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[D6 Fantasy] Shadow Shard [Newbie GM needs help]

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Trying to run a D6 Fantasy game loosely based on the Shadow Shard areas in the MMORPG City of Heroes. IMO, these were not a great zone for MMO superheroes; hardly anyone ever goes there and it doesn't really fit all that well. However, it occurred to me that the general mythos etc. seemed like a great basis for a fantasy game set there.. not planning on publishing it or anything right now, it's just something I felt like running for awhile. If I really felt like it, I could change a few more things to make it, well, about as similar to the original inspiration as most fantasy is to Tolkien, really. =)


I have 5 templates, all basically at a hunter/gatherer tribal level; there is no Extranormal available to the party, but each template has access to a set extraordinary ability.


I'm not experienced enough to know if I got the balance and design optimized enough. My starting monsters are also a bit of a puzzler; i'm using Body Points for NPC's and Wound Levels for PC's, as in testing it seemed that WL's would result in the party being injured a lot, but hard to kill, where Body points have the issue with HP of making the party very difficult to slow down without killing them outright.


Everyone has Poverty, in the form of 'no money, not much to trade, and what equipment they have is pretty makeshift, unless they can make it themself.'


Basic premise, as per a modified form of the source material, upon which some liberties have been taken, is that some force invaded the world, killing and enslaving the inhabitants - starting with the Gods. The demons of the hells, the angels, all eradicated in battle; pantheons slaughtered, a tiny few surviving Gods left as slaves for the invaders. Humanity was pressed to service in ways which make slavery seem benevolent, treated with levels of respect similar to that which we treat mold and bacteria.


Later, one of the enslaved Gods tried to conspire to overthrow their captors; this was only partly successful, however; the other surviving slave God that He tried to conspire with had been driven insane. Instead of following His plan to free the world, the Mad God decided to use more of a "scorched earth" concept instead. All of the Mad God's strength was, instead, used to shatter and destroy the entire world, throwing it back into chaos in order to seal it away.

The Kind God ended up permanently besieged, after more or less (slightly less) stalemating the remaining servants of the invaders; after stopping the other remaining (and now invader-friendly) God from opening the way for the invaders to return, He was left with no remaining strength or power to do more than remain sealed away in a floating fortress, defending against an endless siege by the remaining servants of the invaders, but unable to leave or offer His support beyond His walls.


Though there is no really concentrated destructive agency left, humanity's position is tenuous to say the least, and dwindling every day, with the world left shattered and warped beyond recognition, the powers upon which mankind might call upon for aid broken, sealed away, or transformed into unknown and alien forms.




Sort of a chieftain, ie a wartime/emergency leader; skilled in fortifications, traps, defensive fighting.

Agility 3d+2

Coordination 2d

Physique 3d+1

Intellect 3d+2

Acumen 2d+2

Presence 2d+2


Poverty R1 (standard)

Combat Sense

Devotion R2 "Defensibility/security nanny" - The character's uncanny awareness is, in part, because of their intense focus on concentrating on defensibility and security; if they stop visibly making sure that everything is just so and defended against possible attack, they lose the advantage of Combat Sense.


Small shield (+2d), Javelin (+2d), hides (+2)



A laborer and crafter, they build things and do most of the construction type work. Their experience with heavy labor lends them profound strength in battle.

Agility 3d+1

Coordination 2d+1

Physique 4d(+1)

Intellect 2d+1

Acumen 3d+2

Presence 2d+2


Poverty R1 (Standard)

Increased Attribute (Physique)

Price R1 - Use it or lose it - Increased Attribute is only usable if the Rockbreaker found an opportunity to do heavy physical labor during the previous adventure.


Sledgehammer (+3d), tools



In tune with their environment, the Explorer seeks out new places for the tribe to hide and new resources. In battle, their stealth and mobility is their main advantage.

Agility 3d+1

Coordination 2d+1

Physique 3d

Intellect 3d

Acumen 4d

Presence 2d+1


Poverty R1 (Standard)

Silence (-1 Restricted: Only in natural settings)

Price R1 - Only through the continuing attention paid to the local area can the Explorer retain their uncanny ability to blend through the thorns and grasses. An Explorer must spend time actively studying their surroundings every adventure, or they will lose that edge until they again spend time acquainting themselves with the lands through which they pass.


Quarterstaff (1d+2), camping and survival gear



A tracker and archer, hunters gather food and strike enemies from afar.

Agility 2d+2

Coordination 4d

Physique 3d

Intellect 2d+1

Acumen 4d

Presence 2d


Poverty R1 (Standard)

Good Luck

Debt R1 - The hunter's fortune at the hunt is felt to be tied to their loyalty to their fellows; so long as they share the bounty of their skills, fortune favors them.


hunting sling (+2d, 10/100/200), knife (+1d)



Priests and healers of the imprisoned benevolent god, these are shamans, healers, scholars, leaders.

Agility 2d+1

Coordination 2d

Physique 2d+1

Intellect 4d

Acumen 3d+1

Presence 4d


Poverty R1 (Standard)makeshift armor..

Skill Minimum: Healing (One skill only)

Devotion R2 - Devout follower of the Kind One - if their zeal and faith flags, doubt allows them to again make mistakes in the medical skills taught by their order.


Healers kit, Large knife (+1d)




A giant floating eye, with teeth for eyelashes and spines, which floats usually near the ground. Extremely aware of their surroundings, and absurdly accurate, these are scouts and guards.


Agility 3d, Fighting 5d, Coordination 4d, Marksman 20d; damage 1d, plus optional accuracy bonus (usually ~5d), Physique 3d, Intellect 2d+1, Acumen 5d, Search 8d, Presence 4d, Move 12. Physique damage 1d+2. Body Points 10. Armor - spines +1d.



Just what it says on the can; a violet tower of rocky skin and muscle with a crystal instead of a head and one of it's two arms massive and clawed.


Agility 1d+1, Fighting 3d+2, Coordination 1d, Eye bolt 1d+1 (Huge damage, but very slow, multiple round casting time, and unlikely to hit anything but a large stationary target), Physique 6d, Lifting 8d, Intellect 2d, Acumen 2d, Presence 4d, Move 8, Physique damage 4d, Body Points 24. Natural Armor 2d, Bludgeoning Arm +1d.



A goo and crystal thing, about the size of a large-ish dog, that steals things and sneaks around..


Agility 3d, Flight 3d+1, Fighting 4d, Contortion 10d, Stealth 4d; Coordination 4d, Throwing 5d; Physique 4d; Intellect 2d; Acumen 2d, Disguise 3d, Hide 4d; Presence 2d; Physique damage 2d; Body points 15. Claws +1d. Elasticity (rank 6), Glider Wings, Natural weapon - throw goop 3d entangle. (Source material allows these to merge together into a gestalt too, but I don't know how to represent that.)



Golden floating distorted 'stretched' humanoid figures; torturous creators of of pain

Agility 2d, Flight 3d; fighting 5d; Coordination 3d, Sleight of Hand 4d, Marksman 4d; Physique 3d; Intellect 5d; Acumen 3d; Presence 5d, Intimidation 8d, Mettle 8d, Confuse 5d+2; Physique damage 1d+2, Body points 12; Confusion (2) plus ranged attack; Natural ranged weapon, armor defeating (mental attack, not physical; iron will et al defends instead) 3d stun damage (The rules for this seem excessively nasty; the slightest bit of damage looks like essentially an instant kill, in that it immediately takes the character completely out of the fight with no recourse; am I reading that right??)


I need some help getting things dialed in, of the "I've been playing/GMing a lot, and I think you haven't thought of the ramifications of ____" sort. Or of the "That monster is going to do ____ to a normal character, is that really what you were aiming for?" kind.

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Well on first look what looks rather insane ist 20 in marksmanship. Normal people have 2...

Well, that's pretty much the main feature that the original was known for - the ability to shoot through just about as many layers of accuracy penalties and dodging bonuses etc as you could possibly find like they weren't there. They also were good at seeing through any sort of stealth; other than that, they weren't a major threat.

The Wisps are armor-defeating, and i'm wanting them to be the ones that the turtles with massive Soak totals have to deal with first.


In that regard though, the Stun damage rules worry me. It looks to me when reading them that the way that Stun damage works is "If the attacker beats the defender's Soak roll by even a single point, the player who was hit immediately stands up and goes to play on the X-Box until someone calls to tell them that the fight is over and they won." I'd rather have the fights involve people being bounced down to greater levels of incapacity over the course of the fight, rather than having characters rapidly removed from play.

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