durran

    Chimera

    Very cool! I'll check out the updated stuff when I get some time. Long day at work today.
  6. sentry0

    Chimera

    I finished writing the equipment chapter this morning, all that's left to do is to playtest it out. Chimera (v0.0.3) Character Sheet - Form Fillable
  7. sentry0

    Chimera

    OK, here are a couple of links: Chimera Character Sheet - Form Fillable I basically just need to finish writing the equipment chapter and the document will be done. Thanks for your interest, I hope you enjoy it.
  8. I would very much like to see it! I've tinkered with different ideas for Od6 supers myself off and on.
  9. Durran

    Chimera

    Post it up! I can think of a couple people who might be interested.
  10. Earlier
  11. sentry0

    Chimera

    I have been working a hobby project of late that I have dubbed Chimera. Chimera is my attempt to replace the OpenD6 Special Abilities by splicing in the power building system from HERO System games. I am fully aware of the excellent D6 powers book... I own and have used it but I do things a little bit differently and have my own ideas that I wanted to test out. I have also been dropping in my own house rules that I have accumulated over the years and have created a draft of a genreless system. It's still very obviously OpenD6, it looks and feels the same but I have added in my own house rules. Chimera is a still a work in progress at 87 pages but it is mostly ready to play. I need to finish writing the equipment section and provide some sample characters. If there's any interest in what I've been up to I would be happy to share the project here. This is a personal hobby project... I'm not looking to make money off this. I'm soliciting feedback from fans of OpenD6 so that I can make Chimera better.
  12. You essentially put together a kit of advantages, disadvantages, special abilities from the character options section. Each has a Creation Point cost associated. Depending on how many CrP your racial build ends up costing that is the overall creation point cost for the racial template. Now, if you're doing attribute and skill dice, you want to come up with minimums and maximums for the various attributes, this gives your players guidelines to work between when spending their 18D attribute dice. As for racial kit of advantages, disadvantages, special abilities, use the conversion of 1 creation point = 1 skill dice. This way if you can still use the math above, but will be able to apply the template by only affecting skill or attribute dice. Hope this helps!
  13. Hi, Unfortunately, download link above is broken. can you give another link ? TYIA
  14. I'm a little confused on how to create my own races for a fantasy setting using d6 fantasy. It's not really clear how it works concerning point costs and die limits with the examples provided. Maybe I missed something or I'm over complicating it, but either way I think I'm doing it wrong. Any help would be appreciated. Thanks
  15. Still plugging away on this... :-) Making good progress now. Took a few detours learning some classics to inform my design decisions. I need to create a site to share progress updates, etc...
  16. Okay, so since no one has replied, I'm going to assume the project is dead, and I'll muse my notes here for cooking up ship stats. I'm sure @Grimace will have some useful suggestions, since he always seems to. So, being a total dummy when it comes to stuff from Age of Sails, I'm going to start simple and then increase the complexity as research and suggestions roll in. I'm thinking about doing 5 Basic types of ships: Gunboat, Schooner, Brig, Frigate, Warship. Stats at this point will include: Crew, Cargo, Speed, Maneuverability, Cannons, Hull, & Scale. If there are any other suggestions that anyone has at this point, please let me know!
  17. Thread Necromancy! I recently was considering doing a D6 Pirates type campaign and have been looking for some ship stats if anyone has cooked anything up. Has somebody cooked up detailed ship stats for D6? Was this project ever completed?
  18. RIP Daniel Scott Palter 🙁
  19. I've found that a flat decrease of a single difficulty level is sufficient, or add an extra difficulty level without the tools. It typically works out to roughly a +5 bonus to their skill check, which is ample. Masterwork or magical tools might reduce the difficulty by 2 levels, or give the single difficulty level reduction with a +1 to +1D to the skill check. YMMV.
  20. IG-11 Type: Holowan Mechanicals IG Series Assassin Droid Cost: Not for sale Size: 2 meters tall Move: 10 DEXTERITY 3D+2 Blaster 6D+2 Grenade 4D+2 Dodge 4D Vehicle Blasters 4D+1 KNOWLEDGE 2D Languages 4D+2 Planetary Systems 3D+1 Value 3D Intimidation 3D (Added programming: Culinary Arts 4D, Home Economics 4D+1) MECHANICAL 2D Repulsorlift Operation 4D Sensors 3D Swoop Operation 4D+1 PERCEPTION 4D Search 6D Search: Tracking 7D Investigation 4D+2 (Added programming: Household Appliance Operation 4D+2, Beast Handling 5D) STRENGTH 4D Brawling 5D Lifting 5D (Added programming: Cleaning 4D+2) TECHNICAL 2D+1 Demolitions 3D Armor Repair 3D+2 Blaster Repair 4D (Added programming: First Aid 4D, Security 4D+1) Description: Humanoid body (2 arms, 2 legs, head) Vocabulator system Movement Sensor/Targeting Array (allows simultaneous targeting of up to 6 targets out to 30m) 360 degree Visual Sensors (+1D to Search) Armored substrate (+2D to damage resistance) Plasma Torch (5D cutting ability) Built-in, non-removable Thermal Detonator Self Destruct Mechanism (10D damage 10m range) (Added hardware: Bacta Hypo Spray: +2D to First Aid) Equipment: Power pack bandoleer E-11 Blaster Rifle: 5D DLT-20A "Longblaster" Rifle: 5D+1 Capsule: IG-11 was initially created and programmed as a Security Droid, but when its owner wound up being terminated while aboard a luxury star yacht, it found itself without owner and on its own. It assessed its programming and decided to become a bounty hunter. Due to its reputation as an "assassin" droid, it was accepted into the Bounty Hunter's Guild. IG-11 took only jobs that did not require it to bring in the bounty alive. It relied on its programming to shoot its way to a target, and then terminate the target. However it often found itself contending with living bounty hunters that were vying for the same target. Often the humanoid bounty hunters beat it to its target and took the bounty. So IG-11 never really achieved the recognition of other IG Series bounty hunters. IG-11 was on another job, this one for a highly dangerous target, when it tracked the target to the planet Arvala-7. The target was in a compound with multiple armed combatants providing security for the target. As IG-11 approached, he assessed the targets and demanded the release of the asset, but the combatants resisted. IG-11 began to terminate all threats. During this time, IG-11 encountered another bounty hunter, a humanoid in Mandalorian armor. The other hunter negotiated a partnership for the bounty, which IG-11 accepted. The battle continued but the bounty hunters were successful at terminating all threats. The target was found and IG-11 was about to fulfill the contract with functions ceased.... IG-11 became aware and learned it was under the ownership and tutelage of a humanoid known as Kuiil. Systems were damaged and sub-routines were malfunctioning. IG-11 attempted system re-routes, but found that there were no backup systems to operate from. IG-11 was trained by its owner, and new systems were installed onto his operational network, along with some added hardware. IG-11 was re-designated as a Nurse droid, and its duties were to attend to its owner and to upkeep the homestead while the owner was away on work duties. It learned to prepare meals, tend to the home, and attend the beasts the owner kept. During this time, IG-11 found it had combat-related sub-routines embedded on its central wiring harness. Its owner told IG-11 that was once a combat droid, but now it was a nurse droid with primary programming of nursing duties and secondary programming of protective duties. IG-11 understood and accepted its duties. It would protect its owner and other charges as assigned. IG-11 carried out its duties to the best of its abilities. Then came the day when off-world visitors arrived. The visitors acted as though they were threatened by IG-11. It did not visually recognize the humanoids, but gave assurances it was not a threat to them. It offered drink to ease the situation. Shortly after the visit, IG-11 learned that it would be accompanying its owner while they went on a trip aboard a starship. Additionally, it learned it was being charged to nurse and protect a small humanoid child. Kuiil informed IG-11 to protect the child and the others who traveled with its owner. They all traveled to the planet Nevarro, where IG-11 was instructed to wait aboard the ship while the other set off on a mission while riding on the beasts. IG-11 waited aboard the ship with nothing to attend to, since all of the humanoids had left with its owner, and the child had been taken along with them. They had all ridden on the beasts that had accompanied them aboard ship. Instead, IG-11 probed its memory systems and discovered it could access its combat systems, but it would only use those systems for protection of its charges. Then it's sensors picked up blaster fire outside the ship and the sound of repulsorlift craft. IG-11 left the ship to investigate and found its owner had been terminated, along with one of the riding beasts. The child, however, was missing. IG-11 knew that it had to find the child, so it accessed its tracking systems and located the speeders. The child was in the custody of two armored humanoids on speeder bikes. They would not relinquish the child, so IG-11 forcefully took possession of the child by terminating the armored resistance. When the other humanoids contacted it, asking for its owner, IG-11 informed them of its owner's termination. It knew that even though its owner was terminated, it had been charged with the protection and care of the child and the other humanoids. It would utilize a commandeered speeder bike to reach them and protect them. IG-11 set off to perform his duties of protection....
  21. Kuiil is over 200 years old, per human standards, and has served many of those years in indentured servitude of various unpleasant groups. Earlier in his life, Kuiil was enslaved by the Empire, and served many years with them working as a machinist and equipment repairer at an Imperial Mining facility. He performed repairs on various machines and hauling equipment. He even had his hand in repairing and modifying some of the mining droids the Empire used in place of slave labor on planets too dangerous for most living beings. Then came the fateful day when he was transferred (given) to a shipbuilding Syndicate sympathetic to the Empire. The "owner" of the Syndicate was a mean human, but was at least fair in business dealings. There he learned to repair and construct starships. One year, during an Ugnaught work-stoppage, Kuiil was elected by the other Ugnaughts to act as their mediator with the Syndicate. Since he could speak the human language so easily, they figure he would be the best as negotiating. He did manage to reach an agreement with the Syndicate and the owner which was suitable to get the Ugnaughts back to work. The deal was for the Ugnaughts to be able to effectively "buy" their freedom upon completion of a requisite number of years of work and for building beneficial items for the Syndicate. It took Kuiil several more years, but he was able to eventually purchase his own freedom from the Syndicate. When he accomplished that feat, he told others he worked with that they could all earn their freedom, and he was proof of it. He had spoken, and others listened. Now, alone and free, Kuiil made his way across the galaxy to a remote world known as Arvala-7. It was a peaceful world, arid, sparsely populated, and quiet. He was at peace. Kuiil took to becoming a Blergg herder, and learned to ride the local beasts of the area. He used the beasts to help him around his moisture farm. With the excess water he produced (above what limited amount he needed), he sold to the few other residents in his area. He acquired money, which he in turn used to purchase necessary supplies. What supplies he couldn't purchase, he learned to trade and negotiate with the Jawa tribes that roamed the area. Then, for some reason, more aliens came to the planet. Most who arrived were not pleasant types. Trouble came with them. He mostly stayed well away from the newcomers, but that only helped for a while. Then the bounty hunters began to arrive. They came through his ranch and he would help them. Some took his help and barely offered anything. Others would offer payment, but he had no need, as he already had all the money he needed to acquire his supplies. He would decline payment, and if they persisted, he would tell them the same thing as he had told his kinsfolk when he left them those few years back: I do not require your payment. I will help you in hopes you will return this valley to the peaceful place it once was. I have spoken." It stopped most argument when he phrased it that way, so he kept that in use for each new bounty hunter that came through. Sadly, none of those bounty hunters had the ability to remedy the problems that had come to his planet and disrupted his peace. That is, until that Mandalorian arrived.... Type: Ugnaught Craftsman Dexterity: 1D+2 Dodge 2D Knowledge: 2D Languages 4D+1 Planetary Systems 3D Value 2D+2 Survival 4D Mechanical: 2D Beast Riding 4D+2 Willpower 5D Perception: 2D Bargain 3D Persuasion 3D Search 4D+1 STRENGTH: 1D+1 Technical: 3D Droid Programming 4D Droid Repair 4D+1 Space Transports Repair 6D Starship Repair 4D Repulsorlift Repair 5D Equipment Engineering (A) 4D Move: 10 Equipment: Backpack/Saddepack with tools, leather cap with welding goggles, comlink
  22. This is what I came up with for the armor and equipment for the Mandalorian from the Disney streaming service. Mandalorian Beskar Armor Not for sale +5D Physical, +4D Energy Protects: Head, Torso, Shoulders, forearms, upper legs No Dexterity penalties Helmet provides Thermal/IR viewing, giving +2D to Tracking Helmet also has Audio Amplification that links directly to the viewer on his Pulse Blaster Rifle. This gives +2D to Search up to a range of 50 meters. Helmet provides Targeting Heads-Up Display (HUD). This allows the wearer to locate targets within 50 meters and mark them as targets. It provides no added benefit for hitting the targets, but does make target identification quite easy in a muddled combat situation. Armor attachments: Flamethrower wrist mount Range: 1-3 / 5 / 8 Damage: 6D / 4D / 2D Ammunition: Offers up to 10 seconds of operation before needing to be refilled with typical starship fuel. Grappling Caster Range: 1-5 / 10 / 20 Effect: Attaches to the target by entangling the target and attaching to itself. Can be released by command from the armor wearer. Strength: 5D durability Whistling Birds Targetted Tracking Range: 1-10 Damage: 5D Special: Due to the missiles being made from Beskar, they have superior armor penetrating ability. Subtract 2D from any armor of the target. Does not provide additional damage to lightly armored or unarmored targets. Special: has limited ammunition, typically 12 missiles Special: Targets for the Whistling Birds are set by the armor wearer, using the targeting HUD in the helmet. Hi-Power Blast Pistol Range: 1-5 / 15 / 30 Damage: 4D+1 Ammunition: power pack allows up to 30 shots before needing to replaced. Pulse-Blast Rifle Range: 1-15 / 35 / 70 Ranged Damage: 8D* Special: * If the damage exceeds the resistance roll by 15 or more, target is Disintegrated Special: The firing charges need to be reloaded after every shot. Special: Rifle can be used as a melee weapon, with the front prongs becoming charged. Causes 6D damage if successfully strike a target by 5 or more points above difficulty. Less than 5 above causes a glancing blow, only inflicting 3D Stun damage. Vibro-Knife Melee weapon Damage: STR+3D+2 Special: Once activated, the blade is able to penetrate things that a normal blade may not be able to. M-1 Jump pack "Rising Phoenix" Controlled by armor wearer, requires minimum of 3D in Jet Pack Operation. Allows boost assisted jumping, up to 100 meters high or 70 meters distant. Uses 1 charge for each assisted jump which includes a short deceleration burn upon landing. Also allows controlled flight, capable of traveling of speeds up to 250 KPH, and an altitude of up to 500 meters. Uses 1 charge for every round spent in flight mode. Special: contains up to 50 charges before it must be recharged and refueled. Special: This jump pack is triggered by the thought of the armor wearer. No voice commands are needed to operate. As such, it requires the special training in its operation. It will not operate for any wearer with less than 3D in Jet Pack Operation.
  23. Yes, but this is not the area to be posting stats.
  24. Anyone come up with stats for the Ambien rifle from the mandolorian show?
  25. I'll be interested to hear what you come up with for the mass combat. I've attempted, but never really came up with anything that I liked.
  26. It does indeed! Thank you! I checked out a word doc version of the buffy the vampire slayer D6 iteration to see how undead were handled there, too. I'm beginning to shy away from a uniform "monster manual" approach as taken in d&d, where a monster of a given type is the same in general with known pre-packaged abilities and weaknesses, and leaning toward making it vary by creature and adventure, otherwise the flexibility of D6 is lost; or at least not utilized to its fullest potential. it's funny how once players get a good grip on D6 simply nothing else will do, anything else is too limiting. amazing in truth. so long as everyone knows that: 1) to be touched by undead will have extranormal negative results such as fatigue or drain 2) silver, magic, religous items/influence or spending fate point per attack is required in the short term 3) negative effects may require intervention of priests/temples or quests to mitigate or remove 4) many such creatures can be defeated short term with above methods, but long term defeat may require methods to break the curse that created them. This would prevent players from memorizing a laundry list of "right moves" vs assorted undead, instead, they'd have a short list of things generally known to be useful against most "spirits" or "devils of the flesh", reviving the fear horror and mystery such creatures used to evoke before everyone read the monster manual and became cold blooded professionals. It would keep them on their toes and "honest", as it were. Thanks again, your input has helped greatly with the creative block i've had with this matter, and i've also recently surpassed another with regard to a possible conversion of the fuedal lord simulator that was the birthright setting; where counties/territories had a stat for material/magic capacity listed like (6/2); in D6 i'd simply convert those to dice and treat it the way the "funds" attribute was treated. Thus a player with lands would allocate these material or magic "funds" dice in a month to different projects to achieve their fuedal desires; raising troops or increasing trade or filling the forest with gargoyles or whatever. Think of the Stronghold series of video games were you have to assign workers to a wide range of projects to make the food and supplies needed to build walls and raise armies and such. Still going to nail down something similar for mass combat too, both tactical where units of 50-100 troops of similar kit become single entities and manuever and opposed roll (draw heavily from D6 star wars capitol ship combat for this I think) and strategic level, though I think at the strategic level opposed command rolls would give me the gist of an invasions outcome. So maybe an invasion would begin with opposed command rolls for a general outcome, a tactical level battle using groups of archer/infantry/cavalry similar to a SW-D6 capship battle, and a small adventure for players within that tactical setting similar to the scene/encounter/round break down in star wars where they have at least some influence on the large scale outcome. While sorting these things out i'm also trying to decide the type of campaign setting i want and that i think my players will like, which is hard in terms of balancing everyones expectations with my own, but I think I'm nearly there. I'd love to share my thoughts on that but this IS a creature conversion thread and I do not want to derail it too badly, I'll try to limit further contribution here to statting critters and maybe make a different thread or add to an existing one whose subject is world building or similar, I believe theres one of yours, Grimace, discussing your years of homebrew for D6 from before the release of D6 Fantasy, I may dump my jumbled thoughts there when next I get time. As of now, though, I'm thinking creature conversions are best done on an individual adventure basis, the zombies of the black temple may be very different from the cannibal corpses of dark-light tower for example. Thanks again gentlefolk!
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