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"Home Brew Page 1"

Wild Die Rules

- Rolling a "1" during damage resist in not penalized and the "1" is added in normally

- If you roll a "1" on anything else roll again

1-2: add normaly as per the damage resist note above

3-5: remove both the wild die and your highest

6: as above + Complication (exreame IE- On a dodge roll this happense and in addition to damage you periotically take damage from Internal bleeding until healed)

- Pure Brawling only a reroll of "5" and "6" apply using their respective rules, "1-4" are added normaly.


The Baadu:

These Force Users gain Darkside Points and Lightside Points, they strive to maintain a balance, but it's preferable to remain at 0/0 as they can fall out of balance by obtaining too many Lightside OR Darkside points. This group is striving to be neutral/balanced. If a Lightside point is gotten then a less than kind act is required to balance it (DSP). Alternatively it can be bled off by not performing any Good or Evil action for a little bit. While this may seem easy it might mean Not helping allies when the time is right. Additionally this sect may use Dark side powers without gaining DSP.


This may seem like a good path to follow, but falling out of balance will result in loss of the nice ability of DSP powers, agaim this is done by being too good or evil. A definite role Play challenge and expensive Force User. A Jedi, Dark Jedi or Sith will progress faster in Force Skills.


Other Sects, assuming they exist and you can give me sources along with a good background I'll probably allow it.


Resisting the Force:

Willpower will be used for most Mind Altering powers. Certain Illusion type affects may not result in a resistance roll for merely being perceived. In that case it might be perception to notice something wrong, like lack of shadow. Telekinesis will be resisted by Strength/Lifting primarily. If you think the situation calls for it you might be able to wiggle in Acrobatics to grab something nearby as your being lifted or use a missile skill to grapple onto something with a grapple caster. Keep in mind though that these might be more difficult to accomplish.


Parrying, Merged Skills and Such:

The various Parry/Combat skills are going to be merged. Brawling under Strength will count as parry and Melee Combat under Dexterity will parry. Droid Programming and Droid Repair will be merged like it's cousin Computer Programing/Repair.


Hit/Damage Bonus:

For every increment of 5 you beat your opponent by increase damage total by 1.


Martial Arts:

I'm using the Expanded Martial Arts PDF (download link- http://www.mediafire.com/?8r5tx2gmmyx) and a Lightsaber Form rule set similar to martial Arts. The LS Forms will be in additional posts as it's expansive. In addition to some none LS style's I've made. A background explanation will be needed for some Martial Arts, like Shadow Hand. Some Maneuvers will require a teacher or someone to train with.


D6 Advantages/Disadvantages:

For those of you familiar I'm using the Special Abilities (As Cinematic Advantages, IE Fast Reflexes) and non-social advantages/Disadvantages from Open D6 like allies and enemies. I will be including some home brew as well. Disadvantages will give Skill Dice and Advantages will take them. There is a Disadvantage/Skill bonus limit of 10. Taking advantages doesn't negate from the limit.


Hit Points:

As per Open D6 except the formula is Stamina roll+20 instead of Strength roll

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New Advantages (The Boosts concept comes from Appleseed D6)

Humans and other species that gain no innate bonuses receive 2 free "Advantage Dice".

Boosts- enable a re-roll of the wild die on 5 for the first roll. If a boost is applied to the same skill set more than once then a 5 can be re-rolled again up to the number of times the boost applies. The Boost doesn't apply to character point bonus dice.

Resources (1): This may only be taken twice, at level 1 the character has a sizable savings accounts and/or investment portfolio that can be liquidated to equal several thousands of credits (1,000 + 1D6 x 1,000). At level 2, this character has a large sum in the bank, maybe you got some inheritance or won the lottery. (10,000 + 1d6x10,000)

Stout (1): Boosts to Lifting, Endurance and Resistance tests.

Tree-hugger (1): This character prefers the outdoors and is especially able in the wilds. Boosts to Survival, Tracking, Climbing, and rolls concerning wiliderness sciences, IE Scholar: Botany.

Hawkeye (1): Boosts to rolls that involve firing a weapon or throwing something (Firearms, Heavy Weapons, Throw).

Flexible (1): Character is exceptionally limber and graceful.* Boosts to Dodge, Martial Arts/Brawling, and Running.

Cat-footed (1): Character is exceptionally light on her feet.* This grants a Boost to the following skills: Stealth and Acrobatics.

Appeal (1): Boosts to Con, Bargan, Command, Persuasion skills.

Acute Senses (1): Boost to any Search or Tracking attempt that relies on one of the five senses.

Intuitive (1): This character knows how to read other people and use it to her advantage. Boosts to Body Language, Con, Persuasion, Intimidation.

Health (1)- When rolling for Hit Points, this includes at generation, you get a +2 bonus.

Force Talent* (1)- The person is talented in an Aspect of the force (this must be bought multiple time if more that one talent is to be selected) . For Powers dealing with the selected category the character gets a +2 to the total with the Force Skills involved.

Energy-Absorb/Dissipate Energy | Instinctive Astrogation | Life Detection | Life Sense | Life Web | Sense Force | Weather Sense | Injure/Kill | Farseeing | Feed On Darkside | Force Lightning | Transfer Force | Creat Force Storms | Doppelganger | Drain Life Essence | Force Harmony | Transfer Life | Lesser Force Shield | Bolt of Hatred | Dark Side Web | Electronic Manipulation | Drain Life Energy |

Movement-Telekinesis | Telekinetic Kill | Projected Fighting | Control Breathing | Force Wind |

Illusion/Perception-Concentration | Control Pain | Remain Conscious | Combat Sense | Danger Sense | Magnify Senses | Shift Sense | Dim Another's Senses | Illusion | Masqurade | Mass Illusion |

Mind Affecting- Emptiness | Force of Will | Instinctive Astrogation Control | Rage | Short-Term Memory Enhancement | Beast Languages | Receptive Telepathy | Sense Force Potential | Sense Path | Translation | Life Bond | Light Saber Combat | Projective Telepathy | Inflict Pain | Affect Mind | Control Mind | Enhanced Coordination | Aura Of Uneasiness | Waves Of Darkness | Memory Wipe | Battle Meditation

Body Altering-Accelerate Healing | Contort/Escape | Control Disease | Detoxify Poison | Enhance Attribute | Hibernation Trance | Reduce Injury | Reduce Fatigue | Resist Stun | Accelerate Another's Healing | Control Another's Pain | Control Another's Disease | Detoxifing Poison in Another | Put Another In Hibernaton Trance | Remove Another's Fatigue | Return Another To Consciousness |

Ace Pilot (1): Get a boost to a (one) piloting skill.

Natural Pilot (2): You get a boost to all piloting rolls and can re-roll one piloting roll a scene/encounter.

Force Aptitude (1): The Force user is particularly adept in using the force a certain way. Get a boost to 2 related force powers.

Force Attuned (2): You have particular talent with an aspect of the force. You get a boost to 1 Force Skill.

Force Prodigy (3): You are a prodigy in the force. You get a boost to all Force Skills.

Gifted Pilot (1): You have a tendency to pull off one-in-a-million odds in a ship (Choose piloting skill) when in dire straights. When spending CP for the chosen piloting skill you get two dice for every point spent instead of one, Also when spending a Force Point your chosen skill gets a x3 multiplier.

“Jedi” Pilot (2): You have a tendency to pull off one-in-a-million odds in a any ship when in dire straights. When spending CP for piloting skills you get two dice for every point spent instead of one, Also when spending a Force Point your piloting skills gets a x3 multiplier.

Intuitive Astrogater (2): You swear you can almost sense hyperspace itself, two Boosts to Astrogation and reduce the severity of Hyperspace misshaps.

Light Sleeper (1): You get a boost to perception to wake up when the need arises.

Ambush Sense (1): You have a knack for noticing animals about to pounce or people lying in wait, +1D to perception in ambush situations.

Dungeon Crawler (1): You hate it, but your going through a maze again with traps, which leads to a ancient ruin city with wonders … and traps (that make no sense being there), however you’ve gotten used to it… mostly and naturally keep an eye out. +1D to find traps

Twin Blaster (2): You can dual wield like Jon Woo. Each time you take this advantage you can shoot (throw or what have you) with your off hand for no penalty. MAP from other actions applies normally.

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Star Arts- This or a variant of this is eventually developed by people or species that routinely operate in zero to low gravity environments. In this case Star Arts was developed by a person named Starwind. Most of his information has been lost. It's rumored that he or she was a smuggler. More practically this style is normally taught to elite-boarding troops who's standard procedure is to knock out Artificial Gravity.


Base Ability- Null Gravity Adept: Having practiced extensively in Zero-Gravity environments you can use this understanding to gain advantage vs opponents. When in Zero-G you gain +2D to Melee and hand to hand skills along with general Defensive Actions like dodging and parries. In Micro-gravity this is reduced to +1D


Available Combat Actions


Head Butt

Spinning Kick


Weapon Block

Instant Knockdown


Pushed Kick

Velocity Break


Star Arts Combat Actions Only

Tech Difficulty Effect

Null-Stand Moderate While in a Zero or Micro Gravity area you may "Stand" or otherwise correct your balance from "knockdown" without using an action. Additionally you use excess momentum to attack a target near you for strength damage using your brawling/melee skill

Pushed Kick Difficult By using maximum force from pushing off a stable object you can deliver devastating kick in this frictionless environment. If the character rolls successfully, and rolls a successful Brawling attack,their kick inflicts STR+4D damage. Failure gives their opponent an immediate attack against them at no Penalty and with a +1D.

Velocity Break Easy-Heroic You have been trained to use counter-force via movement to reduce your 'knock back' from hits. Making an easy roll will reduce the knock back by half, Difficult will reduce it to one meter (or a third if hit by a large amount of kinetic energy). Heroic will allow you to move easier during explosive decompression by reducing penalties or in some way aiding you.

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