Jump to content
D6 Online 3.0


Popular Content

Showing content with the highest reputation since 02/17/2017 in all areas

  1. 4 points
    For role players, I know it tough not to be social as its the heart and soul of what a role players is. To be among friends, socializing, having fun and escaping the reality that we live in. This time for all of us is hard, but there will be an end to it. There will be that glorious sound of dice rolling against the table, staying up to the wee hours of the night, laughing and enjoying what we all love so much- role playing with those we call family. Hang in there all (Sorry for the short outage of the website!) Best and stay safe! Magman
  2. 2 points
    No dumb question, only dumb answers !
  3. 2 points
    Malapan Kingdom Malapan Kingdom is one of several kingdoms located on the continent of Greater Larigia. The kingdom of Malapan is not known to many outside of its borders. That is not due to any sort of heavy-handed ruling system, but instead by the remoteness of the kingdom. It is a coastal kingdom, with its entire western coast touching the Parthenian Ocean. It's north and eastern borders, if they could even be considered "true" borders, are open to the vast central area of the continent known as "The Rugged Lands". The majority of the towns and villages in the Malapan Kingdom are located along the coast. Though the weather from the Parthenian Ocean is often fierce and foul, the various towns, including the capital city of the kingdom, sit in mostly protected coves along the coast. There is a central mountain range that nearly bisects the kingdom into a north and south region. Malapan Kingdom is populated by a mixture of races. The two most commonly encountered are Humans, which belong to the race of the current king, and Half-Elves. The strange aspect of the abundance of Half-Elves is there there are basically never any Elves seen in the Malapan Kingdom. There are smaller contingents of Gnomes and some Dwarves, and then just the rarely seen Halflings. While magic isn't strange in the land, it is usually only performed by magic users of the king, or from magic users that might randomly pass through once every couple years or so. The king, King Simison, is a docile king, and one who is content to live out his life being king and not needing to venture afar to defend his realm or to begin a crusade. He treats his people modestly well, not demanding too much in the way of tribute, so the villagers and townspeople can actually save a little money and actually live a little better than people in other lands. The King has several Lords who help him control the various towns and villages in the quasi-divided kingdom. Those Lords are: Lord Quulan of Cloverdale Lord Morto of Silverpine Lord Bessim II of Seaside City Lord Penrose of Riverbend Lord Don of Belto Keep Each Lord tends to pattern their own actions after the king, and take an easy hand in governing their respective areas. Only Lord Quulan of Cloverdale has any sort of drive or enthusiasm, and that is a result of the occasional encroachment of hostile forces from the south and east. As a result, Lord Quulan is quite a fighter and strongly believes that the King should do more to help bolster the borders on the south and east. Towns and Villages of Malapan Kingdom Malapan: Capital city and home of the King, this large city rests in the fertile valley at the mouth of a river and along the protected coast of Malapan Bay. The city is walled, with five gates into the city. The main castle rests along a ridge that extends almost to the shoreline. Ransur’s Crossing: Closest village to the capital city of Malapan, this village has the only bridge spanning the Malapan River. Ransur’s Crossing sits a little over half a day’s journey from the city of Malapan. Menathesalus: A small, fortified village resting on the foothills of the Emeron Mountains, Menathesalus sits nearly a full day’s travel from Malapan City. Storm Haven: A fishing village, resting on the northern shore of the peninsula that forms Malapan Bay, Storm Haven is rarely traveled to, due to its remoteness. It sits in a small cove, protected from the rough seas that pound the shoreline. It is almost two days journey to either Menathesalus or Seaside City, from Storm Haven, and the path is not for those unaccustomed to traveling. Seaside City: Another sizable town, Seaside City is a prospering trading and fishing center. Protected from foul weather by its location, the city is the first town on the western side of the Emeron Mountains and commands the only passage southward. The keep of Lord Bessim II is one of the largest keeps in the land, mainly due to the wealth of the city and the quantity of workers able to expand the dwelling. Pine Cove: A village that sits two days travel southward from Seaside City, Pine Cove sits on the edge of the Morrin Woods. A road allows access through the woods to Pine Cove, and continues southward to the town of Silverpine, which lies two days away. There are several inns located in this village, as it is a main stopping point for travelers moving north or south from the larger towns. Silverpine: A mid sized town, Silverpine has much fertile land and lots of space to expand to. Lord Morto has a small keep in the town and relies on the townspeople, many of whom are hunters, to be the primary defenders of the town. While this town rests on the coast, shipping is not the primary business in Silverpine. Fur trading, hunting, and farming are the primary businesses. Rossell Bay: With woods surrounding it, and sitting in a calm, well-protected bay, Rossell Bay is a small yet peaceful village. The village sits two days travel south of Silverpine, and nearly four days travel northwest of Cloverdale. Roads connected this village with the two towns, but parts of the journey have been known to be dangerous unless escorted. Rossell Bay has several groups that offer their services for escort out of the village. Cloverdale: Cloverdale is the southernmost town in the kingdom. It is also nearest the borders of both the "Rugged Lands"...an area filled with lawless people and vile monsters, and the "Grand Seymour Kingdom"...an area that actually has some kingdom forces, but doesn't patrol it's own frontier much, allowing for ruffians and monster tribes to set up in the void of control. This hostile area has resulted in Cloverdale becoming a fortified town with walls and a substantial Keep to hold the men-at-arms of Lord Quulan. The people are mistrustful of newcomers to their town, as they have been attacked too often to welcome strangers with open arms. Even with the mistrust of newcomers, there is a healthy bit of trade that goes on in this town, so the markets are usually well-stocked. It is nearly four days travel from Cloverdale to the nearest village of Rossell Bay. Riverbend: A major town that sits well east of Malapan city. The people here are mostly farmers, and Riverbend is the major food producing town for the entire kingdom. As such, Lord Penrose is the most wealthy of the Lords, and tends to eat well, resulting in his portly appearance. The people in this town are open to travelers and outsiders. Belto Keep: This area is not so much a town or village, but is instead a stout keep and bailey that makes up the northernmost defensive position for the Malapan Kingdom. There is always a garrison of about 20 men at the Keep, and these men are the most combat-experienced soldiers in the entire kingdom. They are constantly fighting off monsters that come in from the Rugged Lands. They have all but been forgotten by the King. Lord Don, the one in charge of the Keep, keeps his men in shape and on alert. They perform monthly journeys to Storm Haven to acquire food and materials needed, and occasionally to get another couple of men to help fill their ranks. The "Northern" mentality is one of self-sufficiency, and a reliance only on themselves. The Strange History of Malapan Malapan is, for all of its appearance, a stable but small kingdom. But there are little indicators throughout the land that hint at something that happened long ago....but it all seems to be forgotten. The local histories of Malapan only pick up from a couple hundred years ago. Prior to that, there seemed to be no written records. Scattered about the land there are hidden ruins, relics, and forgotten locations that give hints to a different past for this land. Even the prevalence of Half-Elves, yet nary an Elf to be found, has led a few to wonder what happened. Still, none have really made an effort to find out more. The people of Malapan seem more than happy to just let the status-quo remain as it is, and to live their lives knowing only what they know. The first notable ruin lies deep within the Emeron Mountains. It is the remnants of fortified town and what was once a great Keep. The details in the ruined remnants of buildings indicate they were constructed by a race other than Humans. Signs indicate a great siege and battle occurred here many hundreds of years ago. Buried deep under the rubble of the collapsed great Keep, there is an entrance to a great tunnel, ornately carved through the rock. It leads both down and away from the ruins, and has many carvings detailing a history of Elves and some sort of wicked looking beasts, and a war they seemed to have fought for many centuries. The passage ends in a massive cave-in which cannot be cleared by normal means, no matter how many people were to attempt. The other notable ruin lies on an island out in the Parthenian Ocean. It is a great, inland castle, mostly still in fair condition. The castle and the surrounding area has been massively overgrown with hundreds of years of plant growth. If one were to find the castle, they would not easily recognize it as a castle, as trees have grown up in the courtyards, vines are covering the massive walls, undergrowth is everywhere, including into the main rooms on the main floors of all of the buildings inside the castle. All wood doors and timbers have rotted away and been replaced with vegetation that makes it look like gates of vines and leaves rather than arches of stone. Residing in this castle are many mindless creatures that have found the area to be naturally defensible and protected. They attack anything that comes near, and swarm when their prey seem too strong for just a few of them. Should such a prey be able to defeat enough of them, the creatures would scatter and run away. Inside the castle there is still iron gates protecting dust-coated and apparently "worthless"-looking magical armor sets and weapons. There is another room, hidden behind a stone wall and activated by a trigger push statue on the wall, that holds an alcove with magical ingredients and a spell book loaded with many magical spells including some quite powerful spells. There is also a magician's robe and magician's hat which provide magical protection for the wearer of 3D, as well as giving a temporary boost of +1D in Magic Power as long as the hat is worn. The ornateness of the material, coupled with the fact that it has not aged to dust, should cue that they are magical in nature and designed by some race other than Humans. Scattered in various other places through the land, there are smaller artifacts and ruins that can stumbled across. There is a stone pool with crystal clear water in it that rests near a lake and within a forest. A person with the Magic Power can look into the water and see images reflected in it of events from a time long ago. There is also a long forgotten tunnel and cache of weapons in the mountains near Belto Keep. Other small, long forgotten shrines and statues are scattered in generally difficult to reach locations or overgrown areas. They hint at the fact that once this land was teeming with Elves and they fought against an empire of Gnolls lead by a War Gnoll and a host of Gnoll Warlocks. The Elves managed to defeat the War Gnoll, but the warlocks had put a curse on them and doomed their race to decay. With the Gnolls gone, Humans began to move in and worked hand-in-hand with the Elves, but year after year the Elves died off and no new elves were ever born. Only offspring from Humans and Elves could seem to avoid the decay curse. Eventually the Elves disappeared, leaving only Half-Elves around. The Humans forgot about the Elves, and the Kingdom was formed, with history forgetting about the Elves and the deep hidden secrets of the land that happened hundreds of years before the Humans ever arrived. There is also long buried and lost weapons from the Elves that may be found by accident. Remnants on an ancient battlefield may result in a finely-crafted Elvish weapon or armor being found while digging or while walking through some old growth forests as a person trips over an overgrown bit of armor. Creatures found in Malapan Though, long ago, the Gnolls were defeated by Elves, they were never wiped out entirely. The various tribes of Gnolls had fractured the survivors had fled and scattered across the land. It's still possible to run into small (1-6) groups of Gnolls, mainly in the mountains and rarely in the old forests. GNOLL STR 4D Move: 9 Scale: Human Brawling +1 Fear: 4 Hit Points: 14 CON 2D DEX 3D Armor: Hides -- / +1 / +1 Melee Combat +1 Shield +1D / +1D / +1D Brawling Parry +1 INT 2D Attack: either 1 weapon attack or 1 claw attack Claw Attack STR+1D+2 Weapons: Longsword STR+2D Halberd STR+2D+2 Battle axe STR+2D+1 Large Spiders can be found throughout the land, typically in the forests. They typically stay up in the trees and drop down on their unsuspecting prey. They can also be found in caves. LARGE SPIDER STR 1D+1 Move: 6 Web: 15 Scale: Human Brawling +1 Fear: 2 Hit Points: 8 CON 1D+1 DEX 2D Dodge +1 INT 1D Attack: 1 bite attack STR * If the character suffers hit point loss, the spider injects poison. The poison causes 1D loss of hit points for 3 rounds * These types of spiders can spin webbing, though the webs are not hard to break and are flammable In the mountains and also found on occasion in the hill areas of the kingdom, there are several monsters. Giants and Ogres and even the uncommon Troll can be found in those locations. MOUNTAIN GIANT STR 8D Move: 12 Scale: Giant Brawling +3D Fear: 24 Hit Points: 84 CON 5D DEX Armor: Hides -- / +1 / +1 Melee Combat +2D+1 Thrown Weapon +3D Brawling Parry +1D Specialty: Catch missile/thrown weapon +2D INT 3D+2 Weapons: Large Club STR+4 OGRE STR 6D Move: 9 Scale: Human Brawling +2 Fear: 8 Hit Points: 29 CON 4D+1 DEX 3D Melee Combat 3D+2 INT 2D+2 * gains +2D to all melee weapon attack damage due to immense strength Weapons: Various TROLL STR 7D Move: 12 Scale: Human Brawling +1D+2 Fear: 12 Hit points: 48 CON 6D DEX 3D+2 Brawling Parry +1D+2 INT 2D+1 Observation +2 Attack: 2 claw attacks plus 1 bite attack if target is grabbed Claws STR+1 Bite STR+1D * Trolls never roll to run away from fear; they are fearless. * Trolls gain the bonus in Observation due to their excellent sense of smell. * 30 meter infravision, though they don’t suffer any adverse effects when operating outside. * If this creature loses all of its hit points, it is not killed. The parts will be “out of action” for 1D6x10 minutes. The parts of the bodies will wriggle back together and knit back into a full creature. * Regenerates 3 Hit Points per round 3 rounds after it takes its first hit point loss. The creatures that have taken up "residence" in the ruins of the old castle on the island, are a tribe of Tasloi. While not quite mindless, they have no interest in "human things" and basically act like animals with some minor intelligence. TASLOI STR 1D+2 Move: 9 Scale: Human CON 1D Fear: 2 Hit Points: 7 DEX 3D Sneak/Hide +1D+2 Armor: Small Wooden Shield +1 / +1 / +1 Melee Combat +1 Melee Parry +1 INT 2D+2 Attack: 1 Attack with either fists or weapons Fist STR+2 Weapons: Club STR+2 Javelin STR+1D+1 Short Sword STR+1D+1 * these creatures are suited to the darkness of jungles. They suffer –1 to all actions in full daylight, but do not suffer any penalties in darkness (outside, rather than underground) * Stealth: gain +2D to Sneak * Can speak own language plus monkey/ape and rudimentary common
  4. 2 points
    Hi all! I'm currently days away from releasing a cross platform app for Android and iOS that lets you manage your OpenD6 characters. I've been working part time on this for fun and plan on releasing it for free sometime this weekend, likely. Here's a quick video showing you the work to date - https://youtu.be/3GGaBId5rp8 The project is open source and the project code is hosted here - https://github.com/sentry0/OpenD6Toolkit Features: Die roller Supports both classic and Legend styles of rolling Statistics are also tracked on your dice Character tools Select a template to build your character from Automatically calculates your point cost Supports the three base genres out of the box (Adventure, Fantasy, Space) Supports all options (Advantages, Complications, Special Abilities) Save/Load/Delete characters Game Templates The app supports custom game templates that may be used to build characters There is a companion project for sharing templates here - https://github.com/sentry0/OpenD6Toolkit-Game-Templates Custom templates means you can support games that use the Mini-6 ruleset easily Future Plans: Embed the full SRD into the app GM tools (campaign log, initiative chart, NPC health tracker) A library of OGL OpenD6 and related games Thanks! Phil
  5. 2 points
    Jerry D. Grayson has announced that the new setting book for Mythic D6 will be available as a "pay what you want" (including free) PDF for the next fortnight: Khepera Publishing - Bastion, FREE for Black History Month
  6. 2 points
    There is no official tutorial...I'll have to write one For now this will have to do: Go here Copy the file contents into a text editor like Notepad (or Notepad++) Give it a name by editing line 2 Add/Edit/Delete attributes and skills (or anything else for that matter) Save the new template to Google Drive/iCloud or to your phone directly Tap the "Upload" button under the "Templates" section on the home screen Select your template Build your character I can help you with the above if you find yourself running into issues.
  7. 2 points
    I always prefer a traditional forum over "modern" social media.
  8. 2 points
    Greeting D6 community! Several months ago, I had to abandon the current setup for the forums because of continued hacks into the board. Each time I cleaned up and tried to secured the boards, I failed and the hacks persisted. I didn't give up but did abandon the outdated vbulletin board. I understand there are still many sites out there running this same version 4 of vbulletin without issue. I didn't have the time to dig deep into why my board had so many security issues - obviously, the software can be maintained by those with more of a background to its coding than I. So rather than running in circles, I opted to close it for a time while I decided on the next move. I had no intentions of shutting the board down permanently, but weighed my choices during this lapse. I choose to go with IPB over other forum software I reviewed. A decision I hope the community here can grow to accept and love. Most, if not all, of the background issues of maintaining the security and code of the forum now falls to their support team, rather than me. I am paying for their cloud service, having to worry only about managing the configuration of the boards. In time, when things all settle where they belong, the site should turn along smoothly hopefully with little maintenance.
  9. 2 points
    Jerry D. Grayson of Khepera Publishing, creator of D6 POWERS, GODSEND Agenda, HELLAS: Worlds of Sun and Stone, ATLANTIS: The Second Age, and more, has a Kickstarter for a new Open D6 game that uses an update to the D6 Legend system. This is complete game with a setting based on superheroes vs. chthonic entities, but the game is billed as being versatile enough to handle any heroic action adventure genre. It has already far exceeded its funding goal, and Jerry is going crazy with adding on to the packages. I'll highlight two: $20 (Digital only) - PDF of the MYTHIC D6 roleplaying game + All the achieved Stretch Goals in PDF + 5 Godsend Agenda PDFs + one Khepera Publishing PDF of your choice from the HELLAS: Worlds of Sun and Stone or ATLANTIS: The Second Age line! $35 - Print copy of the MYTHIC D6 roleplaying game + everything in the $20 digital package above! I pledged $35. I have already have the entire Hellas line (it's great), but this will complete my Godsend Agenda collection plus get me the core book for the Atlantis game which I totally missed out on except a Free RPG Day giveaway. 20 days remaining!
  10. 2 points
    Hello, I'm a french rpg player of 46 years old and I'm searching another light system for a french game that I didn't like the rules. I was searching ressources for D6 system and I found this board, so I'm here :). I hope I can talk with you to learn more from D6 system. Regards.
  11. 2 points
    Hey there, You might remember me from this thread. If not that's okay too. Anyways, a friend and I have decided to revive this little project. More news to come, but for now... here's a temporary logo I worked up. Stay tuned as we will be seeking playtesters to help break it and build it back up! Cheers!
  12. 2 points
    Hi there, I hope I'm posting this in the right place! I've just started a kickstarter campaign for Exilium, a re-imagining of my 'In Flames' Open D6 roleplaying game which I published a few years ago. Exilium will include the main game and both sourcebooks in one rulebook, with full colour art and a layout by Paul Bourne of The One Ring fame! I'm a big lover of the D6 engine from back int he Start Wars days, and really happy to be able to use it for my own games. Anyway, if anyone's interested please take a look at the kickstarter and spread the word, and any questions, fire away! Link: https://www.kickstarter.com/projects/2120854352/exilium-a-science-fiction-roleplaying-game
  13. 2 points
    Hi guys, I've been tinkering with the Mini Six 1 Ed SRD for a while. I've attached the finished products for your use. Thank you Ray Nolan and Phil Norris. Out of respect for their property I omitted the Farnsley's Phantasm Investigations and Precinct '77 in their entirety. I know the game mechanics are are OK to include, but chose not to mess with what they have staked out. Enjoy. Mini_Six_SRD_V1dot0_Final.odt Mini_Six_SRD_V1dot0_Final.pdf Mini_Six_SRD_V1dot0_Final.rtf
  14. 1 point
    I'm thinking yes. A win by melee is them getting their shields up in time, keeping in formation or whatever, but since ranged units are out of range for them to attack. Then, even if they win, the archers get to slap them with attrition.
  15. 1 point
    Greetings from Canada! I am wanting to create my first RPG ever after years of playing various games. I've chosen a D6 platform for simplicity in that people can obtain six sided die easily. That said, I've not written a game as of yet. I have a core premise, and a focused topic/player base. I am looking for suggestions on how to start and move towards play testing. What do I need to purchase as far as licensing to use the D6 platform? Can I simply take an open D6 reference and modify it for my game? In short... Hello! Anyone still here? How do I get started creating? :)
  16. 1 point
    Masts have a bearing on speed based on the amount of sails on them. You can have a single masted ship with a lanteen sail on it and it can move along nicely. You can have a two-masted ship with square sails on it that can go faster, but handle worse when traveling close-reach or trying to go close-hauled. A ship with 3 masts can have a mix of square sails for speed and some lanteen sails for maneuverability. The problem with each is that the bigger ship you get to handle more masts, the heavier that ship becomes and the more sails are needed to make it move. So, depending on how you want to work movement, what distances you want to be traversed in however long a time span, I would give a boost to square sails over lanteen, but reduce maneuvering for square sails. Then you can get into "suping up" your sailing ship by adding spritsails, topsails, jib sails, top gallant sails, sky sails, and such. The main thing you have to consider is ALL speed is determined more on wind speed, but you get better movement from that wind based on sail type and total sail coverage. That's why square sails (with more fabric coverage to catch the wind) help ships go faster when the wind is right. Lanteen sails (the tri-point sails you see on modern sailboats) can catch the wind, but they don't have quite the coverage so they can't go as fast. But what they lack in speed they gain in maneuvering, as a the Lanteen sails can catch the wind at wider angles compared to a square sail. So while a ship with only square sails might only be able to turn to Close-Reach (about 90 degrees to the direction the wind is blowing), a lanteen sail can go all the way to Close-Hauled about 135 degrees to the direction of the wind and can still move (although not very fast). Typical directions for sailing are: Running Reach - typically facing the direction the wind is blowing TO, or within 15 degrees from that direction Broad Reach - typically out to about 45 degrees to either side in the direction the wind is blowing towards Beam Reach - typically up to 90 degrees to either side in the direction the wind is blowing towards Close Reach - is up to about 125 degrees to either side, basically heading back towards the direction the wind is blowing from, about the best square sails can hope to do. Close Hauled - is about 150 degrees or so in the direction the wind is blowing from. Many ships cannot do this, as it takes lanteen sails and good strong wind to make any movement In Irons - directly facing into the wind.... you ain't moving forward, and may even be moving backwards if you have square sails. Here's a link to an image of the wind directions: I'll also provide the stats I made up about 8 years back for a sailing ship: Sloop Masts: single mast - fore and aft rigged Scale: Large (2) Hull: 3D+1 Maneuver: 1D+2 Seaworthiness: -5 Crew: 6 men minimum, 75 men maximum Weapons: 6 guns (3 starboard, 3 port) - upgradable to 10 guns Cargo: Small capacity Speed: Running Reach = +2 Knots (maximum 12 Knots) Broad Reach = +1 Knot (maximum 12 Knots) Beam Reach = +1 Knot (maximum 10 Knots) Close Reach = no modifier (maximum 6 Knots) Close Hauled = -2 Knots (minimum 1 Knot) In Irons - no movement Starting weapons: 2 - "3 Pounder" cannons Scale: Large (2) Style: Ballistic Crew: 4 men Reload: 10 rounds Ammunition: iron shot, grape shot Range: 1-40 / 180 / 600 Damage: 4D - iron shot, 3D+2 over 3 meter area - grape shot Penetration: 1D 4 - "4 Pounder" cannons Scale: Large (2) Style: Ballistic Crew: 5 men Reload: 12 rounds Ammunition: iron shot, grape shot Range: 1-50 / 200 / 680 Damage: 4D+2 - iron shot, 4D over 3 meter area - grape shot Penetration: 1D
  17. 1 point
    Very cool! I'll check out the updated stuff when I get some time. Long day at work today.
  18. 1 point
    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...
  19. 1 point
    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.
  20. 1 point
    A few days late, but Happy New Year! I hope the best of last year is the worst of this year for everyone!
  21. 1 point
    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.
  22. 1 point
    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!
  23. 1 point
    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.
  24. 1 point
    Hi, In Fantasy p47, it is writen "Whenever any player, including the gamemaster, makes any roll, (...)", so per the rules, it concerns all rolls, then all npcs. But, as a GM, i consider only major npcs (sort of, equals to pcs) could have a chance of major success (6s on wild die), minor npcs are only there to warm the encounters. No rule is written in marble, so you do as you wish and follow the only true rule : make everybody happy !
  25. 1 point
    General Skill Group Name Attribute Melee Combat DEX Melee Parry DEX Sneak/Hide DEX Lifting STR Tracking WIS Brawling STR Brawling Parry DEX Thrown Weapon DEX Missile Weapon DEX Climbing DEX Jumping DEX Swimming CON Dodge DEX Agriculture INT Artistic Ability WIS Animal Training WIS Animal Handling WIS Horsemanship WIS Airborne Riding WIS Brewing INT Observation INT Cobbling DEX Dancing DEX Etiquette CHA Fishing WIS Language CHA Mining WIS Seamanship DEX Singing CHA Weather Sense WIS Blacksmithing STR Carpentry STR Willpower WIS Cooking INT Direction Sense WIS Firebuilding WIS Heraldry INT Leatherworking INT Pottery DEX Rope Use DEX Seamstress / Tailor DEX Stonemasonry STR Weaving INT Leadership CHA ROGUE SKILLS Name Attribute Lockpicking DEX Find/Set Traps INT Ancient History INT Music CHA Blind Fighting WIS Forgery DEX Reading Lips INT Tumbling DEX Spellcraft INT Pick Pocketing DEX Martial Arts DEX Local History CHA Appraising INT Disguise CHA Gem Cutting DEX Tightrope Walking DEX Ventriloquism INT Rally Friends* CHA *Special skill only available during generation
  26. 1 point
    That way lies madness. Things will become so obfuscated as to potentially lose the fluidity of the D6 system. If you want more crunchy, use the D6 Fantasy book as it is written. And if they want granular advancement, going to levels is NOT the way to get granular. If your players think it is, then they desperately need to play the regular D6 system so they can REALLY see what granular advancement really is.
  27. 1 point
    It looks like the email you used for the account has also changed, meaning you are still in the "awaiting email confirmation", barrataria. But hey, welcome back!
  28. 1 point
    Hi, I think I'm already in this thread somewhere? At some point the site was changed and my bookmark was buggered so I thought this board was dead. And I haven't worked with d6 in quite a few years, so I never thought to click around to check. Anyway, glad it and you all are still here.
  29. 1 point
    In process... Thus far, it's not too bad. It's my labor of love with a ton of "this is how I want my game to work" tossed in for good measure. 😄
  30. 1 point
    I think Critical Bits uses a d6 system, Masks? It's here: https://www.criticalbitcast.com/ Falling Star is a Star Wars d6 podcast, there's a bunch of actual play in there too: https://swfallingstar.podbean.com/ Shooting Womp Rats is also Star Wars, but it is defunct, and seems impossible to find all the episodes, here's your best bet (I think 2 or 3 episodes are on iTunes too): http://d6holocron.com/shootingwomprats/page/3/?s=podcast Open d6 Actual play podcast: https://bonethrowerstheater.com/ Pretty sure this one is a d6 too, but they go for comedy moreso than anything, and it isn't all actual play: https://starfallrpg.jackmonkeygames.com/index.php/tag/star-fall-rpg-podcast/ Hopefully those help, and good luck! --Ron--
  31. 1 point
    On the OpenD6 Wikia there is some speculations on what the legalese of the OpenD6 Open Gameing License actually implies, it it helps in any way. It lists all WEG titles released under OGL, and rest of the D6 System. The previously mentioned MiniSix is an example of a game made with the OpenD6 OGL.
  32. 1 point
    Maybe you could take a look at opend6 "Adventure" and 'Adventure locations" to get some ideas how to adapt your background. https://ogc.rpglibrary.org/index.php?title=OpenD6
  33. 1 point
    Yes. Neither require a fee. Both Fudge and OpenD6 are Open systems using the Open Gaming Licence.
  34. 1 point
    We are alive ! Nice you use opend6 for your game. Merry Xmas (from France) !!
  35. 1 point
    So, I've been re-thinking how I'm going to do magic in my conversions/games. I came across my first spellcaster conversion while doing the Sunless Citadel for a solo play: Belak the Outcast. Looking at my conversion guidelines, he would have a +4 to his Miracles skills, but what would his starting attribute be? The answer I came up with is to incorporate a system from D6 Star Wars: Advanced Skills. Now, when converting a Spellcaster, you find their highest spell level able to be cast, and this becomes their advanced skill level. For the example of Belak: he's a 4th level Druid, able to cast 2nd level divine druid spells. So now under the Acumen attribute, he has (A)Nature's Miracles 2D. This (A) skill gets combined with the parent attribute to try and cast spells, so Belak has a 3D+2 Acumen, combined he rolls 5D+2 to cast any spells. Hopefully this makes sense. Casting Classes: Cleric: Acumen - (A)Divine Miracles Druid: Acumen - (A)Nature's Miracles Sorcerer: Charisma - (A)Spontaneous Magic Wizard: Intellect - (A)Wizardry I'll probably cook up some additional options for each of them, giving Wizards lower difficulty numbers on spells that they prepare every day, whereas Sorcerers are able to shape their spells using metamagic for less of an increased difficulty. A cleric's deity has to condone the action being undertaken by his cleric.
  36. 1 point
    i'm not a programmer, but if i can help in any way, i'll do. Possible to help for en possible french translation, if this is envisaged doing. Regards
  37. 1 point
  38. 1 point
    @rKinson Not necessarily, I just wanted to clarify that I could help with testing, but not financially. When you do set up your Patreon account, share a link here, so we can forward it on!
  39. 1 point
    Copying things from opend6project.org and OGC to the wiki would make it finally the best opend6 source, and I'll have free time in the summer for that.
  40. 1 point
  41. 1 point
    Salut et bienvenu ! Je suis français aussi (mais je continue en anglais). Basically, D6 rpg is Star Wars core system (appeared 1987 ? I played first time in '88...), but like GURPS, it became more "generic and universal" with "D6 system" rules. Now it's a totally free system under OGL names OpenD6 since april 2009. You can find all books you need for most game settings there : https://ogc.rpglibrary.org/index.php?title=OpenD6 If you're looking for a simple D6 based system, then i think mini-six is made for you. http://www.antipaladingames.com/p/mini-six.html for orignal version http://www.rune.free.fr/de-roulant/Mini_Six_FR_v1.pdf pour la VF. Enjoy
  42. 1 point
    At the time I came across Mini Six, I was looking for something as rules-lite as possible so that I could spend most of the time creating interesting settings/worlds and RPing and less time understanding the rules, explaining the rules, or having rules get in the way of how I envisioned a character or an encounter. This was before I discovered Fate (which solves those same problems in an unexpected way) or gave Savage Worlds a fair shake and it got me back into playing after much too long a hiatus. In other words, it fit my needs as perfectly as I understood them then. Any D6 system is going to let you tinker, and I have certainly done that with Mini Six, but from picking up the rulebook to sitting at a table took next to no time at all (once I found a group, that is) and the games themselves flow very quickly and smoothly, even when players are new (to the system or to RPGs at all). It doesn't get much simpler, less intimidating, or easy to pick up than Mini Six vs any other system I have come across. I guess this is more of a post about why I originally chose Mini Six over any other system, but that idea about picking up a short, easily-digested rulebook with rules boiled down for clarity and ease of use applies to picking Mini Six over other D6 variants also.
  43. 1 point
    This is in the Mini Six rulebook
  44. 1 point
    Rhysem is a human male in his mid 30s. He has red-brown hair past his shoulders but usually has the back in a 4 strand warrior’s braid. His eyes are a piercing grey as if they can see inside your soul. He is generally in leathers of green and gold, his House colors. His only weapons are that of a knife and bow. He comes from a family of sorcerers of some renown. His magical training is generalized and tailored to the personality of the individual. He has also been trained in war and functions as a diplomat, an officer, a warrior, and healer battle-surgeon. Due to his healer training, he has a personal code of honor when engaged in combat and does not believe in needless-violence.
  45. 1 point
    Not a bad start using that system
  46. 1 point
  47. 1 point
    Yes, moving from one software to the new one, I have to see, which I do not think, that they both have the same type of formatting rules within the Database. I still need to go through all the Admin Configures to see what can be turned on. But, at this point, the imported data is more or less, legacy information and might have to suffer with formatting issues. But I will see what I can do... Still a learning curve here for me. Just keep pointing out the discrepancies and I will see what can be done to resolve Thanks Magman!
  48. 1 point
    That's a different idea, for sure. You'd obviously need to test it quite a bit. My initial thought would be that it will make things slower. Instead of rolling dice and adding them up, you now have to roll dice, add some, subtract others, adjust some based on the number rolled, add some based on the number rolled. All in all, if you're looking for a way to speed things up, I don't know if this will be it. But CERTAINLY give it a try out, in person, first to see how it actually works.
  49. 1 point
    It reminds me of the one my mother made for me when I was young. It wasn't nearly so awesome as that, but it was pretty cool. My brother also had an R2D2 outfit to be my sidekick.
  50. 1 point
    I stumbled upon Ars Magica's magic system again, the other day and really like how it's been implemented. It's simple, elegant and functional. In Ars Magica, magic has 5 Techniques (verbs) and 10 Forms (nouns). Techniques (originally presented in Latin, but roughly translate to: ) Create (Conjure) Destroy Change (Alter) Divine (Know, Sense, Seek) Control Form (again, presented in Latin, but translate to: ) Earth Air Fire Water Body Mind Magic (Arcane) Animal Plant Illusion (Senses) So in Ars Magica, to cast a spell you take a verb + noun + die roll vs difficulty (example spells: Create Fire, Control Animal, Alter Mind, etc.) To me, this fits in line with the d6 system. The original d6 Magic only incorporates the Technique (verb) but not the form (noun). An alternate d6 Magic system might be the 5 verbs and 10 nouns as extranormal skills where you add dice pools against the difficulty number. Rerun-Mage has Create 2D, Control 1D+1, and Change 2D+2... with Fire 1D, Animal 1D+2, Mind 2D. So to cast Create Fire he rolls 3D (2D + 1D) vs difficulty, Control Animal he rolls 2D+3 (1D+1 + 1D+2) vs difficulty, and Change (Alter) Mind he rolls 4D+2 (2D+2 + 2D) vs difficulty
  • Create New...