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Showing posts with label D6. Show all posts
Showing posts with label D6. Show all posts

Thursday, September 25, 2014

Mini-Six, D6, And Breachworld.

In the past I did a review and some write ups for the Mini-Six RPG. A light fast running RPG based on the amazing D6 system (OpenD6) put out (free) by Anti-paladin games. Recently I came across the info about a new game called Breachworld being developed by Jason Richards for the Mini-Six system. Here is some of the info I found out about it:


"What is Breachworld?

                                                                                                                                                                 A A post-apocalyptic, open-world, kitchen-sink, sandbox RPG, powered by Mini Six.


Breachworld, a variation on the OpenD6 ruleset made available to publishers by Open Game License (OGL). The rules incorporate familiar D6 mechanics that we all remember from various West End Games products, but a bit streamlined. Roll against situational difficulties set by the Game Master and root for that exploding “wild die” to come up a 6 time and time again! With one core mechanic, play is fast and intuitive, and easy to learn."- from breachworld.com


This looks like a game I have been waiting to come along, Its got my name all over it. I really love the Mini-Six system and these kind of crazy techno fantasy anything can come through a breach and bite your face off kind of setting.


Next thing I found out about the setting was a Kickstarter for it that I missed out on, But after stumbling across the Breachworld G+ community and asking about the product. I was informed by Mr. Richards that he was running a preorder of sorts and allowing people to back the project even now after the KS has ended. This is directly from http://www.breachworld.com/




"The Kickstarter may have ended, but your opportunity to support has not!"


"Just because the Kickstarter is over doesn’t mean that your opportunity to support the project has passed you by. If you would like to increase your pledge, or if you missed out on the Kickstarter campaign and want to help make the Breachworld RPG a reality, we can do that.
Simply fill out the form below to contact Jason Richards Publishing to discuss how you would like to support the project. Select from the list of recommended support levels, or create your own and drop us a line to confirm. We’ll then set up the transaction on an individual basis."


I'm going to go back it, I really want to see the d6 system live on and this looks like a great setting for it.

Sunday, May 6, 2012

AZAMAR, Wicked North Games

Azamar players guide is 192 page. Written by Brett M. Pisinski & J. Elliot Streeter. Available in both PDF and hard copy from Wicked North Games. Also available form RPGnow.com as both PDF and POD.

 The system is Cinema6 (Using the cinema6 frame work), A reworking of the D6 system. Created and made OGL by West End Games. Cinema6 is a very dynamic system. It makes for a very cinematic and heroic feel. Cinema6 is also a bit simpler too. One way it differs is no pips. All attributes and skills are written in whole die. This also allows die to be tracked by filling in bubbles on the character sheet, any one familiar with white wolf's games will get the hang of right away.

In an industry saturated with fantasy games and fantasy settings I really feel Azamar stands out. First of all its not human centric. There are some full blooded humans they are very rare. Most of humanity are divided into two distinct mix blood races. Along side some more common fantasy races.

Enfri, who are a hobbit or tinker gnome like race. Immyr, a dwafen race, stout, strong, and love a good ale.
Tre’uoall, Wild elf like race, Empathic and aloof. Wyvine, a race of sea faring people known for being proud and loyal. Shrave, a goblin/reptilian like race who live deep in the earth, they are known for being patient and coarse.

Azamar is layer of worlds atop each other. With the blur being just beyond. The blur is A place of fiends and also the source of magic in Azamar. With other worlds beyond the blur. Being blur touched can also bring on special abilities as well as the use of spells.

The setting is deep and rich. History laid out for five millennium. With a lot of locations fleshed out. The bestiary in the book is a breath of fresh air. I was expecting your standard fair of monsters. Instead it is full of unique creatures to the world of Azamar.

The artwork in the book is black and white. Ranging from simple line drawing to full page fully shaded pictures. All the art seems well placed and fitting for the section its attached to. And all the art adds to the heroic scope and feel of the setting.

The only bad I can really find about this product (if there is one) is the layout of the book. While each section is laid out clearly the order of the sections are in a strange order:
Introduction: History
The Game: Rules
About Attributes: Attributes and Skills
Races: Races of Azamar
Characters: The basics
Character features: Abilities and magic
The world of Azamar:
Geography of Azamar:
Bestiary:
Fiends:
The combat system:
Props: gear
Grandmaster characters:
Road to Azamar: intro adventure
Character templates:
This by no means a deal breaker for me. But I know some gamers go into convutions over this kind of thing and thought I would mention it.
Azamar is the kind of game I was hoping would come out of the Opend6 (D6 system) OGL. I would recommend it as a very imaginative setting. Built upon a strong, heroic, and cinematic system. I'm really enjoying the game and look forward to what Wicked North Games comes out with next.

We now know what is coming next from Wicked North Games, WestWard!



Thursday, May 3, 2012

Westward, A steampun Western RPG.

Westward is coming!!

Kickstarter for the steampunk western Westward is live. Using Wicked North Games flavor of the D6 system called cinema6.

Any one who has followed or even browsed my blog knows my love for D6 system in all its flavors. Wicked North Games is adding more flavor than I could have ever hoped for from Open D6.

My review for Azamar, the fantasy setting from Wicked North Games will be coming soon.

Wednesday, April 18, 2012

12 dozen ronin company (Mini-Six)

Here is a new class/Archetype for my Cyberjack or Future warrior settings.

For Cyberjack use the Heroic scale 14D to attributes. Any attribute above 4 needs an explanation (cyberware ect.). For Future warrior characters start with all attributes of 2D. Players get 9pips to spread among all their attributes. With no more than 3D+2 in any one attribute. Characters get 15 skill die to assign. Max is 6D in any one skill.
 12 Dozen Ronin Company


The 12 dozen ronin company is a world renown mercenary company. Soldiers of fortune and sell swords. These mercs are augmented and well equipped. Willing to do everything from body guard to deniable assets are on the menu. They reserve the right do deny any contract. But once a price and objective is agreed on these warriors are bound to the job till its completion.

When a new initiate is taken on he is given very basic low level jobs to prove his worth. Often these are deniable asset or low priority security details. Once a initiate has proven his worth he is offered a contract. These contracts are tailored to the individual. With payment in the way of a sign on bonus, a monthly salary and  Augmentations.Contract are offered 4 years at a time. Once a contract is signed the initiate is given the title of warrior.

Warriors are assigned jobs. Often in groups chosen by the company or prepaid battle groups by region. Jobs may last a night, a week or even for the full length of a contract. It is not unheard of for a warrior to be assigned to a body guard or security detail to the length of their contract.

Sunday, April 15, 2012

Future warrior: Urban recon. (Mini-Six)

I had the Idea for a while to do a modern day or near future warrior game. Ghost recon meets cyberpunk, With a little judge dread thrown in. I decided to use Mini-six to do the write up for it. First off the setting.

In the new future there is only urban sprawl. Miles of concrete and steel. The corporate zones are clean, sanitized and secure. The rest of the cities are near lawless. The Peace keeping forces work as damage control more than police force.The setting is gritty and dirty.

 Character creation:
You are members of an elite urban assault force (E.U.A.F.). Characters are not supermen in this setting. They are very skilled. Characters start with all attributes of 2D. Players get 9pips to spread among all their attributes. With no more than 3D+2 in any one attribute. Characters get 15 skill die to assign. Max is 6D in any one skill.

Skills:
Might: Brawling, Club, Knife, Lift, Stamina, and Sword.
Agility: Athletics, Bow, Dodge, Drive, Pickpocket, Pilot, Pistol, Rifle, Stealth, And Throwing.
Wits: Computer, history, Language, Medicine, Navigation, Repair, Science, Security, And Tracking.
Charm: Command, Diplomacy, Persuasion, And Streetwise. 

E.U.A.F. Gear.

Double eagle .45 1911 pistol. This gun is a classic. Super reliable and still in widespread use. 4D 30/100/300.

The Talon Mp5-2020 .45 SMG/Carbine. Based on the original H&K this SMG/Carbine is changed to a .45 to be a heavy hitter. 5D 100/250/450.
The Blade "boom Stick" 12g shotgun. This weapon is very versatile. With four loads available.
- Buck Shot: (damage based on range) Damage: 4D+2/4D/3D  Range:50/150/400 To hit +2/+1D/-2D
   +2D to all armor rolls against buckshot.
- Slug:  4D+2 40/150/400
- Gas grenade: Every one with in 6' of the impact zone must make a might check VS 18 or take a -1D to
  their next action. Multiple impacts stack up to a -2D.
- Sabot, buster: This round is a mini rocket. Often used to blast open doors and entry. It is very inaccurate  beyond mid range. Damage based on distance from impact. (6' around impact) 6D 50/100/ 200.  with in 12' 4D. To hit: +1D/N/-2D.


The combat wakizashi is the preferred melee weapon carried. +2D+2

Two tools that often see their way into melee combat is the chain fist entry tool and the wrist plasma torch entry tool. Both were created for fast and powerful entry weapons. Rarely is both tools carried by a single agent. The chain fist is a fierce melee weapon +3D. While the plasma cutter is rather fragile and is deadly but is not easy to wield with any real force 3D but cuts through armor quickly.

E.U.A.F. Battle Armor.
The armor gives a full body +10 Armor Value. With +12 to the head. It has a two way com radio. A bio monitor with trauma drugs set to inject on need. +2D to resist system shock. HUD display linked to command. Hearing enhanced as well as light enhancing visor linked to helmet. 1/2 all penalties for low light.

Tuesday, April 10, 2012

Combat Damage Options in Mini Six (D6 system)

A while back I posted on the Idea of separating lethal and stun damage in Mini Six (Or any D6 system). Which can be found here. Today another option hit me. There is two ways of handling damage in combat in D6. One is body points (basically hit points) and the other is wound track (a damage track system).

My idea is using both systems instead of choosing one system over the other. For most attacks that would normally only go to the first damage track level, these attacks would instead be taken off your body points. Once a characters body points are gone all attacks go to the wound track as usual.  Any attack powerful enough to go to the second wound track at level two or higher bypass body points and go to wound track as normal.

This option keeps minor wounds from kicking off the death spiral of a damage track. But gets rid of the hit point feel that may complain about. That characters are just fine till they loose that last hit point.

Thursday, March 29, 2012

D6 system. Keeping it alive.

I have been watching the development of the OpenD6 system ever since the announcement that is would go OGL. I have really liked the system for many years and find it a very elegant and practical system. I ran some Star wars back in the day and really enjoyed running the system.

With the basic system going OGL you can now download all the basic books online. Some from Rpgnow.com And sites like this.

A few companies are running with the system going forward. One is Anti-paladin games who created their own version called Mini-Six. Its a faster and simpler variant of the original D6 system.

Wicked north games has created their own version of D6 fantasy setting called Azamar.












They are working on another game called Westward. A steampunk western.I'll be updating this when it goes to kick starter.


Also check out the D6 Magazine.

Thursday, April 7, 2011

Min-Six Lethality.

I really love the set defenses in Mini-Six. It really speeds up play and keeps the fun rolling. Some people like a bit more detail in combat. The difference between a punch doing 4D of damage and a gun doing 4D really needs to be extremely different in some settings. Especially in a gritty setting.

My Idea is to separate Soak from armor. A weapon like a bat does what I'll call stun damage. And a gun does what we'll call deadly damage. Soak is now only used against stun damage. To show stun damage on wound levels just put a slash [ \ ] in the box. Keep track of it just like any other wounds. If you reach incapacitated, your character is knocked out. If the characters have every box on the wound track has a stun slash in it start back at the top and make the slash into an X in the box [X]. An X in the box is how you track deadly damage from guns of other lethal weapons.

Since armor is now separate from soak. Armor needs to have new values assigned to it. Armor value is used to calculate wounds from deadly damage like soak is used with stun damage.

Some Armor value examples.
Leather jacket   3
Leather armor   6
Chain, Scale     8
Plate armor     12

Bullet proof
Vest                10
Battle armor    12

trooper
recon armor    12
trooper
heavy armor    14
trooper
power armor   16

I have not tested these values yet for armor. I just took weapons damage into account. And what a good soak value would have added to each armor with an average value.

Traits in Mini-Six (Advantages and disadvantages)

While I really like how D6 space, D6 adventure, and D6 Fantasy handle advantages I like how the "D6 system" book handled them better. It assigns between 1D to 3D (although could be higher). The cost or price of the advantage or disadvantage is in skill points. So a 2D in a disadvantage gives you 2D in skill poimts to spend.

The reason I like this is I could use those die as a modifier. If a character had -2D of poor eye sight I could use that as a modifier to hit roll medium range or further. Loos two die from your die pool.

While I live the base system the AntiPaladin games has put together I see a lot of room to expand. Call them Advantages, Disadvantages or Feats. I'm just going to call them Traits.

I like the Idea of traits because they could be good traits or bad traits.

Example good traits:
Iron will
Wealthy
Blessed
Noble birth
Good memory
Sixth sense

Example of Bad traits:
Addiction
Debt
Cursed
Low birth
Poor memory
Wanted man
fear of ________

Another  reason I like the Idea of traits being a blanket term for both good and bad is because some traits could be used for both. For example Wealth could be used either way. A -2D wealth is poor, while +2D is wealthy. Another example of this could be reputation or Sanity. Sanity could go positive or negative. Especial in games involving some old gods.

In the "D6 system" book traits are kept to whole die numbers. 1D, 2D, 3D ect. But I don't see any reason pips could not be used as well. For example if a character had a Sanity of 3D. And slowly started going mad the GM could take away a single pip from sanity game by game. Or a player with a bad reputation with a group could slowly work it off. Every good dealing with the group his bad rep is raised a single pip.

What are common referred to as feats could also become traits. For example in your game you could have a trait called "quick reflexes" which if takes adds to initiative rolls. Or a trait on "kung fu", every die of "kung fu" the player can split the die between fighting skill and parry defence in hand to hand combat.

Another use of traits is racial traits. Like elves having night vision. If an elf had 2D night vision he could use those die to offset penalties for poor or no lights. A dwarf with magic resistance of 2D could use the die to resist magic effects. Or add the die (diex3) to his soak for magical attacks.

Tuesday, April 5, 2011

My thoughts on the d6 system

For one the d6 system holds fond memories for me from the starwars RPG. Although the d6 starwars has been out of print for some time now its still got a very loyal following. Its rather light for a system that can do so much.
I think in its early incarnation in the starwars system most people would call it an old school system. Maybe not 70s D&D old school, But still a pillar system that a lot of our hobby stands on.

And now its OGL. Thank Eric Gibson for that. No matter how you about his and west end games rocky history he has given our hobby a great gift. Thank you Eric Gibson!

And Thank you AntiPaladin games. They took the basics of the d6 system and made it into a little fast and easy to play game game.

I think for a little bit I'm going to concentrate on some d6 content. So stay tuned for more on d6.

Wednesday, March 30, 2011

D6 starwars, Again?

You know what just hit me (sure I'm not the first to think of it). D6 system is now OGL with Opend6. And the Starwars license is up for grabs. A company could put the game out again in its original system.

Hmmmmmm.....very interesting.

Monday, March 28, 2011

Cyberjack mini-six (kitchen sink setting)

The very nature of kitchen sink settings make them a ton of fun. They often need really flexible rules to cover anything from magic to fighter jets. And the fact that im really a rules lite kinda guy these days lets try mini-six for it, Just to see how is shakes loose.
 Here are the came class ideas but as Templates. Since this is a heroic scale game in giving 14D to attributes. Any attribute above 4 needs an explanation (cyberware ect.).

Booster
Boosters are super soldiers. Their bodies have been pushed to the limits of human perfection. After the great war many boosters became mercs or sell swords. Some took up a cause of one kind or another to fight for.
The booster system uses both nanotech and combat drugs.
Might: 4D
-Climbing 4D+1
-Jumping 4D+1
-Swimming 4D+1
-Brawling 4D+2
Agility: 5D
-Dodge 6D
-Stealth 5D+2
-Melee 6D+2
Wit: 3D
-Weapon smithy 3D+2
-Tactics 3D+1
Charm: 2D
-Barter: 3D

Dodge: 18, Block: 20, Parry: 20, Soak: 12 (18 )
The Booster system gives the booster amazing regenerative ability. Boosters regenerate 1 wound level every twenty minutes. Boosters are hyper aware, they get full dodge even when surprised. 
 A booster can over charge his system once per 6 hours. This over clocking will add one die to Dodge parry and block as well as all attack rolls for a single combat. But does one would level of damage to the booster.
Boosters start with a heavy auto pistol 4D, Battle Rifle 5D, a ballistic vest (+6), and 3D6x10 credits.

Ken
A Ken is a master of mystic arts. Able to manifest his inner-strength through his body.
A ken can come from any number of belief systems. Maybe he believes his power is ordained or god given.
No matter the belief system his mastery is unquestionable.
Might: 4D
-Climbing 4D+1
-Jumping 4D+1
-Swimming 4D+1
-Brawling 4D+2
-Endurance 4D
Agility: 5D
-Dodge 6D
-Stealth 5D+2
-Melee 6D
Wit: 3D
-Meditation 3D+1
-Tracking 3D+1
-Religion 3D+1
Charm: 2D
-Barter: 3D

Dodge: 18 (20), Block: 18 (20), Parry: 18, Soak: 14 
A Kens body has been honed from years of physical training. A Kens have a natural soak of +2. Ken almost never wear any form of armor. When not wearing any form of armor a Ken may add +2 to dodge and block against any attack he is aware of. A ken may jump three times the normal distance, and fall/jump up to 20' with out being hurt.
A kens fists are hardened from years of training going Might+1D damage.  At level 6 a ken may add 1D damage to any simple martial weapon as well, as they become an extension of his body.
A ken starts out with a martial weapon and 2d6x10 Credits. 

Ronin
A Ronin is a sell sword. A soldier for higher. Ronin are very often men of principle and not simply a merc. Ronins live by a code. A word given is a bond in blood. while they call no land their own or patron their lord. when in a contract or sworn oath of any kind they are totally loyal.
Might: 5D
-Climbing 5D+1
-Jumping 5D+1
-Swimming 5D+1
-Brawling 5D+2
Agility: 4D
-Dodge 4D
-Stealth 4D+2
-Melee 5D
-Driving 4D+2
Wit: 3D
-Tracking 3D+1
-Armory 3D+1
Charm: 2D
-Barter: 3D+2

Dodge: 12, Block: 17, Parry: 15, Soak: 15 (25)
 A Ronin has no qualm with altering his body to better his abilities. 
 Both arms are cybernetic replacement.
Right arm has a hidden blade +2 dmg to punch when extended.
Left arm as a ram system. Can be used once before needing recharged. Might+2D dmg Scale2.
Pain editor givens the ronin the ability to ignore pain taking no penalty for wound levels.
Ronin always carry a battle blade. These blades are almost always vibro-blades, These blades are functional as well as a mark of their station as a warrior.
A Ronin starts out with a vibro-sword +4D (ignore 2 soak), a Heavy pistol 4D, an smg 3D+1, and a battle rifle 5D. Ronin Start with ceramisteel plate armor (full set +10) and 3d6x10 Credits.

Tuesday, March 15, 2011

Alchemy in Farnsley’s Phantasm Investigations

In the Mini-six book there is a few sample settings in the back. One is called Farnsley’s Phantasm Investigations.

Its a Victorian era monster hunting game. After reading through it I watched a movie called the vampire effect. In the movie vampire hunters use a serum made from "vampire blood extract" to make them stronger for a while. It got me thinking. This is a lot like the serums and potion version of ripper-tech in the savage worlds setting Rippers.



So I propose adding this to Farnsley’s Phantasm Investigations as a form of alchemy. Alchemy will be a wits based skill. With recipes an alchemist can make all kinds serums, elixirs, and potions. Each part of a monster can create a set number of items. Each possible item requires a skill roll a failed roll means that elixir is lost. So if a single vampires heart can be used to create five vampire heart elixirs. Five skill rolls are needed. Each successful skill roll creates an elixir. Each Failed roll is lost, the elixir doesn't come out right. If 3 out of 5 rolls are successful only 3 elixirs are created and all the rest of the material is wasted. All items take a set amount of time per item. If the alchemist has access to a full lab follow the times listed. If the alchemist has only a portable lab double the time to create.

Here is a few examples I'm doing for my write up.

Mummy flesh elixir.
Number of elixirs can be harvested from a single mummy:6
Difficulty to create: 20
Time to create: 30min per elixir attempted.
Drinking this purple viscous fluid gives the the character exceptional strength (+3D) for 15 min.

Mummy heart elixir.
Number of elixirs can be harvested from a single mummy:2
Difficulty to create: 16
Time to create: 1hour per elixir attempted. Drinking this gray runny fluid gives the the character exceptional courage (+2D) to all forms of courage or fear checks for 30 min.

Vampire blood elixir.
Number of elixirs can be harvested from a single vampire:5
Difficulty to create: 20
Time to create: 30min per elixir attempted. Drinking this thick blood red fluid gives the the character a surge of regenerative power. The character consuming it gains a wound point back. Or regenerated wounds points equal to might if wound points are being used. Effects is instant.

Vampire heart elixir.
Number of elixirs can be harvested from a single vampire:2
Difficulty to create: 20
Time to create: 1hour per elixir attempted. Drinking this blood red fluid with visible strips of shrived heart floating in it gives the the character greater ability (+2D) in diplomacy, persuasion, and seduction. If the target is of the oposite sex the effect is even greater (+3D). Lasts for 1 hour.

Vampire Sight potion
Number of potions can be harvested from a single vampire:2
Difficulty to create: 24
Time to create: 2 hours per potion attempted. This potion is held in a diminutive dropper. A drop placed in each eye uses one potion. The fluid is blood red and often runs down the face of the user during the whole effect giving the user the uneasing appearance of crying blood. During the time of the effect the character can see in total darkness just as a vampire can. Lasts for 30min.

Soul Wafer

Number of wafers can be harvested from a single ghost:1
Difficulty to create: 26
Time to create: 2 hours. A spirit can be extracted from a clay vestal with a long proses. The spirit is stripped of the ectoplasm that allows it to hold form in this world. The ectoplasm is boiled down to a single drop oozing goo that is baked in to a small wafer. After eating the wafer the character becomes incorporeal for a very short time. lasts for 2 min.

Not every item needs to be created from a monster. For example:


Vampire replant elixir.

Cost: diminutive. $
Difficulty to create: 15
Time to create: 15 min. per elixir attempted. This potion looks like murky water and smells a lot like garlic. The user is at -1 to all social skills as long as he is in close quarters with his target for up to two hours (-2 if the target is in higher standing in society). During the duration of the elixir any vampire who bites the user must immediately make a might check diff 20. The vampire is instantly repelled and disgusted by the taste or even smell of it. On a failed might roll the vampire is wekened and will rech up blood he has recently digested. Elixir lasts for 1 hour.

Another idea for the setting is a new cane.
While the "ecto" cane described in the gear section is used to capture ghosts and spirits. Another kind of cane is starting to be used too. The "slayer" cane is capped with cold steel decorative topper for dealing with fae and other beings from the wyld. The lower tip has a silver gilded stake spring loaded in it. With a push of a button it extends and used for staking vampires or piercing the heart of werewolves and shifters alike.

Monday, March 14, 2011

Mini-Six

In my last post I Gave a very quick over view of what mini-six is. Ill go over it again and in a bit more depth with this post. As well as how to use it in a slightly different way.

Mini-Six is a condensed version of the westend games D6 system. Its the system that was used in the westend games Starwars. One change to the system, or more an addition to the system is set defenses, much like savage worlds or cinematic unisystem. Rather than all combat being opposed rolls, combat can be rolled against a set number based on the player/npc/monster abilities. To me this is nice since that is the one complaint I always had about the system. Combat can take a while and involve adding up a lot of die on both attack and defense.

Now that D6 has become OpenD6 it is now OGL. A few different companies are planning to use it, Two most notable to me are mini-Six and C6 (Cinematic six).

I Was reading over Mini-Six and hit the side bar about running Mini-Six with out Attributes. And something hit me. Mini-six could be played like Risus or Warrior, Rogue, and Mage. Rather than Attributes and skills why not just use descriptors.

Much like Warrior, Rogue, And Mage (awesome rules-lite game btw) you could just assign die to a descriptor. For example you could spread 9 die around the descriptions Warrior, Rogue, And Mage.
Say I was making a character who was good at swinging a sword, but better at thievery, Knew a little magic but not much could be: Warrior 3D, Rogue 4D, Mage 2D. Any action that falls into the realm of one of these classes uses the die assigned to that descriptor to make a test.

It just shows me how versatile the d6 system is. Add attributes, Add skills, Or play with out either.

Power 10 for 5E D&D.

As I play more and more fantasy role-playing games, especially D20 variants, I find that some of my favorites are the ones that boil the ent...