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About Miek

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  • Birthday 04/09/1981
  1. I am in full agreement Jerry. It's an exciting time for publishing, whether you all realize it or not. Online book sales are rising exponentially every year, and the success of eBooks (such as those you buy on Kindle) are beginning to really worry paper publishers. With Open D6 you not only have the game system ready for you, you also have a multitude of online, free publishing material that's right there for you. You can buy and sell online easier than ever right now. The money you save on printing you can use to advertise and create a buzz. I also highly recommend taking some time and hiring an editor. Or at least finding someone who isn't you. For my part, Raven City Studios (my own gaming company which lost steam in the time I went to Grad School) is gearing up for a new direction and new projects. I've appropriated a new staff and big ideas are being genuinely managed. Our website will be redone eventually. I'm not the skilled coder I used to be. We have a fairly big project in mind for Open D6, one with multiple avenues and multiple medias for folks to enter the world with. Jerry, your words were inspiring. They really were. They reminded me of a writing professor I had once. "Stop making excuses. Write. Or go home." Well I'm not going home. I think plenty of folks here aren't willing to pack up and leave either. So write. /endsoapbox
  2. Minor update: Skill section, including new uses of Mettle and three new skills have been mostly written. The One Power will be next. By this weekend's end I hope to have the first draft of both finished and ready for revising. I hope there is some genuine interest in this project. I've had a great time writing it! If not, it'll look pretty on my hard-drive. And the design is coming alone fairly well. No super cool images like in my Underworld or Star Wars PDFs, but I'm confident you will have a nice looking PDF to read. I also plan to have a black and white version for easy printing.
  3. Update 10/19/09: Greetings folks, I wanted to take a few minutes and write some updates on the WoT Project in case anyone was curious. It is moving forward at a steady pace. In the spirit of the Jedi Companion and Underworld RPG I did in the past, I'd like to try and make this the highest quality fan-material I can produce. In that vein I've been working on the Weave system and I have two systems I'm working with. Today I'd like to preview the first system and get some feedback. This first systems makes use of 4 components to every Weave, Minimum Strength in the Power, Complexity of the Thread rolls, Formulae of the Five Threads, and Difficulty of the Weave. Each Weave is made up of a combination of the 5 Threads of Air, Water, Fire, Earth and Spirit. Each one of these Threads is a skill under Saidar/Saidin. Casting more than one thread into a weave in 1 round counts as a multiple action (thus a 3 thread Weave must be cast at -2D to do in one round). Each Thread is rolled separately and added to a total difficulty. So you might roll 5, and then a 10, for a total of 15. If the difficulty is higher than 15, the weave must be added to in order to cast (requiring another Thread of the prime element, or the first in the formulae). So if you come up short on a difficulty, you don't auto fail. You just have to keep going. Failing it comes by failing to roll a Weave over its complexity, see below. Minimum Strength: This is the minimum amount of Saidar/Saidin Attribute you must channel in order to cast the Weave. You may overchannel to achieve this level if necessary. Complexity: This is the minimum difficulty of each Thread skill roll. If a Complexity is 10, each thread woven into the Weave must roll at least 10. Rolling less than 10 means the thread collapses and you lose control of the Weave, dissipating into the ether. There are 3 Complexities: Simple, Middling, and Complex. Simple has a minimum difficulty of 5, Middling is a 10, Complex is 15. In some cases, a resistance roll determines this number (such as a Weave meant to shield you). Formulae: This is the formulaic make up of which elemental threads are required for the Weave to be cast. The first element listed is the primary element. Examples might be: Air, Fire and Spirit. Meaning Air is the primary element, with threads of Fire and Spirit added to it. Air must be the first skill used. Sometimes weaves require more than one thread of the same element. Elaine's Bonding is a good example, needing 2 threads of Spirit. This also helps determine the final Difficulty. Simply take the Complexity and multiply it by the number of Threads required in the formulae and add modifiers. Difficulty: This is the final difficulty needed for the weave to be cast. Add up all the rolls you've made with all the skills involved and if it passes the difficulty, the Weave is successful. Normally this is automatic if the caster has never failed a Thread, but modifiers may push this beyond that normal limit. Result Points: Rolls that are higher than the difficulty give Result Points as per D6. These points are divided by 2 and added to the Weave's effect. Weave Effect: This is what happens when the weave is successfully cast. Most effects that require any kind of rolls use the caster's Saidar or Saidin Attribute. Damaging effects use the Caster's Saidar or Saidin Attribute divided by 2 much like determining Strength Damage. Example: Healing Minimum Strength: 3D Complexity: Simple (5) for Wounded or less, Middling (10) for Severely Wounded or Worse Formulae: Spirit, Water, Air Difficulty: 15 for Wounded or less, 30 for Severely wounded or worse Effect: The wounded character makes an immediate Recovery roll using the Caster's Saidar/Saidin Attribute. * * * I'm still playing with this system, and I know it's not perfect. If anyone has any feedback, please feel free. Difficulty is almost pointless other than giving Result Points, I know... Anyway, up after this is the more traditional Roll Each Skill Against Separate Difficulty a la Star Wars. Miek
  4. We will be making the game playable in any timeline you choose. I can't imagine it would be limiting, except in that we will probably be offering a few Advantages that are higher cost due to them being rare in the Third Age. Also, we'll only be doing sa'angreal, ter'angreal and regular angreal from the books. It won't be too hard to think up some lost things from the Age of Legends I'd imagine though.
  5. This is a post re-write since the forum timed out on me the first time, hopefully I'll remember everything! In my return to these forums I bring with me an idea for a new fan-created project. I've been running D20's version of Wheel of Time for a number of sessions now, and I've been thinking I could do it much better justice with D6. What follows are the ideas I've cobbled together for how I'd do it. This is a sharp group and I'd love to hear feedback, ideas and comments on: 1. would this project interest anyone, 2. additional thoughts/ideas on what to change, how to do things, and 3. What I'm forgetting! I've been reading Wheel of Time steadily for years now, but I always miss things. I'm also eagerly awaiting The Gathering Storm so my excitement has me spurred for this idea. Anyway, onto the good stuff... * * * Advantage: Potential Description: Your character was born with the natural spark of Saidar/Saidin, or they have the potential to be taught. The rating in this Advantage dictates the maximum level[/i/] of the character's Saidar/Saidin attribute. R1: Max Saidar/Saidin 2D (ex. Morgase Trakand) R2: Max Saidar/Saidin 4D (ex. Teslyn Baradon, Shiriam Bayanar) R3: Max Saidar/Saidin 6D (ex. Egwene al'Vere, Elaine Trakand) R4: Max Saidar/Saidin 8D (ex. Nynaeve al'Meara, Mazrim Tiem) R5: Max Saidar/Saidin 10D (ex. The Dragon Reborn) Male/Female Advancement: Men and Women advance in the Power differently. Men are said to "jump" in power while women rise in it gradually. For this reason, Men buy Saidin at 2/3 the cost, but must buy an entire die code before advancing, rather than buying +1, +2, etc. Strength in the power: A character's strength in the power is determined by their current Saidar/Saidin attribute. Their potential is determined by the Potential Advantage. A character may only have 1D in their Saidar attribute at the beginning, but my have a potential of 8D. Determining another's Strength is a Weavesight roll for channelers of the same gender, as is determining another's Potential. Holding the power: While one's Strength in the Power is determined by their current Saidar/Saidin Attribute, the channeler may choose to hold any level of the Power up to their Strength. For example, if Egwene currently has a Strength of 4D+2, she may choose to hold 1D, or 2D+2, or any level of the power less than or equal to 4D+2. Some weaves do not require a channeler's full strength, and holding more power than necessary makes it easier for other channelers of the same gender to feel the channeling (an Acumen roll). Also, inverting weaves (so they might be hidden from view) becomes more difficult the greater the Power used. Over-Channeling: Channelers may choose to draw on more of the Power than their Strength, and even their Potential. Doing so has the potential to cause great harm to the Channeler, and should only be done as a last resort. The channeler may over-channel any number of dice equal to their Physique. Drawing more than this will utterly destroy the Channeler's body. For each die Over-Channeled, add 10 to the Channeler's Willpower roll, which is required to control it. If the Channeler draws 3D more than their Strength (Over-Channeling 3D), the difficulty is 30. Treat the difficulty as if the Channeler had taken damage and the Willpower roll as if they were rolling their Physique to resist it. If the character fails by enough to be put Unconscious, they have been Stilled. Angreal: Angreal are special magical items that act as a capacitor for the channeler. They aid and boost a channeler's Saidar/Saidin attribute by their rating when used. Most Angreal are rated 1D - 5D. Weave Skills: Under the Saidar/Saidin Attribute there are 5 natural skills, each one corresponding to an Elemental Strand. The five elements are Air, Earth, Fire, Water and Spirit. Casting complex weaves that require more than one Elemental strand require more than one roll, one for each strand in the weave. If the weave requires Air, Water and Spirit for example, 3 rolls are necessary. If the caster wishes to weave all of the strands in the same round, multi-action penalties are levied on the rolls. (Those familiar with D6 Star Wars will note this is similar to how Force Skills worked) Weave Affinities: Women channel Air and Water easier than men, and men channel Earth and Fire easier than women. For this reason, women may purchase Air and Water for 2/3 cost while men may purchase Fire and Earth at 2/3 cost. * * * Well gang that's it for right now. I'm scouring D6 Fantasy and Star Wars: Tales of the Jedi for spells/powers that simulate the Weaves from the book. If there is much interest for this, I'll post my thoughts on those here as well. Thanks for looking!
  6. Hey guys, So... yeah... I did this thing called "writing fugue" and spent the last few weeks immersed in my novel's world. I've come up for air this week as I'm revising a short story for publication (fingers crossed). Anywho enough shameless talk about why I don't give you guys the info you ask for. I'm back! And I'll try and answer questions again. I just go away for a short time and then remember to look back and feel shamelessly scared to do so for fear of angry posts about my absence, haha. Lee, if ever there's a real demand for an answer to something, please email me and let me know. I hate missing questions! We actually did not use pools of dice for weapon damage. Instead it had a base level (2 Lethal/1 Stun for example) and every success beyond what was needed to hit increased this damage. This is where it got "bizarre." Let's look at the side arm Sharon shot the old man with, as it's a light caliber weapon. I would assign that 2L/1S as a rating. Firearms add extra successes to BOTH their Lethal and Stun ratings. So if I rolled 3 extra successes, the gun just did a 5 lethal rating and a 4 stun rating. On my shmuck I have here on my desk, that would deliver a Severe Wound and Light Stun, for a total of -3D (-2D wounds, -1D stun). Explosives started at like 5L/3S I believe and extra successes on the planting granted them better damage. They were also higher scale, so that upped it too. Mettle is calculated by averaging the scores of the PC's Power stats (Physique, Intuition, Will). Mettle could only be raised by raising these stats. When your Mettle dropped to 0 from wound dice you were incapacitated. Of course hit locations could cause you to go unconscious before then...
  7. Just wanted to offer up that I voted for Metabarons. It's the big book that won't fit on a shelf. It's colorful. It's Star Wars with Honor. It has funky things sticking out of people's heads. Miek
  8. I just want to make a quick response while I'm thinking about it. I haven't spent a lot of time on hit locations or damages (I rather like the hit location 'problems' we used, and that are on the character sheet). But if you wanted to do "called shots" which in a firefight is almost a ridiculous thought, you can do it several ways. 1. Add additional mods to the difficulty (+2 for limbs, +4 for head, etc). 2. Spend successes to 'move' your hit location after the GM/PC announces where the shot hit. You'll be sacrificing damage potential for placement however. (Let's say it costs 2 successes to move it to an adjacent part of the body, 3 or 4 successes to move it two parts away-such as from the leg to the head) 3. Allow the wound and wild-die success speak for itself. "I just got a traumatic wound with a crit success on the wild die! Sounds like a head shot to me!" For my part I've been working around w/ the Attachments, Character Points and the idea of splitting Advancement away from Character Points (thus making "Character Points" be the new term for Ingenuity, which makes sense for me since you are getting them for playing up your Attachments, thus your character). Anyway just an update and random thought from this end of the table! Miek
  9. If you have doubts it still exists and with much endorsing from authors, look at George RR Martin's Song of Ice and Fire series. Green Ronin publishing just published the new edition of the RPG and Martin himself is a gamer He speaks about it on his blog and news site.
  10. Fighter combat was not a terribly complex ordeal now that I think of it. After the initial attack on the colonies there came less and less super combats worthy of full blown battles. It was a hard thing to plan big battles of that nature so I took some hints from D6 Star Wars and Legends of the Five Rings and gave players their option of where to engage their fighter wing. In one example, there were three choices: Intercept Raiders, Protect Civilian Ships or Escort Raptors with payloads. In this instant my players chose to protect the civilian ships. Heavily engaged with the heavy raiders that were attacking their small civilian fleet, we started up our flashcard-style combats. Everyone rolled Sensors and determined who was aware of who. Sometimes characters would lose sight of Raiders or Raiders would lose sight of players ("Where the frak did you go!") and this led to all kinds of chaos. Next was terrain. Players rolled piloting against the difficulty of the terrain they flew through. Usually I let one roll determine if they could get themselves through the area no matter how long they spent there. It was better than rolling each round. Next everyone chose their maneuvers (see list of maneuvers here). Once everyone had chosen (the players could discuss and help each other), we all revealed at the same time. You get one maneuver each round. If you choose "Roll the Hard Six" against your target and another shot at you? Rough! That's the danger. Choose well, be aware of your enemy or you die. Space combat was meant to be gripping, scary and unpredictable. Most of the time the fights ended with draws. PCs or Raiders would be too injured to continue and break away. The Raiders, in the beginning, had no fear of dying so they would swarm to death. As time went on they ceased this tactic. A lot of the time they only had to hold out long enough for FTL jumps to work. Generally we only went through perhaps... 5 maneuvers. Something usually happened by then. Otherwise we'd spend an entire game session fighting in space. This system needs to be revised, tightened and polished. You can play it as is but there is definitely holes and loose ends. By the time we got to this area my group was already halfway through our alotted time (two of them were moving) so we had to make sure the story took precedence over mechanics tooling. It was one frakking good story my players gave me too! Do you have any specific questions about space combat? I'll answer them if I can.
  11. In fact they did, and had an entire game written up and presented to Ms. Rowling. She rejected the idea of others "mucking around in her universe." I don't think she really had a good grasp on the RPG concept, but who's to say. This was several, several years ago. As long as perhaps 5 or 7 or whenever the first few books came out. Long enough to have a second edition by now!
  12. I don't want to say too much about the project yet (I mentioned a generic setting I'm doing above) but Firefly was an influence and it may be possible to simply extract the rules and dump a Firefly curtain on it. Miek
  13. As I sit here listening to Kara play the Five's theme on piano with heavy metal guitar backing it, I'm inspired to place one more answer before I head back to writing (sorry, don't have time to dig into Fighter Combat just yet, tomorrow!). I did a little thinking on your "d66" roll and the idea of using the Wild Die. I have no idea if this'll work but what if you did something like this... - Player rolls to hit with Agility + Ranged Combat + Specialties - If he hits, player checks his Wild Die for hit location. On a failure it's a non-vital location (such as a hit to the arm, shoulder, leg, foot, etc), the character simply takes a wound as per the damage dealt. - If he hits and the Wild Die is a success, the location is a vital shot. Take into account the wound taken (Light, Severe, Traumatic). Character who is hit may describe "Where they were likely to be shot" due to circumstances. Vital shots "bleed" and may worsen from Light to Severe and Severe to traumatic in a number of minutes equal to the wounded character's Physique if not treated. - If the Wild Die is a 6 and is rerolled a failure, the result is the same as previous. If the Wild Die is a 6 and rerolls a success, the shot is critical. It worsens from Light to Severe or Severe to Traumatic in a number of rounds equal to their Physique. * * * Alternate * * * Look at your roll. 1s are legs, 2s and 3s arms, 4s, 5s and 6s are the torso. If the 6 reroll is a success, it's to the head. Just a thought off the top of my head. It's very rough.
  14. Thanks for the comments gang, they are all very much appreciated. Let me try and address each comment as I'm able. Grimace: You are correct, you add Attribute + Skill + Speciality as appropriate. Specialties were not attached to any one skill in particular, so they could float between several if they were appropriate to the situation. If you have a specialty in, say, Battlestar Pegasus then you could apply that specialty to Repair rolls, pilot rolls and strategy rolls when considering how your battlestar will perform. You know it inside and out. Attachments are something that was in from the beginning but evolved and got better with time. At first they were simply emotional attachment to people, things or ideals and had an actual emotion in ( ), such as Protect Miles (Love). You had to be feeling that emotion or become involved in that Attachment because of that emotion in order to get the benefit. In time that proved troublesome as discussions were an hour long over whether something applied. That's just not conducive to good RPing. So they became more your characters Motivations or Goals. It's their beliefs and emotional instincts all wrapped up into an idea they want to see realized. It also provides a wonderful tool for the GM. When a player writes down his Attachments he's telling YOU (the GM) what HE wants his character to do or be challenged to do. Instant game material! If your character has an Attachment called "Never betray my unit 4D" then he's saying "I want you to give me a situation where I might have to betray my unit!" That's the kind of thing that makes Battlestar awesome. I remember one of our PCs, Caitlin, had an attachment similar to "I'm only comfortable around machines" at a rather high dice code. Later she found out she was a Cylon. She fought tooth and nail to go AGAINST her Attachment after that, wanting to be human. If I had to do it over again I would probably call Attachments "Goals" or "Motivations" (seriously!). I would get rid of Ingenuity and call them Character Points (as they are gotten by defining your character) and change over advancement XP to Advancement Points. Character Points are used like CPs in d6, to add dice, and are gotten by following Attachments/Motivations and playing up Traits. They also can be traded in for small story edits ("I pick up that wrench that's there and hit him over the head!" "What wrench?" *hands the GM 2 CPs* "That wrench!") For your hit locations, that seems okay but overly complicated. I did 2d6 because it was easy I didn't spend a lot of time on that though. You COULD use the wild die as a marker though. It has merit, I'll... ponder this! I'll write up more on the fighter combat system soon. Next post!
  15. It took me a little while to FIND my old notes. I stored them all away so I wouldn't lose them (hahaha). It seems most of the PC's character sheets went with their players as momentos but I do have 1 and several NPCs I'll post for you. Urania "Persephone" Praetorius (PC) Age: 23 Archetype: Will (regains 2 Ingenuity when strength of Will leads her or her friends out of a tough situation) Home Colony: Aerelon ATTRIBUTES Physique 2D, Agility 4D, Intuition 3D, Logic 3D, Will 3D, Charisma 3D Mettle 4D, Ingenuity 5, Destiny Points 2, Reaction 7, Speed 6 SKILLS Athletics 2D, Awareness 3D, Close Combat 3D, Computer 2D, Con 2D, Investigation 1D, Pilot(Starships: Viper) 5D, Ranged Combat 4D, Stealth 1D, Medicine 2D, Persuasion 3D, Presence 3D, Repair(Starships) 1D, Scholar(War) 3D, Scholar(Humanities) 1D, Scholar(Religion) 2D, Socialize 2D, Survival 1D SPECIALTIES Vipers +2D, Evasive Flying +3D, Ship-to-Ship +2D, Mettle(Stamina +2D, Resolve +2D, Composure +2D) ATTACHMENTS Flying gives me hope - never stop 1D, Pride in Aerelon 2D, Faith in the Gods 3D, Keep what is left of my family 2D, Protect what's left of humanity 2D TRAITS Rank(LT JG) 2D, Funds(Officer) 3D, Connections(Military) 1D, Ambidexterity 1D, Appeal, Beautiful, Born to the Brass, Viper Certified, Well-Known **Note on Traits: Traits are like advantages, only many of them have no dice code. They are simply aspects of your character you choose at creation or pick up through roleplaying. Playing up those traits or having them cause you problems earns you Ingenuity back. Mara "Harbinger" Ven (NPC) Age: 23 Archetype: Agility (regains 2 Ingenuity when her quick reactions or quickness gets her out of a sticky situation) Home Colony: Caprica ATTRIBUTES Physique 2D, Agility 3D, Intuition 3D, Logic 4D, Will 3D, Charisma 2D Mettle 4D, Ingenuity 5, Destiny Points 1, Reaction 6, Speed 5 SKILLS Athletics 2D, Awareness 3D, Close Combat 2D, Computer 5D, Con 2D, Investigation 2D, Larceny 4D, Pilot(Starships: Raptor) 2D, Ranged Combat 2D, Stealth 3D, Medicine 1D, Persuasion 2D, Presence 1D, Repair(Starships) 2D, Scholar(War) 2D, Science(Physics) 2D, Socialize 1D, Survival 1D, Streetwise 3D SPECIALTIES Computer Hacking +3D, Computer Communications +2D, Sensors +2D, Moving Silently +1D ATTACHMENTS Remain Independant 3D, Help Miles out of trouble 3D, Stay true to the Colonies 2D, Destroy Traitors 2D, Find a family and home 5D TRAITS Rank(LT JG) 1D, Funds(Officer) 3D, Connections(Military) 2D, Space Worthy, Military Family, Raptor Certified, Language: Ancient Kobol, Envious of Happy Families, Driven, In love (with Miles), Adrift Commander Frederick Jamison (NPC) Age: 56 Archetype: Charisma (regains 2 Ingenuity when he charms his way out of a tough situation) Home Colony: Sagittaron ATTRIBUTES Physique 2D, Agility 2D, Intuition 4D, Logic 4D, Will 4D, Charisma 5D Mettle 6D, Ingenuity 3, Destiny Points 1, Reaction 6, Speed 4 SKILLS Artistry(Carving) 3D, Athletics 2D, Awareness 4D, Close Combat 2D, Computer 3D, Con 1D, Investigation 2D, Larceny 1D, Pilot(Starships: Viper) 3D, Pilot(Capital Ships: Battlestar) 2D, Ranged Combat 2D, Medicine 1D, Persuasion 4D, Presence 5D, Repair(Starships) 1D, Scholar(War) 4D, Scholar(Religion) 3D, Scholar(Cylons) 1D, Science(Astrophysics) 2D, Socialize 3D, Survival 2D, Streetwise 1D SPECIALTIES Tactics +3D, Command +3D, Pilot: Battlestar +2D, Raptor +2D, Sensors +2D, Comm +1D, Surprises +1D, Notice +1D, Starmaps +2D, FTL +1D ATTACHMENTS I will atone for my treason 3D, My daughter deserves my help 2D, My Battlestar is my world 3D, Humanity will only be saved by the Gods 2D TRAITS Rank(Commander) 4D, Funds(Officer) 5D, Ancient Kobol language, Religious, Military, Space Worthy
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