D6 System
The D6 System is a generic system of Roleplay (i.e. which is not related to a universe but allows to play in various environments) published by West End Games (WEG).
It is about a generalization of the system created for the Star Wars.
Its Slogan is:
- One Die, Infinity Possibilities (a die, infinite possibilities)
System of play
Resolution of the actions
As its name indicates it, it exclusively uses Dé S with six faces (D in summary).
Code die
The capacities of a character are expressed in the form of a “code die”: it is the number of dice to be thrown, possibly increased points to be added ( pip ), when a dubious action utilizes this capacity. The result of the dice is compared with a threshold of difficulty, the jet is successful if the sum of the dice is higher than the threshold of difficulty. 3D+1 means that one launches three dice, that one makes the sum of it and that one adds 1. The codes die are, by order of increasing power:
- 1D, 1D+1, 1D+2, 2D, 2D+1, 2D+2, 3D, 3D+1…
When two characters are opposed, each one made a jet with the code die of its capacity, and it is the highest score which carries it.
One of the dice, the free die (wild die) , is of color different from the others (when one die is launched, it is a special die). If this die gives one 6, it is started again (unbounded jet). If this die gives one 1, it occurs an annoying event, a hitch, an awkwardness:
- is the Master of the play described an event; if the remainder of the jet has a raised score, the action succeeds but of accuracy, if the score is weak, the action is a catastrophe;
- is the Master of the play decides to remove the highest die of the jet, and to determine the result with the remaining dice.
Thresholds of difficulty
The action succeeds if the jet of dice exceeds a threshold. The rules determine the thresholds in a certain number of typical case. There exists also a generic scale defining the thresholds, making it possible to fix the thresholds in general situations: between 1 and 5 for a very easy action, 6-10 for an easy action, 11-15 for an average difficulty, 16-20 for a difficult action…
When the rules or the scenario define the threshold, it is possible to modify it according to the particular circumstances.
Multiple actions
A character can normally make an action by turn of set of five seconds (round) . If he wants to make additional actions, the code die of each action is decreased by 1D by additional action. For example, if the character carries out two actions in the turn, each code die is decreased by 1D; if it carries out three actions, each score is decreased by 2D… All the actions are consecutive in the turn; order of action of characters being determined by initiative, if a character wants that certain actions are made after the actions of another character, he is necessary to use an action to be awaited (the character does not do anything to let the other act, but waiting removes 1D with the other actions nevertheless).
Reduction of the number of dice
With creation, a very gifted character, very qualified and specialized in a task can have to throw 11 dice, and much more when it progressed! To avoid this plethora of dice, one can remove a die and add 3,5 to the place (round-off with the superior):
That amounts replacing one from its median value.
The character
A character is defined by characteristics ( attributes , its capacities, its strong points and weak points), which gather competences ( skills ). The characteristics are the general capacities of a character, while competences correspond to precise tasks. A competence can have several specialities.
Characteristics
Each characteristic has a code going die, for human of 1D with 5D, except for the characteristics known as “supernatural” (magic, capacities psi) which are in general to 0.
The characteristics depend on the universe of play:
; D6 Adventure
- reflexes (reflexes) : fights body-with-body, acrobatics, climbing…
- knowledge (knowledge) : culture, knowledge specific
- coordination : coordination eye/gesture (shooting, launched)
- physical (physic) : pure force
- perception : to see, hear, feel, touch, taste…
- presence (presence) : to influence the others
- extranormal :
- magic (magic)
- parapsychology (psionics)
; D6 Fantasy
- perspicacity (acumen) : know-how, nontechnological technical culture
- agileté (agility) : fights body-with-body, acrobatics, climbing…
- charisma (charisma) : to influence the others
- coordination : coordination eye/gesture (shooting, launched)
- physical (physic) : pure force
- intellect : knowledge, capacities of deduction
- extranormal: magic (magic)
; D6 Space
- agileté (agility) : fights body-with-body, acrobatics, climbing…
- knowledge (knowledge) : culture, knowledge specific
- force (strength) : force and muscular coordination (climbing, to jump, endurance…)
- mechanical (mechanical) : use of the machines
- perception : to see, hear, feel, touch, taste…
- technical (technical) : maintenance and repair of the machines
- extranormal: metaphysics (metaphysics)
Competences
Competences have a code die which is at least equal to the characteristic. During the creation of the character, the player distributes dice (or “fractions of dice” in the form of points, a die is worth three points) which are added to the characteristic to give the code die of competence; if a character did not develop competence, the player uses the code die of the characteristic, possibly together with a malus of ignorance (+5 on the level of difficulty). To creation, one can allot to the maximum 3D with a competence. When the character progresses, it can add dice (or points) to competences (the characteristics almost never progress). If the additional points reach 3, they are converted into a die
- for example with creation, the player have a characteristic with 2D+1 and allot two points to competence, the code die of competence is thus of 2D+3 → 3D.
A speciality of competence is a code die which is added to that of competence. This code die is also limited to 3D with creation. Thus, a gifted character (characteristic with 5D) and having developed a very thorough speciality (3D with competence and 3D with the speciality) has a code die of 11D to the maximum.
Creation of the character
The creation of the character can be done in three manners:
- by prototypes: the works describe prototypes of characters, corresponding to current professions; the player chooses a prototype, and has 7D to add to competences to personalize the prototype; it is a rather rigid system, but which makes it possible to create a character quickly;
- by distributing D in the characteristics and competences;
- by a system of distribution of points.
Then, the character can choose advantages and defects.
Resolution of the engagements
Each player makes a jet of perception which determines its initiative: the actions in the turn are done by decreasing score.
The character can:
- to carry out an action of defense (dodging, parade): this action effective for the attacks will be carried this turn after its action, like for the attacks carried before its next action the next turn;
- to carry out an attack;
- to carry out several actions, by cumulating a malus of 1D by additional action.
If the character concerned does not defend himself, its score of defense is 10 (there is no jet). If the character concerned has for single action defense, the jet of defense is 10 + the code die of dodging or parade . If the character makes several actions of which a defense, the jet of defense is the code die of dodging or of parade decreased of D of actions additional.
If the blow carries, then the attacker launches the dice corresponding to the damage caused by the weapon, and the defender launches the dice corresponding to his protection. If the damage is higher than protection, then the character is wounded. There exist two management systems of the damage:
- the points of body (Body Points) : the character has points of body , the difference between the jet of damage and the jet of protection is deduced from the points of body ; the more the points of body decrease, the more the character is wounded and has difficulties in act, and when these points fall to 0, he died;
- the wounds : a table indicates the correspondence between the difference between the jet of damage and the standard jet of protection and it of wound (light wound, serious wound, wound serious, wound mortal, dead); each level of wound induces a malus with the actions, and the office plurality of wounds is equivalent to a more serious wound.
Supernatural capacities
Magic
The magic is described in D6 Fantasy and D6 Adventure .
The characters have a characteristic extranormale magic (magic) , which is worth 0 per defect. If the player puts dice in this characteristic, it can use the magic.
This characteristic gathers several competences:
- deterioration: fates allowing to modify the environment;
- transport (apportation) : fates generating of the movements (telekinesis, teleportation);
- conspiracy : fates of creation;
- divination : fates of knowledge.
Parapsychology
Psionic , in D6 Adventure Competences:
- astral projection (astral projection) : capacity to leave its body
- empathy (empathy) : to feel the emotions
- téléperception (far-sensing) : to use its remote directions
- care (healing) : to look after the wounds by the spirit
- medium : spiritism, communication with deaths
- protection : to protect from the physical damage
- psychometry (psychometry) : to feel information on a person, a place, an object
- to strike (strike) : to cause a phyic wound
- telekinesis (telekinesis) : to make move the objects by the spirit
- telepathy (telepathy) : to see the thoughts
Metaphysics
In D6 Space . It acts in fact of the rules on the Force developed in the Star Wars . The “metaphysical” term is to be included/understood in the etymological direction “with the top of physics” (effect not modelled by contemporary physical sciences), and not in its philosophical meaning .
The capacities are generic capacities; when they are used, it is necessary to determine the difficulty according to the power of the effect, its duration, the range, the number of targets… Technically, each capacity is a competence of the metaphysical characteristic :
- to channel (Chanel) : to channel energy to make a shield or a weapon of it;
- to feel (judicious) : to detect a being, to determine its environment, to influence the spirits;
- to transform (transform) : to modify the environment: to create movement, to deteriorate the capacities…
The rules propose predetermined applications, for which the difficulties are already calculated.
Publications
The D6 System is declined in four ranges: a general range, an adaptation to the Medieval-fantastic ( D6 Fantasy ), an adaptation to the Science fiction ( D6 Space ) and an adaptation to the universes of contemporary adventure ( D6 Adventure )
-
The D6 System (1996)
- Gamemaster' S Aid and Screen (2004)
- Vade mecum off Magic
- D6 Adventures
- D6 Adventures Hirings
- D6 Adventures Creatures
- Bloodshadows (2004): supplement, adaptation to D6 Adventure of the play Bloodshadows (using initially the system Masterbook )
- Whisper off Destruction (2004): scenario for Blooshadows (initially appeared in World off Bloodshadows )
- D6 Fantasy (2004)
- D6 Fantasy Creatures (2004)
- D6 Fantasy Hirings
- D6 Otherwheres Worldbook
- D6 Space (2004)
- D6 Space Ships : supplement on the spaceships and their creation
- D6 Space Aliens, vol. I : supplement on the extraterrestrial people
- Fires off Amatsumara : description of a universe
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