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About recrispi

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  • Birthday 10/18/1975
  1. Hello! I've just finished a spreadsheet with all of the monsters in the D6 Fantasy Creatures manual and wanted to share here for anyone to use it. The spreadsheet is protected to avoid deleting the formulas inadvertently, but if you need to modify anything, it has no password. You should only need to input in the colored cells. In the Data sheet you can define your own monsters to add to the other ones. Sorry that the page got all cluttered, but I needed to get all the information in one page. In the wounds/wound level I just got creative, not following any rule from the books, sorry for that. This spreadsheet can't replace the Creatures book. You need it to read all the details that are not present in the spreadsheet. For example, some creatures can hide "self only", but in the spreadsheet you can read only "hide" or some subspecializations are noted in parenthesis without naming what it is. Anyway, I hope someone find it useful. Enjoy. https://www.dropbox.com/s/oot7do5bss6uax4/D6%20fantasy%20creatures.ods?dl=0
  2. Thank you! I'm happy it is useful for you. I have read only the fantasy rulebook, so I'm not familiarized in the spaceship design to help you. I'm working in a spreadsheet to create characters, but I'm still away from one fully functioning. If you need technical help with the formulas maybe I could help you. :-)
  3. Hello! Well yes, after reading the OGL I think I got it right and have no problems publishing my spreadsheet here, just as Grimace said. Some explanations about the spreadsheets: I made 2 files, one for Magic and the other for Miracles. They aren´t very different between them, but each file contains the spells described in the D6 Fantasy rulebook. I made my best to make the calculations work OK, but I think there must be some bugs. Also I couldn't figure how was the wards formula, so I didn't include it in the spreadsheets, sorry. Also, I had some differences in the difficulties of some spells, but I tried to follow the spells as best as I could. The files have some colored cells for you to insert text. All of the other cells are not meant to be modified because they have formulas or data or whatever to make the formulas work. In order to achieve this, I made the file with cells protection, to avoid any unwanted changes in the formulas or data, but if you want to modify anything or fix an error, just remove cell protection (there is no password). The files were created using LibreOffice, so the files are ODS, but any recent version of Excel should be able to read the file without any problem. I think that is all I have to say about the files, so here are the links: https://dl.dropboxusercontent.com/u/7406083/d6%20magic.ods https://dl.dropboxusercontent.com/u/7406083/d6%20miracles.ods Any feedback is welcome and if you manage to improve the files, please post it here for all of us to benefit from it. Thank you!
  4. Hello Everybody! I've been working in an electronic spreadsheet to calculate magic spell difficulties. I think it's working fine. Is anyone interested in giving a look at it? Can I publish the spreadsheet here? (regarding IP and OGL matters). recrispi.
  5. Hello, I wanted to comment on this thread. As the original idea of Thorvald was that of an alternate History-Earth with fantasy elements, with a sense of historical fantasy (not high fantasy) I feel the idea of airships is a little over the board. I like the idea of the merfolk, but I think in the core rules, there should be only a hint of them, something in the vein of the Innsmouth hybrids from Lovecraft, so when the players are comfortable that the merfolk are only an exageration, a supplement book can prove them wrong. I think merfolk wouldn't like to be seen by the surface dwellers easily, so they can keep their existence in secret and have all the human sacrifices they need without problems (using fantomx11's idea). About the rules system, I don't know all you mention, but I think D6 Fantasy would be closer to what is needed. I would need to have a firearms added and a magic system trimmed down to something more historically accurate. On the magic side of things I think magic should be very subtle and not obvious. No fireball throwing mages, but more in the style of "I'll destroy your ship!" and then one or two days after, a storm arrives and rip the ship's sails. That leaves the doubt of was it a coincidence or really that guy managed to get that storm to destroy the sails? So voodoo looks very good for this game, because it's not an obvious source of magic. The curse I mentioned in a previous post works also this way. No one has ever seen anyone casting a curse, but curiously the only ships returning from America to Europe are the ones which have a talisman/totem from the ruling European families, so the rumor spread between sailors and the Curse came to be known (remember that all sailors from that time were incredibly superstitious). A would like to add some fluff to this alternate historical Earth. Maybe it could be considered to be included in the book. On april-may 1587, Sir Francis Drake did his raid on Cádiz, destroying a lot of ships from the spanish fleet, delaying their invasion plans (history up to here). During the battle, Drake's ship was hit by a spanish cannon and was destroyed, but Drake managed to escape alive, but was captured by one of the remaining spanish ships. Sir Francis Drake was sent to prison and sentenced to death, but he manages to escape his death sentence sneaking into a ship in the middle of the night. That ship took off to America early in the morning. Now, Sir Francis Drake is living in America/Caribbean, trying to figure a way to return to Europe, but also trying not to be spotted by the spanish who would kill him on sight. A VIP NPC for the core book. These are my comments. I hope you like them.
  6. I agree with all your comments. Also I would like to add something else. I understand the plan is to base the game in the Caribbean/Americas. Why are the players trapped there? Why can't they simply sail back to Europe? My response to that would be something like this: European ruling families cast a curse on all ships leaving Europe. The curse prevented those ships to return to Europe. They simply got lost in the ocean o returned to the Caribbean/Americas to another coast. Of course, these same families wanted to get the precious resources of the new world, so they created a way to "break" the curse temporarily and gave that secret to their own loyal ships. That curse breaking way should be something that got used in the return to Europe, so it could be used only once, lets call it a ticket (for lack of a better term, so please find another name for it). For example, a drop of blood or a lock of hair of a prominent member of one of the families that needs to be burned in the sea, allowing the ship to return to Europe. I think that opens some good plot hooks to create adventures and expand the world. Anyone wants to return to Europe to complete a vengeance? then look for one of those tickets. Where is one of those loyal ships? Where is the ticket hidden? Would the captain of the loyal ship fight for it or just throw it off board or burn it to avoid the players using it? Is that ticket real or just a fake? The captain of that loyal ship was betrayed by the ruling families? why? Is there another way to break the curse, readily available in the Caribbean/Americas? This idea also opens the option for a future expansion book with Europe as scenario for the moment when the players get one of the tickets and want to return to the old continent. And then that book can expand in the families and their politics. Just my ideas for this.
  7. Hello again: Magic I was thinking in the magic rule and I think I should rewrite it to make it clearer, from: to Funds I decided to use the funds mechanic for the game, but if the players need money sometime they'll be able to convert 1D from funds to 60 silver pieces. If they want to do the other way, they would need to spend 60 silver pieces to get +1D in funds after a successful trade roll (or 20 silver pieces to get just +1). Miracles I was thinking in a way to the players to show their devotion to their god. And I got this system to begin with. Deities will have about 4 to 6 items they'll accept as gifts/sacrifices/donations. Each session the GM should roll which one of that items is the preferred and which one is the despised one, keeping the results secret. Then through a dream/vision it will let the cleric know which one is the preferred donation and where should that be given for that session. So the character can offer: Preferred item: Bonus 1D Despised item: Bonus 0 Other items: Bonus +1 When a cleric needs to do something approved by his god (or at least not against his god's will) the GM can roll the bonus die secretly and add it to the cleric roll. This should be done a limited number of times in the session, but I haven't determined it yet. The gifts/sacrifices/donations I have thought of are: Food Money Magic items Blood (1 wound level) Vanquished foes? (head of a monster or something like that) (I'm not really sure about this one) This list would be different for each god or maybe simply some would be more likely to get some results more often than others. What do you think of this? Does it makes sense or is it too confusing? Thanks for any feedback.
  8. Thank you for your comments. I'll try to explain some things that may have been unclear. Sorry, but english is not my mother language. The benefit of "holding" some of your dices comes from reducing the chance to get 1's. That's all. You won't have additional dices for the next spell. The idea behind this rule came from the following situation: If you're a powerful mage, say 5D in magic, maybe you'll need all of your power to cast a Storm of Avalon spell and risk to get weak after it, but if you want to just lit a torch with magic, you won't use all your power to do it, just a small fraction of it, say only 2D, and so reduce the probability to wear your power. Anyway, for the magic system I wanted to create a LibreOffice spreadsheet to calculate spell difficulties on the fly, but I haven't been successful on it. It is really hard to do. I think this is the best description I've read about the differences between both systems. Following this I would be more on the side of using Funds instead of money, but I'll also add some dungeon crawling and treasures finding. Maybe I'll have to look at some kind of hybrid system? Yes, only 4D, because the player first must choose a race, and each race has already 14D spread between the 6 attributes. The 4D are to complete the 18D from the rulebook. Remember there is a maximum of 5D to any attribute, so a human can't put all of his 4D to one attribute to get 6D+1, he is allowed to put only 2D+2 on it to get the max of 5D. He must put the other dices to other attributes. That is an important remark to consider. So I'm thinking on set 5D as maximum. Thanks for your comments. They are really helpful.
  9. Here continues the long post. Magic Each magic user will start with a number of spells as per the D6 Fantasy rulebook. Now, I want to create a somewhat flexible magic casting system. Let's see if you think the following modifications would help or hinder that. When a magic user wants to cast a spell, he can use all of his dices in the magic skill or less than his total. For example, if George has 4D in magic skill he can use 4D to cast his spell or he may choose to use only 2D to cast the same spell. Why would he like to use less dices to cast his spell? Keep reading. When a magic user rolls his dices to cast a spell, if he gets any 1 in any die, he'll lose 1D for the next spell he casts, until he rests. This don't affect the result of the spell casting. Another example, George casts a spell with a dificulty of 10 and he rolls 4D getting a 1, 4, 6 and 1, so he cast his spell without problem with a total of 12, but for his next spell, his maximum number of dices to roll is only 3D. As you see, it does not matter how many 1s he got in the roll, his maximum is reduced only by 1D per roll. If the wild die is the one that delivered a 1, the the spell caster receives backlash as described in the D6 Fantasy rulebook. This is to represent weariness of the spellcaster when using magical energies. Of course, the player can use character dices to increase his roll, but they also will count to the 1 condition for weariness. I think this looks very confusing. Maybe a diagram will make it clearer (this is also in my to do list). Also the magic caster has the ability to modify the spells he know, changing the casting dificulty as required. An example, George knows the fireball spell, but to cast it he needs to use some materials, speak out loud, make some magic movements and the spell will do 3D damage to an area of 3m at 10m of range. But he wants to ambush a group of goblins, so he can't make any sound, can reduce a little the damage, but needs to increase the area to get all of the goblins. So he modifies the spell to not need to speak, reduce it to 2D damage, increase to 4m area of effect, with a new target number for his spell, following the rules in the D6 Fantasy rulebook. I know this is very difficult to achieve on the go, so I'm still working in a way to do it easily and fast, but have had no success on this. Any ideas on how to do it? Miracles The system for the clerics is similar to that of the magic users, but clerics MUST use their full dice code to cast a spell (miracle). Clerics may also modify the spell, so they may not be asking for more than they need to their deity. Clerics also have complete access to the spells, some may be more appropiate to their deity, but they have no restrictions. They should be wary to not ask for things that may turn their deity mad at them. Also, at some time the deity may act to save or help his clerics at the GM discretion, but this must be very rare and not be clear the divine intervention. I need to find a way for the clerics to show their devotion to their gods, but I have no ideas so far. Weapons & Armour As described in the D6 Fantasy rulebook Each time an attack pierces an armour, it gets a -1 pip. Damage Damage bonus calculated only with physique, not lifting. Using hit points/wound levels hybrid system. No wild die when rolling for HP. So max HP would be 50 (6*5) +20. That 50 HP will be divided between the 5 wound levels from the D6 Fantasy rulebook. I plan to use something like this (I hope it doesn't lose the format): [table=width: 570, align: center] [tr] [td]Stunned[/td] [td](-0D)[/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [/tr] [tr] [td]Bruised[/td] [td](-1D)[/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [/tr] [tr] [td]Severely wounded[/td] [td](-2D)[/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [/tr] [tr] [td]Incapacitated[/td] [td](-3D)[/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [/tr] [tr] [td]Mortally wounded[/td] [td](-4D)[/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [/tr] [/table] When the player rolls for the HP of his character, he marks off enough squares to leave clear squares equal to his current HP, starting from the bottom right side and going up. For example, George rolls his HP and gets a dice total of 12 +20, his character has a total of 32 HP. His damage table will look like this: [table=width: 600, align: center] [tr] [td]Stunned[/td] [td](-0D)[/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][|][/td] [td][|][/td] [td][|][/td] [/tr] [tr] [td]Bruised[/td] [td](-1D)[/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][|][/td] [td][|][/td] [td][|][/td] [/tr] [tr] [td]Severely wounded[/td] [td](-2D)[/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][|][/td] [td][|][/td] [td][|][/td] [td][|][/td] [td]^[/td] [/tr] [tr] [td]Incapacitated[/td] [td](-3D)[/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][|][/td] [td][|][/td] [td][|][/td] [td][|][/td] [td]|[/td] [/tr] [tr] [td]Mortally wounded[/td] [td](-4D)[/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][ ][/td] [td][|][/td] [td][|][/td] [td][|][/td] [td][|][/td] [td]|[/td] [/tr] [/table] [|] = unavailable HP George will mark horizontally his wounds and apply the modifier to all of his dice rolls. When he has marked all of his HP squares, his character dies (no wound level for dead). Corruption This will work as a skill or attribute, but not under direct control of the players. All players will start with 0D in this attribute. During the game they can increase this by corrupting themselves. How does this work? A player can decide to use the corruption dice code to increase their dice pool (if the GM allows, which should be almost always), but just once for each action (i.e. In an attack can be used either to hit or to damage, not both). After that, the player will increase the corruption attribute in +1. For example, George wants to find a book in la library (2D), rolls his dices gets 8 not enough to reach the target number (10), so he chooses to use his corruption of 1D+2 and gets a 3 in the dice +2, so his total is 8+3+2=13, and he finds the book he was looking for. Now his corruption dice pool gets a +1, so it becomes 2D to use the next time he wants to. The dices are normal, not wild ones. This sounds too easy, what would it be the cost? Sometimes the GM would like the character do something the player would not like his character do, then is appears a willpower fight between the corruption and the mettle of the character (obviously this time the character can't use his corruption dices to improve his roll). The winner of the opposed roll chooses the action of the character. For example, Frodo is in Mount Doom ready to cast the one ring into the fire, but the one ring does not want that, so Frodo must roll mettle against his corruption. If he wins he drop the ring in the fire, if the ring wins Frodo keeps the ring and leaves Mount Doom. At some point of high corruption dices, the character can become so corrupted that he simply just submits to the corruption and becomes an NPC, just as happened in the good old SWD6. The mechanics for this to happen eludes me at the moment. Maybe when the corruption rises to 6D. Now, if the characters start with 0D in corruption how does them get some to start the corruption spiral? At the moment I propose that anytime a character wants to do something he can't do normally or has failed to do, he can ask for help to the corruption. Then the action automatically has success and the character gets his first 1D in corruption (not +1 pip). I know this is a lot of writing and I thank you if you've reached here. As I've never played D6 Fantasy I want some help and advice to this, so what do you think of all of this? Any feedback? Thank you
  10. I am planning a D6 based fantasy game and I am using concepts mainly from D6 Fantasy and some others from my own adaptation. I've shamelessly copied AslanC's format (and some sentences) to represent what I want for my campaign, I hope that is no problem. Sorry, this is a long post, so long I'll have to split it in two. This is the first part. Here's what I have planned so far. D6 Fantasy Campaign Character Creation Remember 1D can be broken into 3 +1s, any +2, if you add another +1 goes to next full die. Select a race and then distribute 4D to divide among these stats, never going over maximum of 5D (6D with GM discretion). Consider each race will have some dices pre-distributed. Some races may cost/give some skill dices, but I'll try to get them all to 0 with advantages and disadvantages (this is in my to do list). Playable races: [table=width: 500, class: grid, align: center] [tr] [td]Humans: [/td] [td]Agility [/td] [td]2D+1[/td] [td]Intelect [/td] [td]2D+1[/td] [td]Coordination [/td] [td]2D+1[/td] [td]Charisma [/td] [td]2D+1[/td] [td]Physique [/td] [td]2D+1[/td] [td]Acumen [/td] [td]2D+1[/td] [/tr] [tr] [td]Elves: [/td] [td]Agility [/td] [td]2D[/td] [td]Intelect [/td] [td]2D[/td] [td]Coordination [/td] [td]3D[/td] [td]Charisma [/td] [td]2D[/td] [td]Physique [/td] [td]2D[/td] [td]Acumen [/td] [td]2D[/td] [td]Magic [/td] [td]1D[/td] [/tr] [tr] [td]Dwarves: [/td] [td]Agility [/td] [td]3D[/td] [td]Intelect [/td] [td]2D[/td] [td]Coordination [/td] [td]2D[/td] [td]Charisma [/td] [td]2D[/td] [td]Physique [/td] [td]3D[/td] [td]Acumen [/td] [td]2D[/td] [/tr] [tr] [td]Gnomes: [/td] [td]Agility [/td] [td]2D[/td] [td]Intelect [/td] [td]3D[/td] [td]Coordination [/td] [td]2D[/td] [td]Charisma [/td] [td]2D[/td] [td]Physique [/td] [td]2D[/td] [td]Acumen [/td] [td]3D[/td] [/tr] [tr] [td]Halflings: [/td] [td]Agility [/td] [td]2D[/td] [td]Intelect [/td] [td]2D[/td] [td]Coordination [/td] [td]2D[/td] [td]Charisma [/td] [td]3D[/td] [td]Physique [/td] [td]2D[/td] [td]Acumen [/td] [td]3D[/td] [/tr] [/table] Next divide 7D among skills, as per the D6 Fantasy rulebook. Advantages & Disadvantages Next purchase advantages using skill dice if you wish. If you have spent your skill dice already, you may take disadvantages (see next) to generate more dice for use in skills and/or advantages; As per D6 Fantasy, but under strict approval by the GM. Funds I can’t decide whether to use funds skill or a monetary system. Combat system The same as in the D6 Fantasy rulebook. I won't be using all the combat options in the rulebook, but maybe a simple rule for modification of combat. When a character is going to attack another character, can reduce his attack dice pool to add the same number od dices to the damage roll. For example, George has 3D to attack and 2D of damage, he chooses to roll only 2D to attack to have 3D available to damage. I'm not sure about this rule, maybe it's not balanced. Each bonus from armour is also a penalty in dodge. Heavy clad armoured warriors aren’t really good at dodging, but are very good at absorbing damage. On the other hand, swashbucklers are very good dodging, but once hit, are almost done. The penalties to dodge I thought of are: [table=width: 500, class: grid, align: center] [tr] [td]Hides and fur, fur cloak[/td] [td]-0[/td] [/tr] [tr] [td]Soft leather, heavy fabric[/td] [td]-0[/td] [/tr] [tr] [td]Quilted silk[/td] [td]-0[/td] [/tr] [tr] [td]Bone and hide[/td] [td]-0[/td] [/tr] [tr] [td]Padded leather[/td] [td]-0[/td] [/tr] [tr] [td]Hard leather[/td] [td]-1[/td] [/tr] [tr] [td]Ring mail[/td] [td]-2[/td] [/tr] [tr] [td]Chain mail[/td] [td]-1D[/td] [/tr] [tr] [td]Bronze[/td] [td]-1D[/td] [/tr] [tr] [td]Plate mail[/td] [td]-2D[/td] [/tr] [/table] Second and last part comes along.
  11. Hello! Thanks for your welcome words. Now I understand a little better the way to choose non human races. I'll give it a new and in depth look to get it completely right. Thank you! As I'm still starting with the system and world I think it'll be some time before I can post something about the game over here. Also I'm trying to "created" a flexible magic system for the game, but it's still in progress. I'll post it here when it's more complete to get some feedback on it. Thanks again!
  12. Hello Everyone! I'm new to this forum and this is my first post. I wanted to say hello and ask a question. I've read the D6 Fantasy rulebook and I don't understand the way to choose a non-human character. I understand there are 3 ways to create a (human) character: - Template: choose a template from the book - Defined limits: create your own template - Point pool: Lots of points and transform them into dices and advantages, disadvantages and special abilities Using the non-human races from the book as example, how can I create a dwarven or elven character using those character creation systems? Thanks for any help.
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