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  1. Yesterday
  2. 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.
  3. Earlier
  4. 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....
  5. 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
  6. 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.
  7. Yes, but this is not the area to be posting stats.
  8. Anyone come up with stats for the Ambien rifle from the mandolorian show?
  9. 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.
  10. 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!
  11. I'll mention what I've done, not knowing for certain if you have something like that in your game, but perhaps you can use the idea in theory. Instead of having "life drain" in that it removes skills or attributes, I have done where it "adds Fatigue". I used the Fatigue aspect as a way to make it so people didn't just fight their way through everything all of the time, or sleep in their armor. Each point of Fatigue reduced from their die rolls for ALL skills and attributes (except resistance rolls to limit damage). So 1 Fatigue is a mild annoyance. They just minus 1 from the total each time they make a skill or attribute check. But once you start adding up the Fatigue to 2, 3, 4 or more, they start REALLY noticing the effect when it's on every die roll. So with that said, I would have an undead like a Wraith inflict something like 3 Fatigue each time they successfully hit a living being. Or if 3 is too much, make it an even 2. Why not make it based on quality of hit? Because of the effect of Fatigue and the slow rate of recovery from it. (Need extra sleep above 8 hours for 2 consecutive sleep cycles to recover 1 Fatigue. Each consecutive day after the 2nd with extra sleep will recover 1 more Fatigue. If a person doesn't get more than 8 hours sleep on consecutive sleep cycles, the requirement of 2 consecutive sleep cycles starts over. It won't take too long before a character's Fatigue makes them so completely worthless that they flee in terror. "What do you mean I have to minus 12 from my rolls?" But you can also vary the effect of certain undead. Something like a zombie or ghoul could just do claw/bite attacks, but with the added effect of the character needing a Stamina roll of Moderate (for a scratch) or Very Difficult (for a bite) to avoid being infected with a disease that provides an ever-increasing -1D to their Strength/Constitution (whatever you might use) every 30 minutes or 1 hour, and when the penalty exceeds their attribute, they pass out and may go into a coma until healed or dead. Or you could have, as you mentioned, a "cold touch of death" effect on the target, in addition to the damage inflicted in the attack. The "cold touch" pierces to their soul, so to speak, and counts as one point of "death" upon the character. When the points of "death"...an ever-increasing coldness in their body, even if it is sunny and warm out... reach 3 they lose 1D from EACH attribute. When they reach 6, they another 1D, and so on every 3 points of "death". When an attribute like Strength/Constitution or Intelligence reaches 0 or lower, the character dies. They can eliminate the "cold touch of death" on them by defeating the undead that inflicted it upon them, or by going to a holy site and resting there under the care of a priest. Each 6 hours of rest and care on a holy site will remove 1 "death" touch. And certain things could provide protection against these attacks. Perhaps a holy relic/charm may either increase their resistance against undead attacks, making it harder for the undead to actually inflict an attack that could spread disease/increase fatigue/deal the cold touch of death. Or perhaps a blessed item could cause additional harm to an undead, or maybe it could resist a certain amount of evil taint...say by negating the first 1 or 2 or 3 instances of the undead's special attack. Another thing you could do is make it so that things like Ghosts could attack by choking or squeezing a person, ignoring the character's armor and ability to "dodge", since it is a relatively unseen attack. Of course, if the character's could do something to make the ghost visible (smoke, dust, whatever) they could strike at it, but with an added difficulty to hit (say +3D for a mostly incorporeal ghost, or +1D for a mostly visible...without assistance...ghost that can be seen relatively easily by is still a less than corporeal being). I would suggest deciding upon each type of undead creature to see if certain things are more beneficial. Perhaps silver works particularly well on ghouls, but is just like any other weapon against zombies. And vampires might be more harmed by piercing WOOD weapons rather than anything made of steel. Perhaps steel only does 1/4 damage or 1/2 damage to a vampire, but a wood piercing weapon does triple damage. All other weapons would do normal damage. But you could also add enhanced regeneration for damage done by non-specialized attacks. I always use an old movie I saw called "Monster Squad" as a basis for this. They blew Wolfman up with dynamite. Litterally blew him to tiny pieces and bloody chunks. But the pieces magically merged back together over time and the wolfman came back to life after a while, because the attack wasn't done with silver. But the silver bullet later completely killed the wolfman when he was shot in the chest. The damage was enough it would kill a person anyway, but this time, wolfman stayed dead because it was with the item that made the damage "real" and not able to be magically resisted. Ghosts could be seriously injured by something as simple as holy water tosses in their direction. The tiny water particles would be like acid to a ghost. Or maybe smoke from a burning censer would cause ghosts to be kept away, and stop certain undead from coming into it (like a wraith) but mean absolutely nothing to a vampire or ghoul. Hopefully this gives you some ideas.
  12. maybe i'm once again over thinking it. someone irl just pointed out that i'm stuck in the d&d mindset regarding incorporeal undead and that such creatures in different videogames perhaps offer a solution; for example incorporeal undead appear in skyrim and can be hurt with normal weapons w/o too much breaking of immersion (they are less "not physically there" and more physically made of cold generating soul sucking ectoplasm) - or in the guantlet remake, incorporeal undead appear, swirl around making straffing runs where they try to dive through you and "poof out" if struck only to return over and over every 15-30 seconds until the pile of bones from which they spawn is destroyed. Perhaps such creatures are the one case where using hit points/body points rather than wound levels are would be preferred. But setting that problem aside, what about undead that "drain" in some fashion? how would we best translate that into d6 fantasy? a vampire that grapples you drains what exactly and how much? 1D pips? a whole die? same question for wraiths or specters or what have you...do they drain anything or just try to strangle you, or claw with necrosis inducing results? are almost all answers here valid? and might it be that no two such critters would be alike mechanically? incorporeal undead could just do normal damage alone leaving frostbite type wounds or necrotic type wounds, or they could drain attributes, and if they drain, does the loss return over time via normal healing or does it require a priest or a quest or the final true destruction of the monster or...is it irreversible? a lot of ways one could go and it may be that my first impulse to nail it all down in a uniform universal van ritchens / van helsing type guide of repeatable consistency is a mistake? i'm dying (losing attribute dice in fact) to hear the input of others on the matter.
  13. Phoneposting so it'll be short, but undead in most source material have immunities to most physical damage unless it's energy like fire or electric, with magic or silver weapons bypassing said immunities. I can see a zombie accumulating wound levels for example, upto it being dismembered enough to be incap functionally, though I lean toward it not suffering dice penalties from such....then things like wraiths or banshees I get sort of stuck on , I can't imagine them being anything other than either fine or vanquished, making them extremely deadly in D6.
  14. For many items, say climbing gear, my first impulse is to say that they make the task easier, from very difficult to difficult for example, or possibly decrease the time required to complete, like using a drill vs a screwdriver. I say this because my players first response is to expect a bonus or modifier for using equipment, and they display hostility to the notion that equipment is a requirement to perform task at all.
  15. Perhaps posting what rankles you with the undead, and what you have tried and why you think they don't have a "fair shake", then maybe some of us can offer suggestions you may not have considered.
  16. Still at it tho my main comp died, presently puzzling out how to give undead, especially the incorporeal kind, a fair shake stat/mechanic wise. Thinking deeply on magic items as well, hope the new year is being good to everyone so far.
  17. A few days late, but Happy New Year! I hope the best of last year is the worst of this year for everyone!
  18. Happy New Year to you all!
  19. Happy New year to you. I see the D&D crowd have been posting pictures on social media of two d20s side by side, which is cute but I'm hoping for more of a d6 kind of year.
  20. And a lot of dices to roll in your adventures !
  21. The concept of Advanced Skills is perfectly fine. It would just kind of depend on which skills you feel are (A). Advanced skills should be high level learning type skills. Rocket Science, so to speak. Something like (A) Surgery. I found putting a more limited increase on how quickly a character may raise in skills was easier to control the "bucket o' dice" issue for advanced characters. But making some skills, appropriate for your setting, is also a reasonable method to limit some skills even more.
  22. Thank you Grimace for your idea, and even if this is different of what I was thinking first, you gave me interesting elements to work with. Tell me what you think about that : 1) I split many existing skills to have a wider palette of possibilities and fine tuning for pcs 2) for rare/very complex skills, I use advanced (A) rules from SWREUP 3) for quite complex skills, I use your idea of progressively increasing cost and limiting progression. Comments ? Have a good eve ! Regards
  23. What I do is have a graduating scale. So the initial aspect of learning a skill might be easy, but once you hit a certain point, it becomes much more difficult to continue learning. Gaining a skill not previously known Must have used it successfully more than 3 time in order to gain a single pip. The first pip costs 3-5 CPs to get, depending on the complexity of the skill. Advancing from 1 pip up to 3D The cost is a variable amount of CPs to increase, and the maximum amount that may be gained at one time is 1D. The skill can be advanced by normally using the skill with the average amount of success and failure. Advancing from 3D+1 up to 4D The skill may be increased by 1 or 2 pips (usually one), and the cost varies depending on the number of pips. The skill can only be advanced for heavy usage of the skill or above average quality of use. Advancing from 4D+1 up to 5D The skill may be increased only 1 pip at a time. The cost if 4 CPs per pip. The skill may only be advanced for extremely high usage of the skill or extraordinary quality of use. Advancing from 5D+1 to 7D The skill may only be increase 1 pip at a time. The cost to increase a pip will vary depending on the skill level. The skill can only be advanced for extended usage. Usually the amount of usage necessary to learn something new is around 1 to 2 months. Advancing from 7D+1 or more The skill may only be increased 1 pip at a time. The cost to increase varies depending on the skill level. Advancement can only be achieved if the person is instructed by someone that has a higher skill level than the person being taught. Time to learn something new will depend on the instruction ability of the teacher and generally takes anywhere from 1 week to 1 month of proper training.
  24. In the book "Magic & Miracles", I touch upon 3 different magic systems. One is like the "Vancian" magic from D&D in that the magic user must memorize the spell, then retains it until they use it. They can only memorize a certain number of spells, and only cast spells equal to the amount of dice in the Magic special attribute. One is Faith, which I use for various religious or nature-based powers (like Druids or high-level Rangers). They "pray" for whatever gives them their power to grant them the ability to bring about a spell. They simply roll their Prayer dice vs. the difficulty of whatever they are praying for. So praying for fire to light a torch might be easy, but praying to heal someone who lost an arm might be much more difficult. And praying to resurrect a dead person might be significantly more challenging to do, and likely not achievable by low-skilled characters (barring a ridiculous die roll with the Wild Die). The third, which I didn't detail as fully as I have info for, is Conjuring, which taps into a different power of the planet. The user must "learn the trick" of casting the spell. It uses up just a bit of the stored energy within the Conjurer. They can build upon their "tricks" by learning to do so. So a Conjurer might learn to start a flame, such as lighting a torch. It may take 5 power to do that. But then they want the fire to burn even if not cast on a burnable material. So they practice and get that trick learned, which costs a bit more power. Then they want the fire to be thrown, as in an attack, and have a modest range, and do more damage than simply catching something on fire. So they learn that trick, which costs notably more power depending on how much damage they want to do, how far they want it to go, and whether the damage explodes on impact or just engulfs the target only. So it might take 25 power to do that trick. Then, as the Conjurer becomes more skilled, the cost to perform those "tricks" lessens and it doesn't use as much. So a higher skilled Conjurer might only take 3 power to make fire, and only 18 power to do a ranged attack. You can find the pdf of the book here: https://www.drivethrurpg.com/product/92079/Magic--Miracles You may be able to mine it for ideas, or just use some of the material as is. Or you can alter the names of things to fit in your setting. If you have any questions about it, just ask!
  25. It is a good suggestion to just not use the Funds method in the book if it doesn't work for your setting. It was presented more for people who wanted to run things "fast and loose" and not worry about pinching pennies, so to speak. But since you are running things on a tighter budget, you may just want to go with coinage, as suggested. That way you can control how much the players end up with, roughly. And it puts more emphasis on the value of things, as everything will have value in either trade or worth.
  26. So for the fantasy setting I'm working on I wanted magic to be super versatile like mage the awakening's system where with the right skills and enough knowledge you can do anything. But since I'm still new to d6 system I could use some suggestions on how or if I should proceed. I know I'd have to put some limitations in place to keep the magic users from being to dominate like higher target numbers or slower casting times depending on how powerful the effect attempted is, ect. If anyone has any input or knows of something similar they could point out I'd appreciate it.
  27. No dumb question, only dumb answers !
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