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  1. Yesterday
  2. OpenD6 is open. Not much they can do about that. They can make changes to D6, official changes, and NOT make them open. That's their prerogative. But what's been opened will, under the OGL license, remain open.
  3. Last week
  4. Oops, I meant to say that I appreciate any feedback.
  5. After making a few characters, and seeing the characters a few others have made (thank you Savar), I think it makes sense to keep Perks and Complications, but to define them based on the character's Aspects wherever a mechanical effect is necessary. So, if a character has the Archetype of "I run on four paws in the moonlight," that character could have the Perks of Wolf Form (1HP to shift) and Quick Healer (Natural Healing roll daily), as well as a Complication of Vulnerable to Silver (+2D dmg). That way the mechanical effects of an Aspect can be more clearly defined. Anything that doesn't require mechanics can simply rely on the built-in mechanics of the Aspects themselves. For example, the same werewolf may have Raging Emotions that earn him a Hero Point whenever his emotions get the best of him in tense situations, but this doesn't necessarily need to be recorded as a Complication. I'm not recommending creating a huge list of possible Perks and Complications. I think it makes more sense to define them during character creation based on the vision and needs of the player and GM. A different type of werewolf might not have a conscious ability to shapeshift, always doing so on the full moon, and thus would not need to define the Perk of Wolf Form.
  6. I've given it some thought and I am going to try blending the rules for damage from Mini Six and Savage Worlds. Basically, wounds occur in 4 point increments above the soak value (which is surprisingly close to the Mini Six wound track). So, 11 points of damage against a soak of 6 gives 5 points, or one wound. Anything over soak but not quite a wound makes the character Stunned (as in Mini Six, so with a -1D for the current and next rounds, with the character otherwise able to act normally). If a character is wounded, any stunned result is ignored. If a character is already stunned, a second stun result simply adds another round to the stun duration (max +1/round). As an example, if a character was stunned (-1D) the previous round and then gets stunned three more times in the current round by additional attacks, the Stun will only last the current round and the next round. If the character then gets wounded, the total penalty is still at -1D with the stun no longer applying. However, that -1D will last until the character receives healing. I'm tempted to allow stuns via successful taunts (say, the taunter's Persuade(taunt) roll vs the defender's Wit). A mook can be stunned and remain in the fight. However, a single wound is enough to take him/her out (they run away, get knocked out, refuse to keep fighting, simply die, etc). The effects of wounds correspond to Wounded, Severely Wounded, and Incapacitated in the Mini Six rules (-1D, -2D, -3D but must also make a roll to stay conscious). Anything more than three wounds won't add any new penalties, but the character is treated as though Mortally Wounded, as in the Mini Six rules. There is no automatic Dead level (although obvious things, like being in the middle of a nuclear blast, can just be considered instant kills). There is a minor difference between Savage Worlds and Mini Six in how the wound levels are reached (for example, you can become Severely Wounded on the first attack using this method, but it also takes more damage to cause higher wound levels in a single attack), but I feel the Savage Worlds wound track is simpler and easier for most players to grasp. I can also just hand out tokens to represent wounds and the player will simply subtract that many dice from any rolls they make. I am very curious to see how this works in play. I will also add the Fatigue track from Savage Worlds (fatigued, -1D; exhausted, -2D; incapacitated, unable to act; dead), which is separate from the Wound track, and so can provide additional penalties. A character with one wound who also becomes fatigued (from, say wandering in a hot desert without water) would have a -2D to all rolls. As always, I recommend any feedback on this. I will have a chance to start playtesting these ideas with my regular Tuesday group starting tomorrow and I'll report back how it goes.
  7. I made a few tweaks to the skills, making it a little more my own and, I think, slightly more flexible. Here is the new list, with some sample options and specializations: Might: Athletics: climbing, jumping, running, swimming, throwing Fight: brawling, grappling, by weapon type Agility: Acrobatics: dodging, tumbling, contortion Burglery: lockpicking, pickpocketing, safecracking, security, sleight of hand Drive: by vehicle type Pilot*: aircraft, ships, submarines Shoot: by weapon type Stealth: hiding, shadowing, sneaking Wit: Academics*: history, law, literature, linguistics, chemistry, engineering Art*: music, painting, writing, sculpting Craft*: carpentry, electronics, mechanics, medicines Empathy: body language, emotions, intuition, lies, motives Gunnery Investigate: research, bureaucracy Magic*: arcane, divine, psionics, powers Medicine: diagnosis, first aid, surgery, veterinary Navigate Strategy: gambling, games, war Survival: by terrain, tracking Charm: Animal handling: riding, taming, training Perform*: acting, dancing, singing Persuade: diplomacy, intimidate, bluff, provoke Contacts: business, streetwise, government
  8. Name: Gloria Raspardi Archetype: Mesmerizing singer Motivation: That moment when the performance blurs reality Trouble: In deep to a slimeball of a producer 1D Might: 3D Agility: 4D Wit: 5D Empathy, 5D Academics-Linguistics 4D Charm: 6D Perform-Singing, 5DPerform-Dancing, 6D Persuade(diplomacy), 5D Contacts 9 Init; 3 Block; 9 Dodge; 3 Soak Gear: Beautiful dresses Dumpy clothes, sunglasses, hat
  9. Two more sample characters: Name: Steady Eyes Archetype: Mystic hunter from the primeval forest Motivation: Provider and protector Trouble: Wanderlust 4D Might: 5D Athletics, 5D Fight 4D Agility: 6D Acrobatics, 5D Stealth 3D Wit: 4D Survival, 5D Magic-Shamanism(beasts) 1D Charm: 12 Init; 15 Block; 18 Dodge; 12 Soak Gear: Spears Sling & stones Pack with bedroll, gear Machete Spells: Beast Tongue TN19 Shape Change TN15 Name: Wilby Dudraker Archetype: Coastal mutant without useful mutations, dude Motivation: Spiritual quest for mutations Trouble: Fluffy eats people 1D Might: 3D Agility: 4D Stealth 4D Wit: 5D Craft-Weaving 4D Charm: 6D Animal Handling, 6D Perform-Electronic(dadroo), 6D Persuade 9 Init; 3 Block; 9 Dodge; 5 Soak Gear Knife Fluffy (large mutant animal) Dadroo Lab tech badge Camo sleeping bag Loom
  10. A couple of sample characters (one mine for a generic sci-fi setting, the other by my wife from a homebrew post-apoc setting in California): Name: Grathen Phisser Archetype: Ace rocketship pilot and Lizardman Motivation: My exploits will be remembered forever Trouble: It was too good to pass up 2D Might: 3D Fight 4D Agility: 5D Acrobatics, 6D Pilot-Starfighter 3D Wit: 4D Craft-Mechanics, 4D Navigate 3D Charm: 5D Persuade(bluff) 12 Init; 9 Block; 15 Dodge; 6(7) Soak Gear: Thick skin (+1 armor) Claws (+1 dmg) Sonic knife Starpilot license Assorted tools Name: Jacks Archetype: SoCal scientist who escaped slavery in a Central Valley road gang Motivation: Cure mutants Trouble: Disassociative Identity Disorder 2D Might: 4D Agility: 6D Acrobatics; 5D Drive; 5D Shoot 4D Wit: 6D Science-Biology(genetics), 5D Survival, 5D Science-Chemistry 2D Charm: 12 Init; 6 Block; 18 Dodge; 6(9) Soak Gear: Piecemeal (leather/metal) armor +3 Rope, grappling hook Open-top vehicle (stolen from gang) Specimen holders Monoscope Survival kit Plasma rifle (stolen from gang)
  11. Hi, By chance, I've read a news about Nocturnal purchasing WEG. They are not clear about the OpenD6 licence... Someone knows what (will) happen with od6 ? Thanx (I've made quick search on the forum but didn't found anything : maybe i'm dumb or else, thanks to moderator to move my post if necessary)
  12. Earlier
  13. Oh, wow, I forgot I had already begun exploring this idea more than three years ago: My time actually becoming familiar with Fate (and other systems) has given me a stronger idea of how to do this in practice. I guess I had to really go down the rabbit hole before I was ready to tackle this.
  14. Yeah, it's important for the GM to be able to bring the Archetype of "Gloriously Rich High Wizard Swordmaster and Ruler of All Lands" down a few notches (unless, of course, that's the kind of game the whole group is going for). I think it helps if the GM sets expectations early on in the character creation process and is realistic about working with the players to come up with aspects that are more interesting than powerful.
  15. Hi, I like your idea of Archetype, Motivation and Flaw costing no point, it's easy, intuitive and let players being creative with their background. Well done. The only drawback i see is for the GM to balance it if his players look for minimaxing, but nothing unbearable. But i like it !
  16. Here is the skill list. Athletics covers things like climbing and thrown weapons. Acrobatics is used instead of Dodge for determining the Dodge stat, with Dodge being a potential Specialization of Acrobatics. Skills with an asterisk are a class of skills and the player must choose a focus when taking it (for example, Biology for Science). Might: athletics fight Agility: acrobatics drive larceny pilot* ride shoot stealth Wit: academics* art* craft* empathy gambling gunnery investigate linguistics magic medicine navigate science* survival Charm: animal handling bluff perform* persuade streetwise
  17. I haven't been on the forums here for awhile and I've been used to hanging out in G+ land, so it didn't occur to me to ask here before, so this was originally posted at Rules hacking time: I'm getting ready to run some Mini Six after spending a goodly amount of time with Fate and Ubiquity (mostly Hollow Earth Expedition) and there are a few concepts from each that I'm considering working into the Mini Six framework. I'm replacing the existing system of Perks and Complications with what are basically Fate Aspects (short phrases used to define interesting things about a character), but done in the Ubiquity style. The player will need to define an Archetype, a Motivation, and a Flaw. These cost no points (as Perks do) but still make things true for the character and the game world, which means that they require GM approval (possibly meaning some back-and-forth between the GM and the player before that approval is given). These also give a clear framework for the character during the rest of the creation process, as well as how that character should be played. For example, an Archetype of "Roguishly Charming Pilot" says quite a bit about the character. When that player puts 4D into Charm, that Charm is more clearly defined (since, in my book, Charm can easily be charisma, beauty, or force of personality). So if the character takes over the bridge during a heated battle, the style of play makes more sense as "Hey, guys, you know I can get you through this," followed by a flash of white teeth and his most winning smile, rather than by barking out orders. That character should also have some kind of piloting skill, of course. A character whose Archetype is "Elven Scout of the Gold Leaf Realm" will have whatever abilities elves of that game world have (dark vision, for example) simply by virtue of being an elf. And an "Unlicensed Wizard, Extraordinaire" will have spellcasting ability (as well as an some kind of built-in conflict with the magical establishment, by virtue of being unlicensed). I know this makes characters more powerful than the stock Mini Six system, but this works for me because I hate seeing the beginning skills hamstrung by choosing some cool Perks. And I tend to switch games every few months, so characters don't get as much chance for advancement as they would with a longer game. I am curious to know if anyone has an opinion about this kind of shift in character power levels. Motivation should say something about what drives the character, and I find having such a thing really helps get new games off the ground by establishing character personalities pretty quickly. They can be general motivations, like "I want all the gold!" or a bit more complex, like "The shame of being dismissed from the King's service still stings" And Flaws are basically a reworking of Complications, except that there is only one instead of being open to two, and they do not provide additional CP at the end of a session (more about that below). To further tie these traits into the character, Hero Points would be given out to players who find ways to roleplay these motivations and flaws (or the GM finds ways to bring them up in the game), similar to how Style Chips or Fate Points work in Ubiquity and Fate. I'm debating about leaving the spending of Hero Points the same, or specifying that the +6 to a roll must somehow tie back into the Archetype, Motivation, or Flaw. I'm really curious to know what folks think of these ideas. Good, bad, indifferent. Any suggested tweaks? Any glaring flaws I'm overlooking? Any cool uses for this that I haven't thought of? Any way the players could make this go horribly awry? A few extra ideas: Any Aspect outside of the three that make up a character will exist but won't need to be explicitly written out as such, as they are in Fate. This affects a few of the things that follow. Spending a Hero Point requires some explanation on how it fits into the narrative. For example, buying down damage can be because the Quick Thief managed to dodge at the last moment or because the attacker had a Wound (an arrow in the shoulder) that threw off his aim. Preparatory work (what would be Creating an Advantage in Fate) can gain a +2D on a following roll, as can someone making a roll to assist. These make Aspects that, as mentioned above, don't need to be explicitly spelled out. They can certainly be used as justification for spending a Hero Point later on. ("Remember how I built that programmable robot arm to help me push the fire alarm while I was elsewhere? Well, because it's near the current fight, I'm using it to grab this guy's ankle from behind, distracting him and giving me a +6 to my attack. Here's my HP.") The final skill list I developed looks an awful lot like the one out of Hollow Earth Expedition. Not exactly the same, but heavily inspired by it. I'll post the full list once I write up all my changes as a unified document. One important note is that I have only Fight, Shoot, and Athletics to cover all fighting skills. Block and Parry will have the same value, barring Specializations (which I am a little nervous about allowing for fighting skills). I'm inclined to make Specialization only a +2D instead of a +3D, but on top of the Skill when first taken instead of the Attribute. So Charm of 4D, Persuasion of 1D, and a Specialization of Intimidation makes for a 7D, but also uses up 2 of 7 skill dice for character creation. Raising Persuasion to 1D+1 later on does nothing to Intimidation; that would have to be raised separately. If the base skill is not taken, the Specialization just adds to the base Attribute (4D Charm and 6D Intimidation in the above example). I need to play around a little with various builds and advancement combos before I'm set on this one. I'm considering a static initiative of Agility rating x3 plus pips. Adding in a dash of Savage Worlds, mooks go down (or just plain leave the fight) once they suffer a Wound. I also want to test out the idea of a separate Stun vs Wound track (similar to Savage Worlds Wounds vs Fatigue counters) because it is so helpful with things like nonlethal attacks and environmental damage. I may play it each way for a time to see how it affects things. I might also use bonuses and penalties to mimic common knowledge rolls, or I may just leave that to roleplay. I'll likely have the players define two current and/or impending issues for the setting, as well as a few faces and places, as done in Fate Core.
  18. Psionic Surgery - skill Requires Telekinesis and Telepathy @ 3D+ each Roll skill + Targets Spirit vs assisted healing chart. Using Telekinesis to hold wounds together, and Telepathy to convince the targets body to heal itself faster. The Psionic heals the wounded.
  19. Lol, same name different effect 😁
  20. Did you look at Battle Meditation in Star Wars at all to use that as a guide? Battle Meditation Control difficulty: Very Easy: 1-2 targets Easy: 3-20 targets Moderate: 21-100 targets Difficult: 101-1,000 targets Very Difficult: 1,001-10,000 targets Heroic: 10,001+ targets Sense difficulty: Very Easy: 1-2 targets Easy: 3-20 targets Moderate: 21-100 targets Difficult: 101-1,000 targets Very Difficult: 1,001-10,000 targets Heroic: 10,001+ targets Alter difficulty: Very Easy: 1-2 targets Easy: 3-20 targets Moderate: 21-100 targets Difficult: 101-1,000 targets Very Difficult: 1,001-10,000 targets Heroic: 10,001+ targets Keep Up?: Yes Description/Notes: Time to Use: 5 minutes. This power has two possible effects. A Jedi may force enemies to turn on each other, or, the Jedi may strengthen their allies and, at the same time, weaken their enemies. The Jedi may only use this power on or after the first round of combat, and they must state which effect will be used. If attempting to turn enemies against each other: the Jedi’s highest skill roll is the difficulty number that the targets must beat to avoid the effect. Failure means that they must attack each other for as long as the power remains in effect. If attempting to change the tide of battles: The Jedi’s enemies lose 1D for every 4D in the Jedi’s highest Force skill in a specified attribute; the Jedi’s allies receive a bonus of likewise amount in a specified attribute.
  21. Battle Meditation Requires Telekinesis, Telepathy, Teleport @ 3D+ each. Test to see how long active. Get a number of dice equal to Spirit, that can be split among, movement tests, defensive tests(not damage resistance), attack tests (Not damage), initiative tests. Pool restores at start of turn. Not compatible with Precognition.
  22. All true
  23. Devotion at 3 is a Fanatic. So that definitely works out with the correlation between the to disadvantages. I wouldn't think Faith requires one to be Fanatic, not everyone who is faithful is a fanatic. Pope Francis isn't a Fanatic and he is the defacto head of the Roman Catholic Church. He has Devotion of course since his life has been given over to the Church but he isn't a Fanatic.
  24. In D6 Fantasy there is a disadvantage called Devotion R1, R2, R3 In the core book there is a disadvantage called Fanatic +3D Now they seem about the same just devotion is in stages. Now with my magic system I have an element called faith. That element requires faith in something. Elements are skills that fuel magic. I could state that Faith requires you to be a Fanatic or Devotion R3, or Devotion in steps and each step raises an artificial cap on the Element: Faith skill. Any thoughts?
  25. I like the concept. I know of one system they had two ways of doing spells. On the fly and learned. On the fly spells took two rounds to cast (if i remember right) but a learned spell only was an action. So moist of the time you used precalculated spells, but had the option to make something up on the fly if you ran into something wierd.
  26. Thank you. Thought that might be the case. I know there was collectible cards for 4th ed d&d that had game effects. I am guessing they where something like that.
  27. I think I remember a brief, and rather small, release of cards that people could get for D6. It was supposed to add enhanced things you could use to describe things and fire your imagination. I've never seen them, and I knew of only one person who ever had them (online), and they didn't find them particularly amazing (more like an "interesting idea, but not really necessary"). I don't even know if they are even posted anywhere online. I have never seen them.
  28. If it works for you and your players, then use it! I never understood the convoluted nature of the Magic system in D6 Fantasy, etc. books. Just too much work and none of the enjoyment. It's the very reason why I came up with my own Magic system (highlighted in "Magic & Miracles"). I didn't relish spending a lot of time calculating up spell upon spell. I wanted a completed spell listing without all of the "bones" showing in it. I don't care how the spell was built and all of the features that added to the difficulty to cast it. My players didn't either. They wanted to know what they needed to roll to get the spell to work, and what the spell did when they rolled that number. That's it! So if you have a player who loves to spend a lot of time calculating up spell after spell, then hopefully this system works out better than what was published in the D6 Fantasy book. It never worked for me, and I have something different now, and no reason to use a spell construction formula, but I hope this works for what you're wanting it to do!
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