d6 System Mechanics

Attributes

There are three Attributes, each of which represents a range of related activities (called Subattributes). These are as follows:

Mental   Physical   Reflexes
General Knowledge Athletics Attack
Literacy Climbing Defend
Perception Endurance Fire
Special Knowledge Power Initiative
Streetwise Riding Sleight of Hand
Willpower Swimming Stealth

Characters have an average of 3d6 in each Attribute, with a maximum of 6d6, and can improve most Subattributes by up to an additional 6d6. The exceptions are Willpower (Mental), Power (Physical) and Initiative (Reflexes): these three Subattributes cannot be improved, and always equal the value of the Attribute.

Each d6 is composed of three steps, namely +1, +2 and +d6. Characters are designed with 12d6 (36 steps) for Attributes and a further 8d6 (24 steps) for Subattributes. Characters can use Experience Points to improve Attributes and Subattributes during play.

It costs as many Experience Points to purchase a step in a Subattribute as the new step will have whole dice. For example, it costs 4 points to increase from 4d6+1 to 4d6+2, but 5 points to increase from 4d6+2 to 5d6. It costs six times as much to purchase a step in an Attribute (that is, 6x4=24 to increase from 4d6+1 to 4d6+2).

Combat

Characters determine the order by which they act in a round by rolling the Initiative dice. The highest total goes first, then the next highest, and so on.

Characters can perform two actions at full ability, but lose 1d6 from all actions for every additional action they perform after the second. Actions include Attack, Boost Power (adds 1d6 per action), Boost Willpower (adds 1d6 per action), Defend, and Move.

To hit, the active character must roll an Attack score equal to or greater than the target's Defend score. After hitting, both characters roll their Power (modified by any bonues for weapon or armour) and compare results. The target takes damage according to the following table:

Margin Wound Effect
-7 or less no wound, just a scratch nothing
-6 to -1 stun only -1d6 all actions for next round, doesn't stack
0 to +5 light wound -1d6, must be healed, 5 stack to next category
+6 to +11 moderate wound -2d6, must be healed, 4 stack to next category
+12 to +17 heavy wound -3d6, must be healed, 3 stack to next category
+18 to +23 mortal wound -4d6, die after next round, 2 stack to next category
+24 or more instant and messy death killed

Magic

Characters may take Specific Knowledge: Magic, which allows them to wield magic forces. To cast a spell, the active character must roll a Magic score equal to or greater than the spell's Difficulty score. If the spell is hostile, the target attempts to resist with the appropriate Subattribute (Initiative, Power or Willpower).


maintained by Gary Johnson (gwzjohnson at optusnet.com.au)
last updated 4 July 2003