Anda di halaman 1dari 122

Simple Fast Flexible Roleplaying

Chris Tregenzai
6d6 Core
6d6 Core
By Chris Tregenza

How to play the 6d6 RPG

1
This work is licensed under a Creative Commons
Attribution - ShareAlike 3.0 Unported License.
The 6d6 and 6d6 RPG logos are copyright 6d6
Fireball. 6d6 Fireball asserts its full rights over
these marks.

Copyright & Credits


All text (c) Chris Tregenza
Logos, trademarks, graphic design and other elements (c) Chris Tregenza. All rights reserved.

Cover Photo Fractal Ken CC-BY https://www.flickr.com/photos/fractal_ken/3358035352/

African John Atherton CC-BY https://www.flickr.com/photos/gbaku/3667200594

Verna Byrns J Tregenza CC-BY-SA

Returning Fire The U.S. Army CC-BY https://www.flickr.com/photos/soldiersmediacenter/5616370765/

Shotgun Mitch Barrie CC-BY-SA https://www.flickr.com/photos/simonov/1971164711/

Hands Nesster CC-BY http://www.flickr.com/photos/nesster/225134465/

Dead Fly Jared Tarbell CC-BY https://www.flickr.com/photos/generated/6087127947

Old Warrior Richard Taylor CC-BY http://www.flickr.com/photos/34094515@N00/5818022083/

US Troops In Expert Infantry CC-BY http://www.flickr.com/photos/expertinfantry/5452545424/


Korea

Cowboy Tony Oliver CC-BY http://www.flickr.com/photos/tooliver/539292782/

Characters A Terrible Idea CC-BY http://rpg.drivethrustuff.com/product/91360/108-Terrible-Character-Portraits

Friends Anil kumar B Bhatt CC-BY https://www.flickr.com/photos/anilbhatt/5933391461

Cheat! Craig Sunter CC-BY http://www.flickr.com/photos/16210667@N02/8655280621/

Battle Peter Nicolai Arbo PD http://commons.wikimedia.org/wiki/File:Arbo_Battle-of-Stamford-


Bridge-detail-1.jpg
Broken Arm Craig Allen CC-BY https://www.flickr.com/photos/craigallen/4320878114/

Puppet jayneandd CC-BY https://www.flickr.com/photos/jayneandd/4849107531/

Climber Zach Dischner CC-BY https://www.flickr.com/photos/zachd1_618/5222398879

Traps Mark Freeth CC-BY https://www.flickr.com/photos/freetheimage/14126091171/

Oath Taking Chuck Hagel CC-BY http://www.flickr.com/photos/secdef/7296534576/

Floating Liz Poage CC-BY http://www.flickr.com/photos/liz-grace/4839333887/

Rocks Sky John Fowler CC-BY http://www.flickr.com/photos/snowpeak/4923407833/

Dragon David Reeboy CC-BY http://commons.wikimedia.org/wiki/User:Deevad#mediaviewer/


File:2010-01-C%26E_Dragon.png

Melissa Stock- MilitaryHealth CC-BY https://www.flickr.com/photos/militaryhealth/6893236578


well

Stag Justin Jensen CC-BY https://www.flickr.com/photos/justinjensen/5219534736/

6d6 Core
6d6 Online Living Document
The full contents of this book are At 6d6 we believe you should only have
available to read on the 6d6 website. to buy a game once and not constantly
http://6d6rpg.com/wiki/doku.php?id=open:mechanics:core:book upgrade to the latest edition. This is why
Members of 6d6 Online, which all our PDFs, our games, our RPGs, our
includes anyone who has registered adventures, settings and supplements
for the Living Document, may edit and come with the Living Document Promise.
update this book and all of 6d6 RPG's If you have registered your 6d6 product
publications. They may also create their you will always have free access to the
own content which reuses and remixes latest PDF no matter how many versions
official content. we have released. That's a promise.
Visit 6d6 Online for more information: Anyone who has purchased a copy
http://6d6rpg.com/wiki/doku.php of this document (in digital or physical
formats) from 6d6 Fireball or one of its
official stockists may register for the
Contact Living Document Promise.
Want to know more about the 6d6 RPG, Email library@6d6fireball.com with your
the people who created it or wish to ask a
name, the title of the PDF or book and
question? There are lots of ways to contact us:
details of when and where you purchased
Google+ 6d6 is very active on Google+. We have an
official page but for a greater diversity of role play your copy.
material and posts, follow Chris Tregenza.
Blog Our blog http://6d6Fireball.com/blog features a
lot of the same content which appears on Goog-
le+.
Twitter We have a Twitter feed, @6d6Fireball, which
mostly carries links to new blog and Google+
posts.
YouTube Our YouTube channel, 6d6 Fireball, con-
tains recordings of online games and our regular
open business meeting.
Email Contact Chris Tregenza directly:
Chris@6d6RPG.com

3
Verna Byrns

This book is dedicated to my mother, Verna Byrns.


As a child, I had a lot of problems learning to read and write due
to dyslexia. Back then, in early 1970s Britain, educational problems
were rarely diagnosed and many teachers were simply unaware of them.
Children who could not read were written off as stupid and doomed to a
life of illiteracy.
My Mother, a teacher herself, refused to accept this fate for me.
Immersing herself in the research and educational techniques coming
out of America, Verna persevered. Somehow she managed to get the
letter shapes and sounds of English to connect in my mind and, in do-
ing so, my Mother not only saved me from the dead-end of illiteracy but
also opened my eyes to worlds of adventure and magic. One of my few
childhood memories is discovering The Hobbit and that book, plus a
new-found love of reading, sent me on a journey which in time led me to
role-playing games and this book.
Not long after retiring from a lifetime of teaching children to read,
my Mother had an unexplained fall. After a few months of brain scans
and doctors' appointments she was diagnosed with dementia. Since then
it has progressed rapidly, ravaging her brain, and though physically alive
the person who was my Mother is gone.
Almost from the moment this book's creation was successfully
funded by a Kickstarter campaign, Verna's physical condition started to
decline significantly. For most of the last year my life has consisted of
nothing except working on the 6d6 RPG and helping with my Mother's
care. Past, present and future, this book is intrinsically and irretrievably
linked to her.

To my Mum, who made it possible for me to explore worlds.

Chris Tregenza
June 2014

6d6 Core
Contents
7 Quick Start
11 Character Creation

17 First Principles
17 Advantages
20 Potential
22 Taking Action
25 Types of Action
28 Action Scope
30 Time For Actions
32 Assisted and Extended Actions
33 Equipment In Actions
36 Damage & Recovery
40 Effects
43 Resistance

47 Combat And Movement


47 Initiative
50 Combat Rounds
54 Moving In Combat
56 Time In Combat
58 Combat Situations
60 Monsters & Mooks
62 Movement In Adventures
63 Stallions, Galleons and Hoverbikes

67 Characters
67 Character Creation
70 Points, Paths & Advantages
72 Characters & Equipment
74 Character Improvement

77 The World Around


77 Being Social
79 Hidden Secrets
80 Deceit
83 Discovery
84 Challenges
87 Traps
89 Hazards

95 Meta-Gaming
95 Playing the Game
97 Game Skills
98 Game Leading

103 Appendix
115 Index

5
1 6 11 16 21 26

2 7 12 17 22 27

3 8 13 18 23 28

4 9 14 19 24 29

5 10 15 20 25 30
6d6 Core
Quick Advantages effective the character is with this
type of advantage. Advantages
have dice values between 1d6+0
Start Manual Dexterity
Body, Life
1d6+0
CP: 4
and 1d6+6 and a CP of between
four and 25.
Hand-to-eye coordination and Most advantages require
Every player takes on nimbleness. dynamic potential to use but
the role of a character some are static and need static
Advantages are found on the potential. Other than the type of
who interacts with and
character sheet and each char- potential used, static and dynam-
explores a world described acter starts with a unique mix of ic advantages are identical.
around fifteen advantages. Any advantage which does not
by the Game Leader. The
say static under the dice value
character's capabilities are Character Path uses dynamic potential.
defined by their potential Life
and advantages. Ability Equipment
\\ Potential is how much a Character Equipment
character can do Revolver, Compact 1d6+2
Mundane Equipment Capacity (5), Range (1), CP: 7
\\ Advantages are what
Status Effect Reload (3 ea.)
they can do and how well
they do it Designed for ease of carrying and
Advantages come in a range
concealment, the revolver is double-
When characters face of colours. The colours are a
action only with a fully enclosed
danger, a difficult challenge or guide to the type of advantage
hammer. Calibre: .38 Special
any situation where the outcome but most of the time the colour is
Ammo: 5
is uncertain, they use their not important.
advantages and potential to take
There are two types of equip-
an action. Manual Dexterity
ment: yellow character equipment
Hand-to-eye coordination and
Characters have a limited and pink mundane equipment. Char-
nimbleness.
amount of potential available acter equipment covers signature
and tokens or small coins are items such as the gun-fighter's
Each advantage contains
ideal for tracking how much has pearl-handled revolvers or the mu-
a title and summary describ-
been used. sician's guitar. These have CP and
ing the advantage which may
dice values like other advantages.
include special instructions
D D S relating to its effects.
D D S Body, Life Body Armour
Armour
There are two types of The advantage's keywords
A vest made up of multiple layers of
potential: dynamic potential define the type of advantage
impact-absorbent materials.
which is conscious thought and (e.g. Life or Skill), add descrip-
static potential which is reflexive or tive details (e.g. Two-Handed,
unconscious thought. Different Armour) and certain rules which Mundane equipment is eve-
coloured or sized tokens should apply to the advantage (e.g. rything else the character uses or
be used to track each type of Range or Blast). controls. It can be anything from
potential. New characters start a rock picked off the ground to
with four dynamic potential and 1d6+0 1d6+2 the interstellar spaceship they are
two static potential. CP: 4 Static piloting. Mundane equipment is
CP: 7 always worth 1d6+0.
Mundane and character
The CP (Character Points) and equipment both cost potential to
dice value decide how powerful or use, normally dynamic potential.

7
Actions The number of advantages I run the orc through with
Whenever a character wishes used in an action is only lim- my sword.
to do something important and ited by the character's poten- Long Sword 1d6+1 +1
the outcome is uncertain, they tial. Each dynamic advantage
take an action. Players state requires a dynamic potential Wpn Expertise 1d6+2 +2
what the character is trying to token, each static advantage
achieve (this is known as the needs a static potential token.
Brawn 1d6+2 +2
action focus) and use one or more
Total Score: 14
advantages. The dice values of
each advantage are added to- I treat Sallys shotgun
The resistance score is the
gether to give the total number wounds.
target score to beat. Depend-
of dice and modifiers.
First Aid Kit 1d6+0 D ing on the circumstances this
can be a score set by the Game
Nursing 1d6+1 D
I attempt to fix the engine. Leader or can be the result of an
Empathy 1d6+2 D opponent's action.
Problem Solving 1d6+2
First Aid 1d6+1 D
Jury-Rig 1d6+1
Anatomy
1d6+0
S
Narrative Play
Static Narrative covers everything
Total: 2d6+3
outside of combat. In narrative
1d6+1
Carer S play the characters may use all
Actions may combine any Static
their potential in a single ac-
advantages as long as they are:
tion and take as many actions
\\ Available they are on as needed. Starting characters
Characters may gain
the character sheet and not have four dynamic potential and
situation bonuses on their actions
lost due to injury two static potential, allowing
from anything which makes
them to take an action involving
\\ Appropriate the the character's action notably
up to four dynamic advantages
advantage makes sense in easier. Each bonus adds 1d6+0
and two static advantages.
combination with the other to the character's action and
Generally only an expert
advantages being used and characters can gain multiple
at a particular task will have
the action's stated aim bonuses. Situations which make
enough appropriate advantages
the character's actions harder
The whole group decides to use all six of their potential
add 1d6+0 bonuses to their op-
whether a particular combina- in one action. Most characters,
ponent's action.
tion of advantages is appropriate. most of the time, will have two
There is no limit to the
Most of the time common sense to four suitable advantages for
number of dice a character may
ensures approval is automatic any given task. A character with
roll in an action and an action it
but occasionally people will spare dynamic potential may be
can involve 7d6+0 or more.
disagree. The player must explain able to concentrate for an extra
and convince the group why the 1d6+0 on the action. This de-
advantages make sense in this Success or Failure pends on the situation and may
situation. Emphasis should be For an action to be success- have drawbacks if something
placed on role playing and play- ful, its dice score must beat the unexpected happens.
ers are encouraged to add detail resistance score. The character rolls All characters will face
and colour to their explanations. the dice for each advantage plus situations where they lack any
any dice for situation bonuses, advantages which are appropri-
Unscrewing the control and totals the dice and the ad- ate and available for the task. In
panel with my Multi-Tool, I use vantage's modifiers (e.g +1). these circumstances they may
all the experience from my Watch out for advantages with take a potential action which uses
background as an Electronics the Dice keyword which may allow a single dynamic potential for a
Wizard and take a Methodical rerolls or describe other special dice score of 1d6+0.
approach to finding the behaviour in the summary.
circuit for the air-lock

6d6 Core
ishes, a new round begins and
Combat Bank Spent the player may nominate anyone
In combat, potential is the
except themselves.
difference between life and death. D D D D Players and Game Leaders
Each action taken spends poten-
S S can override the nomination
tial but it is only recouped at a
process by seizing the initiative.
fixed rate. Spend too much poten-
This costs potential and success
tial on an action and the character An unprepared character will
is not guaranteed.
will have nothing left to defend have some dynamic potential
themselves with.Each player already in their spent pile.
needs two areas next to their char- Acting
acter sheet to hold potential. One Whenever a character takes
is the bank where unused poten- Bank Spent an action they must spend po-
tial is kept and one is the spent tential, one per advantage being
pile for used potential. S D D used. Static advantages cost
S D D static potential, dynamic advan-
tages cost dynamic potential. The
Readiness used potential is moved to the
Characters do not always Someone caught completely
spent pile.
start combat with all their poten- by surprise, for example if they
tial in their bank. Each charac- were sleeping, would begin the
ter's readiness for the fight is combat with all their dynamic I charge at the enemy
decided by the group based on potential in the spent pile. soldiers, firing as I move.
the situation.
Taking Turns Pistol, 9mm 1d6+1
Bank Spent Combat is divided into
rounds. During a round each 1d6+0
Move & Shoot Static
D D D player and all opponents have
a turn. At the end of each turn Manual Dexterity 1d6+0
D S S the player or Game Leader
nominates the next person to Bank Spent
A character who is 100% have their turn. This must be
ready for a fight will have all someone who has not yet had a D D D D D
their potential available when turn this round. If everyone has D S S S
combat starts. already had a turn the round fin-

9
Characters may take any Movement Being Attacked
number of actions during their Characters move by taking Any time a character is
turn, which ends only when they actions. If they have an advan- attacked (by an opponent or a
run out of potential or decide to tage with the Movement keyword trap or anything which endan-
stop. At the Game Leader's dis- they may use it in combination gers the character) they have a
cretion characters can also take with other advantages for a sin- resistance action to protect them-
minor actions, such as dropping gle large movement. selves. The resistance action is
objects or speaking, without Most characters have to rely the same as a normal action,
spending potential. on a potential action for move- requiring potential to be spent
ment. This costs one dynamic on advantages which are appro-
potential and players have a priate and available.
Recoup choice to either mosey or run. The resistance may involve
During their turn a character
A mosey (or walk) is guar- passive defences, such as armour,
may recoup two dynamic poten-
anteed movement, the equiva- or the more active protection of
tial tokens. Recouping moves
lent of rolling 3 on the dice. dodging or parrying. It can also
potential tokens from the spent
involve counter-attacks with
pile into the bank.
With a potential action, weapons, including returning fire.
I mosey towards the Anything which reduces the threat
Bank Spent
control panel. or makes it harder for the attacker
D D D D D is a valid form of defence. The re-
sistance action must make sense
D S S for the type of attack and the
advantages used in defence must
be compatible with each other.
Characters may act and
recoup in any order during their
Bank Spent I lay down covering fire,
turn. They may also split their
trusting to my armour to
recoup, allowing them to recoup
D D D D protect me.
one dynamic potential token,
then act, then recoup their sec- S S D
ond dynamic potential. Blaster [Free Resist] 1d6+1
A character wishing to Weapon Expertise 1d6+2
Run is less predicable
recoup more dynamic potential
but can take you further. Roll Orbital Armour 1d6+0
or to recoup static potential may
1d6+0 to the determine the
choose to do nothing. By taking
distance moved. Bank Spent
no actions and spending no
potential during their turn, the I run using a potential action. D D D D D
character has a chance to rest.
This allows them to recoup three D S S
tokens. The character may also
choose to recoup static as well Each character has a free resist
as dynamic potential tokens. advantage listed on their charac-
ter sheet. This advantage can be
Bank Spent Bank Spent used in a resistance action without
spending potential. The chosen
D D D D D D D D free resist is fixed and players can-
D S S S S S D D not change the advantage without
consultation with the Game Leader
and a suitable retraining period for
Characters may move sev-
Any combination of static and their character. As with any other
eral times in a turn by taking
dynamic tokens may be recouped advantage used in an action, it
multiple movement actions,
but the total number of tokens must be available and be appropri-
switching between moseying
moved from the spent pile to the ate for the situation.Common free
and running as desired.
bank cannot exceed three. resists include armour, weapons

6d6 Core
and abilities such as Dodge. These
are suitable against some forms
Degree of Success: 7
Character
1d6+1 1d6+0
of attack but will be inappropri-
ate against other dangers such as
CP: 5 CP: 4 Creation
magic or poison gas. Quick character creation de-
CP Discarded: 9
If a character is unable to pends on character archetypes and
defend themselves due to a character paths, both of which can
The injured character must
shortage of potential, lacking be found in the Generic / Modern
discard Life advantages whose
a suitable free resist or being setting and other game worlds.
total CP value equals or exceeds
unconscious, they always have a These templates simplify the char-
the damage (the degree of suc-
resistance score of one. Note this acter creation process and produce
cess). The player may choose
is a score of one, not one dice, so a well-balanced, playable character
the Life advantages they wish to
a character caught out like this in about ten minutes.
discard for the damage. As well
is almost guaranteed to be hit by
as considering the CP value of ad-
the attack.
vantages it also worth considering Step 1 - Archetype
the usefulness of the advantage. Examine the list of archetypes
Attacker Resistance Sometimes it is better to discard for the setting and pick one.
+1 +1 one high value advantage than
two lower value advantages.
Step 2 - Character Concept
+2 +2 All characters start with a
Degree of Success: 7
motif or distinguishing feature.
+2 +0 Maybe it's a particular weapon
1d6+3
they use, how they look or speak,
+0 CP: 10
their ethical code (or lack of it) or
a personality trait such being pious
= 17 = 10 CP Discarded: 10
or affable. This is the starting point
Degree of Success: 17 - 10 = 7 of the character and everything
Players cannot discard part
else should fit with this idea.
of an advantage. Even if just one
The motif needs fleshing out
The resistance action's score point of damage is taken, a whole
with details about the character
sets the target which the at- advantage must be discarded.
and their back-story. These need to
tacker must beat. If the attacker
fit with the character's archetype
scores less than or equal to the
resistance the character escapes
Keywords In Combat but most archetypes are flexible
There are several keywords and will work with any character
unharmed, but if the attack ex-
which are important in combat. background or personality. Each
ceeds the resistance the character
Full details are in the Core rules detail is a nugget of information
is hurt. How hurt they are is the
along with a complete list of providing role playing opportunities
difference between the two rolls,
keywords, but the most important and helps all the players visualise
known as the degree of success.
are: the character. They do not add
to any dice rolls and players are
Aid Other Help an ally with their
Taking Damage action
largely free to choose what they
Characters who are hurt by want but some details may have
attacks must discard green Life ad- Aid Resist Help an ally defend consequences. Picking a race that
vantages by placing an X or similar themselves is discriminated against or is just
mark next to the advantage on the rarely seen will affect how others
Opportunity Take an action during
character sheet. Discarded advan- react to them. Gender may also
someone else's turn
tages are not available and may make a difference and even simple
not be used in actions until they Range How far away the target details such height & weight can
have been recovered via healing. may be before giving situation have unforeseen consequences.
bonuses to the opponent Players should seek to answer
some of the following details about
Status Adds an ongoing status
the character and write them down
effect to the target.
on the character sheet. The an-

11
swers are not set in stone and may Step 5 - 3rd Path Step 6 - Add Dice Values
change as the character concept Next, using the list of charac- By this step characters
becomes more refined. ter paths included in the game's will have 15 advantages: three
setting, pick one additional path. character paths (purple), four
\\ Name
The paths from the archetype will life advantages (green), between
\\ Age
cover the obvious abilities needed six and eight ability advantages
\\ Physical appearance
for the role, leaving this third path (blue) and between zero and two
\\ Race / Skin colour
open for players to select some- character equipment advantages
\\ Height & weight
thing which gives their character (yellow). All these will be at worth
\\ Hair colour & style
some individuality. It should also at least 1d6+0 when used in ac-
\\ Where they live
tie into the character's back-story tions but some advantages may be
\\ Where they grew up
and personality. Add the chosen worth more.
\\ Their family
path to the character sheet. From Pick two advantages and write
\\ Their occupation
the third path, select a life ad- 1d6+2 as the dice value with a CP
vantage (green) and two abilities value of seven. Then pick four
Step 3 - Archetype Paths (blue). Do not pick advantages advantages and give them dice val-
Each archetype is made up of
which are already on the character ues of 1d6+1 and a CP of five. The
two character paths (purple advan-
sheet and do try to add diversity to remaining nine advantages will be
tages). Write these down in the first
the character's skills and abilities. 1d6+0 with a CP of four.
column of the character sheet. Also
Hint: It is especially useful to Hint: Advantages which are
note down that these advantages are
add variety to the character's green likely to be used often are good
static advantages by writing Static or
life advantages. Before picking candidates for higher dice values,
a large S next to the dice value.
one from the third path, look at as is the advantage selected for
The archetype will identify
the keywords on the life advantages the Free Resist. The green life ad-
one life advantage (green) and two
already selected. They will be Body, vantages represent the character's
ability advantages (blue) from each
Mind or Soul depending on whether health and higher dice values allow
of its two paths. Write the life
they are physical, mental or meta- them to take more damage.
advantages in the second column
physical. Characters with a mix of
of the character sheet and the abil-
Body, Mind and Soul keywords are
ity advantages in the third. Make
more flexible and can apply them-
Step 7 - Mundane Equipment
note of each advantage's name, its Players should make a note of
selves to a wider range of actions.
keywords and any pertinent details any significant mundane equipment
from the advantage's description. they have at the start of the game,
If the advantage is static, note this Custom Builds checking with the Game Leader
down as well. To create an character without that they are acceptable. Obvious
an archetype, skip Step 1 and then things like clothes do not need to
Step 4 - Variant in Step 3 pick three paths instead be written down as a character is
Each archetype has three vari- of one. always assumed to have everyday,
ants themed about different styles In Step 4, choose one life and common sense items.
of characters or settings. Each vari- two ability advantages from each
ant adds a life advantage and either path, and remember to pick one
two ability advantages, two equipment advantage which can be used as a
Step 8 - Finishing Off
On the character sheet, there
(yellow) advantages or one of each. Free Resist.
are a few more details to be filled
Pick the variant and add the advan- Rather than choosing a variant
in. These are the same for all
tages to the character sheet. archetype in Step 5, pick either:
characters created using the quick-
Also note down the variant's two ability advantages from any of
start process:
recommendation for the charac- the chosen paths; one ability and
ter's free resist. This will be one of one equipment advantage; or two \\ Dynamic Potential: 4
the advantages already added but equipment advantages. \\ Static Potential: 2
the name needs to be added to All other steps in the creation \\ Recoup: 2
the details section in the top left process are the same. \\ MCP: 9
of the character sheet. This will \\ CP: 70
become important if the charac-
ter is attacked.

6d6 Core
Example Play The first aid kit very much fits with Sally the
carer, she is certainly the sort of woman who
Step 1
would always have one nearby. The shotgun
Sally is creating her character for an is harder for Sally to fit with Judith's soccer
adventure set in the zombie apocalypse and mum image.
is using the Generic Modern setting. She
Sally decides Judith is not a fan of guns
wants to play an average person caught up
but shortly after she had her first child, Tom
in extraordinary circumstances and picks
was working away from home much of the
the Big Hearted archetype.
time. Left alone in the house with her child,
Step 2 Judith decided it was up to her to protect
her new family. After carefully researching
Thinking about her character, Sally
the best guns for home defence, taking
decides on a soccer mom - a practical,
lessons in gun safety and installing a child-
hard-working person who raises her kids
proof gun cabinet, Judith purchased a pump
and is active and helpful around the
action shotgun.
neighbourhood and school. Sally makes a
few notes on her character: The gun has never been used except once a
year when Judith, Tom and the children go
Judith O'Dea, aged thirty five. Judith has
on a firearm safety day to refresh their gun
three children: Sam (aged ten), Beccy
skills. The gun is not a big part of Sally's life
(seven) and Clara (three) and is married
but it is very definitely Sally's gun.
to Tom who works in I.T. Judith is 5'3"
(1.6 metres) and 11 1/2 stone (75 kilos) Step 5
so quite overweight. Judith grew up in
Sally must now pick a third character path
Detroit during the economic troubles of the
but none of the paths suggested by the
1980s. She met Tom in college and they
variant fit with her idea for the character.
eventually got married. They now live in a
Instead she picks Boy / Girl Scout, deciding
modest suburban house near Pittsburgh
Judith's experiences in the scout movement
where Judith is active on the school's Parent
were an escape from the rough Detroit
Teacher Association.
neighbourhood of her youth and helped
Step 3 forge the caring, active woman she is today.
The Big Hearted archetype has the Active Life From her third path, Boy / Girl Scout, Sally
and Carer character paths which Sally notes picks Will Power, Resourceful and Alert
down on her character sheet. which fit with Judith's practical and
capable personality.
Following her archetype, Sally adds the Cool
Under Pressure, Planning Ahead and Technology Step 6
advantages to her characters. These come
Sally now allocates dice values and CP to
from her Active Life path. From her second
Judith's advantages.
path, Carer, she adds Empathy, First Aid and
Ease Suffering. Cool Under Pressure is a key advantage for
Judith. It is her free resist and usable with
Step 4
the shotgun when she wants to take the
Sally now has to pick one of the variants fight to the zombies. Just as importantly,
for her archetype. The obvious choice is the being unflappable and prepared for any
Zombies! variant and Sally goes for it. Sally situation is very much Sally's idea for
adds Judith's variant life advantage to the Judith's character. So Sally makes Cool
character sheet, which is Healthy, and notes Under Pressure one of the two CP 7 / 1d6+2
down her free resist Cool Under Pressure. advantages and decides on the Boy / Girl Scout
path for the second one. This advantage will
The Zombie variant has two additional
be useful whenever Judith needs to start a
variant advantages, both pieces of
fire, follow tracks, navigate and any outdoors
character equipment: a First Aid Kit and a
type of activity. Sally doesn't know what the
Shotgun, Pump Action.

13
Game Leader has planned but she thinks Step 8
practical, survival abilities will be important.
Sally tidies up her character sheet,
For Judith's four CP 5 / 1d6+1 advantages, adding the values for Dynamic Potential,
Sally picks: First Aid Kit; Shotgun, Pump-Action; Static Potential, Recoup, MCP and CP.
Empathy; and Will Power. It makes sense to On the back of the sheet Sally adds a
Sally to improve the shotgun and medical few biographical and background notes
kit as they are likely to be used a lot. Empathy about Judith.
is a good advantage for social situations
and Judith is weak in this area. Will Power
is chosen partly because it fits with the Notes on Character Creation
character but also because both Empathy and The quick-start approach produces characters
Will Power are life advantages. Increasing quickly but it lacks the fine tuning available on the
these advantages lets Judith take a little bit full character creation process. Using the quick-start
more damage in a fight. process creates rounded and realistic characters but
they also tend to be less optimised.
Step 7
However, less optimised does not mean worse
Discussing mundane equipment with the to play. Sally's character has a depth and realism
Game Leader, Sally decides there is very which carefully optimised characters often lack. Game
little that needs to be written down. Judith Leaders should encourage players to make interest-
has a house full of everyday things but ing characters over perfectly-crafted adventurers and
nothing unusual or important. The one thing should adjust the difficulty of the challenges to match
Sally does write down is Judith's car, a large the party's abilities.
seven-person people carrier, because Sally
can see having a large car being useful
when the zombies attack.

6d6 Core
Spent

1d6+2 1d6+0 Mundane


Judith O'Dea Cool Under Pressure Technology
CP: 7 CP: 4
Life, Mind Skill Equipment
Aged thirty five, Judith has three
children: Sam (aged ten), Beccy Able to stay calm when the pressure is Understanding and use of modern 1d6+0
(seven) and Clara (three) and is on. technology.
married to Tom who works in IT.
1d6+1 1d6+0
Judith is 5'3" (1.6 metres) and 11 Empathy First Aid
1/2 stone (75 kilos) so quite over- CP: 5 CP: 4
Life, Soul Recovery, Skill, Time (Scene)
weight. Judith grew up in Detroit
Understanding and insight into others' Basic medical skills such as applying
during the economic troubles of the
emotional and physical wellbeing. bandages, stitching wounds and waking
1980s. She met Tom in college and
the unconscious.
they eventually got married. They 1d6+0
Healthy
now live in a modest suburban house CP: 4 1d6+0
Body, Life Ease Suffering
near Pittsburgh where Judith is ac- Static
Aid Resist
tive on the school's Parent Teacher Well-nourished and disease free. CP: 4
Association.**NOTES** Judith was Help someone endure
1d6+1
created using the Quick-Start process Will Power pain and suffering. Aid characters in
and the Big Hearted archetype. CP: 5
Life, Mind resistance actions against the effects
of pain, diseases and similar status
Dynamic | 4 MCP | 9 Focus and determination.
effects.
Static | 2 CP | 70
1d6+0
Recoup | 2 Alert 1d6+1
Static Shotgun, Pump Action
Skill CP: 5
FreeResist | 1 Cool Under CP: 4 Capacity (4), Range (2),
Pressure Watchful and wary of what is Reload (4 ea.)
happening.
1d6+0 A good all-round self-defence, small
Active Life
Static 1d6+0 game weapon. Calibre: 12 Gauge.
Path Resourceful
CP: 4 CP: 4 Ammo: 4
Skill, Time (Scene) CP DICE
Some people are very good at
1d6+1
getting things done. Thinking laterally to get the best from First Aid Kit 1 0d6+1
CP: 5
the available resources. Mundane Discard, Time (Scene)
1d6+2 2 0d6+2
Boy / Girl Scout equipment used ad-hoc has a 1d6+0
Static Medical supplies sufficient for treating 3 0d6+3
Path dice value.
CP: 7 one person. Discard after use.
4 1d6+0
An enthusiastic member of 1d6+0
Planning Ahead 5 1d6+1
the scouting movement. CP: 4
Skill
7 1d6+2
1d6+4
Carer Skilled at anticipating what will be
Static 10 1d6+3
Path needed.
CP: 4 14 1d6+4
One who looks after others.
19 1d6+5
25 1d6+6

BANK
1 6 11 16 21 26

2 7 12 17 22 27

3 8 13 18 23 28

4 9 14 19 24 29

5 10 15 20 25 30
6d6 Core
First Sometimes their answer will be a really clever so-
lution that surprises everyone and sometimes their
answer will speak volumes about their character's
Principles personality. Whatever the answer is, the process of
asking questions and responding makes the game
What makes one person better at a task than world and the characters more alive and the game
another? Philosophers and scientists have asked more engrossing.
this questions since the dawn of civilisation and we
still have no easy answers. However in 6d6 RPG the
answer is simple: Advantages and Potential. Behind The Curtain
I've Lost My Diminutive Advantage,
Does That Mean I've Grown Taller?
Advantages When a character is hurt they discard
advantages and as a character develops they
What makes a character (or monster) pow-
will gain more advantages. What does this
erful is having the right advantages for the situ-
mean for a character? Do they grow taller
ation. Being physically strong, i.e. having the
when Diminutive is lost? Can an established
Brawn advantage, gives the character an edge in
character add the Giant advantage using the
many situations but is useless at other times. It
CP earned by adventuring?
is difficult to see a scenario where Brawn could
Every advantage on a character sheet
help spot a hidden enemy. What matters is hav-
represents an ability the character can use.
ing the right advantages for the situation. This
In the case of Diminutive, it is the ability
is why all advantages, including equipment, use
to use their size effectively. When it is
the points / buy scale of Character Points (CP) and
lost, they are still small in stature but they
dice values.
can no longer benefit from it. This can be
imagined as an injury to their back making
Disadvantages it harder for the character to duck and
A player's choice of advantages does not direct- dive; a leg wound that slows their ability to
ly cause disadvantages to a character. Having the dodge; or a painful blow to the head that
Giant advantage will not stop a character moving makes it hard to think straight. This detail
through a narrow passage. The penalty for having is a great opportunity to add colour to the
the Giant advantage in this situation is the inability game and players are encouraged to explain
to use it to their advantage. Those four or more CP how an injury deprives their character of a
are wasted in this situation and there is no need particular advantage.
to additionally punish the player. The giant char-
acter in a narrow passage should be no worse off
than the character who has spent all their points Contradictory & Duplicate Advantages
on combat skills but finds themselves having to Should a character be allowed to take both the
attempt diplomacy. They are both disadvantaged Giant and Diminutive advantages? Yes, because the
equally by the lack of appropriate advantages. advantages do not say how tall a character is, only
However, that's just the mechanics. In the what abilities they have. A character's height is
narrative of the game, the character is still giant part of the narrative and up to the player to decide.
and the passage is still narrow. The Game Leader It is down to the situation and the group's
and other players should take these opportunities decision whether the advantages are appropri-
to ask the awkward question, "So how exactly are ate. A human-sized person could use the Giant
you getting yourself down that passage?" The aim advantage against a tiny leprechaun as the human
is not to prevent the character moving down the towers over the target and in the next moment use
passage but to elicit colour and character-building a Diminutive advantage against the Titan who is
details that enrich the game. When players (and about to squash the human underfoot.
Game Leaders) are put on the spot, they become Characters can end up with two or more dupli-
inventive. Their answers might reveal vulnerabili- cate advantages. Each advantage represent a degree
ties that put them in danger (and getting into of specialisation in the skill or ability. For example,
danger and out of it again is half the fun of play). the muscles needed for dead lifts are slightly differ-

17
ent from those needed to do a bench press but both ability to use, depend on the wearer. Clothes can
come under the general ability of Brawn. look drab on an average person but fantastic on
Ultimately a player should always be able to a model who has the advantages of poise, grace
rationalise the advantages they choose, as an es- and distinctive looks. Likewise, whether a gun is
sential part of role playing the character. an effective weapon against the enemy or a danger
to the user depends on the abilities of the person
holding the gun.
Effects It is the operator of the equipment, not the
Some advantages have particular effects or
equipment itself that is important. This is why all
limitations. Normally a character can choose
mundane equipment has the same 1d6+0 dice value.
either to knock a person down or hurt them (this
is known as the action focus) but the Knockdown
advantage allows the character to do both in the Behind The Curtain
same action. Conversely, an advantage may place
Why Is An Assault Weapon No Better Than a
limits on when or how it can be used. For example,
Flintlock Rifle?
the Retreat advantage has the Opportunity keyword
Both weapons are killers. A single shot
but is only triggered when someone moves towards
from either can kill someone and in that
the character. These effects and limitations are
sense, the assault rifle and the flintlock
contained in the advantage's description and may
are just as deadly and both add the
supersede any rules, keywords or situation bonuses
same 1d6+0 to an action. The difference
that would otherwise apply.
between the two weapons is how fast they
can be fired, their reliability and their
accuracy. In all three categories the assault
Equipment Advantages rifle is much better and enables the user to
Life and ability advantages mimic the individ-
attack more targets at greater distances.
ual mix of strengths and weaknesses we all have,
both physically and mentally. When it comes to Equipment enables characters to do
equipment advantages, things are different. Equip- things and better equipment enables
ment is often mass-produced and identical, and the character to do more. It is the
items can be passed from one person to another. equipment's keywords and what they
Handing someone your sword is a lot easier than enable a character to do that sets two
giving someone your sword expertise. weapons apart. An assault rifle will
have a better range keyword, a greater
ammo capacity and be faster to reload than
Enablers a flintlock.
They say that 'Guns don't kill people, people
kill people.' Well I think the gun helps. If
you just stood there and yelled BANG, I don't
Mundane Versus Character Equipment
Equipment can be added to a character sheet
think you'd kill too many people.
in two ways. The first is as mundane or normal
Eddie Izzard
equipment and covers 95% of the equipment
a character will use. Players can add mundane
Equipment is anything external to the charac-
equipment to their character sheet whenever the
ter that enables them to do something that would
Game Leader allows it, either picked up from a
otherwise be impossible or to do things more ef-
defeated foe or purchased in a shopping trip.
fectively. Bows allow us to shoot projectiles further
Then there is character equipment. For some
than we can throw them; cars enable us to travel
people a particular piece of equipment or tool
faster than we can on foot; first aid kits let us
becomes a part of who they are: the musician who
clean wounds that would otherwise fester. From
is never happy without a guitar in his hand; the
simple rock tools to rovers on Mars, equipment has
hero with her signature weapon; the barbarian
enabled humanity to do more.
born in the saddle. To these people their chosen
With all equipment there is a certain skill or
equipment is as much part of them as their life
raw talent required to use it. Even something as
and ability advantages. Character equipment is ac-
simple as clothes, which would appear to need no
quired by spending character points and has some
advantages over mundane equipment.

6d6 Core
Keywords Soul Spiritual and ineffable aspects of a person like
Keywords are a short-hand way of telling players honour and faith.
important information about their advantages.
Stance The way the character is standing or moving.
There are around fifty keywords covering all as-
pects of the game, though particular genres or settings Style A particular form of activity, e.g. a dance style
may add more, with around ten keywords forming the or martial art style.
core of most frequently used keywords. Three key-
Two-Handed Something requiring both hands to carry
words are so common, applying to most advantages,
or operate.
that they are left off to avoid clutter and confusion.
These default keywords are Dynamic, meaning the advan- Wealth Financial resources.
tage uses dynamic potential, Area (0) and Range (0), which
mean the advantage only affects one person or thing
and is difficult to use at a distance. The presence of
Power Keyword
These keywords add to or change certain aspects
some keywords will override these default keywords.
of taking action. They increase the number of dice
The Static keyword takes precedence over the default
used, reduce the situation bonuses for the target, al-
Dynamic keyword and an explicit range keyword, e.g.
low multiple targets to be attacked or reduce the cost
Range (3), supersedes the automatic Range (0).
in potential.
Area (x) Affects everyone / thing in an area selected
Informative Keywords by the character.
Some keywords are primarily included to guide
the players in understanding the concept of the Autofire (x) The weapon may make multiple shots
advantage, helping the players when the advantage within a single action.
represents a subject or piece of equipment they are
Aura (x) Affects an area centred on the character.
unfamiliar with. Informative keywords rarely have
any direct impact on the game but some actions may Blast (xd6) An explosive effect that will deliver an xd6
need advantages with these specific keywords. attack to anyone next to the blast and a lesser
amount to those further away.
Body A physical attribute such as brawn or speed.
Dice The advantage has special rules governing the
Environment Familiarity with an location or situation.
action dice, e.g. ones are re-rolled.
Equipment A useful object. Equipment advantages are
Double [specify] When the specified advantage is
either yellow or pink, depending on whether they
used in the same action, its dice and modifiers
are character or mundane advantages.
are doubled.
Knowledge Academic or purely theoretical expertise
Free The advantage does not cost potential to use.
such as history.
Free [Specify] The specified advantage does not cost
Hazard A detrimental status effect that may act
potential when used together with this advantage.
against the player's actions. Hazard advantages
have a red highlight. Potential A weapon or attack that does potential damage.
Life Advantages from the character's innate capac- Range (x) X is the number of 5' (2 metre) squares the
ity. Life advantages are highlighted in green. weapon or effect can reach before its accuracy
decreases and targets become harder to hit.
Melee A melee weapon usable against an opponent
in an adjacent square. Reach (x) Enables melee attacks up to x squares
beyond a standard melee attack.
Mind Mental capacity in an area such as problem-
solving or linguistics.
Path A character path; a significant milestone in the
character's life. These advantages have a purple
highlight.
Skill A practical ability such as carpentry.

19
Behaviour Keywords Limiting Keywords
One of the main function of keywords is to inform This short list of keywords are used to reduce
players of how the advantage can be played, what how often advantages can be played or otherwise
static or dynamic potential is needed and any par- handicap their effectiveness.
ticular effects the advantage may have.
+ [Keyword Suffix] e.g. Skill+, the advantage needs to
Common behaviour-related keywords include:
be used with a specific advantage or one that has
Discard The advantage is discarded on use and can- the specified keyword.
not be used again.
Capacity (x) The number of rounds of ammunition a
Dynamic Uses dynamic potential. All advantages are gun can hold when fully loaded.
assumed to have this keyword unless they have
Freq. (Specify) The advantage can only be used oc-
the Static keyword.
casionally without adding to the resistance.
Start-Of-(Specify) Indicates that the status effect will
Prepare (x) The advantage cannot be used until
automatically attack the character at the start of
the character prepares it by overcoming a fixed
every turn, day or other time period.
resistance of x.
Static Uses static potential.
Rest The weapon needs to be rested on a bipod to
work effectively.
Reload (x) The fixed resistance to be overcome in
Effect Keywords order to reload the weapon.
Some keywords allow the action to have a spe-
cific effect on the game. Time (Specify) The advantages takes a specific length
of time to use.
Control The action may be used to control someone
or something, e.g. a magic power to dominate
minds.
Movement The character can gain a movement effect
Potential
without making a Potential Action. Whereas advantages are all about what a char-
acter can do if the situation allows it, potential is how
Recovery Allows the recovery of potential or advan-
often a character can use those advantages. It is the
tages from the discard pile.
raw power of the brain to process information, make
Status / Status (Specify) Applies a status effect for a decisions and act. This is a continuous process but
scene or for the specified time period. because the 6d6 RPG is a turn based game, the
brain's raw speed is translated into potential. Spend-
ing and recovering potential is the game's way of
modelling a non-stop process.
Action Keywords
A small group of keywords allowing the character
to act in situations where most characters cannot.
Dynamic Potential
Dynamic potential is best described as attention, as
These keywords often come with limitations that
in "Are you paying attention?"
restrict their use to a specific set of circumstances
Humans (and we believe all creatures) have a
and actions.
finite attention span which is governed by our short-
Aid Other Help another character in their term memory and ability to focus on what is impor-
standard action. tant. This attention span allows us to spot changes in
a situation and make decisions based on our experi-
Aid Resist Enables one character to assist in another
ences and skills. This process may be considered as
character's defence.
our conscious thought or internal monologue, the part
Opportunity The character can act during another of our thinking that defines who we are.
character's turn in certain situations.
Static Potential
If dynamic potential is the brain's conscious
thoughts, static potential is the subconscious. It is
reflexes, long-term memory and the vast store of

6d6 Core
experiences and emotions that a person builds up Using Potential For Innate Abilities
during their life as well as the ideas that pop into Some tasks are simple enough that almost
the brain without prompting. anyone can do them but characters may find they
have no suitable advantages to try. Instead they can
Recoup use their innate abilities to move, to pick up objects
The amount of potential a character has available and look around. Characters make a Potential Action in
places a limit on how much a character can act. They these situations by spending a single dynamic poten-
must pay for the dynamic advantages they use with tial for an action worth 1d6+0.
dynamic potential, and static advantages with static
potential. When the characters have time to think Anticipating
they may safely use all their potential and then rest At the end of their turn, characters may anticipate
until they recoup it. This is known as a narrative action by placing potential (static or dynamic) on advantag-
and after each action a character regains all their es. If the those advantages are used in actions be-
spent potential. fore the start of the character's next turn, the placed
In combat the situation is different. Characters potential immediately moves back to the bank rather
need potential to defend themselves which makes than to the spent pile. In effect, those advantages
spending everything and waiting for it recoup very that are anticipated with can be used for free.
dangerous. Each action, a character must choose how
much potential in their bank they wish to spend. Once Concentration
used the potential is moved into the spent pile. Each As potential represents the brain's raw power it can
time the character has a turn they recoup dynamic po- be focused to get more out of existing advantages by
tential equal to their Recoup score from the spent pile concentrating. By spending a single dynamic potential in
to the bank. Characters may still use all their potential addition to at least one potential used on advantages,
in a single action, but it will only recoup slowly and the character can add an extra 1d6+0 to their action.
they may die before they have recovered it. This is only available in narrative actions when the charac-
ter has time to think and has less distractions.
Dynamic & Static Recouping
Not all parts of the brain work at the same
Example Play
rate or as efficiently whilst in stressful situations
such as combat. This is why dynamic potential can Boban the Gnome is doing what she does
be recouped during any turn but recouping static best, breaking into other people's houses
potential requires the character to do nothing. A few and stealing things. This time she has
seconds' pause allows the thoughts and ideas of the broken into the home of a rich merchant
subconscious mind to be noticed among the noise but has been unable to find anything worth
and chaos of the battlefield. stealing. Guessing the treasure is hidden
in a secret room, Boban sets about looking
Free Resist for a hidden door.
Free Resist advantages do not require dynamic po-
After going through her advantages, Boban
tential to use, but only as part of resistance actions.
decides to play her Search (1d6+1) and
They are abilities that the character has learnt to use
Problem Solving (1d6+0). In addition she
instinctively when attacked. Advantages selected as
concentrates to add 1d6+0 and brings her
Free Resist can be used in any resistance action where
action dice up to 3d6+1.
they are appropriate and available.
Starting characters are limited to one free resist
and players can select any dynamic advantage It's Only a Game
they have for it. Equipment can be a free resist The brain is the most complex system we know
but can only be a character equipment advantage not about with billions of interconnected neurons operat-
mundane equipment. Characters cannot easily switch ing in ways we are still a long way from understand-
their free resist from one advantage to another, as ing. Inevitably the concepts of potential and advan-
a period of training is needed to unlearn the old tages are only a crude model for representing what
instincts and learn new ones. defines our individual strengths and weaknesses.
Game Leaders should not be afraid of making adjust-
ments and doing things differently if the standard
rules do not cover their situation.

21
Taking Action their Intimidate advantages to question a suspect.
Both are appropriate for the action but using them
When characters are doing routine tasks like together does not make sense.
walking down the street or talking to someone they
just have to state what they are doing. Only when a
character is attempting something important, where
What Is An Appropriate Advantage?
their success or failure will have a real impact on There is no right or wrong way to combine
the game, do players need to take an action. advantages
Actions use potential to activate advantages whose The Golden Rule
dice values are combined together, possibly with a
situation bonus. In order to succeed in an action Characters can use advantages that are
the character must score more on their dice (includ- appropriate to the action's focus but what counts as
ing modifiers) than the resistance action scores on its appropriate? This is left entirely to the Game Leader
dice. For many actions the degree of success, i.e. the and the group to decide. Making these decisions is as
difference between the two scores, is important. much a part of the game as playing a character.
Taking an action is broken into six steps. These discussions are also part of the crea-
tive process that is at the heart of all role playing
1. Declare the action's focus or goal.
games. Deciding the magic spell Zap! can be used
2. Select advantages that are appropriate and
with a Spite advantage because the character's
available.
magic power thrives on inflicting pain adds just as
3. Determine who is resisting.
much to the game as their back-story about being
4. Decide any situation bonuses.
from a lost tribe.
5. Roll the dice and calculate the dice score.
The beauty of role playing games is that they cre-
6. Resolve the outcome.
ate a shared world in the imagination of the players
which is unique to that particular group of players.
Another group playing exactly the same adventure
1. Action Focus would have a similar but distinct world of their own.
Each action must have a clearly defined focus
This is why the group as a whole, not the Game
or goal such as "I try to dodge the attack" or "I run
Leader, decides what advantages are appropriate.
across the street." It is this focus which is used to
Everyone playing has a stake in the shared world and
judge whether the character's chosen advantages
everyone has a right to guide and shape that world.
are appropriate. More complex actions such as "I
The style of a game is reflected by which ad-
run across the street, kick open the door and shoot
vantages are considered appropriate for an action.
the person inside" should be broken down into indi-
Dark, gritty and realistic games will tend to be more
vidual actions with separate goals.
restrictive whereas action-film, gung-ho space-opera
Actions fall into several distinct action types
type games will tend to allow almost any combina-
and can have different effects. Normally the type of
tion. Which style a group leans towards is a matter
action and its intended effects are clear from the
of taste and has no impact on how the game works
action focus. However it is sometimes necessary to
as long as it is applied equally to the characters and
clarify with the player exactly what they wish to do
monsters. However, there are a few game mechanics
as the type and effect of the action may make a dif-
that push advantages towards being used in certain
ference to which advantages can be played and the
ways. The + (Keyword+) keyword is the prime example
difficulty of the action.
and appears to conflict with the golden rule.
The Skill+ and similar keywords are used when
2. Appropriate & Available the advantage does something over and above a
The advantages used in an action must be ap- normal action. For example, the Stunning Blow
propriate and fit with both the action's focus and the advantage does life damage and potential damage in the
other advantages being used. Common sense should same action. The Skill+ keyword makes the advan-
help decide which are suitable for the action. A shot- tage more limited than, say, a Brawn advantage
gun is a perfect advantage when trying to kill some- because it cannot be used on its own. This is the
one but does not make a very good tool for first aid. cost the character pays for the additional power that
Sometimes two advantages may be individually the advantage gives. If these costs were routinely
appropriate for a task but not together in the same ignored it would give an unfair boost to characters
action. A private eye could use either their Charm or with those advantages.

6d6 Core
Keeping the game fair is essential for the contin- attacker is an environmental factor such as an ava-
ued enjoyment of all the players. Whenever a player lanche, or a status effect like being On Fire. The
argues that an advantage should be usable despite its simple rule is that if it affects a character they get
keywords, the overall impact on the game needs be a resistance action against it. This applies even if
considered as well as its appropriateness. The golden the character is unconscious or dead, though there
rule always applies but, in these circumstances, a will only be a very limited number of advantages
higher threshold should be expected in justifying the appropriate and available in those situations.
advantage's use.
Inherent Difficulty Actions directed at inanimate
objects or the universe in general such as kicking
Available Advantages down doors or operating computers are opposed
Characters can only use available advantages by the task's inherent difficulty. This is set by the
in an action. These are generally the advantages on Game Leader based on the circumstances and the
their character sheet that have not been discarded. action's goal.
Some keywords such as Freq. (specify) may limit how
Meta-Resistances Some resistances are set by
often an advantage can be used without penalties but
the rules of 6d6 RPG. These are known as
it is still available. Magic or technology may make
meta-resistances and include actions focused on
other characters' advantages available and some loca-
moving, removing status effects or recovering
tions may make advantages available.
life advantages.
Narrative In a narrative resistance, the Game Leader
Potential does not set a fixed target score or a number of
As well as advantages being available, charac-
dice to beat and instead uses only their judgement
ters must have the potential to activate them. With
to decide the results. Narrative resistance is often
a few exceptions, all advantages used in an action
used for discovery or social actions where the
require either dynamic or static potential to be used.
line between success and failure is not clear-cut.
An advantage may be used for free if it is the char-
This allows Game Leaders to take into account
acter's free resist advantage being used as part of a
the player's role playing, the advantages played,
resistance action. The Free keyword on an advantage
the dice score and needs of the narrative and the
enables it to be used without potential but the key-
overall fun of the game.
word is rarely used. The Free [specify] allows another
advantage to be used for free in conjunction. For
example, the Powered Armour has the Free [Brawn] Minimum Resistance
keyword which allows the character to used the Brawn All actions have a resistance and even the easiest
advantage without potential as long as the Powered action can be failed, at least in theory. If no other
Armour advantage is being used in the same action. resistance applies and no situation bonuses are
Of course, both the Powered Armour and the Brawn relevant there is a minimum resistance score of one.
advantages need to be appropriate for the action. Beating this is trivial for most actions but if a charac-
Characters can use dynamic potential instead ter is relying on a single four CP advantage (1d6+0)
of an advantage. They can concentrate or make a or just a Potential Action (also 1d6+0) there is a chance
potential action. Concentration is only possible in of failure. The minimum resistance applies to actions
a narrative action when at least one advantage is with a degree of success and therefore subtracts one
being played. A potential action can be used in from the action's dice score.
narrative or standard actions when no advantages
are being played. In both cases, only a single dy-
namic potential can be used in this way, adding a
4. Situation Bonus
A character's advantages are not the only factors
maximum of 1d6+0.
affecting the outcome of an action; outside influ-
ences also play their part. Some are very common,
3. Who Is Resisting? such as cover or range, but at times events con-
How the resistance is set depends on the action's spire to produce a unique set of circumstances that
focus. aids or hinders the character. All these factors are
classed as situation bonuses and grant one or more
Resistance Actions When a character is targeting
1d6+0 to the action dice. It is common for an ac-
another creature with their action, the target gets
tion to acquire multiple bonuses (e.g. range and
a resistance action. This also applies when the

23
Bonus Environment Familiarity
- Perfect. Everything prepared and no distractions; Practised. Used the equipment
an operation in a fully-equipped, fully-staffed, previously, knows exactly what
fully-funded hospital. it is for.
1d6+0 Inconvenience. Not ideal but perfectly normal; Exo-cultural. Minor cultural
dealing with the routine problems of a slightly differences; keyboard in a
underfunded department. foreign alphabet.
2d6+0 Hindrance. Working under manageable but difficult Knowing. Knows what the equip-
circumstances; piloting a plane in bad weather. ment is for but never used it;
stick shift versus automatic.
3d6+0 Poor. Significant and unavoidable problems; stripping Aware. Aware of the equip-
an engine with only half the necessary tools. ment's purpose; different
programming languages.
4d6+0 Serious. Lacking most or all the normal facilities; Conceptual. Conceptual knowl-
searching a basement with only a book of matches edge about the equipment's
for light. purpose; bathroom plumber and
the city's sewerage system.
5d6+0 Disastrous. Something only worth attempting if there Guessing. Only the most basic
is no other option; repairing a crashed plane in the idea; disarming a bomb based on
middle of a desert. watching movies.
6d6+0 Catastrophic. All but impossible; surgery using a sharp Alien. Totally beyond
stone, in the dark, in the middle of a rain forest. comprehension; a caveman
encountering a computer.

cover bonuses) and there is no limit to the number 5. Calculating the Dice Score
of bonuses an action can receive. The player adds up the dice value of the advan-
If something makes an action easier the char- tages they are using plus any situation bonuses, and
acter or attacker gains a situation bonus, and if it then rolls the dice. The amount scored on the dice
makes it harder the resistance gains a bonus. Each is added up along with the dice modifiers to get the
bonus adds 1d6+0 to the dice of the attacker or de- final total known as the dice score. For example, play-
fender. Dice are never removed. If something makes ing three advantages of 1d6+1, 1d6+0 and 1d6+3.
it harder for the resistance, dice are added to the Three d6 are rolled scoring a 4, a 2 and a 6 for a
attacker's roll, and vice-versa. total of 12. The dice modifiers are added: +1, +0
and +3, to reach a grand total of 16.
The dice keyword affects how the dice score is
Environment & Familiarity calculated. It may require any dice which rolled low
Routine actions can suddenly become a lot
(e.g. ones or and twos) to be rerolled. Their original
harder when performed in unusual circumstances.
values are ignored and the values from the reroll are
These may be caused by issues such as weather,
used to calculate the dice score. The Dice keyword
noise or bad light, but may also be due to the avail-
may also instruct high values to explode, e.g. sixes
ability of equipment, staff training and maintenance
on the dice. The original six is added to the dice
levels. Sometimes even having the right tools for the
score and those dice are rerolled, adding the second
job is not enough, you need to know what they are
value to the total score as well. Dice are only ever
and how to use them. A fighter pilot attempting to
rerolled once.
fly an alien spaceship is going to find it a lot harder
The Double [Specify] keyword allows the specified
than the alien pilot. Familiarity only applies to com-
advantage to be counted twice in an action. Treat
plicated systems such as aircraft or computers or a
this as if an additional advantage of the same value
human doctor trying to treat an alien creature.
is being played, e.g. a doubled 1d6+2 advantage
adds 2d6 to the dice and +4 to the dice score.

6d6 Core
6. Resolving the Outcome have made all their dice rolls, spent their potential
All actions are opposed by a resistance. Depend- and updated their character sheets as necessary. This
ing on the situation this may be set by an opponent distinction is important with opportunity actions which
using potential and advantages to defend them- interrupt the normal flow of play. For example, a
selves, or it may be a fixed resistance score, such as character's movement may trigger an opportunity ac-
the difficulty of climbing a cliff. Regardless of the tion with their first step but the other players cannot
situation, there is always a minimum resistance act until the character has completed their action.
score of one.
Some actions are either successful or they are
not, e.g. either the character makes the leap across
the chasm or they plummet to their death. Any action
Types of Action
that scores more than the resistance is successful. The type of action is defined largely by when
characters can take them.
Degree of Success
Where the measurement of the action's suc- Narrative Action
cess can vary by wide margins, such as how far Outside of the initiative turns and combat
a ball is thrown, the outcome is driven by the rounds, characters take narrative actions. Without the
degree of success. This is the action score minus the pressure of combat characters can take their time to
resistance score. If the result is zero or negative, prepare for and recover from the action. Critically,
i.e. the resistance score is equal to or larger than characters do not have to worry about spent potential.
the action score, the action has completely failed. A It is assumed a character will always take a few mo-
positive difference indicates the action was suc- ments recouping their potential before acting again.
cessful and the size of the difference is how big a Consequently characters can use all their potential in
success it was. narrative actions.
The most common application for this is
physical attacks where the degree of success is the
Example Play
amount of life damage dealt to the opponent.
Ms Maple, an elderly amateur detective, is
investigating a murder in a large country
Success + 4 house. During the search for clues she
For situations where the character can succeed
wants to casually chat with the staff as
by varying amounts but in well-defined fixed units,
they go about their duties in the hope that
for example how many apples the street urchin can
one of them will accidentally let something
steal, the success + 4 scale is used. If the character
slip. This is her strong suit and she can
beats the action score they have been successful
bring her four dynamic potential and two
and gain the minimum possible level of success
static potential into play.
(one apple). For every additional four points by
which they beat the resistance their level of success Each time she encounters one of the
improves. A result of five means two apples were staff she engages them in conversation
stolen; for nine points it is three apples, 13 points using Cunning (dynamic; 1d6+0), Small
for four apples and so on. Talk (dynamic; 1d6+3), Body Language
This scale is used for dealing potential damage. (dynamic, 1d6+1), Quick Wits (dynamic;
1d6+1), Psychology (static; 1d6+3) and
Domestic Service (static; 1d6+0). Ms
Successful Movement Maple has a fearsome 6d6+8 to deploy
When a character is taking an action with a
against every servant.
movement effect their action score only has to equal the
total movement resistance to complete the movement.
Narrative Actions In Detail
Completing An Action A narrative action follows the six step process
An action is only completed when the character of declaring the action's goal, selecting advan-
has either attempted or achieved everything they tages, agreeing situation bonuses, rolling the dice
stated as their action focus. Also, the character and and deciding the outcome. Characters may make a
everyone affected by the action (e.g. targets) must narrative resistance action to resist the effects of a nar-

25
rative action. A narrative action represents several Using Free Resist Advantages
initiative rounds compressed into a single action, allow- Characters with one or more designated
ing the character time to recoup all their potential. Free Resist (FR) advantages can use them in resistance
If the character has magic, technology or other actions. These have no cost in potential to use but in
special abilities allowing them to temporarily increase all other ways they are used as normal, i.e. they must
their potential or add beneficial status effects, these be available and appropriate.
can be used in narrative actions. The only limitation
is time. If the benefits of a magic spell only work
for one round, can the character cast the spell and
No Effect
Resistance actions have one important limit
take advantage of it in time? The easiest way to solve
which is that, other than protecting the character
these questions is to step into initiative rounds. Dur-
(preventing the effects of the attack), they have no
ing each turn the character uses and recoups their
effect. They can neither harm the attacker or anyone
potential. If a player can engineer a way to take an
else nor place status effects on anything unless the ad-
action beyond the normal limits of their character
vantage specifically states it can do so in a resistance
(e.g. briefly gaining more potential), then it is a valid
action. Characters can still use 'offensive' advantages
narrative action.
such as weapons with special powers in resistance
actions and include their dice score, however the
Initiative Action advantages simply have no additional effects.
An initiative action takes place in combat. It cov-
ers all actions a character chooses to do in their
Example Play
initiative turn not covered by one of the other types of
actions. This type of action has no special rules or Razir is in trouble (again). He is under
restrictions but as an action taking place in combat attack from a sword-wielding orc and
players may only spend the potential they have in has only one static potential available.
the bank. His free resist advantage is his 1d6+2
armour which helps but Razir needs more
to protect himself against the incoming
Resistance Actions blow. He uses his 1d6+1 Knockdown
Whenever a character is attacked or threatened,
advantage as well. With a lucky dice
whether by someone assaulting them with a sword, a
roll Razir beats the attacker's score but
landslide falling on them or strange psychic radiation
the attacker remains on his feet. It was
from another galaxy, the character has a chance to
Razir's attempt to knock the orc down that
defend themselves with a resistance action. This type of
forced the attack to miss, but as Razir was
action can only be done in response to an attack. The
only resisting rather than attacking, the
character may use any available potential and advan-
Knockdown has no other effect.
tages that are available, in any appropriate combi-
nation. Once the advantages are decided, both the
attacking and the resisting characters roll their action
dice. If a character cannot or chooses not to play any
Keywords In Resistance Actions
Keywords apply to a resistance action exactly the
advantages they automatically get a resistance score of
same as to an initiative action, e.g. advantages may
one. The attacker must score more than the resist-
be penalised because of the Freq. keyword and the
ance action to succeed.
Dice keyword can improve the dice score.
Resistance actions are most common as part
A character can assist another character with a
of combat but can occur during narrative. The only
resistance action if they have an advantage with the
difference between the two situations is that in a
Aid Resist keyword. The scores from the two (or more)
narrative resistance action the character may use all
resistance actions are combined against the attack.
their potential without worry. In narrative it will all be
If the resistance is still beaten, only the character
available again before their next narrative or narrative
initially targeted is affected by the attack.
resistance action. During combat, the character must
manage their potential more carefully as they recoup
it at a fixed rate.

6d6 Core
Opportunity Actions allows her to move away from anyone who
Opportunity actions can only be performed during has just moved towards her. Even though it
another character's initiative turn. These actions is still the acolyte's initiative turn, Boban
require an advantage with the Opportunity keyword and can take an action. Spending two potential
may be combined with any available and appropriate to combine her Retreat advantage with her
advantages. Opportunity actions follow the standard Speed, she backs off to a safe distance.
six step process of resolution.
Realising he has just been left to face
Each opportunity advantage specifies a trigger
three angry acolytes on his own, Razir
event enabling its use. For example, the Retreat abil-
wants to run after Boban using his Follow-
ity can only be used when a foe moves towards the
Up opportunity advantage. It allows him
character. Unless the circumstances fit the trigger,
to move whenever someone moves away
an opportunity action cannot be used. The character
from him. However the Game Leader
must be aware of the trigger, so Retreat cannot be
reminds him that Boban's retreat was an
used if the character doesn't notice the foe approach-
opportunity action and they never trigger
ing. The character is also limited to the type of action
other opportunities.
described by the advantage - for example, Retreat
cannot be used in an attack. The first acolyte resumes their interrupted
Opportunities can only be used between actions turn. Rather than using more potential
and not part-way through someone else's action. For chasing after the gnome he decides it is
example, a monster who uses its charge ability to better spent dealing with the foul temple-
move and attack in a single action will trigger an op- defiler standing in front of him.
portunity such as Retreat because of the movement.
However the attack and any damage from the charge
must be resolved before the character can use their
Potential Actions
Advantages represent a character's strengths and
opportunity action because the movement and attack
notable abilities but these do not cover all aspects of
were part of a single action.
life. It is common for characters to lack any suitable
It is up to the player with the opportunity ad-
advantages for routine tasks. One notable area where
vantage to ensure they pay attention and declare
this is true is in movement as most characters lack
their opportunity action at the right time. If the
advantages with the Movement keyword. For any situa-
player whose initiative turn it is has already played
tion where a character lacks suitable advantages for
another action, the opportunity has been lost. Each
everyday activities such as movement or awareness,
player may only make one opportunity action per
the player can take a Potential Action.
action by the character whose initiative turn it is.
A potential action uses a single dynamic poten-
Events may trigger opportunity actions from two or
tial instead of advantages and is worth 1d6+0. No
more players. In these circumstances, the one who
advantages can be added to this so a potential action
declared first gets to act first, but all the characters
is always just 1d6+0 plus any situation bonuses.
who declared must act. Opportunity advantages can
Potential actions are only possible in narrative and
only be triggered by initiative actions. Other play-
initiative actions. They cannot be used in resistance
ers' opportunity actions, resistance actions or any
actions or types of actions requiring a keyword, e.g.
other types of action do not trigger opportunities.
opportunity actions.
The Game Leader may require a potential ac-
Example Play tion whenever characters wish do something which
requires a notable amount of effort or attention but
Boban and Razir are exploring the
where there is no possibility of failing, such as wav-
abandoned temple of Ftumch only to
ing vigorously to attract attention. If the character's
discover that it was not as abandoned as
action is trivial and success in no doubt, the player
they thought. Three acolytes of Ftumch are
simply spends the potential without rolling the dice.
charging towards them.
The first acolyte ends their movement
action right in front of Boban and has
Free Actions
Almost nothing a character does is free in the
enough potential left for a serious blow on
6d6 RPG. Potential must to be used to perform even
the gnome. Boban declares she is using her
the smallest of tasks. However, there are one or two
Retreat ability. This opportunity advantage
things that can be considered as having no cost.

27
Talking is free as long as it is in a language
the character speaks fluently, consists of a simple
Action Scope
statements such as "Look Out!" and the character is Actions are personal in their scope. They are
not trying to trick, convince, confuse or in any way done by a single character and, if relevant, are tar-
gain an advantage over a foe. Shrugging, flipping the geted at a single person within arm's reach or their
bird and other gestures are also free but operating a equivalent space or mass. If the target is further
gesture-controlled computer would require suitable away or larger than a single person the action be-
advantages to be played. In short, anything that adds comes more difficult, attracting situation bonuses.
fun and panache to a character's turn is free as long Keywords such as Range (x) and Area (x) ameliorate
as it provides no benefit. these penalties.
The consequences of an action can affect things
on a much larger scale. A character may give an
Immediate Actions order to launch nuclear missiles that devastate half
Immediate actions only occur as a result of control
a planet but the character's action is on a personal
effects such as magically compelling a person to act.
level, one person speaking to another.
Immediate actions interrupt the normal sequence
of play and have their own supply of control potential
which is used to activate advantages belonging to Range
the controlled person. The potential can be used in a The Range (x) keyword is not how far a bullet or
single action or over several consecutive actions. Only spear can travel but the accuracy and the effective-
when all the potential is used up or the character de- ness of the weapon. The (x) value is the range step,
cides to relinquish control does normal play resume. how far in 5' squares the advantage can be targeted
Immediate actions do not trigger opportunity actions before it grants the target a situation bonus. For
nor can they be used to create more immediate actions. each additional range step between the attacker
and target, another 1d6+0 bonus is awarded to the
defender's resistance.

6d6 Core
Example Play cludes squares touching corner to corner. Any empty
squares the attacker needs to include to reach all
Little Red Hawk is preparing to throw his
their targets are counted towards the total area.
tomahawk at a coyote. The weapon has the
Characters will often want to attack two or more
keyword Range (2) giving it a range step
targets with advantages lacking the Area (x) keyword,
of 10'. The coyote is 15' (three squares)
e.g. shooting two foes with a single shot or casting
away. This puts it out of the first range
a spell on multiple people. This is possible as all
step and into the second giving the coyote
advantages have Area (0) by default and for each
a 1d6+0 situation bonus to its resistance.
square targeted, including the first, there is a 1d6+0
Later Little Red Hawk has his Range (3) situation bonus.
bow and spots a buffalo 50' (10 squares) To resolve the action, the attacker makes a single
away. At this range the buffalo would gain dice roll against all the opponents in the area. De-
a 3d6+0 bonus to its resistance because it fenders make individual resistance actions. Situation
is in the fourth range step away from Little bonuses relating to the size of the area and the range
Red Hawk. apply to all resistance actions.
When a character attempts a ranged action
without an advantage with the Range (x) keyword, the Other Factors
default Range (0) is used. With a range step of zero, Decreasing the scope of the action does not
every 5' square, including the one adjacent to the automatically make it easier. Hitting someone with
character, adds 1d6+0 to the action. a sword is relatively straightforward but hitting them
It is important to note that when a ranged ad- exactly in one place is hard. Game Leaders should
vantage is used in a resistance action, the situation use their discretion based on the relative sizes of
bonuses still apply. The defender gives the attacker attacker and target. As a guideline, targeting a major
bonuses in the same way that the attacker gives the body part (head, torso or a specific arm or leg) adds
defender bonuses. If the defender's range step is 1d6+0 to the difficulty. Hitting a hand or similar
smaller than the attacker's, they may make them- sized body part adds 2d6+0 while hitting someone in
selves easier to hit. the eye adds 3d6+0. If the target is an object, add
1d6+0 for a sword, 2d6+0 for a pistol and 3d6+0 for
a coin.
Reach Intuitively, the more 'stuff' an action tries to af-
Reach is applied to items that physically extend
fect the harder it gets. Additional situation bonuses
further, e.g. a Great Sword or a monster's tentacles.
will apply to the resistance for heavier objects de-
The (x) value of the Reach keyword is the number
pending on the action. Merely attacking a large target
of 5' squares the advantage can target beyond
with a gun or power does not grant situation bonuses
the adjacent square. It is generally used on long,
but an attempt to lift or move a large target may do
physical objects and, unlike range, it is not possible
so. The baseline for actions is a single person or their
to affect targets beyond this distance. Because of
equivalent weight (which we take as approximately
their size, using reach advantages against targets
11 stone or 150 lbs or 75 kg).
in adjacent squares will attract a 1d6+0 situation
bonus for the defender unless the melee keyword is
also in the action. Range & Areas
Area of effect attacks are often carried out at
range. This is measured from the character to the
Area of Effect nearest square of the target area. Any situation
Whenever a character wishes to affect more than
bonuses for the range are added to the resistance of
one person or target in an action they require the
everyone within the area.
Area (x) keyword. The (x) is the number of squares that
can be targeted without situation bonuses. If more
squares are targeted the resistance gains 1d6+0 per Beyond 5' Squares
(x) number of squares. For example, with an Area (2), The 5' square is the standard unit of measure-
two squares can be targeted without penalty. Three ment for range and area but the idea of a 5' square
or four add 1d6+0 to the bonuses, five or six add does not have to be taken literally. It is simply a way
2d6+0, seven or eight add three dice and so on. The of dividing the game world into manageable chunks.
squares in a target area must be contiguous which in- A 5' square can be a one or two metre square if

29
it suits your group and game better. The rules for to cover any number of rounds. Scenes and sessions
ranges and areas work regardless of the size of the and even days, weeks and months only finish when
squares. If your game involves giant mech warriors the Game Leader says they are over.
then making the squares 100' by 100' has no impact For each action there are two time scales to
on the rules. consider: how long the action takes to perform and
how long the effect of the action lasts. Characters
can attempt to lengthen or shorten either the ac-
No Squares tion's duration or the duration of the action's effect
5' squares and concepts such as reach, range
or both. When either duration is moved up or down
and area are very much based in a particular style
the time scale a situation bonus of 2d6+0 is grant-
of role playing involving miniatures and battlemats,
ed. If the shift in time makes the action easier, e.g.
but they are not necessary. The rules and game
the character takes their time performing the action
mechanics are simply there to provide balance and
or shortens the duration of its effect, the character
give advantages a mix of strengths and weakness. At
gains a 2d6+0 bonus. However if the change in time
its core, what a keyword like Range (5) is telling a
makes the action harder, e.g. acting more quickly
player is that their advantage can be used at range
or extending the duration, the resistance gains the
reasonably well.
2d6+0 bonus. Moving the time scale by more than
Groups that wish to play without all the parapher-
one step doubles the dice for each step. Extending the
nalia of miniatures can easily do so. Instead of meas-
effects from a scene to a day adds 4d6+0 to the
uring distances and calculating situation bonuses,
resistance, from a scene to a week adds 8d6+0 and
Game Leaders should simply estimate them based on
so on. Not all actions can be changed, e.g. one per-
the narrative and award bonuses as required.
son in a tennis match cannot choose to play slower
to gain situation bonuses. Players can trade off situ-
ation bonuses by shifting the time scales of both the
Time For Actions time taken to act and the duration of the effects.
The shorter effectiveness grants situation bonuses to
All time in the 6d6 RPG is measured using a
the character offsetting the penalties for performing
loose, abstract time scale rather than tracking exact
the action in a hurry.
minutes or day or weeks. This keeps the game simple
and avoids unnecessary bookkeeping.
Action Swing a sword; fire a gun; shout
Duration of Action
The duration of the action covers how long the
something.
action takes to do, not how long the effects last.
Round About six seconds; a good sprinter can run For example, the duration of the action of hitting
30 metres in this time. someone with a sword is very short but the duration
of the effects (i.e. injuries) may be permanent.
Scene A conversation; a fight; the time it takes to
The duration of an action is how long it takes to
search a room.
complete. In combat an action's duration is about a
Session A morning or afternoon; a prolonged second - the time it takes to swing a sword, pull a
period of work. trigger or throw a bomb, though characters are able
to take actions lasting a full combat round. Narra-
Day A whole sleep/wake cycle; a good night's
tive actions always take longer than a round because
sleep followed by a full working day.
they include time for the recouping of potential but
Week Several working days followed by a rest day. they do not have a fixed duration. It is driven by
what the character is attempting to do and by com-
Month Several weeks.
mon sense. A character attempting to write a book
Season A sizeable part of a year; a period of may make a single narrative action to decide its
distinctive weather. quality but the action will take months if not years.
Generally, unless there are strong reasons otherwise
Year A solar year; several seasons.
a narrative action takes a scene, but several related
Permanent Non-stop, never-ending. actions can be completed in the same scene.
Some advantages have the Time (Specify) keyword
No period is an exact, measurable amount
which identifies the normal length of time it takes
of time. A round may encompass one action or a
to use this advantage. This takes precedence over
hundred actions and a scene extends as necessary

6d6 Core
other considerations, e.g. an advantage with the Duration of Effects
Time (Session) keyword takes a minimum of a ses- The duration of the effects of an action are
sion even if the the action would normally be much always permanent until something else counter-
shorter. If multiple Time keywords are in use in the acts them. That is, picked locks will not spontane-
same action, the longest one takes precedence. It is ously relock themselves and wounds do not sud-
still possible to speed up or slow down actions with denly disappear after a set amount of time. This
the Time keyword, with the normal situation bonus- is known as the permanence of effect and the results
es. The keyword merely defines the average duration of an action remain in place until an outside force
of the action. intervenes. That force could be the body's own
healing process or it could be entropy and oxida-
tion turning the lock into a pile of rust. For most
Frequency of Use actions characters cannot alter the duration of
It is always assumed characters are fit and,
effect to gain situation bonuses because of this
whether they are swinging a sword or piloting a
permanence. For example, a character cannot pick
plane, they can keep doing an activity for long pe-
a lock with the intention that it will relock itself
riods without a break. However some actions are so
in the next scene, and even if they could, it would
physically or mentally demanding a recovery period
not make the task easier.
is needed and some equipment may need to be
The exceptions to this are status effects such as
recharged or reloaded between uses. This is called
magic powers, technological boosters and haz-
the frequency of use and exceeding it will make
ards like being on fire. Status effects last a scene
the action more difficult. For most actions there is
unless otherwise specified. For dangers such as
no restriction and they can be done continuously.
drowning or poisoning the character may well die
Where the character is making an extreme effort, for
before the scene is over, and positive advantages
example lifting a massive boulder trapping a friend,
such as magical spells can easily run out before
the Game Leader may place a limit on how often it
they are of any use. Status effects do not break
may be attempted without penalty.
the concept of permanence of effect. The effect's
The most common situation for limits is with
duration of a scene applies a convenient way to
specialised powers or equipment: magic spells,
take into account entropy, the body's healing pro-
psionic attacks, death rays and flintlock rifles might
cess, the need for a fire to have fuel and countless
all have limits on how often they can be used.
other biological, chemical, physiological and quan-
Sometimes these limits are driven by the reality of
tum effects that control how long something lasts.
the technology, e.g. the slow loading time of the
The duration of a status effect can be different
flintlock, but generally the more powerful an effect
from the default of a scene if an advantage has
the less often it can be used. This keeps the game
the Status (Specify) keyword. This sets the dura-
fair and makes all advantages (and the CP spent on
tion to the specified period. If an action involves
them) roughly equivalent.
multiple advantages with the Status keyword, the
The Freq. (Specify) on an advantage limits the
shortest duration applies.
frequency it can be used without penalty. This will
A character can shorten or extend the duration
be a time scale: Round, Scene, Session, Day and so
(either the default or one set by the Status key-
on. Characters may exceed this frequency but this
word) but this must be done when a status effect
makes the action harder - either they are exhausted,
is applied as changing the duration changes the
the blaster rifle has not fully recharged or they are
resistance. The character must also have suffi-
cutting corners in the preparation. The second time
cient control of the situation. It is reasonable for a
an advantage is used within its period of frequency
wizard to be able to control their magic enough to
(e.g. a Freq. (Scene) advantage being used for the
set someone on fire for just a round but it seems
second time in a single scene) a 2d6+0 situation
unlikely a WW2 solider with a flame-thrower would
bonus is added to the resistance. The third time it is
have that level of control. Exactly what is and isn't
used the bonus doubles to 4d6+0 and so on. Once
controllable is left to the Game Leader and group
an advantage has been overused the increased re-
to decide.
sistance remains and continues to double each time
the ability is used even once the initial period has
ended. Only by not using the advantage for an entire
period will the character or equipment recover and
the situation bonus reset.

31
Assisted actions take longer than normal because
the characters have to spend time communicating
the plan and coordinating their actions. Due to this
chatter it is also noisier, which may alert guards or
other threats to the characters' presence.

Extending Actions
Not all tasks can be tackled by a single roll of
the dice. Some jobs require multiple successful actions
over a period of time. This may be months spent
painting the Sistine Chapel or minutes desperately
picking a complicated lock. The Game Leader will
set a target score that represents the overall difficul-
ty of the task, and a resistance which is the difficul-
ty of the individual actions needed to complete the
task. The characters make a series of actions, each
of which represents a period of time they spend
working on the task.
Assisted and Every action the character makes is measured
against the resistance set by the Game Leader. The
Extended Actions degree of success, the difference between the ac-
tion's score and the resistance's score, is added to
Characters will often wish to help each other in a running total. When the running total exceeds the
a task. Whether it is kicking down a door or plotting target score the character has completed the task. If
an interstellar jump, there are advantages to having a character fails to beat the resistance in an action
multiple people involved. the difference is taken away from the running total.
To co-operate in an action the characters must be Mistakes made by the character make the task harder
able to communicate clearly with each other, plus and repeated errors may add significantly to the time
have the time to work out a plan and coordinate their the task takes.
individual efforts. These restrictions prevent charac-
ters assisting each other in combat situations without
Example Play
the use of keywords such as Aid Other or Aid Resist.
There is simply no time to effectively communicate
Corvell is deciphering an ancient
and coordinate actions in battle.
document found in the abandoned
In narrative actions characters have the time to
temple of a long-lost god. The Game
work together effectively. One character is nominated
Leader has stated that the target score
as the leader for the action. This is normally the most
for completing the translation is 30, the
proficient at the task and everyone else takes their
resistance is 10 and each action will take
cues from them. Each character selects their advan-
a day of Corvell's time.
tages and rolls their dice, and the total from all the
characters involved is the action's score. After inspecting his advantages and
There is a drawback to working together. Each discussing it with the group, Corvell
person involved in the action adds a 1d6+0 situation decides his best abilities are Ancient
bonus to the resistance, e.g. two people co-operating Languages (1d6+0), History (1d6+0) and
increases the resistance by 2d6+0. The task is made Linguist (1d6+2). Each day Corvell will be
harder because some of each person's attention and rolling 3d6+2 to beat the resistance of 10.
efforts are spent co-coordinating with other people.
On the first day Corvell scores 16, giving
Any number of characters may be involved in an
a degree of success and a running total of
action if the situation allows it. However, five people
six. The second day proves harder and he
trying to break down a door are likely to get in each
only scores 11. The running total is now
other's way. Additional situation bonuses may be
seven. The third day goes a little better
awarded to the resistance if the characters' ability to
with a score of twelve, raising the running
work together is restricted.
total to nine.

6d6 Core
Disaster strikes on the fourth day with squares away but his Throw has the Range
a terrible score of just five. With a (1) keyword and the grenade has Range (2)
resistance of 10 it means the degree of which combine to become Range (3). This
success is -5 and the running total drops puts the target in the first range step and
back to four. Corvell has discovered a give no situation bonuses to the target.
mistake in his first day's work that makes
his later efforts meaningless.
That evening, his friend Occulas visits
Using Equipment Without Potential
The vast majority of equipment is dynamic,
with news that Corvell is needed in the
though a few high-tech or magical devices may use
city for a few days. Reluctantly Corvell
static potential. Without spending the appropriate
decides to put the document to one side
potential on an equipment advantage the action does
for now and return to it later, possibly
not benefit from its dice values, keywords or gain any-
after he has improved his understanding
thing else from its use. However, characters do use
of ancient languages.
equipment without potential all the time. Clothes,
shoes and similar items are used but because the
character is not spending potential on them they add
nothing to the action.
Equipment In Situations may arise where a character may wish
to use an ability or life advantage, such as Weapon
Actions Expertise or Brawn, together with a weapon, without
spending potential on the weapon. This is most com-
To take advantage of an item of equipment in an mon when the character has just one potential left
action, the player uses potential on it. The equipment and their ability advantages have better dice values
must be available and appropriate for the action, and than their equipment. There is nothing which pre-
its dice value is added to the action's dice. If any vents this but it has its own disadvantages. Equip-
of the equipment's keywords are relevant, such as ment only adds keywords to an action if potential is
Range (x), these are counted in determining situation spent on it and, without the keywords, the equip-
bonuses. Any special effects detailed in the item's ment may be pointless. Guns, for example, have the
description, such as knockdown or potential dam- Range (x) keyword. Unless another advantage in the
age, are also applied. action has a Range (x) keyword, the action will count
as Range (0). This will add a significant number of
situation bonuses to the resistance. For weapons
Character & Mundane Equipment such as swords with few keywords this drawback is
Character equipment (equipment that the character
less significant.
has spent character points on) has several benefits
While potential is needed to get the good things
over mundane equipment. Mundane equipment is always
from an equipment advantage, the downsides always
worth 1d6+0 in an action whereas character equip-
apply. Ammo is always used whenever the equipment
ment has a dice value set by the CP spent on it, just
is used, even if no potential is spent. Its use also
like any other advantage. Additionally, characters
counts against any Freq. (Specify) limitiations and if it
cannot anticipate with mundane equipment, nor can it
is a single use item, the equipment is discarded.
be used as a free resist.

Example Play Multiple Equipment Advantages


Unlike life and ability advantages, there are no
Mr L. Pliskin has spotted a nest of acid-
restrictions on the number of identical equipment
spitting alien frogs. Not wanting to get
advantages a character can have. Neither is there a
too close or risk any of them escaping, he
restriction on the number of items a character can
chooses a hand grenade for his attack.
use at once. A player can spend all their potential on
He spends one potential on each of his different equipment advantages in a single action.
Throw (1d6+1) and Manual Dexterity However, characters have a limited number
(1d6+2) plus hand grenade (1d6+0 of hands (tentacles, claws or whatever) and com-
because it is mundane equipment), giving mon sense should be applied. Keywords such as
a total of 3d6+3. The target is three Two-Handed give guidance about how awkward an item

33
is to use, but for invented technology and magical to be easily accessible and can be retrieved as a free
items it is left to the group to decide. Some items action. Fragile equipment, items that need special
such as speciality ammunition, telescopic sights handling or that are simply buried at the bottom of a
or signal boosters only make sense when used in bag require an action before they can be used.
conjunction with other equipment. They do not need To retrieve or ready equipment, a character needs
extra hands to use but there will be common sense to beat a fixed resistance score. For simple tasks,
limitations as to how many can be used in an action. such as picking a sword up from the ground or tak-
ing an item from a bag, the resistance is just one.
For more awkward items the resistance may be set
Ad-Hoc Equipment higher. Players may make a Potential Action, spending
Equipment is sometimes used in ways it was not
a single potential for a roll of 1d6+0, or use one or
intended - a saucepan as a weapon or a bent paper-
more potential on a standard action. Success means
clip as a lockpick. This is known as ad-hoc equipment
the equipment is ready to use.
and is used in the same way as other equipment ad-
Reloading a weapon in combat is handled in the
vantages except it is only worth 0d6+2 in the action.
same manner as retrieving an item. Weapons have
Also items being used in an ad-hoc fashion cannot be
the Reload (x) keyword where x is the resistance score
anticipated with. Both these limits apply even if they
for the action. For modern magazine-fed weapons
are character equipment advantages.
this will be just one or two but for primitive black
powder weapons it may be 30 or more. Such high
Example Play scores will need extended actions to achieve and
reloading is often unfeasible in combat. Players can
His last bullet had struck the alien just
use a potential action for 1d6+0 in a reload action or
above its eye, or at least what Mr L. Pliskin
one or more potential to activate advantages. Abilities
thought was an eye, but it made little
such as weapon expertise or relevant character path
impact on the charging beast. Now with
advantages can be used and will often ensure that
the alien is right on top of him and, with
the gun is reloaded using the minimum spent poten-
an empty gun, Pliskin decides to take an
tial. Weapons are generally assumed to be loaded all
old-fashioned approach to the problem.
the time and ready to use when combat starts.
Grabbing his rifle by its barrel, he spends The Reload (x) keyword is used on weapons
two potential on his Brawn (1d6+1) and where a single action will reload the gun up to its
Manual Dexterity (1d6+2) plus one on Capacity (x) (or otherwise fully charged and ready to
his gun, now only worth 0d6+2 as ad-hoc use). Weapons and equipment where each bullet or
equipment. With an action worth 2d6+5, charge is loaded separately use the Reload (x ea.)
Pliskin swings the rifle and catches the variant of the keyword. Separate actions can be per-
alien right under the chin. formed to load each bullet, with each action beating
the resistance; or a single action can be attempted to
It is not always obvious if an item is being used
load multiple bullets. The player decides how many
in an ad-hoc way. Gun butts make effective clubs
bullets they will attempt to load and the resistance is
and shields can be used as offensive weapons but
the (x ea.) multiplied by the number of bullets. Fail-
are they ad-hoc? The rule of thumb is that items of
ing any type of reload action has no other drawbacks
equipment are intended for a single purpose and
other than that potential has been spent and that the
any other usage is in an ad-hoc fashion. A gun is
weapon has not been reloaded.
designed to shoot bullets and a shield is designed to
stop blows so using them as melee weapons qualifies
Example Play
as ad-hoc.
Some advantages such as Dirty Fighting allow Judging from the alien's reaction, what
characters to use ad-hoc items as 1d6+0 advantages Pliskin thought was a chin might have
or otherwise reduce the penalties for ad-hoc usage. been the alien's genitals. As the alien lies
writhing on the ground clutching its who-
knows-what, Pliskin takes the opportunity
Retrieving and Reloading Items to reload his gun.
In narrative play a character has time to take
items from their backpacks and pockets before act- His rifle is the Maxdine Corporation Rx5,
ing, but in combat every second counts. Commonly- an excellent long-range hunting rifle, but
used weapons and combat equipment are assumed the magazine is very tricky to reload in a

6d6 Core
hurry - a fact reflected in its Reload (5) are reusable. Each type of wealth has its own advan-
keyword. Pliskin uses one potential on tages. Sometimes a character may need the ready
his Weapon Expertise (Rifle) for 1d6+2 cash and at other times it is a solid and long-estab-
and considers spending a second on his lished financial background that is useful.
Manual Dexterity just to be on the safe Wealth advantages can be played as part of ac-
side but decides against it. Mr L. Pliskin is tions when appropriate and available. Generally they
feeling lucky. are used to influence other people with bribes or
to give the impression of power and prestige. If the
Rolling a three for a total score of five, he
wealth is being used in an attempted transaction,
fails to beat the Reload resistance of five.
such as in an attempt to bribe a guard, then should
Cursing the idiot who designed the gun's
the action fail any wealth advantages with the Dis-
magazine release switch, Pliskin is left
card keyword are not discarded. The transaction was
with an empty gun and just one potential
not completed so there is no reason why the wealth
left. With no better options, he takes a
would be lost.
deep breath, spends his last potential
and tries again with his 1d6+2 worth of
Weapon Expertise. Example Play
Some specialised or heavy equipment may also Lord Peter needs to quickly exchange
need preparation before use even in non-combat situ- his Aston Martin sports car for
ations. This is indicated with the Prepare (x) keyword something far more discreet before
which works identically to the Reload (x) keyword. the suspect spots he is being tailed.
Pulling into the car park of a roadside
cafe he runs up to the driver of a beat-
Wealth up old Ford and offers to swap the
It is assumed every character has enough money
Aston Martin for the Ford. The driver
or resources to keep themselves in a manner appro-
is confused and suspicious of such
priate for the character and setting. However, to use
unlikely offer.
their wealth they must acquire advantages with the
Wealth keyword. Desperate, Lord Peter plays his Charm
Wealth is not the same as money though they are (1d6+2) and argues that his expensive
closely related. Wealth can come from advantages sports car should be treated as a wealth
such as Family Wealth which represents the family's advantage and included as mundane
general financial standing (e.g. aristocracy) or the equipment worth 1d6+0. The group agrees
character's ability to sponge off rich relatives. These this makes sense. Additionally Lord Peter
can be purchased with CP but wealth can also be uses his Family Wealth advantage (1d6+1)
equipment with the Wealth keyword that has been as he points out how the hand stitched
looted from defeated foes or given as a reward by seat leather includes his family crest. His
grateful employers. action is worth 3d6+3. If he is successful
Characters are assumed, as part of their mun- he will permanently cross the sports car off
dane equipment, to have enough cash to cover day- his character sheet but he will be able to
to-day expenses appropriate to their social position add a beat-up old Ford.
and the game's setting. This can always be used as a
1d6+0 advantage. Thus a prince and a pauper may
have very different lifestyles but unless either has in- Mounts, Animals & Henchmen
vested CP in equipment or other advantages with the Equipment advantages cover anything external
Wealth keyword, or has gained additional mundane to the character and this includes mounts, guard
wealth advantages through adventures, they have the dogs, pets and henchmen. These are known as
same buying power. living equipment and are used exactly the same as other
equipment. They require potential to use and add
1d6+0 to an action unless they are character equip-
Wealth Equipment Advantages ment advantages.
Wealth equipment advantages generally have the
Because they are separate entities, mounts and
Discard keyword and, like money, once they are used
henchmen can act independently of the character
they cannot be used again. Advantages that represent
and be in different places. A level of loyalty is as-
the character's line of credit, such as Family Wealth,

35
sumed but if treated badly or tempted by a better of- off by the target. The injured character cannot cross
fer, they may run off or betray the character. However off parts of an advantage - even if there is just one
generally they obey the character exactly and can be point of damage the entire advantage is lost.
used as a proxy for the character. As long as the character can cross off CP points
Should living equipment find itself in combat, it equal to or more than the damage taken they can still
is treated as a mook worth 1d6+0 or the advantage's act. However, if they are unable to cover the damage
dice value. They have a free resist as per mooks but to they are unconscious and dying.
act, the player must spend potential. A single point
of life damage, potential damage or other effects
Example Play
knocks living equipment out of combat. This does not
mean it is dead, just hurt or disabled in some way. Shot in the back, Mr L Pliskin has just
The Game Leader can decide a creature is injured taken seven points of damage and must
and needs healing before being used again. This may now cross off seven character points of
force a player to either abandon the creature or wait Life advantages. He has Brawn (4 CP),
until it has recovered. Living equipment can be killed Self-Confidence (5 CP), Manual Dexterity
outright at the Game Leader's discretion. A replace- (5 CP) and Speed (7 CP). He could choose
ment animal or henchman may be acquired at a suit- to cross off any combination of these
able town or resupply point. advantages as long as the total CP is seven
Characters may have several living equipment or more. Getting rid of his Speed would
advantages and use a pack of hounds or band of mean he only discards one advantage
henchmen as a screen of bodyguards. Each creature but it is also his most useful. Instead he
requires potential to act and this limits the useful- discards his Brawn and Self-Confidence,
ness of this strategy. worth nine character points, as he prepares
to spin round and shoot his attacker.

Damage & Recovery Potential Damage


Damage deprives a character of one or more of Potential damage reduces the amount of poten-
their advantages or potential. Lost advantages are tial a character can use. This occurs when a char-
crossed off the character sheet and lost potential is acter is stunned, confused or winded. It can also be
placed in the damage pile. These are no longer available used for grappling and other attempts to subdue a
to the character and cannot be used in actions but character without doing lasting damage. Some ad-
can be recovered under the right circumstances. vantages have the Potential keyword and any offensive
action involving them must do potential and not life
damage. Characters may choose to make potential at-
Taking Damage tacks without this keyword damage though the Game
Damage can come from any source. Physical
Leader is free to grant situation bonuses if this is
attacks are the most common but magical and mind-
attempted with lethal weapons.
affecting powers also do damage as do environmental
The amount of damage done (potential lost)
hazards such as drowning or exposure to extreme
by the target is based on the action's degree of
cold. Attacks which pose a threat to the life of a char-
success. One potential is lost for a successful action
acter do life damage which deprives characters of their
(a degree of success of one) plus one potential
Life advantages. Other forms of attacks designed to
per four additional points of success (known as
disable but not kill a character do potential damage
the Success + 4 Scale). This is over and above any
which removes a character's potential and therefore
potential the defender spent in their resistance
their ability to act.
action which must be moved into the spent pile before
applying the damage.
Life Damage Potential damage introduces a third poten-
Attacks dealing life damage are the simplest and tial 'pile' after the bank and spent piles. Potential
most common threat to a character and, unless the normally moves from the bank to the spent pile and
player chooses or an advantage mandates it, all at- back again but with potential damage it can move
tacks do life damage. from the bank to the spent pile and then on to the
The degree of success of an action is the number damage pile.
of character points (CP) of Life advantages to be crossed

6d6 Core
Bank Spent Damage
Recovery
Advantages which are crossed off or potential
D D D D D D D D D in the damage pile can be regained using an action
with a recovery effect. This is possible with any suit-
D S S D S S D S S able combination of advantages. What is suitable
in the context of a setting or game world is left to
One point of potential damage moves one poten-
the group to decide. For example, can the First Aid
tial token to the right one place. That is, a point of
advantage be combined with a magic healing potion?
potential damage will move a potential token from
Recovery does not require an advantage with the
the bank to the spent pile or from the spent pile to
recovery keyword though this indicates advantages well-
the damage pile. Two points of potential damage
suited to healing which may bring extra benefits.
are enough to move one token from the bank to the
The resistance for any recovery effect is set by
damage pile or two tokens from the spent pile to the
the specific advantages or potential the character
damage pile.
wishes to recover. This must be stated before rolling
The injured party has the choice of which poten-
the dice. The resistance for recovering advantages
tial, dynamic or static, they move. Potential being
is their CP value, and multiple advantages may be
used to anticipate counts as unspent potential (poten-
attempted in a single action, the total of their CPs
tial in the bank) and can be moved into the spent
setting the resistance score. For potential, each token
pile as damage.

Example Play
Boban is in danger of being press-ganged.
She has been struck on the head with a
cosh by a sailor who mistook the gnome for
easy prey. In her resistance action Boban
used all but one of her potential yet only
scored a pathetic 11. The sailor, with a
lucky roll, scored 16 leaving a five point
degree of success. The attack was for
potential damage and a degree of success
of five means Boban has two points of
potential damage to deal with.
She pays for one point of damage by
moving her unspent static potential token
from the bank pile into the spent pile.
However, with no other unspent potential
left, she must move one potential into
the damage pile. She chooses to make
it a static token because she needs her
dynamic potential for the move she has
planned on the unlucky sailor.

If the damage exceeds the character's ability


to pay, e.g. all their potential is in the damage pile
already, the character is incapacitated for the remain-
der of the scene. Depending on the narrative and
nature of the attack they may be winded, in pain or
simply too stunned to think coherently. The character
can no longer act or recoup potential, just as if they
were unconscious.

37
targeted adds four to the resistance; e.g. attempt- period to lose the penalties. Attempts to recover po-
ing to recover three tokens has a resistance of 12. tential and advantages both count when tracking the
Potential and advantages cannot both be recovered number of recovery attempts. If a character tries to
in a single action, separate attempts are needed. regain potential and then tries to recover advantages
Situation bonuses may also apply to recovery effects, in the same period, the second attempt will incur a
especially if the characters are trying to act quickly 2d6+0 penalty.
without the necessary equipment or if the charac- It is the individual's capacity for recovery which
ter is trying to treat themselves. Successful actions is restricted by the healing throttle. A doctor may try
recover all the targeted potential and advantages but to heal any number of different people without issue
no more, regardless of the degree of success. Failed but cannot treat the same patient repeatedly without
actions recover none of the targeted abilities. Newly- incurring a penalty. The healing throttle is purely a
recovered advantages are usable straight away and tool for providing balance to the game with no real
recovered potential is placed in the bank pile. world explanation though Game Leaders may wish
The duration of recovery actions is very much to provide one in their game world. As a tool, groups
dependent on the setting and the type of healing be- can use the throttle how they wish. There is no
ing used. Real world situations, e.g. first aid, aimed reason why the throttle's period cannot be changed
at recovering advantages require a narrative action during games, increasing the period to a week when
and take a scene to complete. Surgery and more the characters are primarily dealing with social and
extensive treatments will take a session. Attempts investigative activities and decreasing the period to
to recover potential are much quicker, only need- a session while the characters are exploring monster-
ing a full round action. Hi-tech or magical healing filled dungeons. This change in healing speed is of-
may work a lot quicker and may possibly be usable ten seen in movies and TV dramas where sometimes
within combat. The feasibility of this is left to indi- injuries can last for weeks but when convenient the
vidual groups to determine. hero can shrug a wound off between scenes. There is
no reason for players not to emulate it.
The Healing Throttle
The availability of healing has a large impact on Natural Healing
the style and nature of the game. Players who are Characters lacking any advantages suitable for
confident healing is available quickly and reliably will recovery actions must fall back on the body's own
take more risks and get into more fights. Conversely if ability to heal itself. To recover crossed-off advan-
healing takes a long time and is not reliable they will tages, characters use a potential action. This is worth
be far more cautious. It is up to the group to discuss 1d6+0 and must beat the CP of the target advantag-
the style of the game they wish to play and how reli- es as per a normal recovery action. Characters can
able healing is in their game world. The setting may try this once per period, as defined by the healing
provide advice to the Game Leader about the speed throttle, and natural healing counts as a recovery at-
of healing but it is ultimately the group's choice. tempt should other healing be attempted within the
Healing is controlled by the healing throttle. This same period.
sets a character's capacity for healing, controlling The natural healing of advantages is deliber-
how often they can benefit from a recovery effect in ately, and realistically, slow and ineffective because
a given period without penalties. The period can be it represents a complete lack of care and treatment.
anything on the time scale although per session, per On 1d6+0 the maximum roll is six which is only
day and per week are the most common periods with enough to recover CP 4 / 1d6+0 and CP 5 / 1d6+1
per day being the default. advantages. Higher value advantages, CP 7 / 1d6+2
The first time a character is subjected to an at- and above, are impossible to reach with natural
tempt at recovering lost advantages or potential there healing. Those are lingering wounds which cannot be
are no additional situation bonuses to the resistance. healed without some form of treatment. However this
The second attempt within the period gives a 2d6+0 is rarely a problem as most groups of characters can
bonus to the resistance and this doubles with each find one or two advantages which can be justified
additional attempt, i.e. 4d6+0 for the third attempt, in recovery actions, e.g. a character with a Military
8d6+0 for the fourth and so on. These penalties are Service path advantage can creditably claim it covers
in addition to all other resistances. A character who basic first aid skills. Natural healing for advantages
incurs penalties retains them into the next period and is the last resort for the truly desperate character.
they must go without any healing attempts for one

6d6 Core
and he doesn't feel like waiting here until
Bank Spent Damage
it heals, so Pliskin heads into town.
D D D D D D D D D
Two days later he finds himself back in
D S S D S S x2 D S S civilisation and heading to the hospital.
Despite two further attempts at natural
healing he has not recovered his Self-
The recovery of potential through natural heal-
Confidence. Once at the hospital, a quick
ing is a lot simpler and reliable. Potential can be
examination reveals one of the bullets is
recouped from the damage pile to the spent pile in
still in the wound and Pliskin is quickly on
the same way characters can recoup from the spent
the operating table.
pile to the bank. However, it happens at half the
speed. Recouping one token from the damage pile to The well-trained doctor has the Surgery,
the spent pile counts as recouping two tokens from Manual Dexterity, Anatomy and Medical
the spent pile to the bank. Kit advantages worth 4d6+5. The Self-
A standard character with a recoup of two can move Confidence advantage sets a resistance
just one dynamic potential from the damage pile to of five but Pliskin has already attempted
the spent pile in a turn. If they do nothing their recoup natural healing today (Pliskin really hates
increases to three allowing them to move one potential going to the doctors). This adds 2d6+0
from the damage to the spent pile and then on into the to the resistance, making it 2d6+5 in
bank. Static potential can only be moved from the dam- total. The doctor rolls a decidedly average
age pile when the character chooses to do nothing. 19 but the Game Leader rolling the
The recovery of potential this way allows charac- resistance only gets eight. The bullet
ter to recover, at least partially, from potential attacks is removed, the wound stitched up and
during combat. In narrative play a character only has within the hour Pliskin is out of surgery
to wait and do nothing for an entire scene to be sure of and feeling his old self again with his
recovering all their potential from the damage pile. newly recovered Self-Confidence.

Example Play Dying


When a character takes life damage and cannot
With his assailant dead, Mr L Pliskin
discard enough life advantages they are classed as
examines his injury. It is a serious wound
dying. In this condition a character can neither act nor
that cost him his Brawn (4 CP) and Self-
recoup potential. With a recovery effect which returns
Confidence (5 CP) advantages. With no
one or more advantages a character can be restored to
medical help nearby and no skills of his
full consciousness, able to act and recoup.
own Pliskin takes shelter in a ruined diner,
There are no rules for actual death and a char-
rests up and lets nature take its course.
acter can remain dying indefinitely. What happens if
On the first day he wants to get back his a character does not receive treatment is a decision
Brawn. Natural healing is worth 1d6+0 taken by the player and the group based on the situ-
and it is resisted by his CP 4 Brawn so ation and the stories they wish to tell.
he has a one-in-three chance. Luck once
again smiles on Pliskin as he rolls five,
beating the resistance of four, and he
recovers his Brawn.
With the healing throttle set to once a
day, Pliskin now sits and waits around for
a day and another healing opportunity to
regain his Self-Confidence. It is worth 5
CP against natural healing's 1d6+0. He
has a one in six chance of healing and this
time his luck runs out with a roll of two.
The painful wound is preventing him from
moving around with his normal swagger

39
Effects as gaining the Brawn advantage thanks to a hi-tech
drug, or could be detrimental, such as a disease. Any
Successful actions change things. They can advantage can be added to any thing or any person if
change a living dragon into a dead dragon, an it makes sense within the setting's magical or tech-
enemy into a friend or a fatal fall into a spectacu- nological concepts. Whether that advantage is useful
lar rescue. These can be classified into two broad or harmful depends on the circumstances. Status
categories: in-game effects and meta-effects. effects can also be removed or, if left to themselves,
In-game effects change the world shared in will eventually disappear.
the imagination of players. The professor finding The best example of all these principles is the
an important clue in some dusty tomes changes On Fire advantage. Characters can be on fire, places
the players' understanding of the mystery they can be on fire and objects can be on fire. The fire
face. Other in-game effects include social situa- can be detrimental, injuring the character on fire, but
tions and overcoming challenges such as picking a a burning branch may make a useful weapon. Fires
lock. With in-game effects, successful actions only can also be extinguished and when left to themselves
change the players' perception of the game world they burn out.
or the game's narrative.
Meta-effects change something about the
game itself, requiring a player to alter their char-
Adding Status Effects
Status effects are both powerful and deadly. They
acter sheet or the Game Leader to make notes.
are also ongoing and can last a significant length
These changes may limit or expand what the char-
of time. Consequently, placing a status effect on
acters can do in future actions. The most obvious
someone or something requires an advantage with the
example of a meta-effect is a character taking
Status keyword. For example, any character can strike
damage. The player makes a change to their char-
a foe with a flaming torch and hurt them with the
acter sheet to discard Life advantages and this has
flames and heat but only a character with the Status
an impact on future actions.
keyword can strike the foe and set them on fire so
Other types of meta-effects include recovery,
they take damage every round.
status effects and control effects that allow characters
The exception to the requirement for the Status
to take control of other characters or complex ma-
keyword are when the circumstances and narrative
chinery. The different types of meta-effects have an
demand a status effect. For example the zombie
impact on the game and can increase the difficulty
soaked in petrol who gets struck by a burning torch
of an action. Before a character takes an action it
will acquire the On Fire effect without the need for
should always be clear what (if any) type of meta-
a Status keyword. However, these situations are rare
effect they are attempting. Often this is obvious but
and Game Leaders should resist attempts by players
the Game Leader should check, especially with new
to add status effects without suitable advantages.
players who are not fully aware of the rules.
Attempts to place status effects on friends or
The difference between the
foes requires a successful action. These normally
CP Dice types of effects can be nebulous
only require a duration of an 'action' to perform but
Value and actions can have both in-
some, such as religious rites, may stipulate longer
game effects and meta-effects.
1 0d6+1 periods of time. Characters can manipulate this
The distinction between the two
duration, lengthening or shortening it as required,
2 0d6+2 types of effects is often unimpor-
with the standard situation bonuses for changing an
tant and will pass unnoticed by
3 0d6+3 action's duration. Range to and the area / number of
many people playing the game.
people targeted will also apply situation bonuses. An
4 1d6+0 However, when players are trying
unwilling target also gains a resistance action. There
to do something unusual the dis-
5 1d6+1 is always a minimum resistance of one, even if the
tinction helps to clarify how the
target is willing and adjacent to the character.
7 1d6+2 action should be resolved.
When a status effect action is successful, the
10 1d6+3 degree of success sets the character points (CP) and dice
14 1d6+4
Status Effects value for the new advantage. This is the same points /
A status effect is a temporary dice scale used in character creation except that it is
19 1d6+5 advantage added to a charac- possible to have advantages of between one and three
ter, creature, location or item. character points. If the CP is between two values, the
25 1d6+6
These may be beneficial, such lower dice score is used. For example, a degree of

6d6 Core
success of six adds an advantage with a dice value of Example Play
1d6+1 as a CP of seven is needed for 1d6+2.
Corvell takes the lead as the pair make
Once a status effect is in place it remains for one
their escape. Trailing a few steps behind,
scene unless removed. The duration of effect can be
Drax notices the orcs have set a deadfall
lengthened or shortened by the character but this
trap and Corvell is about to trigger it.
must be stated at the time of the original action as
Shouting a warning is the only option
it adds situation bonuses. Some status effects use
but the Arcane Silence is still on him.
the Status (Specify) keyword to set a default duration of
After a brief discussion with the group,
effect other than one scene.
it is decided Drax must take an action to
remove the status effect and alert Corvell.
Example Play
Lacking any magic this is a tough
After exploring the catacombs Corvell and
challenge for Drax even though the
Drax have returned to the surface, only to
resistance is only six, the CP of the status
find their exit blocked by a band of orcs
effect. After some more discussion the
who have set up camp right outside. Too
group agrees Drax can use his Society
many to fight, the adventurers must sneak
advantage. This has the Soul keyword and
past the guards without being noticed.
is Drax's deep seated desire to help and
Corvell is light on his feet and feels
protect others. This is his motivation as he
confident but Drax is useless at stealth so
attempts to scream a warning which will
Corvell uses his Arcane Silence spell on
simultaneously break the magical silence
his friend.
and warn Corvell.
The wizard has Arcane Silence (1d6+1)
Drax's Society is worth 1d6+1 and the
and his Mage path advantage for (1d6+1)
resistance is six. Drax rolls the dice
for a total of 2d6+2. He rolls badly and
and scores a six, plus one makes seven,
scores just 7. Drax is right next to Corvell
beating the resistance. The Arcane Silence
and is not resisting the spell so the
status effect is removed as Drax's voice
resistance is the minimum of one. This
booms out a warning just moments before
leaves a degree of success of 6 and so
Corvell triggers the trap. Disaster has been
Drax gains an Arcane Silence status effect
averted, but as Drax's voice echoes around
of 1d6+1.
the valley, a band of now very alert orcs are
Now Drax has an advantage to use as the reaching for their swords...
pair try to sneak past the guards but they
A status effect may prove difficult for a character
had better hurry, the Arcane Silence will
to remove by themselves. If the status hinders the
only last a scene.
character's action, e.g. someone who is Fatigued try-
Detrimental advantages have the Hazard key- ing to administer a stimulant injection to themselves,
word. Some hazards such as On Fire have the the effect's dice value is added as a situation bonus
Start-of-(Specify) keyword and the hazard 'attacks' the to the resistance set by the CP of the hazard.
character at regular intervals. Longer term or less di-
rect hazards such as Blindness handicap the charac-
ter's ability to act, adding the hazard's dice value to
Unusual Situations
Players may have reasons to move a status effect
the resistance against the character's actions.
from one person to another or otherwise change the
status effect without adding to or removing it. This is
Removing Status Effects perfectly possible if the characters have suitable ad-
Characters may attempt to remove status ef- vantages or if it makes sense within the game's narra-
fects on themselves or other people with any suitable tive. Treat this the same as removing an advantage.
action. The player must state which effect or effects Situations will arise where players want to add
they are targeting and the resistance is the CP value multiple status effects to a target or are threatened
of the targeted effects. If the action is successful the by multiple effects. As these situations will be very
status effect is removed. Failed attempts leave the much based on the circumstances, the exact out-
status unchanged. come is left to the players and Game Leader to de-
cide. This may be obvious - when the person on fire

41
jumps into the lake they exchange their On Fire Control Effects
status for a Drowning status - but is not always so A character may wish to take control of some-
clear cut. Does the character with the Poisoned thing and use it for their own ends. That something
status become worse if she is given more of the can be a person, a crowd of people, a piece of equip-
same poison? ment or a vehicle. The only requirement is the target
There are four possible outcomes to situations has advantages (or traits for Mooks). A control effect
with multiple status effects: cannot be applied to a spanner, but a sophisticated
spacecraft with advantages for weapon systems and
Contradictory When the two effects simply do not
engines can be targeted. Likewise, most living things
make sense together, e.g. drowning and being on
can be controlled.
fire, one effect is removed.
An advantage with the Control keyword is required
Co-Exist If the effects are different and not contra- for any control effect. Depending on what the charac-
dictory, both effects apply as normal; e.g being ter is trying to control there may be additional dice on
poisoned and being on fire. the resistance. Creatures naturally resist control and
almost always gain a 1d6+0 bonus to the resistance.
Combine For identical status effects that come from
Vehicles that are particularly difficult to operate may
different sources, e.g. being poisoned by two
gain similar automatic resistances and there may be
different animals, the effects co-exist but com-
situation bonuses relating to the character's familiar-
bine their dice values. e.g. a 1d6+0 and a 1d6+1
ity with the target.
effect combine to act as single 2d6+1 effect.
A successful control action allows the attacker
Enhance For identical status effects from the same to take one or more immediate actions using the ad-
source, e.g. being poisoned twice by the same vantages of the target, and generates control potential.
animal, the character points values of the effects One control potential is created by the success-
are added together and treated as a single effect. ful control action plus one point per every further
For example, a 4 CP (1d6+0) and 5 CP (1d6+1) four points of success (e.g. a degree of success
effect become a 9 CP (1d6+2) effect. of 5 results in two control potential) as per the

6d6 Core
success + 4 scale. With control potential the target secondary effect occurs when the grenade explodes,
can be made to perform one or more immediate ac- attacking everyone nearby. The character does not
tions using their advantages. control the explosion and can be injured by it.
To take the action(s), the attacker uses control Any type of action except for resistance ac-
potential rather than the target's own potential. Con- tions can initiate a secondary effect. If an advantage
trol potential can activate both static and dynamic normally enables a secondary effect it can be used in
advantages and may all be used in a single action a resistance action if appropriate, but the secondary
or split over several actions. Once spent the control effect is not applied. For example, a hand grenade can
potential is lost and cannot be recouped. The control- be thrown in a resistance action, causing the attacker
ling character cannot act again until all the control to take cover and maybe miss their attack, but either
potential is spent or abandoned. the grenade turns out to be a dud or the explosion is
harmless.
Initiating secondary effects needs advantages
Example Play
which explicitly enable them in their description or
Leaping from building to building the Red which have keywords like Blast (xd6). If it makes narra-
Marvel is patrolling the city, keeping the tive sense a secondary effect may be triggered by other
honest citizens safe from harm. Little does advantages, e.g. moving across a mountain slope may
he know his nemesis Brain Jar has laid a initiate an avalanche.
trap to discredit him, using a kitten stuck Once activated, a secondary event cannot be
up a tree. When the mewing of the cat stopped. The secondary event occurs immediately the
reaches Red Marvel's ears he immediately initiating action finishes unless the advantage says
leaps down to the ground, right in front of otherwise but opportunity actions may be taken before
a small, admiring crowd. the secondary effect happens. Secondary effects have
their own action dice specified by the keyword or ad-
Brain Jar strikes! Fully prepared he
vantage description. For example, Blast (3d6) makes
unleashes 5d6+7 against Red Marvel in
a 3d6+0 attack against anyone at the centre of it. The
a psionic attack using his Puppet Master
secondary effect's action is a completely separate ac-
and other advantages. Unfortunately, Red
tion from the one which initiated it. Everyone targeted
Marvel has little to defend himself with
by the secondary effect gains a resistance action even
and can only muster 2d6+2. Brain Jar
if they had one versus the initiating action.
scores 25 and Red Marvel only 10. The
degree of success is 15 and gives Brain
Jar four points of control potential.
Chuckling madly, Brain Jar forces Red
Resistance
Marvel to perform an immediate action. Against every action, there is a resistance.
Using two control potential on Red
Marvel's Dragon Breath and Heart of Fire
advantages, the tree and the kitten are
Opposing An Action
Any time a character will be affected by the ac-
incinerated in front of shocked onlookers.
tions of someone else, regardless of who or why or
Next, Red Marvel is forced to use his Frog
what, they always get a resistance action. This has a
Legs and Speed advantages to leap far
minimum score of one, even if the character is utterly
down the street. With the control potential
unable to act or they desire the action's effect (e.g. a
spent, Brain Jar can now use his own
beneficial status effect).
potential and advantages. Recouping two
dynamic potential, he now travels rapidly
in the opposite direction from Red Marvel.
Who Is Affected?
In most forms of attack, the affected character is
fairly obvious - it is the person being hit by the sword
or the one whose mind is being fried by the psonic
Secondary & Other Effects blast - and they get their resistance actions. When an
Secondary effects are events the character initiates
attack is aimed at a location and not a person, the
but which have their own effects not controlled by the
occupants of the target square are always entitled to a
player. For example, when a character uses a hand gre-
resistance, even if the attacker is not aiming at the
nade their action is to throw it and the effect of their
individual or unaware of the square's occupant.
action is to place the hand grenade on the target. The

43
Aiding Resistance The trouble is, Lord Peter has few
In combat, without the Aid Resist keyword, events advantages that will help deflect the
are moving too quickly and it is impossible to help grenade. In the end he opts for his Sporting
with another character's resistance. It is possible to Life advantage and uses his briefcase as
aid in the resistance of narrative actions if circum- an ad-hoc cricket bat. It is enough and he
stances allow but the normal situation bonuses beats the attacker's score by one. The Game
apply for assisting in actions. A character cannot Leader declares the grenade is deflected
make their own resistance action against an attack but merely bounces into the neighbouring
and also aid in another person's resistance against square occupied by the Commissioner. As
the same attack. Reynolds was not the target of an action,
When characters do aid in the resistance, the she does not get a resistance action to
helping character's action score is added to the target prevent this.
character's resistance. Aiding another character does
The grenade now goes off with a Blast (4d6)
not expose the helper to the effects of the attack un-
attacking everyone within three squares of
less they were already being affected and have given
the grenade. Poor Commissioner Reynolds
up their resistance to aid another.
must defend against the full 4d6+0 while
Attacks with area of effects, e.g. a dragon's fiery
Lord Peter and the plainclothes officers take
breath, trigger resistance actions from all within the
3d6+0 or less. Each gets a resistance action
area or targeted by the attack. Each person affected
against the effects of the blast and takes
makes separate resistance actions. A successful re-
damage based on the degree of success.
sistance does not prevent the attack or its effects on
other people, it only means the character was unhurt
or unaffected by it. Proximity
Unless the action is aimed at or affecting a
character, they do not get a resistance action. The
Secondary Effects exception is when both parties are in the same
With a secondary effect there are two stages, the
5' square. This enables the character to make a
initiating action and the secondary effect itself.
proximity resistance action against any action the other
These are entirely separate and provoke resistance
occupant makes. The score from the proximity resist-
actions against each one. Determine who is enti-
ance action is additional to any resistance the action
tled to a resistance against the initial action and
would normally encounter.
resolve the action before repeating the process for
the secondary effect.
Inherent Difficulty
Actions not targeted at an individual, such as
Example Play
deciphering an enemy's secret code, are resisted by
Lord Peter is helping with a police raid the inherent difficulty of the task.
on a gang of revolutionaries. While the When eyeballing the difficulty of an action the
heavies kick down the door, Lord Peter Game Leader should consider how hard it would
is standing outside with Commissioner be for an average character to do. In game terms, a
Reynolds and a few plainclothes officers. character will be able to muster two dice to almost
A man in a beret appears at a window any task by drawing on a Life advantage (e.g. Prob-
shouting "Death to the pigs!" and throws a lem Solving, Speed) and concentrating. In tasks more
grenade in Lord Peter's direction. directly relevant to their specialist skills they can
bring more advantages into play, making success
After a few moment discussion, the group
more likely.
decides that Lord Peter would be at the
centre of the group and it is his square
at which the grenade is thrown. As the Dice Versus Score
occupant of the targeted square, Lord Peter For fast-flowing complex situations the Game
gets a resistance action against the throwing Leader should roll the specified resistance dice. The
of the grenade. Lord Peter cannot stop the randomness of the dice reflects the ever-changing
grenade being thrown but he can stop it situation and the players may get a lucky break (or
hitting its target. just the reverse). However some challenges are fixed;

6d6 Core
Difficulty Resistance Comment Score
Automatic - Almost everyone does it without fail; walking. 0
Trivial 1d6+1 Most people can do it; driving a car. 5
Simple 2d6+2 A task normally needing a level of training; driving a lorry 9
or operating a machine.
Routine 3d6+3 Normal tasks for a well-trained professional; diagnosing a 13
common disease.
Challenging 4d6+4 A manageable task for a trained professional but some- 18
thing an untrained person will most likely fail at; landing
a plane.
Formidable 5d6+5 A task only achievable after years of training; test piloting 22
a plane or competing in the Olympics.
Herculean 6d6+6 A task only a world-beating champion can achieve; set- 26
ting an Olympic record or landing on the moon.

the basic difficulty of picking a lock does not change Each published setting gives guidance on the
from attempt to attempt. In these circumstances the baseline difficulty with examples. Game Leaders
Game Leader may prefer to use a fixed score. creating their own settings should form their own list
There are no rules about when to use dice or of examples.
when to use a fixed score, it is a matter of personal
preference for the Game Leader. The author gener-
ally uses dice even for an apparently fixed task as it
Fun & Fairness
Carefully calculating the inherent difficulty of an
makes everything less predictable.
action in a realistic fashion can quickly make tasks im-
possible, but the Game Leader's job is not to produce
Heroes? a realistic model of the universe. Instead the Game
In some games the characters are truly special, Leader should always be asking themselves about how
super-heroes with abilities normal people can only to make the game more enjoyable to play and adjust-
dream about. Or perhaps they are more like an action ing the resistance accordingly. This does not mean the
hero in a film - a normal person who is just supremely Game Leader should makes things easy for players.
good at what they do. Finally the game might be Overcoming challenges is a key aspect of having fun
rooted in gritty realism where the heroes are just ordi- and generates feelings of satisfaction and accomplish-
nary people in extraordinary circumstances. ment. At times, adding dice to the resistance will
Depending on the style of play the Game Leader make for a more enjoyable time for everyone.
and group want, the inherent difficultly should be The fairness of a situation is also a major consid-
adjusted. The table above assumes the characters are eration. Players who think ahead and characters who
action heroes, a bit above the normal population in are well-suited to a task should find actions easier
ability. Increasing the number of dice per difficulty level than those who act without forethought or lack the
will make the game more realistic while decreasing them appropriate advantages.
moves it into the realm of super-heroes. Setting the resistance dice is an art not a science
and can generally only be learnt by playing the game.
Ultimately there is no right answer to how hard a task
Technology should be because it comes down to whatever is best
Each game setting or universe has its own level
for your game and your players.
of technology. This might be electronic or magic
technology and reflects the world's progress level.
In our real universe, cloning an animal would count
as being Challenging or Formidable but in a science
fiction game (or even a magical game) it might be
Simple or even Automatic.

45
1 6 11 16 21 26

2 7 12 17 22 27

3 8 13 18 23 28

4 9 14 19 24 29

5 10 15 20 25 30
6d6 Core
Combat And ing while everyone else takes their turns. However the
real speed and confusion of combat cannot be repli-
cated around the gaming table and taking turns is the
Movement only fair way to bring order to the chaos of battle.
To ensure fairness, combat is split into
Combat is an important part of many, but not combat rounds and in each round every character and
all, role playing settings and comes in many dif- monster has a turn. When everyone has acted the
ferent forms. It may be brutal all-out warfare, a round ends, a new round begins and the process
chivalrous jousting match or even children fighting repeats itself. Initiative ensures everyone has a turn
in a play ground. Whatever form the combat takes, and decides the sequence within the round in which
it is the consequences of success or failure that players and Game Leader take their turn.
make it special. Honour and kingdoms can be won
but failure can bring death, or even worse, shame.
It is the impact on the character's narrative which
Something Is About To Happen
When combat is about to start, the Game Leader
makes combat such an vital part of the game.
should indicate to the players something is about to
happen. This is the signal for players to organise their
Initiative character sheets, placing all their potential tokens in
their bank. Most importantly, once the Game Leader
When lives are on the line or when a fraction of a has declared "Something Is About To Happen" char-
second is the difference between life and death, this acters cannot change what they are doing or take any
is when Game Leaders need to determine initiative. actions until their initiative turn.
Initiative has a very simple function, to allow The start of combat normally indicates the start
players and Game Leaders to take actions in an orderly of a new scene. Players should check with the Game
sequence. This is completely artificial because, of Leader about time-dependent advantages such as
course, in real fights people do not stand around wait- status effects and advantages with the Freq. keyword.

47
Example Play all, their dynamic potential in the spent pile. Even
characters who are either doing nothing, just walking
Boban and Razir have pushed deeper into
down a corridor or on guard will not necessarily start
the ruined castle. Beyond a secret door,
with all their potential. Guards get bored and their
apparently unopened in millennia, they
attention wanders and even trivial tasks take some
find a small temple devoted to an unknown
mental effort. All these factors come into play to
god. A gold figurine stands on an altar and
reduce readiness.
the walls are covered in writing which Razir
Each character and monster in the fight should
recognises as an archaic form of his native
be assessed for readiness and start the combat with
Rakshasa tongue. Never one for books,
zero or more dynamic potential in the spent pile. If a
Razir lacks any useful skills and attempts
character is concentrating on a task when "something
to decipher the writings using his Rakshasa
is about to happen" is declared they automatically
Blood advantage and concentrating.
count as being 'busy' unless the task was directly
Meanwhile Boban is drawn to the figurine related to spotting the danger.
and spends a minute carefully examining
the altar for traps before deciding it is
Example Play
safe. Boban lifts the figurine, weighs it in
her hands and mentally values it before At the signal "something is about to happen"
placing it in her bag. Boban and Razir gather their potential in
their bank. The group assesses the characters
The Game Leader declares that "Something
for readiness and decide as Razir was
Is About To Happen".
concentrating on the writing he is therefore
Busy and loses three dynamic potential.
Readiness Boban's situation is more complex. She
The important question at the start of the fight is
had just finished picking up the statue
the characters' state of readiness. A character standing
so is no longer busy but neither was she
in a boxing ring waiting for the bell is fully prepared,
actively looking for danger. After a few
the character attacked while asleep is totally un-
moments' discussion the group decides
prepared. In between these two extremes is a broad
that Boban was passive and should lose
spectrum of readinesswhich most characters occupy
two dynamic potential.
most of the time.
What determines readiness are the characters' Both Boban and Razir move the lost
actions in the moments before "Something is about potential to their spent piles and are ready
to happen" is signalled. Characters who are busy with for the fight.
activities will start the combat with some, or perhaps

Spent
Readiness Description Dynamic
Potential
En Garde Fully aware of the danger and ready for combat; two boxers waiting for 0
the bell.
Alert Anticipating imminent danger and acting cautiously but the danger is 1
not obvious; sneaking through a haunted house.
Passive Character is neither actively looking for danger nor preoccupied with 2
another task; a guard on watch or a character moving down a road at
normal speed.
Busy Distracted by another task or relaxed and off-duty; a character chatting 3
with friends or picking a lock when the unseen enemy strikes.
Surprised Caught completely unawares; asleep or attacked by a trusted ally. 4

6d6 Core
Deciding Initiative Characters will have to nominate monsters if all
The decision of who gets their turn next is made the players have had their turns this round and smart
by the currently active player at the end of their turn. players will notice it is often better not to leave their
That is, if it is Fred's character's turn, then Fred gets enemies until last. When everyone has acted in a
to decide who goes next. This is known as nominating round a new round begins and the active player can
and is one of the three key parts of deciding initia- choose anyone but themselves. This enables them to
tive. The other two are deciding who goes first and choose whoever is in the most need or has the best
seizing the initiative. tactical position.
The nominated person must take their turn
when nominated unless someone else attempts to
Who Goes First? seize the initiative.
At the start of the combat it must be decided
who goes first. Combat often starts with an event: the
tavern drunk takes a swing at someone; the Viet Cong Example Play
commander shouts 'Fire' as the characters enter the
The guardian's attack is ferocious and
ambush zone; the SWAT team demolition expert blows
despite spending all her dynamic and
open the front door. In these situations the game's
static potential in defence, Boban has
narrative makes it clear who should have the first turn.
been badly hurt. With the guardian's
Other situations are not so clear. Two boxers in the ring
turn ending the Game Leader considers
waiting for the start of the round have an equal claim
who to nominate. The monster does not
for going first when the bell sounds. In these situations
know the characters' capabilities so the
players must compete to seize the initiative.
Game Leader decides it is most logical to
Once it is decided who is going first the charac-
nominate Boban. This way, if Razir has any
ter takes their turn and when finished nominates the
ability to help Boban with healing or other
next player to act.
magics, the gnome will not have them in
time for her turn this round.
Example Play
Having been nominated Boban must take
The Game Leader reveals there is a her turn, but chooses to do nothing and
guardian spirit summoned to attack anyone recoup three dynamic potential before
attempting to steal the gold figurine. It nominating Razir. The Rakshasa is also low
appears next to Boban after she places the on potential and also does nothing in order
figurine in the bag. to recoup extra potential. He is the last
character to act this round so a new round
Everyone in the group agrees the guardian
starts and he may nominate anyone except
will go first as its appearance starts the
himself. He nominates Boban so the
combat. Unfortunately for Boban she is the
Gnome can recoup more potential before
target and the guardian unleashes everything
the guardian can attack again.
it has against the thieving gnome.
Boban already has two dynamic potential in
her spent pile, leaving her with two dynamic
Seizing The Initiative
Whenever a character or monster is nominated,
and two static potential in her bank. She
anyone else who has not had their turn this round
is not defenceless and it is fortunate the
may attempt to seize the initiative. If the attempt is
guardian is not attacking her companion who
successful they become the active player, take their
is down three dynamic potential.
turn and nominate the next person to act. To seize the
initiative a character must bid using one or more dy-
Nominate namic potential from their bank. All other players who
At the end of their turn, the player nominates the haven't acted this turn may now also bid to seize the
next person to act. They may choose anyone, charac- initiative. The character originally nominated is able to
ters or foes, with two exceptions. bid and must do so if they wish to keep the initiative.
When bidding, players can only bid once and
\\ They cannot nominate themselves
may not change their bid in response to other players.
\\ Characters or monsters who have already
Bids are final and all bid potential is spent whether
acted this round cannot be nominated
the player wins or not. Once all bids are in,players

49
move the bid potential to the spent pile and roll
1d6+0 for each potential. The highest scoring
Combat Rounds
player becomes the active character and takes their In a combat round, every character and monster
turn. In the case of a tie between the highest rolling who isn't dying or otherwise helpless has a turn in
players they reroll their dice to decide a winner. If which they can take actions and recoup potential.
just one person is bidding they win the initiative Once the last person has taken their turn the combat
automatically but must still spend the potential. round ends and a new round starts.
Having seized the initiative a character takes
a normal combat turn, acting and spending poten-
tial as they desire with one exception: they must
Character Turns
In each character's turn they recoup potential
take at least one meaningful action which spends
and may carry out multiple actions. As long as the
potential. This means they cannot do nothing nor
character has potential to spend they can take as
may they simply recoup potential and nominate
many different actions as they desire. Each turn lasts
the next character.
as long as needed, only ending when the player does
not wish to act or has no more potential to spend.
Example Play
The Game Leader realises what Razir is
Before Anything Else
Once a character has the initiative but before
up to and declares the guardian is seizing
they can act, several things may happen. These
the initiative with a bid of two dynamic
events, if applicable, happen in this specific order.
potential. Boban considers bidding but
cannot afford to spend the potential. If \\ Any full round actions the character started
she bid and still lost she would be almost last turn are completed and resolved.
defenceless. Razir could bid but decides, \\ Potential placed in anticipation but not used is
like Boban, it is better to keep hold of moved into the spent pile.
the potential. \\ Status effects with a Start-Of-Round keyword take
effect, attack or otherwise activate.
As the only bidder the guardian wins
the initiative and moves two dynamic
potential to its spent pile. The first thing Actions
it does in its turn is to recoup potential In their turn characters take initiative actions
before once again attacking Boban. which may have in-game effects such as movement, or
Having spent some potential on the bid meta-effects such as doing damage, recovering life ad-
and with Boban having some potential vantages, applying status effects or other action effects.
for defence, the attack is less effective They may also make potential actions and, at the Game
and the gnome gets to live, at least for Leader's discretion, free actions. Characters may find
another round. themselves making resistance actions during their turn
if they are the victim of an opportunity action, a
passive danger such as a trap, status effects or other
Keep Things Moving forms of attack.
The initiative sequence introduces a tactical All actions require potential to be used and
element to combat which the players can use to moved to the spent pile after the action is complete.
coordinate their activities. The downside is players
may spend a long time discussing the different op- Example Play
tions at the end of each of their turns. Players in-
As the gang of five ruffians closes around him,
cluding the Game Leader should encourage brevity
Lord Peter assesses his chances. Fortunately
and speed in making these decisions to keep the
he had seen them approaching and was fully
game moving at pace. If groups find the nomina-
prepared, with all four of his dynamic and
tion process slows the game down or is too tactical
both his static potential in his bank. Another
for their taste, only use it for the first round but
bit of good news is that he recognises the
take note of the order everyone acts. Each subse-
type of men - dockhands and drunks, no
quent round then use the same sequence of turns.
doubt hired by Mr Big to rough him up. With
cash in their pockets, Lord Peter is sure they
will run as soon as they get hurt.

6d6 Core
Once the ruffians are within arm's reach, Now with only one dynamic potential in
Lord Peter lashes out. He spends just one his bank and one ruffian still standing
dynamic potential on his Boxing (1d6+2) Lord Peter considers going for broke but
and attacks the first man. Reassuringly opts to play it safe. Not knowing who else
the thug can only manage 1d6+0 in is hiding nearby in the darkness, having
defence and, with a good dice roll, Peter's some potential left is the wise move. Lord
fist crushes the man's nose. The ruffian Peter signals his turn is over and the
staggers back into the fog and out of sight. remaining thug starts their turn.
Lord Peter strikes out three more times at
Characters who have potential in their damage pile
three different opponents, each time using
may move it into their spent pile by using their re-
just one potential on his Boxing advantage.
coup. Moving one token out of the damage pile is the
One ruffian is knocked out cold, another is
equivalent of moving two tokens from the spent pile.
vomiting after being hit in the stomach but
Only dynamic potential can be moved this way unless
the third got lucky and avoided his blow.
a character decides not to act.
Lord Peter has now spent four dynamic
potential and his bank has just two static
potential left.
Do Nothing
A character does not have to act during their
turn, they can opt to do nothing. Instead of acting the
Moving In Combat character takes a moment to assess the situation,
Characters are free to move while in combat by gather their thoughts and plan ahead. As the name
using potential actions or advantages with the Move- suggests, while doing nothing characters cannot take
ment keyword. They can move past enemies and any actions which require the expenditure of po-
away from foes they are fighting without restriction or tential or the rolling of dice. Free actions are at the
hindrance. Movement is only dangerous if the char- Game Leader's discretion but anything that requires
acter attempts to move through a square occupied by attention or a modicum of thought should not be al-
an enemy or a foe has an Opportunity advantage. lowed. Characters can recoup and may anticipate.
In return for taking this moment to catch their
breath, characters gain two benefits. Firstly they can
Recouping And Acting recoup one additional potential, i.e. a character with
Characters can recoup a number of dynamic po-
a recoup score of two may recoup three when doing
tential from their spent pile to their bank each turn and
nothing. Secondly they may recoup static as well as
may do so at any point during their turn. Players may
dynamic potential. This can be in any combination
not move more dynamic potential than is allowed by
allowing players to recover all static and no dynamic,
their recoup score. Recouping can be split into separate
no static and all dynamic or some static and some
moves, allowing the the character to recover some po-
dynamic. Potential (including static potential) can
tential and act before recovering more. The sequence
be moved from the damage pile when doing noth-
of recouping and acting is entirely up to the player
ing. The total number of potential recouped cannot
but the amount of dynamic potential recouped during
exceed the character's recoup score plus one and
a turn cannot exceed the maximum allowed by their
moving either type of potential token from the dam-
recoup score.
age pile counts as moving two tokens.
Example Play
Example Play
With three thugs down on the ground
and two left standing, Lord Peter has no Corvell and Drax are battling a horde of
dynamic potential left. It is time to recoup. goblins and green corpses already litter the
He moves two dynamic potential from his ground in front of them. The next wave of
spent pile back to his bank before choosing attackers is some way off and it is Corvell's
to spend one more on a final strike. Lord turn. The wizard has two dynamic potential
Peter gets eight, his maximum, while the left but no static potential which is bad
poor ruffian scores one, his minimum. news as many of his magic abilities need it.
With a mighty uppercut the aristocrat lifts
Corvell decides to do nothing and let the
the thug into the air and the dockhand is
Goblins come to him. More importantly it
unconscious before he hits the ground.

51
allows him to recoup some static potential. Now the zombie manages a second attack for
Normally the wizard recoups two potential 2d6+1. Belle has used both her anticipated
so by doing nothing he can recoup a advantages but thanks to anticipating she
third. He only has two static potential so now has two unspent dynamic potential and
he moves both his static tokens and one spends them on her Weapon Expertise and
dynamic token from his spent pile and into Kitchen Knife. This is more than enough to
his bank. keep the flesh-eater at bay.
It is Belle's turn again and she knows this
Anticipation round will be tougher. Shouting for her fellow
Characters can choose to anticipate with advan- survivors to "Hurry the fuck up!" she recoups
tages by using unspent potential. If they anticipate two dynamic potential. Spending one potential
correctly they automatically recover potential, effec- to back away from the monster and towards
tively using the advantage for free. However if they her companions, Belle places her second
do not use it, the potential is spent with no gain. potential down, in anticipation, on Toughness.
At the end of their turn, a player can antici-
Just then, a shotgun roars, the zombie's
pate by placing potential tokens on the advantages
head explodes and the other survivors come
they expect to use. At any point before the start of
running out. It's Belle's turn again and she
their next turn the character can use those ad-
has not used her Toughness so the potential
vantages in resistance actions or opportunity actions.
used in anticipation is wasted and moved
Once used, the anticipated potential is moved
to the spent pile. Recouping two dynamic
immediately to the bank rather than being spent.
potential, she sets off in pursuit of the group.
The action can contain advantages that were not
anticipated and the potential for these is spent in
the normal fashion. Not all anticipated advantages After Everything Else
need to be used in a single action. A character's turn ends when they have com-
At the start of the character's next turn, any pleted all the actions they wish to or are able to take.
anticipated potential which has not been used (i.e. At this point any status effects which have a effect
is still placed on the advantage) is immediately duration of either a round or an action and that have
moved to the spent pile. This is the cost for incor- been on the character since before the start of this
rectly anticipating. turn come to an end. The player may now nominate
the next person in the initiative sequence.
Example Play
Spotting the zombie, Belle rapidly changes
In Other People's Turns
Generally a character cannot act during another
her plans. Escaping out the back of the
person's turn but there are exceptions. Other than
house had seemed like a good idea but now,
their timing they are handled no differently from any
face to face with a zombie, she isn't so sure.
other form of action and any potential used moves
Tackling the zombie by herself would be
to the spent pile. Taking actions out of turn does not
dangerous with just a single bite leading to a
make it the character's turn and anything dependent
fatal infection. Knowing her fellow survivors
on the character's turn such as recouping or status
are not far behind her, all she needs to do is
effects does not apply.
to buy time by defending herself.
Belle has two unspent dynamic potential Resistance Actions
and no static available. She ends her turn Characters will need to perform resistance actions
by placing one dynamic potential on each of when targeted by the effects of opponents' actions.
her Toughness and Headbutt in anticipation, This uses potential but the character may use their
and doesn't have long to wait before the first free resist advantage at no cost if it is appropriate to the
zombie attacks with 2d6+1. As the zombie situation. The free resist advantage may be combined
tries to bite her she fights back, using her in an action with other advantages the player spends
Leather Jacket and both her Toughness and potential on, including advantages that have been
Headbutt for 3d6+4. The jacket is a free anticipated with. The free resist can be used in any
resist so costs no potential and the potential number of separate resistance actions but, like any
used in anticipation moves back to her bank. other advantage, it can only be used once per action.

6d6 Core
A character may make multiple resistance It is up to the player with the opportunity advan-
actions during other people's turns, using poten- tage to ensure they pay attention and declare their
tial in each. If the character lacks potential, their action at the right time. If the player whose initia-
free resist is not appropriate or they simply do not tive turn it is has already played another action or
wish to act, they have an automatic resistance score recouped potential, the opportunity has been lost.
of one. Advantages used in resistance actions Each player may only make one opportunity action
do not have an effect except when an advantage spe- per trigger event even if they have two opportunity
cifically states that it does has an effect when used advantages that apply. Multiple different characters
in a resistance action. For example, a grenade can may make opportunity actions triggered by a single
be used in a resistance action but the effect, Blast event and these are resolved in the order in which the
(xd6), does not apply. players declared their wish to act. Once an action is
declared, characters must act even if the situation
has been changed by another character's actions.
Opportunity Actions Opportunity actions do not cascade. That is, oppor-
An opportunity action interrupts the normal
tunity actions never trigger other character's opportu-
sequence of play, allowing a character to act outside
nity actions.
of their turn.
This is only possible if the character is using an
advantage with the Opportunity keyword. Opportunity Aid Other / Aid Resist
actions are resolved normally, including the expendi- The two keywords, Aid Other and Aid Resist are
ture of potential, and once completed the normal special forms of opportunity actions. They allow char-
sequence of play resumes. acters to act outside of their turn in order to assist
Opportunity advantages can only be used under another character in either an initiative action (Aid
certain circumstances known as trigger events. For Other) or a resistance action (Aid Resist). Without
example, the Retreat advantage can only be used these keywords it is not possible for a character to
when a foe moves towards the character. Each ad- assist other characters in actions during a combat round.
vantage specifies a particular trigger and unless the The assisting character rolls their own dice and adds
circumstances fit, the advantage cannot be used. The their dice modifiers. The total is added to the action
character must be aware of the trigger - for example score of the character taking the initiative or resistance
the Retreat advantage cannot be used if the charac- action. The grand total of both characters' actions is
ter doesn't notice the foe approaching. Each oppor- used to decide whether the action was successful or not.
tunity advantage also identifies the scope or effect of The assisting character's action and advantages
the action allowed, preventing a character from using must be appropriate and beneficial to the character
a Retreat advantage to attack a foe or from using a making the initiative or resistance action. Some Aid
Back Stab advantage to run away. Other and Aid Resist advantages specify how the
characters can assist or under what circumstances
they can help. Using these keywords removes the
situation bonus added to the resistance for multiple
characters working together. The assisting character
may grant other situation bonuses to the opponent.
Factors such as range may be important and any
situation bonuses are calculated normally, just as if
the assisting character was taking an action on their
own. Multiple characters with Aid Other or Aid Resist
advantages may all work together on a single action.
Potential is spent normally by the assisting
character. In the case of Aid Resist, they may use
their Free Resist advantage for free as part of the
resistance. However their advantages have no effect,
just as they would if they were making a resistance
action themselves. Despite being part of the resist-
ance action, the assisting character is not affected
by the attack if the assisted resistance fails. Only the
original target suffers the consequences.

53
Moving In Combat Mosey
A mosey or walk is a short movement that exchang-
In combat players become concerned about the es distance for consistency. It can only be used for
details of movement because small variations in posi- movement using a potential action or for an action
tion can mean the difference between life and death. consisting of a single advantage with the Movement
Movement can be tracked using figures, 5' squares and keyword. The mosey does not need a dice roll and
battlemats, or it may be handled in a more abstract provides the character with a predictable amount of
manner. Whichever method is used the principles are movement equivalent to a dice score of three. Mosey
the same. Movement in combat requires characters can only be performed during an initiative action and
to use potential in actions that overcome the resist- not as part of an opportunity action.
ance set by the terrain.
To move in combat characters need either
an action with a Movement keyword or to rely on a
Run
Running allows the character to move further, but
potential action. As with any other action, the character
it is a less predictable form of movement. It can
spends potential and rolls their dice and the resist-
be used with a potential action and must be used
ance is set by the terrain and other factors. There is
when the movement action consists of more than
one significant difference: movement is an anomaly
one advantage. Running using a potential action is
because the characters only have to equal the resist-
worth 1d6+0.
ance to succeed, rather than beat it.

Movement Types Movement Resistance


Movement actions is opposed by
A potential action is the normal method of
Movement Resistance (MR) which is set by the nature
movement for most creatures. With the expenditure
of the terrain the character is moving across. For
of a single dynamic potential the character can
detailed tactical movement the terrain is split up
make a single movement. This can be a mosey (walk)
into 5' squares and each square may have a differ-
which delivers a fixed rate of movement or a run
ent movement resistance. One 5' square of flat level
which is more variable but can take the character
ground has a MR of one and a character only has to
twice as far as a mosey. Characters can make multi-
equal the resistance to move into the square. It does
ple movements in a single turn, spending one poten-
not matter from which direction the character enters
tial for each, but these are distinct and separate
the square, the movement resistance of a square is
actions. This is important when characters or foes
always the same regardless of the direction of travel.
have opportunity advantages or other special abilities
Players do not need to state where they are moving
triggered by movement.
before they roll their action dice. They can choose
The Movement keyword appears on relatively few
their route and destination based on their action
advantages and is generally used for more specialised
score but once they have rolled or declared they are
forms of movement. Using a Movement keyword has
moseying they must move at least one 5' square.
two major benefits for a player over using a poten-
Failing a movement action occurs when a char-
tial action. They may combine multiple available and
acter cannot move the required minimum distance
appropriate advantages together as long as at least one
of one square. The consequences of failing depend
has the Movement keyword. By combining advantag-
on the circumstances and can range from no effect or
es the character can make a single large movement
simply slipping over to misjudging a jump and plum-
which helps avoids obstacles and reduces the threat
meting to the ground.
from opportunity actions. The second major benefit
of advantages with the Movement keyword is their CP
and dice value can be increased. Characters using Movement Resistance per 5' square
only potential actions can never move faster than a
MR 1 Flat, level surface; the floor of a house.
mosey or 1d6+0 run.
The characters' form of movement is down to the MR 2 Rough, difficult or slippery ground; ploughed
game's narrative and common sense. Humans move field or snow.
on two feet, birds fly, fish swim but they all mosey or
MR 3 45 or more slope; a river bank.
run and all move at the same rate. It also applies when
characters adopt other forms of movement such as MR 4 Near-vertical slope or horizontal 5' jump; a
swimming, flying, burrowing, climbing or teleporting. rocky outcrop.

6d6 Core
MR 5 Vertical slope with few handholds; a well-built to mosey. The guaranteed result of three
castle wall. takes them right up to Razir but they have
no potential left.
MR 6 Smooth, vertical slope; a glass facade on a
skyscraper. Razir is last to act but is running using his
Sprint advantage worth 1d6+1 and, after a
MR 7 An overhang or vertical 5' jump; a balcony.
discussion with the group, Grace (1d6+2)
With some modes of transport such as flying, as he elegantly starts his move by leaping
terrain does not have any impact and all squares are over a table. The Game Leader says that
treated as having a MR of one. Game Leaders can the leap will add three on the movement
introduce resistances based on other factors such as resistance. Razir rolls three on the dice,
weather, river currents or fluctuations in the trans- scoring a total of six. The first square of
dimensional astral plane. movement counts as three and the rest one
each, so he has only travelled four squares.
He is still six away from the back door.
Hidden Movement Resistance
It is assumed characters are able to assess the
terrain before moving and pick their route accord- Occupied Squares
ingly. Occasionally hazards may be hidden, such as Characters can move into squares occupied by
the level snow hiding the deep ditch. Game Leaders other characters or foes with an additional cost to
should not tell the players until they move and reach the movement resistance. A square occupied by an
the squares with the troublesome terrain. The charac- ally (or a person choosing not to hinder the char-
ter can then decide whether to carry on, if they have acter) raises the square's MR by one. Attempting
a high enough action score to beat the new resist- to enter a square containing someone who wishes
ance, or to stop their movement. to prevent this happening grants the occupant a
proximity resistance action. Their resistance action is
added to the movement resistance for the square. If
Example Play
the occupant is unable to act, the minimum resist-
Boban and Razir are enjoying a quiet ance score of one is added. If the square's total
drink in the Dead Pony Tavern, a favourite resistance prevents the character from entering, the
haunt of adventurers, when in walk the movement ends with the character outside the oc-
town guards who immediately spot the two cupied square.
notorious thieves. It is time for a quick There is no additional movement resistance for
getaway. The Game Leader declares that leaving an occupied square unless the occupant
the guards are five squares away from the wishes to prevent it. Leaving triggers a proxim-
heroes and the back door of the tavern is ity resistance action and its score is added to the
ten squares away from them (15 squares movement resistance of the square the character is
from the guards). attempting to enter. If the movement action cannot
equal or exceed the resistance for the next square the
It is Boban to act and she has four
character remains stationary. Because all resistance
dynamic potential. Looking at the
actions score a minimum of one, leaving a square
distance, she decides to mosey four times,
when the occupant wishes to resist always increases
each time using one of her potential as a
the movement resistance by at least one.
potential action. Four moseys later, each
Attempting to pass through a square occupied by
covering three squares, she is out of the
an enemy in the same action will trigger the resist-
door (only ten squares away).
ance both for entering the square and for leaving it.
The guards go next. The Game Leader
decides they have two potential available
and they are running towards Razir. Rather
Encumbrance
For the most part players and Game Leaders
than roll for each guard, she declares there
should ignore the weight and bulk of the equipment
will be one dice roll for all the guards.
the characters are carrying. Common sense should
The guards are using potential actions
be applied and if a character is clearly carrying too
and rolling 1d6+0. They get a two, leaving
much the Game Leader can simply state they cannot
them three away from Razir. The guards
move under such a load. As a rule of thumb, a
spend their second potential, this time

55
character can carry enough equipment for a few combat, the benefit to an attack of the extra momen-
days of travel plus weapons and armour without tum of the movement and the difficulty in defend-
being penalised. ing against a moving opponent. The 5' step is only
Sometimes usable in initiative and opportunity actions and not in
a character resistance or other types of actions.
Encumbered
will be encum-
Hazard
bered and still
The character is overloaded with a wish to move
Staying Hidden
Moving and remaining hidden from detection
heavy or awkward burden. The char- and act, for
is an act of deceit and suffers the standard 2d6+0
acter can only move via a mosey and instance when
penalty to the resistance for acting while deceiving.
all physical activities are hindered. carrying an
unconscious
companion to a rescue craft. The character gains Less Tactical Movement
the Encumbered status effect with a dice value set by For Game Leaders who are playing without battle-
the Game Leader as appropriate to the load being mats and figures, movement will necessarily be less
carried. A CP 10 / 1d6+3 effect would be appropri- exact. Instead of moving three squares, characters
ate for carrying an adult human. In some situations a will want to move to the other side of the room or run
character who is unencumbered will still find them- down the fire escape. Movement is handled in exactly
selves disadvantaged by their equipment. It is very the same way for this style of game except that the
hard to swim in plate metal armour and the Game Game Leader will set the movement resistance.
Leader must use their discretion and apply situation
bonuses as appropriate.
Any situation bonuses or additional resistance
for encumbrance are rolled and added to the move-
Time In Combat
ment resistance for the first square the character Game time is an abstract concept with pe-
wishes to enter. riods of time being sliced into a loosely defined
time scale. During combat players will focus on the
smaller units of game time: actions and rounds.
Standing, Sitting & Lying Down Almost all actions a character makes take an 'ac-
Characters are always assumed to take the
tion' length of time which is about a second, short
most favourable position for their action. They swap
enough to allow several actions to be taken in the
between standing, sitting and lying down as needed
same round. However characters will occasionally
without the player stating this, and without it cost-
wish to take actions taking a whole round.
ing potential. The exception to this occurs when a
Longer actions are needed when characters
character is knocked down, falls down or is otherwise
wish to gain situation bonuses by extending the
forced to change position. Standing up afterwards
action's duration. Characters may also wish to use
requires a movement action with an MR equal to the
advantages with the Time (Specify) keyword which
MR of the square currently occupied. This may be
commonly specifies a longer time scale such as a
done as part of a mosey or run.
scene or session. Shortening this time scale to a
single action usually involves adding significant
Moving & Acting situation bonuses to the resistance. Taking a round
With a few exceptions movement cannot be rather than an action can minimise those penalties.
combined with an another action focus because very
few things get easier when moving. The reverse is
also true with very few actions making it easier to
Full Round Action
In order to take an action lasting a complete
move. Game Leaders should require players to make
round, during their turn the character must place
separate actions for movement and other activities.
the required potential on the advantages they are
using in the action. It must remain there until the
5' Step start of the character's next turn when the action
A 5' step allows the character to attack with a is completed. While the potential is in place the
melee weapon and, by spending one additional dy- character cannot undertake any form of action that
namic potential, to move one 5' square. This mod- requires the expenditure of potential or the rolling
els the constantly moving nature of hand-to-hand of dice. The character is defenceless though they

6d6 Core
do gain the automatic minimum resistance score acter's on-going story. What makes sense given the
of one and may benefit from situation bonuses character's personality, history, recent actions and
such as range which require no effort from the the situation they find themselves in?
character. The action can be abandoned at any
point if the character wishes to take an alterna-
tive action (such as defending themselves) but
Start-of ...
Some status effects, particularly hazards like
the placed potential is immediately moved to the
On Fire, have the Start-Of-(Specify) Keyword indicat-
spent pile.
ing it has an effect whenever a new time period
The action is completed once the character's
starts. For example, Start-of-Turn takes effect at
potential has been in place from the end of one
the start of a character's turn. Statuses with the
turn until the start of their next turn. At this point
Start-of-Scene keyword will have their effects
situation bonuses are applied, the target gains a
right at the beginning of combat or shortly before,
resistance action and the action is resolved. The
depending on when the scene started. Longer time
character may choose their target, area or effect
scales are unlikely to come into play during com-
when the action is completed but they must use all
bat. Effects always happen first in any sequence
the advantages with placed potential and no more.
of play; specifically Start-of-Turn happens before
It is meaningless for characters to take actions
a character has the chance to recoup or act and
longer than a single round. Time is measured in
before any unused anticipated potential is moved
distinct steps from actions to rounds to scenes.
to the spent pile.
These units do not add up in the way sixty seconds
add up to a minute. A round can be made up of
any number of actions. A scene can be any num- Short Durations
ber of combat rounds. Taking two or even twenty Status effects last for an entire scene by
rounds to perform an action is the same as taking default but characters may wish to shorten this to
a single round. As combat is generally considered gain situation bonuses. Status effects with a dura-
a scene by itself, a character wishing to take a tion of one round last until the end of the affected
scene for an action must spend the entire combat character's next turn. This ensures a character is
performing the action, which is only completed under its effects (for good or ill) for at least one
once the fight is over. full turn. Characters can place effects on them-
selves during one turn and benefit from the effect
for the remainder of the turn, in any resistance or
Status Effects in Combat opportunity actions they take in between turns and
Status effects can be time-dependent in two through all of their next turn.
different ways. They have a limited duration and An effect with a duration of a single action
some statuses have effects that occur at regular is handled as per an effect with a duration of a
intervals, e.g. every round. round, remaining on the character sheet until the
end of the character's next turn. However, once the
status has been used it is removed from the char-
Pre-Combat Status Effects acter. For beneficial effects this allows characters
Characters may have status effects with
to choose when to take the benefits and even to
limited durations in place prior to the start of
accumulate several status effects before acting.
the combat. The start of combat is generally the
Detrimental effects tend to either use the
begining of a new scene and most preexisting
Start-Of-(Specify) keyword or have a specific trig-
status effects with durations of a scene or less will
ger such as the character using a Body advantage.
expire as combat starts. However, characters who
If they only have a duration of a round, depending
know a fight is imminent can prepare themselves
on circumstances they may wear off or be removed
(this is commonly called buffing). In this situation
before they has any effect. As with positive ef-
the preparation and combat are part of the same
fects, if the status has a duration of a single ac-
scene. Effects with durations of a single round or
tion and does take effect, it is removed from the
even a single action may be in place if the charac-
character sheet afterwards.
ters can time the start of the fight to their benefit.
Game Leaders and players should discuss what
status effects are active at the start of the fight.
The overriding principle is the narrative, the char-

57
Combat Situations 2d6+0 of cover as most of his body is
hidden but the pirate gets 1d6+0 as the
Combat can throw up all sorts of strange situa- doorway only protects half the body.
tions which are impossible to predict and cover in the
The pirate takes a shot at Mr L. Pliskin
rules. For these, the Game Leader uses their judge-
with 4d6+3 worth of advantages. Pliskin
ment and awards situation bonuses to the attacker or
immediately gets 2d6+0 for the cover
defender as appropriate. However, there are a lot of
plus 1d6+2 for his free resist. To bolster
situations that do occur regularly in combat which
his defence, he returns fire with his pistol
the rules can cover.
and expertise for 2d6+3 giving him a total
resistance of 5d6+5. However, though
Size & Distance the danger from Pliskin's gunfire make
The most common situation bonus in combat life harder for the attacker, the threat is
relates to the distance the attacker is from the target reduced by the pirate's cover which is
and the area or size of the target. Critical to this are added as a situation bonus to his roll,
the Range (x) and Area (X) keywords which define the bringing the pirate's attack up to 5d6+3.
situation bonuses awarded. This includes attacking
multiple targets with a single action, e.g. shooting
two people with a single shot. See Action Scope for Relative Position
more details. The relative position of the attacker to the
defender may be important. In melee the higher
person gains a 1d6+0 bonus to their action. With
Cover range weapons it is more of a mixed blessing as the
Cover is anything that protects or obscures the
angles and foreshortening can make the target appear
target from the attacker. This includes walls, fog, foli-
smaller. A 1d6+0 bonus to range attacks only applies
age and force fields. It needs to protect a large part of
if the relative position gives a clear benefit, however a
the body to generate a 1d6+0 situation bonus, most
height advantage may allow an attacker to reduce the
of the body for a 2d6+0 bonus and all but an eye or
benefits of cover.
similar for 3d6+0. What should be counted as cover
depends on the nature of the attack but it is recom-
mended things are kept simple. Obscurement such as Flanking / Multiple Attackers
mist or foliage is ignored by melee attacks but does Attacking from behind or from the side does not
inhibit range attacks. How effective a stone wall is give any bonuses nor does having to defend against
against a psionic or magical attack is left to the group multiple attacks. A character's potential incorporates
to decide but as a rule of thumb, anything that makes their ability to defend themselves against an attack
the target harder to see provides protection. from any direction. The less potential they have in
Blast (xd6) and Aura attacks are harder to defend the bank, the more vulnerable they are to attack.
against. These keywords cover poisonous gas at-
tacks, magical fireballs, sonic attacks and many other
magical or technological dangers. The real-world
Point Blank
When the target of a range weapon is adjacent
behaviour of cover against such attacks is very com-
to the character, it counts as point blank range. This
plicated and how cover helps against magical attacks
makes no difference to the attack or defence except
is anyone's guess. For simplicity cover should only be
when the weapon has a long barrel (e.g. a rifle) or is
allowed against areas of effect if it is solid, such as a
similarly cumbersome (e.g. a long bow).
well-built brick wall, covering most of the character.
The problem with using a sizeable range weapon
For each solid wall or substantial barrier between the
against an adjacent target is the ease with which the
centre of the area of effect and the character, add
opponent can deflect the weapon by pushing it aside.
1d6+0 to the resistance.
Plus, due to the close range, the user has to move
their weapon a relatively large amount to keep the
Example Play weapon aimed as the target moves. All two-handed
range weapons grant the target a 1d6+0 situation
Mr L. Pliskin is crouched behind a
bonus at point blank range unless they are specifi-
makeshift barricade exchanging gun fire
cally a short-barrelled weapon such as as a carbine or
with a pirate who is using a doorway for
coach gun.
cover. The group decides Pliskin has

6d6 Core
Avoiding Friendly Fire
When a target is next to a friendly character, i.e.
someone the attacker does not want to harm, range
attacks become harder. For each friendly character
adjacent to or in the same square as the target, the
target receives a 1d6+0 situation bonus.

Occupying the Same Square


Two or more human-sized characters can occupy
the same 5' square. However, they may impinge on
each other's ability to act depending on the type of
action being attempted. Attacking someone from a
square with multiple occupants adds a 1d6+0 situ-
ation bonus to the defender as the attacker cannot
swing their sword so easily or are more likely to be
nudged whilst trying to aim their gun. In the reverse
situation, when two defenders occupy the same
square, there is no bonus. A target's disadvantages
from being restricted are offset by the extra cover disadvantaged by the bonus and it makes the
earned from their companion. If a square is occupied game more fun, give the bonus.
by two characters attacking each other there are no \\ Each situation is different. Giving a situa-
situation bonuses as both parties are equally advan- tion bonus once does not mean the bonus will be
taged or disadvantaged. awarded every time a similar situation comes up.
Other types of actions, such as awareness, are
unlikely to be disadvantaged by multiple occupants;
however each situation should be judged on its own Returning Fire
merits. The nature of the action, the number and size Using any form of attack in a resistance ac-
of the occupants and the general environment are all tion grants the attacker situation bonuses exactly as if
factors to be considered. the defender was the attacker. The counter-attack's
purpose is to hinder the attacker's ability to complete
their action. To do this the counter-attack must be a
Other Situation Bonuses credible threat to the attacker which requires it to be
Beyond the common bonuses, there are an
on target. This is why the resistance action may give
infinite number of other circumstances that might
situations bonuses for range and cover to the attacker.
warrant giving a situation bonus to one side or the other.
In some cases, the number of situation bonuses the
When deciding whether to give a bonus or not, con-
resistance action gives the attacker may outweigh the
sider these points.
value of the resistance action.
\\ How does this circumstance actually help or
hinder the character? Just like using an advan-
Example Play
tage in an action, the player must be able to
justify the situation bonus. Little Red Hawk is standing in the street
\\ Is the effect significant enough to justify a when the notorious cowboy Fast Fingers
bonus? A 1d6+0 bonus gives quite an advantage. Freddy takes a shot from a nearby window.
The circumstances may be helping the player but Spotting the danger just in time and
are they helping enough? having no other way to protect herself,
\\ Lots of little things? Sometimes no single fac- Little Red Hawk throws her tomahawk.
tor can be judged to warrant a bonus but the sum Freddy is attacking with 1d6+2 for his
of several minor advantages can. Rifle and a Rifle Expertise of 1d6+2 for a
\\ Is it fair? Is it fun? To be fun for all, games total of 2d6+4.
need to be fair. If giving a bonus to one player
Little Red Hawk is resisting with her
would be unfair to another then the bonus
1d6+2 Tomahawk, 1d6+1 Throw and
should not be given. However if no player is
1d6+0 of Brawn. Things look good for the
native with a resistance of 3d6+3

59
However, Fast Fingers Freddy has cover sub-optimum combination of advantages or by not
from the window and gains a 1d6+0 targeting the most vulnerable character. Having a
situation bonus. Now Freddy has 3d6+4 creature simply taking a more defensive strategy for
against Red Hawk's 3d6+3. a round or two, recharging their potential, will give
the characters a chance to regroup.
Fast Fingers Freddy and Little Red Hawk
With the randomness inherent in the game,
are 30' (6 squares) apart. The rifle is
sometimes characters will be in danger of dying
Range (3) so Little Red Hawk gains
regardless of what the Game Leader does. This is
a 1d6+0 bonus because she is in the
a good because fights should be dangerous, but
weapon's second range step. Little Red
once a character is down the creatures should
Hawk has Range (1) for her tomahawk
ignore them. The character's situation is not going
and Range (1) for her Throw giving a total
to become any worse (see dying) which should give
of Range (2). This puts Freddy in the
the rest of the players plenty of time to revive their
weapon's third range step and he gains a
unfortunate comrade. Even if the creatures win the
2d6+0 situation bonus.
fight and drive off the characters, the monsters will
Fast Fingers Freddy now has an attack only strip the obvious treasure and leave the body,
of 5d6+4 whereas Little Red Hawk has a allowing the rest of the party to sneak back and
resistance of 4d6+3. The odds are back recover the comatose character.
in favour of Freddy but Red Hawk still
has a slightly better chance of avoiding
damage by throwing the tomahawk than
Be Smart
Living creatures, whether dumb animals or evil
by not acting.
wizards, do not blindly run into fights. They will
retreat when in danger, gang up on easy targets and
do whatever they can to win the fight. This is also
Monsters & Mooks true for most non-living creatures such as robots or
ghosts. Only a few monsters like zombies blindly
Heroes need enemies to fight, villains to van- succumb to blood-lust.
quish and monsters to slay. These come in many The biggest danger to any creature (or charac-
shapes and forms but all have one thing in common: ter) in a fight is being outnumbered. With all the
they intend to harm the characters. creature's potential put into defending against the
Monsters and mooks are the opponents the first attacker, they are left exposed to the second
characters face across the battlefield. A monster has or third. Monsters who just charge headlong into a
a monster sheet just like a character has a character group of enemies will very quickly find themselves
sheet. They also have potential and are played by on the endangered species list.
the Game Leader using exactly the sames rules that
apply to the players and characters. Mooks are dif-
ferent. Instead of a monster sheet, they have special
Running Away
Whether they bravely run away, bug out, cheese
rules and a single dice value. This makes them a lot
it, scarper or make a tactical withdrawal, it's all
weaker than monsters but also a lot easier for the
the same. Putting as much distance as possible
Game Leader to manage.
between yourself and a stronger enemy is a good
tactic. Creatures and NPCs should follow the same
Running Monsters plan - rather than standing around being killed to
The aim of combat is not to kill the characters. the last man they should run. This presents the
A Game Leader can do this any time they want by characters with an interesting dilemma. Retreating
throwing wave after wave of over-powered creatures creatures can regroup and attack again but they may
at the party. Instead, fights should be like a roller also hole up in a highly defensible location or lead
coaster: full of ups-and-downs, fear and screaming the party into an ambush. Giving chase is also likely
but with everyone arriving safely at the end, laugh- to split the party and allow the enemy to gang up on
ing about the experience. individual characters. When the characters are on
The art of being a good Game Leader is to the receiving end and find themselves in a difficult
push the characters to the edge of their abilities situation they should be encouraged to run away.
but no further. To achieve this the monsters will Creatures are more likely to lick their wounds and
have to pull their blows occasionally by choosing a regroup than give chase.

6d6 Core
Avoiding combats where the combatants try to Traits
annihilate each other opens doors to more varied A mook has a very limited range of abilities
styles of role playing. Creatures and characters can known as traits. Except for these traits, a mook can
parley or prisoners can be captured and their releas- only do two things. It may mosey in its turn and
es negotiated. The party can encounter creatures too when attacked it may use its Mook advantage as a
powerful for them and be driven off, leaving unfin- free resist, if appropriate. A mook may use its traits
ished business the characters can to return to once in resistance actions every time it is attacked if they
they have honed their combat skills. are relevant, but during its turn the mook is limited
to a single action so may only mosey or use a trait.
Mooks do not have ammo or other restrictions on the
Mooks availability of traits.
Mooks are easy-to-kill versions of normal
Traits vary from setting to setting and from
monsters. They are the henchmen, the hired help,
monster to monster. Some examples are listed below
the grunts, the minions and the cannon-fodder that
but check the setting's bestiary for a full list used in
stand between the characters and the Boss Monster.
that game world. Some traits require multiple mooks
The rules for Mooks are highly simplified, letting the
to collaborate which counts as the mook's action for
Game Leader use as many of them as they want
all mooks involved. For example, a mook included in
without being swamped by monster sheets and piles
the dice roll for a Mob Attack cannot act again this
of potential.
turn. This does not apply when a trait gains a situa-
A mook
Entropian Pondkin tion bonus from other mooks.
consists of a
Mook
single ad- Charge Move and attack as a single action. The
vantage, e.g. Humanoid frog creatures with a pow- movement cannot exceed a movement resistance
Goblin Mook, erful leap and long, sharp tongues. of 3 and must involve an attack at the end.
and like any Traits: Mob Defence, Reach Attack,
advantage it Spring Leap Double Movement A run movement where the dice
can be from value is counted twice, as per the keyword Doubled.
1d6+0 to 1d6+6. However mooks do not have
Melee Attack Attack an opponent using the mook's
potential. Instead they use their Mook advantage as
dice value.
a Free Resist and during their turn they can take just
one action. Whenever the mook needs to roll action Mob Attack Two or more adjacent mooks can
dice they use the advantage's dice value plus any combine to make a single attack, adding their
situation bonuses which apply. advantages together into a single roll.
Mooks are organised into gangs and these have
Mob Defence Mooks gain a 1d6+0 situation bonus
their own place in the initiative sequence. Gangs
for each adjacent mook.
should be limited to no more than ten mooks and
a gang of four mooks is roughly equivalent to a Mob Grapple Adjacent mooks combine their
player character. attacks to hinder an opponent by making a
potential attack.
Disposable Mooks Range Attack (x) Attack an opponent at range using
A mook does not have any Life advantages and the mooks dice value.
will therefore be 'killed' by a single point of life
Run The Mook can run using their Mook advantage
damage. This does not mean the mook is actu-
dice value.
ally killed but instead is knocked out or otherwise
disabled and cannot take any further part in this Spring Leap A leaping (run action) movement which
fight. This may be important to the characters as allows them to jump over opponents and obsta-
living equipment is classed as mooks. cles without hindrance. Treat all terrain as MR1.
Additionally, mooks are also 'killed' if they take
Volley Fire (x) Massed ranged attack against a
any potential damage, are knocked down or fail a re-
single target by combining the attacks of all
sistance roll against any status effects. In short, any
adjacent mooks.
successful action targeted at a mook permanently
takes them out of the combat.

61
Movement In players wasting half an hour working out the air-
speed velocity of an unladen swallow.
Adventures The table outlines the movement rates for
strategic movement. Good, Poor and Bad Conditions
Very few adventures allow characters to sit in a refer to both the road or terrain and the weather.
chair and wait for everything to come to them. Sooner
or later characters will need to travel from A to B. Working It Out
Depending on the style and setting of the game being If the group does wish to work out their exact
played, there are different ways to handle movement. movement rate, this is how it is done.
The simplest form of movement is covered by Using dynamic potential a character can keep up
narrative without concern for the distance travelled a steady pace by taking two run movements per turn,
or the time taken. The Game Leader describes the each worth 1d6+0. The average roll for 1d6 is 3.5 so
journey in as much or as little detail as necessary, the character will have a total movement score of 7 on
from you get to the house to after many long days an average round - enough to move seven 5' squares
crossing treacherous passes and enduring terrible of flat, level terrain. Each round is approximately six
weather, you spy the towers of Castle Frankenfurter seconds and there are ten rounds per minute. There-
ahead. This is the quickest and simplest way of fore a character can have a movement score of 70 per
handling movement. minute which means 70 x 5' squares per minute. That
When the party's travels are important to the equals 350' per minute and over an hour that equals
narrative, such as being in a race to the South Pole, 21,000 feet - i.e. 3.97mph. Let's call it 4mph for
more accuracy is required. This is covered by strate- good terrain.
gic movement which is largely a case of knowing how However, this assumes the character is using all
far the group needs to travel and how fast they can go their potential for movement and does not pay at-
in their vehicles or on foot. tention to where they are going or what is happening
Strategic movement is useful when the group around them. It also doesn't allow for rest breaks or
wishes to know in detail how long a journey takes. To other interruptions. So 4mph is the speed of a forced
calculate this the Game Leader needs to know the march over good terrain.
distance and the speed of the party's transportation. Under normal conditions a character is making
For modern day settings players may use their own an effort to be aware of their situation and also needs
knowledge of how long it take to get from New York times for navigating and resting. This might constitute
to Los Angeles or may simply Google for it. In science using one dynamic potential in every four recouped
fiction or advanced magical settings the Game Leader for activities other than movement. Over one minute
will have to decide how many light years a spaceship (ten rounds) with two potential per round, fifteen
can jump or how fast a dragon-drawn chariot moves. potential will be spent on movement and five on other
activities. That is a movement score of 52.5 (15 x
3.5) which over good terrain equals 262.5' (5' x 52.5)
On Foot (or Paw or Wing) per minute. Per hour that is 15,750 feet (262.5' x
Most adventurers find themselves travelling
60) or 2.98 miles, which can be rounded to 3mph.
under their own power sooner or later. For normal
If the character is being cautious, constantly
human characters walking speed can be based on
checking for ambushes or traps, more potential will
real life but how fast can a superhero move or a gi-
be spent on awareness actions and less on movement.
ant walk? In tactical combat, all creatures have the
If the character splits their potential equally between
same ability to mosey and run. For simplicity, this is
detecting danger and moving, they will travel at half
extrapolated for strategic movement. This prevents
the speed of a forced march.

Conditions /
Good Poor Bad
Speed
Normal 3mph 2.25mph 1.5mph
Pace
Forced 4mph 3mph 2mph
March
Cautious 2mph 1.5mph 1mph

6d6 Core
Terrain Stallions, Galleons
The quality of the terrain has a major impact
on travel. Whereas good terrain has a consistent
movement resistance (MR) of one, poor terrain is con-
and Hoverbikes
sidered to be terrain where half the squares have a Characters do not rely just on their own two feet
movement resistance of two. This is equivalent to for movement. Options for rides and transport exist in
an average of 1.5 per square. In bad terrain, all the almost every setting and come in many different forms
squares have a movement resistance of two. but players will interact with them in just two ways, as
When a standard human's movement is calcu- a rider or as a passenger.
lated over bad terrain their movement rate is halved.
A movement score of 70 per minute converts into
35 x 5' squares per minute or 10,500 feet per hour.
Riders
Riders are in control of their transport. Whether it
This is equal to 1.98mph (rounded to 2mph).
is a horse, a dragon or an interstellar liner they are the
one person who is responsible for its speed and
Non-Standard direction. Though the skills and abilities needed to
This calculation assumes characters are using a control or pilot the vehicle will vary wildly, every
run worth 1d6+0, but some characters may be using different type of transport is handled in the same way.
advantages with the Movement keyword and can move Under normal conditions, controlling their ride is
faster. In most cases the difference this makes to automatic with no need for characters to take actions.
strategic movement is small and can be ignored but Characters without specific skills can pilot their
if players really think it is important, they can work vehicles if it makes sense in the game's narrative. For
it out as follows: example, most adults in the modern western world can
Using only the number of potential that can be drive a car and characters in this setting can be
recouped each round and the character's advantag- assumed to know how to do so, even if they do not
es, work out how many dice of movement a char- explicitly have the skill. Advantages are not a definitive
acter can consistently achieve per round. Take the list of a character's abilities, just the ones the charac-
dice average of 3.5 and add any dice modifiers for ter is particularly good at. As long as nothing unusual
the advantages to calculate a movement score per happens and the rider sticks to everyday manoeuvres,
round. Multiply it by ten for the score per minute. the rider's vehicle will automatically go where they
Convert the score into the number of 5' squares want.
travelled based on the squares' average movement Actions
Pony
resistance. Convert the squares to feet by multiply- are required
Movement, Prepare (4)
ing by five and then multiply the result by 60 to get when riders
the feet per hour. Divide that result by 5,280 to give are forced to A small horse suitable for light riding.
the miles per hour score. make sud-
If a character is particularly fast and regularly den manoeuvres to avoid accidents, wish to travel at
makes strategic movements then it is worth calcu- high speed or decide to push their ride to its limits.
lating their movement rates and noting them down. These situations normally occur in narrative play and
Otherwise, use the standard values. characters can use all their potential in the action.
The resistance is set by the Game Leader based on
the inherent difficulty of the situation. Additional situa-
Party Movement tion bonuses may be added to the resistance based
The movement rate for a group of people is
on circumstantial factors such as the weather or the
dictated by the slowest person in the group. As with
general age and state of the vehicle, and on the rider's
individuals, groups may be able to move faster than
familiarity with their vehicle.
normal through use of advantages, especially magic
Vehicles and mounts are equipment advantages
or technological items. By assisting slower members
and all have the Movement keyword. Most often they are
of the party it may be possible for a group to boost
mundane equipment worth a standard 1d6+0 but char-
their overall speed. This can be calculated using the
acters can choose to make them character equipment by
process described above.
spending CP on the advantage and can raise the dice
value accordingly. Some vehicles allow for copilots
who may assist in any action but the normal restriction
and situation bonuses for assisting in actions apply.

63
Riders in Combat at least half the squares the vehicle occupies other-
Movement in combat while on a mount or in a wise they are ignored by the rider and vehicle (but
vehicle is treated exactly as movement on foot. The may attack passengers). Rather than attacking the
characters can choose to mosey or run using a poten- rider, opponents may wish to specifically knock out
tial action or using their transport's Movement keyword. their transport, e.g. shoot the horse out from under
Characters are not actually walking or running, they the character. The rider still gains a resistance action
are guiding their mount or steering their car, but the against the attack and also benefits from a situation
distance travelled and the resistance to the action bonus of 1d6+0 per square occupied by the vehicle.
is dealt with in the same way. Their vehicle may be If the attack is successful the vehicle is disabled but
capable of much higher speeds than someone on foot neither the rider nor any passenger are affected by
but within the limited space and time of the bat- the attack (i.e. they take no damage).
tleground that speed is sacrificed for the ability to Game Leaders should pay particular attention to
manoeuvre and act. riders' actions and the advantages being used as it is
Characters normally occupy a single 5' square easy to forget they are on a mount or in a vehicle and
while on foot but on a mount or in a vehicle they will the impact this has on the appropriateness of some
fill significantly more space. If battlemats and figures advantages. Being a rider renders some advantages
are in use a suitably large miniature or a paper simply useless, e.g. Sprint, and riders may not take
template cut to the right size should be used to 5' steps as part of actions. Horses trained for combat
represent the vehicle. Manoeuvring must take into or combat vehicles like tanks may have keywords or
account the size of the vehicle and most vehicles special abilities that the character can draw on in
cannot change shape to pass through spaces thinner their actions if the equipment's advantage is used.
than themselves. Cars and mounts face the same
resistance for moving into or through squares that are
occupied as long as the occupier is approximately the
Mounting / Dismounting
Characters cannot simply decide to be on their
same size. If there is size inequality, i.e. one side is at
horse or in their car. They need to be in the same
least twice the size of the other, the smaller vehicle
or an adjacent square and they need to follow the
cannot resist movement into or through its squares.
correct procedure. For a horse this is getting into the
Groups playing without miniatures and maps should
saddle and grabbing the reins, for a car it is getting
simply take account of the size of the vehicles in the
in and inserting the key in the ignition. Planes and
game's narrative.
rocketships will need similar but more complex prep-
Characters
arations. Getting out of or off a vehicle involves shut-
are not limited to
M1A1 Tank ting down engines or securing the mount. All vehicles
movement when
Movement, Prepare (5) have the Prepare (x) keyword which represents the dif-
in control of a
ficulty characters face in safely entering, mounting,
mount or vehicle. A heavy tank needing a crew of four.
starting, stopping or dismounting the vehicle. Any
They may take Treats MR2 & MR3 terrain as MR1.
suitable action that beats this resistance means the
other actions
character can start or stop using the transport. There
including resistance and opportunity actions. There
is no penalty for failure other than that they have
are no situation bonuses just for being on a mount
wasted an action and not achieved their aim.
or in control of a vehicle. Whatever benefits might
be gained from their speed or position are balanced
out by the effort the rider must put into staying in Passengers
control. If it is appropriate the vehicle can be used as Passengers in vehicles or on mounts are at the
an advantage in combat actions. Attempts to run over mercy of their rider regarding their movement. When-
or squash opponents are simply attacks using the ve- ever their rider decides to move they automatically
hicle's equipment advantage as a weapon. There are move too, though this does not require an action or
no situation bonuses for size as the benefits for being the expenditure of potential. Passengers can as-
significantly larger are balanced out by the benefits sist their pilot if it is appropriate and this incurs the
the opponent gains for being more manoeuvrable. normal situation bonuses for assisting. This does
The rider and the vehicle are treated as one tar- not give any control to the passenger over where the
get and the rider always receives a resistance action vehicle moves. Passengers cannot make their own
against attacks. A failure to resist means the charac- movement actions without first dismounting or exiting
ter in control of the vehicle takes damage just as in the vehicle. Exiting or entering a vehicle requires they
a normal attack. Area-of-effect attacks must include take an action to beat the Prepare (x) resistance.

6d6 Core
Other than movement, passengers can take any Speed is important when characters become in-
action that is feasible on or within their vehicle. They volved in a chase or vehicle-based combat. If the par-
may also make use of any weaponry or technology on ties involved have radically different modes of trans-
the vehicle as mundane equipment but this depends port, e.g, a horse & cart versus a sports car, there is
on the nature of the vehicle and whether it is acces- only one possible result: the faster party will catch
sible to the character. Attacks against the vehicle up with or escape from their opponent as they desire.
do not affect its passengers unless they are area-of- If the two sides of a pursuit have roughly equivalent
effect attacks. A passenger in a square targeted by modes of transport it is the positions relative to each
the attack receives resistance actions as normal and other which are important, not their absolute speed.
gains a 1d6+0 situation bonus for being shielded by Groups who wish to play out car chases, dog
the vehicle. fights and similar vehicle combat can use exactly
the same movement rules as in normal combat. The
only difference is that the 5' square is scaled to fit
Time & Space the size and speed of the vehicles involved so it may
The scale of speed and distance travelled by
become a 50' square for a tank battle or a 5000 mile
vehicles can vary significantly within the same set-
square for an intergalactic battle. Within the relative
ting. In 21st century USA you can find horse-drawn
speeds and distances of the combat, a mosey is still
carriages, passenger cars with a 200mph+ top speed
a careful and controlled movement going up to three
and a spacecraft capable of orbiting the earth in 90
squares and running may take them further. A move-
minutes. Fantasy and futuristic settings will likewise
ment resistance can be assigned to each square.
contain a diverse range of travel options. However,
When combat is scaled up is it not possible to
in the game, speed is largely irrelevant. For strategic
mix different forms of transport. For example, a char-
movement in adventures all the players need to know
acter on foot cannot contribute to a dog-fight spread-
from the Game Leader is how long does it take to
ing out over many miles. Ranges and area of effects
get from A to B. It is only the narrative details that
for a character's normal weapons and powers do not
change between a two day horse ride to town and a
scale either so characters will be dependent on their
two day spaceflight to Alpha Centuri.
vehicle's weaponry.

65
1 6 11 16 21 26

2 7 12 17 22 27

3 8 13 18 23 28

4 9 14 19 24 29

5 10 15 20 25 30
6d6 Core
Characters \\ Path, life, ability and character equipment
advantages are purchased using the points / buy
method with a minimum cost of 4 CP (for a
Character creation and development is the heart
1d6+0 dice value). Higher values are allowed.
of role playing and every player seeks to create a
\\ Any mundane equipment may be selected at no
distinct character with a unique mix of abilities and
cost with the Game Leader's approval. All mun-
personality. Though this is primarily an individual
dane equipment has a dice value of 1d6+0.
activity for players, character creation should never
take place in a vacuum away from the other players All additional narrative elements of the character
and Game Leader. Adventures and campaigns can are the player's choice though it is recommended
be played in many different styles and a player who these are discussed with the Game Leader.
creates a character for a combat-heavy game will find
themselves at a loss if the game is all about inves-
tigation or social activities. Working as a group with
Bespoke Characters
For true custom character creation, paths can be
the advice of the Game Leader, players can create
ignored and players allowed to select any advantages
characters that fit with the style of adventure and
they wish. However, the starting CP allowance should
with each other.
be reduced by 10 points as the players no longer
need to buy path advantages.
If a more 'old-school' style of role playing is
Character Creation desired, characters may be given a random number
of points. Each character starts with 50 + 6d6 CP
The 6d6 system allows a lot of variation in how
(which averages to 71 points) to select their paths
characters are created. As long as all the players
and advantages. This approach reflects the pot-luck
start with similar Character Point totals the game
aspect of life with some players 'better off' than
will be balanced. Groups are encouraged to use
other characters.
whichever method of character generation suits their
style of play.
The Quick Character Creation method presented Creating Balanced Characters
at the front of this book makes use of archetypes The key when creating characters is to re-
to guide the creation of characters. This is a quick member actions require multiple advantages to be
and easy way of generating characters and is recom- combined. Players picking individual advantages
mended for new players or anyone in a hurry. More without thought as to how they will combine end
experienced players may wish to use the archetypes up with an underpowered character. However, it is
as starting points and adjust the selection of advan- possible to go too far the other way. With a finite
tages as required. amount of dynamic and static potential, characters
can only use a limited number of advantages in an
action. When a character's advantages are focused
Standard Character Creation on a single area of expertise, many will go unused
Standard characters are the recommended start-
and those CP are wasted.
ing point for new characters in a game world. They
A good starting character has a focus, a role
have nine meta-character points split as four dynamic
where they will be expert and able to take actions
potential, two static potential, two recoup and one
using all of their potential. For this they will need
free resist. They also have 70 character points spent on
four dynamic advantages and two static advantag-
path and other advantages. The CP may be spent in
es they can use together. Characters should also
any way the players wishes, with a few limits.
have a secondary focus where they can play two to
\\ Using CP, characters must buy one or more four advantages. The combination of advantages
path advantages from the paths listed in the set- for both roles should be obvious and intuitive,
ting or approved by the Game Leader. combinations no one will disagree with. This solid
\\ Only life and ability advantages listed on the selection of advantages will allow many variations,
chosen paths may be purchased with CP. giving the character the flexibility to deal with
\\ Any equipment allowed by the Game unique situations.
Leader may be bought using CP as
character equipment advantages.

67
Paths abilities often with meta-effects. A good mix gives the
Character Paths drive the selection of advantages character a core of dynamic advantages usable in
with each path making nine other advantages avail- most actions plus two or three static advantages they
able to the character. The more paths a character can use to boost key actions. This lets the character
selects, the greater range of advantages they can put together actions using most or all of their poten-
choose from, but each path costs 4 CP. The more tial when circumstances allow it.
paths a character buys, the less CP they have for
other advantages. Equipment
Three is good number of paths for most char- Whether to spend CP on character equipment
acters. This costs a minimum of 12 CP, leaving 58 advantages is an important decision for a starting
CP available for other advantages (assuming a 70 character. Unlike life and ability advantages that
CP character). The three paths make 27 advan- are restricted by character paths, any equipment
tages available which will be more than enough advantages the Game Leader allows can be chosen
not only for character creation but also for future by the player. Character equipment also has three key
character development. benefits over mundane equipment. It can be used
Paths should be chosen in line with the char- for Free Resists, used to anticipate with and can be
acter's primary and secondary focuses. They should improved above the basic 1d6+0. The downside to
not just make useful advantages available - the path equipment is its specialisation making it less usable by
advantages themselves should be useful in their own the character outside of certain situations. Equipment
right. The chosen paths should not have too many can also be confiscated or run out of ammunition.
duplicate advantages on them as this limits the range Players should only choose character equipment
available to the character. advantages if the item of equipment defines who they
are or plays a major part in their character's focus. A
warrior in a fantasy world may chose their armour or
Life their sword as character equipment knowing they will
Life advantages are vital. Without a sufficiency a
get a lot of use and the benefits of character over mun-
character will end up dying very quickly. A balanced
dane equipment will come to the fore. For other types
character will have a minimum of three and should
of characters in other settings, particularly in those
have at least four if combat will be a regular occur-
with little combat, the benefits may not be so clear cut.
rence in the game. In planning the character's prima-
ry role and selecting their advantages, a player should
remember that Life advantages are lost through
Improving Advantages
The minimum any advantage can be is CP 4 /
injuries. If a character places too much emphasis
1d6+0 but they can be improved by spending more CP.
on Life advantages they may find themselves with a
This causes a conflict between the player's desire to
greatly reduced range of options once the character is
have a wide range of advantages and the desire to be
hurt. Ability advantages are rarely lost and are more
good at them. It is the trade off between being a gen-
desirable as the backbone of a character.
eralist and a specialist character. Both approaches are
One aspect of Life advantages is their generality
valid and it is down to each player's preference which
and they can be justified in many different types of
they take, but extremes should be avoided. A charac-
actions. Taking one or two Life advantages outside
ter having only 1d6+0 abilities can seem very flat as
of or only tangentially related to the character's roles
everything is the same but a character with just a few
gives the player something to fall back on when all
advantages with high modifiers can be limiting as they
else has failed. Sometimes just having a single ad-
often lack any advantages appropriate for the situation.
vantage to use with concentration can be enough to get
Any advantage can be improved, including path
the character out of a difficult situation.
advantages, but which should be improved is harder
to determine. Increasing the CP and dice of more
Ability general Life advantages provides an extra +1 or +2
Ability advantages are where a players can really on lots of actions. Extra CP on Life advantages also
focus their character. Skill advantages tend to be more makes the character able to take more damage before
narrow in their uses than Life advantages but are still dying. Ability and character equipment advantages
relatively broad in their scope. Skills related to the are more limited in their scope but, depending on the
character's role will be usable in many actions. character, one or two abilities may be used extremely
Other types of abilities such as Environment and often. Adding extra CP to these will make the charac-
Knowledge tend to be static, as are the more powerful ter better at their primary roles.

6d6 Core
Narrative Details Step Three: Youth
Characters are not just a selection of abilities. They Starting with another player, again go round the
have names, a race, a background, family and a financial table in turn. Each player picks another path and
situation. All these narrative details are left up to the player then two of the available advantages from either
to create, together with the Game Leader. of their paths. The player should describe the next
Paths and advantages are just the skeleton of phase of the character's life, explaining how the
the character. Narrative details are the flesh giv- character grew up and the skills or abilities they
ing the character life, and players should create acquired. At this point, the stories of some of the
as much as possible. Details such as height and characters should begin to mix as childhood friend-
weight, skin and eye colour, hair styles and favour- ships are formed.
ite brand of aftershave all help the players around
the table visualise the character, making the shared
world richer.
Step Four: Working Life
Once again, start with a different player and
Narrative details do not have a direct impact on
move around the table. This time, as well as a
advantages but can come into play when deciding
path, they choose three advantages available to
whether an advantage is appropriate. A player with the
add to their character. As with previous rounds,
Distinctive Looks advantage should know what about
the player needs to flesh out the advantages with
the character is distinctive. The difference between
some details of this period in the character's life.
terrible scars from a fire and stunning good looks is
They should also ensure that they know one or
significant and can have a real impact on how the
more of the other characters.
advantage is used.

Group Character Generation Step Five: Prelude to Adventure


Players now calculate how many character
Character generation does not have to be a
points they have left and use them to round off the
solitary experience. It can be a communal exercise
character. In this step, the character can acquire
in which players work together to forge a story that
additional paths and buy more advantages. They
intertwines the individual characters to form a cohe-
may also improve cards from their base 4 CP /
sive group. This is particularly useful at the start of a
1d6+0 and acquire any equipment they desire.
campaign to explain why a diverse band of characters
As part of this process they should finish off
has come to know each other.
the character's back-story, ensuring that each
character knows some or all of the other charac-
Step One: Introduction ters. Each person's history should lead them to be
The Game Leader will set a starting CP budget
at the starting point for the adventure the Game
for character creation, outline the world in which
Leader identified in step one.
characters exist and the list of paths players can se-
lect from. They will also indicate
the starting point of the adven-
ture, such as everyone sitting in
Random Paths
To help players move away
a particular tavern or working as
from stereotypical back-stories
crew on a galactic shuttle. The
an random element can be intro-
aim for the players in steps two to
duced. Instead of selecting a
five is to create a story that ends
path at each stage of the group
with their characters at this start-
character creation process, two
ing point.
paths are randomly selected and
offered to the player who must
Step Two: Early Years pick one of these paths for their
Going around the table in character. This can help stimu-
turn, each player picks one path late the imagination as the play-
and a single advantage made ers have to adapt the character's
available by the path. As they do history to whatever fate has
so, the player should describe the dealt them.
character's early years of life and
their family background.

69
Points, Paths & CP Style of Game

Advantages 50 or less Grim and realistic. Characters will


have few abilities and are rela-
Character Points are the currency of character tively easy to kill.
creation. How a player spends them will shape the
70 Recommended budget for charac-
character and their adventures.
ters in an ongoing campaign.
100 A good starting point for high-
Character Points Allowance powered, action-film heroes.
A recommended starting character has 70 CP. This
is enough to purchase at most 17 different advantages 150 True super-heroes. Massively
though 14 is a more normal number as this leaves some skilled and hard to kill.
points over to increase CP/Dice Values. However, there
250 God-like.
is no intrinsic reason not to have starting characters
with more points. Groups wishing to use different CP
values for starting characters should select an appropri- Paths
ate points value based on the style of play they seek. Path advantages provide a skeleton on which the
Higher-powered starting characters are more difficult for player hangs both the character's back-story and
new players to manage and have less room for growth. their selection of advantages. The paths encapsulate
However they can be great fun for short campaigns, al- key periods in the character's life where they learnt
lowing the players to let rip. Lower allowances are more the skills which define who they are. Like any other
manageable and make a character's growth meaningful. advantage, a path is something important to the
They are ideal for campaigns where the characters start character and the absence of a path does not mean
as farm-hands and develop into heroes. the character has never experienced those things. A
character without the School path card might still
What Is Normal? have gone to school but it just had no impact on the
When considering the starting allowance Game person they
Static
Leaders should consider how the characters compare became. Gnome, Zoisite
to an average person in the setting. How many CP does It is up to Birthright, Path
your garage mechanic have? Is everyone in else in the the group and
One of the Zoisite or near-surface
world just a mook? What sort of dice and modifiers can a Game Leader
dwelling gnomes famed for their
top surgeon put together when performing brain surgery? to decide the
craftmanship.
If the average person only has ten CP then even a 50 CP range of paths
character is going to be a world leader in their field. characters can
This question relates to the inherent difficulty select from. Each setting has its own list but it is
of actions. Using the standard range of difficulties, possible to mix paths from different settings. Some
landing on the moon has a 6d6+6 resistance before caution should be applied as advantages can vary
any situation bonuses. For a 50/50 chance of suc- in power between settings, but in most cases paths
ceeding the pilot also needs 6d6+6 and to have a can be applied across different genres. Once a list
reasonable chance of success, 6d6+18 would be of paths has been decided, characters can purchase
needed. But landing on the moon is not a single ac- any path from it. The Game Leader may ask players
tion, it needs a whole range of actions using different to justify particular combinations, such as the High
skills. This suggests Neil Armstrong had about 130 Born and the Street Urchin path, with a suitable
CP or more, enough to get several skills to 1d6+4 back-story for the character.
and probably a couple to 1d6+6. Selecting a path makes available nine other
The default 70 point allowance and inherent advantages. Starting characters can only buy life and
difficulty assumes a world where the average person ability advantages made available on their paths. By
in the street has 50 points. Of course, not everyone their nature, path cards restrict a player's choices but
is created equally and a successful professional will help keep characters focused.
have around 100 points while many disadvantaged
people will have below 50 points. At this level char-
acters with 70 are a cut above the average but with a
Using Paths In Actions
Path advantages are no different from other
large gap between them and the world's best.
advantages. Their dice value can be raised with ad-

6d6 Core
ditional CP and they can be used in actions. As with
Dice Total Cost Upgrade
any advantage they must be available and appropriate
Score (CP) Cost
but otherwise they are used as per other advantages.
They are extremely general in nature, representing 1d6+0 4 -
a significant period in the character's life when they
1d6+1 5 1
were exposed to a wide range of influences. As static
advantages they embody the knowledge and learning 1d6+2 7 2
we subconsciously pick up just by being in an envi-
1d6+3 10 3
ronment or situation.
1d6+4 14 4
Buying Advantages 1d6+5 19 5
Acquiring paths and advantages costs CP with
1d6+6 25 6
a minimum charge of four CP / 1d6+0. Improving
an advantage to 1d6+1 costs an additional one CP.
Improving it again to 1d6+2 costs another two CP.
Meta-Character Points
Character Points and the advantages they buy are
Upgrading it to 1d6+3 costs a further three CP and
the core of any character but there are other signifi-
so on.
cant factors shaping what and how much a character
Characters can be created with any combination
can do. The number of dynamic and static potential
of advantages and dice scores. A starting character
tokens, how many free resists and how much potential
with 70 CP could buy fifteen 4 CP / 1d6+0 advantag-
they can recoup all affect a character's ability to act.
es plus two 5 CP / 1d6+1 advantages. Alternatively
These values are known as meta-character points.
they could buy two 25 CP / 1d6+6 and two 10 CP /
Standard characters have nine MCP:
1d6+3 advantages. Both are perfectly legal builds
thought the latter is not recommended. \\ 4 x Dynamic Potential
\\ 2 x Static Potential
\\ 2 x Recoup
Duplicate Advantages \\ 1 x Free Resist
Each advantage on a path may only be purchased
once but a character is allowed to have identical Changing these can have interesting conse-
advantages if they come from two or more different quences, sometimes subtle, sometimes significant.
paths. Advantages which have '[Specify]' after their This can be seen in monsters who can have signifi-
name need a focus, e.g. when selecting Weapon cantly different numbers and mixes of MCP which
Expertise [Specify] the player must record the type give them distinctive behaviours. We recommend only
of weapon -- Weapon Expertise Pistols. These advan- experienced players and Game Leaders experiment
tages may be selected multiple times from the same with different configurations for characters as certain
path as long as they have a different focus. No two combinations can be unbalancing or lead to unplay-
advantages from the same path may be identical. able characters.

Active MCP Pool


Dynamic potential and recoup make up
active meta-character points. This is the thinking, con-
scious part of the brain and the two factors combine
to dictate how quickly and effectively a character can
act. For the recommended balance the pool is six -
two recoup and four dynamic.

Passive MCP Pool


Static potential and free resists form the subcon-
scious or instinctive aspects of the brain covered by
passive meta-character points. The passive MCP pool is
three for the standard character - one free resist and
two static potential.

71
Active & Passive MCP in Harmony Characters &
When creating a character a player may allocate
MCP to active and passive pools as they see fit with
one restriction: neither pool can be more than twice
Equipment
the other. In the recommended build the active MCP Unlike life and ability advantages, a character is
pool is six which is twice the passive MCP pool, the free to pick whatever equipment they like, either as
limit of its range. Within the active and passive pools, mundane equipment or as a character equipment advantage.
MCP can be divided up as desired. Each setting provides a list of equipment, but this is
This restriction only applies to character crea- just a sample. Players can work with Game Leaders
tion. Characters who improve their MCP by reaching to expand the list as needed.
milestones or other in-game rewards can use them
as desired.
Mundane Equipment
Most items a character uses are mundane equip-
What To Consider When Adjusting MCP ment and may or may not be listed on the character
The relative worth of dynamic potential versus sheet. As long as it makes narrative sense for a
static versus recoup and free resists is hard to calcu- character to have a piece of equipment they have it.
late. A lot depends on the situation the character is Mundane items do not have to be listed on the char-
in and what advantages they have. The number of the acter sheet but players may wish to note important
dynamic and static potential defines the maximum pieces of equipment or general types of equipment
number of advantages and dice an action can contain. they are carrying, e.g. adventuring gear or tool box.
A high recoup allows the character to act more often
but the more free resists a character has, the less
potential they will need to use in defence. Of course,
Character Equipment Advantages
Some people have a special affinity with certain
if the character is never attacked free resists will not
pieces of equipment. Their experiences and knowl-
get used and the MCP allocated to them is wasted.
edge of it run so deep, it becomes part of who they
Each character will have several character paths
are. This is a character equipment advantage. Any item of
which are static advantages and each path generally
equipment including living equipment such as mounts
contains two or three additional static advantages. A
can be character equipment and a player can make
player who focuses on having more free resists over stat-
mundane equipment part of their character any time
ic potential is effectively devaluing the character points
they have character points to spend.
they spent on the paths. Most advantages with special
Character equipment advantages work exactly
abilities or feats are static and characters focusing on
like other advantages and require the same character
dynamic potential are limiting their range of actions.
points to purchase. Equipment doesn't appear on
Game Leaders should advise players on the
character paths so any character can add any type
nature of the planned game. If combat is very rare
of equipment as a character equipment advantage.
and most actions are narrative actions it makes sense
The only requirement is that the character is able
for characters to increase their dynamic and static
to acquire the piece of equipment and that is at the
potential over recoup and free resists. Conversely, in
discretion of the Game Leader. The dice value for a
combat-heavy games it makes sense to have more
character equipment advantage is set by the number
free resists.
of character points spent on it.
It is important to note that a piece of character
equipment can only be greater than 1d6+0 when it is
used by the character who spent the points on it. If
they give their equipment to someone else, it reverts
to the normal 1d6+0. When the character picks up
an identical piece of mundane equipment it auto-
matically acquires the dice value of the advantage. It
is not the individual item of equipment that is special
but the character's relationship to the equipment.
Other than the CP cost, character equipment
works exactly as per mundane equipment. Ammuni-
tion is tracked in the same way, as is acquiring and
resupplying equipment. As the players have spent CP

6d6 Core
on the equipment, Game Leaders should be lenient equipment as they can "just in case." Game Leaders
and not unduly deprive the player of their advantage. can tackle this in several ways: saying no and telling
Just like life and ability advantages, the equipment the player they are being greedy, using encumbrance
is part of who they are. effects, or requiring the player to explain how the
Having living equipment such as mounts or character earned the money to buy the equipment.
henchmen as character advantages can provide in- This last one forces the player to role play and, even
teresting role playing opportunities. How far will the it if it does not stop the character gaining the equip-
player go to save their trusty steed or rescue a loyal ment, it adds backstory and depth to the game.
squire? Players are encouraged to name these people Over time as the story of a character progresses
or creatures and give them a personality. Should they the nature of their mundane equipment will change.
die they can be replaced at the first opportunity but New types of danger will need new equipment and
players and Game Leader should seek to make the players should discuss with the Game Leader the
event more significant than a simple stop to resup- nature of the kit they now carry. Characters also
ply; a minor quest to find the best horse or holding a tend to grow richer with each adventure and can
tournament for potential henchmen will add charac- afford to buy better quality equipment. This makes
ter and depth to the game. no difference to mundane equipment as it only
gives 1d6+0 when used in an action but does allow
the characters role playing opportunities. Exclusive
Acquiring Equipment venues may now let the character in or they may
It is always assumed that a character has the
find themselves living in nicer areas with influential
mundane equipment, such as clothes and food, needed
people as neighbours.
for their situation. What this covers depends on the
setting and the character. For a fantasy adventurer
mundane equipment will include horses, tents, Shortages
ropes, 10' poles and assorted other tools-of-the- Just because a character has all the obvious
trade. However, the 21st century accountant ac- equipment they need, this does not mean they will
cidentally transported through a wormhole into the never run out of supplies. A party of adventurers that
same fantasy world would come with pens, a calcu- sets out on a three day journey but gets lost in the
lator, a mobile phone and (somewhere) a house with wilderness for a month will be short on rations. The
a mortgage. assumption that a character has all the equipment
The assumption that a character has what they they need works against the players in this situation
need saves on bookkeeping. A player may wish to as they only needed rations for three days. An expe-
write down what they have but the list does not have rienced adventurer would always carry spare, maybe
to be exhaustive. The Game Leader should always five or six days' worth, but certainly not a month.
allow a character to have common sense equipment. It is unfair and poor gaming for Game Leader to
Players will naturally desire weapons and spe- suddenly announce that the party is starving, has run
cial equipment for their characters as well as basics out of petrol or has used all its ammunition. Charac-
such as food and lodging. The availability of equip- ters will be checking their supplies and will be aware
ment in a setting depends on the Game Leader and when they are in danger of running out. Game Lead-
the nature of the game. It may be appropriate to ers should warn the players when they are in danger,
limit characters to little more than sticks & stones first with hints: "Today's rough terrain used more fuel
or to start all characters with heavy weapons and than normal," and then with clearer signs: "As you
full battle armour. prepare for dinner, you open the last crate of rations."
The key question a Game Leader should ask When dealing with equipment and supplies, the
themselves when a player wants mundane equip- Game Leader should always remember the narrative
ment is what does it enable the character to do? A of the game. What makes the better story - a party
suit of armour that provides some physical protection rushing to save a city or a party carefully detailing
is very different from one that enables the character everything they are carrying before setting out? Plac-
to fly and comes with inbuilt weapons. Game Lead- ing characters in survival situations where they must
ers should allow players to arm and protect them- cope with shortages of food or equipment can make
selves in a suitable manner and to acquire tools for a great story but forcing players to deal with minu-
specialist tasks such as lock picks. tiae all the time is boring.
Without the finite limits of money new players
have a tendency to be greedy, grabbing as much

73
Resupply Survival Ammunition is rare, the characters only
How often characters can resupply themselves have what they carry and resupply is difficult or
will depend on the setting. If the game is taking impossible. The style is great for post-apocalyp-
place in a city, characters can be constantly topping tic games where players have to decide whether
up their supplies. For those adventuring in the wil- a threat justifies the use of limited resources.
derness, acquiring new ammunition or replacement
The three styles of play are not mutually exclu-
parts will be more difficult. However, shopping is not
sive. A Game Leader can allow most weapons to oper-
the only way to top up equipment. Parties will also
ate under the Abundance or Rationed principles but
be able to pick up supplies from defeated enemies.
require some high-powered weapons to use the Sur-
It should be assumed that characters always take
vival approach. Mixing styles can generate great plot
useful or valuable supplies when they are found.
lines as players quest to find more supplies for their
As with all issues to do with equipment, the
favourite weapon. The Game Leader should be care-
Game Leader should keep time spent on bookkeeping
ful not to unfairly restrict the abilities of a character
to a minimum. Simply letting the players know they
by placing too many limitations on their weapons but
can refresh their ammo stocks and that the store of
not on other people's.
rations has been refilled is all that is required.
Various keywords affect ammo usage. Discard
indicates the weapon is a single use item that can-
Ammo not be reloaded and Discard (x) shows the item can
The one area of equipment that may require be used x number of times before being discarded.
bookkeeping is ammunition for weapons. This The Capacity (x) keyword shows how many rounds or
includes bullets for guns, arrows for bows, power- charges the equipment can hold. The Autofire (x) al-
packs for lasers and how many throwing spears or lows the weapon to fire or discharge multiple times in
daggers someone is carrying. Ammunition can even a single action but with additional costs in terms of
cover supplies for magic spells and vials of human ammunition and accuracy.
blood for satanic rituals. Any equipment or ability
that requires a limited resource to work is consid-
ered to need ammo.
Game Leaders should decide at the start of the
Character
game, when characters are being created, how they
wish to tackle ammunition. In some settings the
Improvement
abundance or shortage of ammunition will make a Over time, people learn from their experiences
big difference to some types of characters. Players and improve their skills and abilities. This is part
need to be told this before they start creating their of life and also a staple of narrative fiction - the
characters. farm boy becoming a hero or the bit-part actress
There are three main ways for groups to handle who becomes a global superstar. Characters do
ammunition and each gives a different style of this by gaining Character Points which are used to
game play. acquire new advantages or increase the CP / Dice Value
of existing advantages.
Abundance Ammo is unlimited, guns never need
How quickly characters gain CP depends very
to be reloaded, players do not have to track
much on the style of the game being played. It can
ammunition supplies at all. This style is great
be a lot of fun to gain points quickly and see a char-
for high fantasy, space opera and similar games
acter progress rapidly, but there is also the delayed
where the story is much more important than
gratification of earning points slowly and valuing
the details.
every single one of them.
Rationed Characters are only carrying a limited The recommended pace of improvement is to
amount but will be able to easily resupply when award 1 CP for every hour of play. This ensures that
they reach the next city or base. Players will characters develop at a steady pace and it rewards
need to track how much ammo they are carrying, players based on their commitment to the game and
guns will need to be reloaded during combat and not on the pursuit of artificial goals or treasure. The
ammo can run out. This style is more in line with hourly rate of CP can be adjusted to suit the group's
action movies where hero needs to reload their preferred style of play.
gun at regular intervals in a fight but never has
problems finding more ammo.

6d6 Core
Spending CP Loot, Plunder, Treasure
Characters do not have to spend CP immedi- While characters can easily acquire mundane
ately, they can be accumulated. A note of spare CP items there will always be rare or unique items of
should be made on the Character sheet. The CP can equipment. These can only be gained by defeating
be spent any time the character is not in combat, enemies, completing quests or similar exploits and
but only with the approval of the group. It is reason- are a reward to players for successful role playing.
able for a hero on a quest to improve their sword What counts as treasure will depend on the set-
skill having learnt from the experience of slaying a ting and the players. A magical ring might be desir-
monster, but not suddenly speak a new language able treasure in a fantasy game but a simple knife
without anyone to teach it. Characters should not be or mobile phone might be prized in a prison-based
restricted in their development but it is reasonable adventure. Some keywords such as Double [Specify],
to prevent them using spare CP to suddenly gain Free [Specify] and Dice can be added to equipment
exactly the skill needed for the situation. to make them unique and highly desirable. They
also make equipment significantly more powerful
Adventure Paths and Game Leaders should take care not to be overly
Game Leaders can reward players with new paths generous. Treasure can also tweak existing keywords.
when they complete significant parts of the cam- A custom version of a weapon could have a longer
paign. For example, a party who has just completed Range (x) or an easier Reload.
a dangerous mission for a prince might be given What makes an item treasure is its scarcity and
the Courtly Life path as the prince rewards his new usefulness. The harder equipment is to acquire and
friends with a place in his court. the more it enables characters to do, the greater its
Alternatively the Game Leader may create a value to the players. Other than this, treasure is no
unique adventure path that reflects the characters' different from any other equipment and can be used
exploits. This path offers a selection of abilities that in the same way. Players can turn treasure into char-
the characters may have acquired during their adven- acter equipment advantages by spending the neces-
tures. This might include knowledge of the types of sary CP but this may cause them problems if they
monster encountered or an Environment advantage choose an item that is unique and then lose it.
if the characters spent a long time in one area. It
can also include useful skills that the characters
may have learned during their journey. This is a very
Milestones
A milestone is a marker in the character's life
useful way for players to round off their characters'
and the narrative of the game, a significant point
abilities without buying new paths.
defining the end of one part and the beginning of
Adventure paths can be put together by the
another. What qualifies as a milestone and how often
Game Leader or created collectively by the group.
they occur will depend on the nature and style of play
Players can suggest advantages for the path that their
the group enjoys. They should not be so frequent as
character may have taught other characters or ones
to become meaningless, nor so rare that characters
inspired by events within the adventure. This may
never reach them.
involve creating new advantages.
A rule of thumb is that milestones should be
Whatever the adventure path contains, characters
reached every every twenty to thirty hours of play.
gain the path as a 4 CP / 1d6+0 advantage without
If players are using standard 70 CP characters and
spending any points. They can then increase the path's
gaining one CP per hour of play, the first milestone
points or purchase advantages from it using their CP.
should be around 100 CP and, on average, every
further 25 CP. Rather than slavishly following these
Narrative Rewards timings, Game Leaders should coincide the mile-
Not all rewards are directly useful or improve
stones with a significant event in the narrative such
the character's abilities. Some are restricted to the
as finishing a major adventure.
game world, such as promotions or being invited to
At each milestone characters receive additional
attend a banquet with the King. These in-game re-
meta-character points they can use to increase their dy-
wards are just as important as the more tangible re-
namic or static potential, their recoup or the number
wards of CP or paths as they add depth and richness
of free resists they have.
to the game, not just more dice and bookkeeping.
Game Leaders should strive to find ways to reward
players in this way and players should suggest ideas
for their characters.

75
1 6 11 16 21 26

2 7 12 17 22 27

3 8 13 18 23 28

4 9 14 19 24 29

5 10 15 20 25 30
6d6 Core
The World Resistance & Outcome
Any time the players wish to use their potential
and advantages to talk to, influence, command or
Around otherwise interact with a sentient being, the Game
Leader must decide how it will be resolved. There are
Exploration of a strange world is one of the pleas- three methods that can be used, depending on the
ures of role playing. In the players minds imaginary situation and the group's preferred style. They are op-
worlds come alive or familiar worlds can be seen posed, opposed & subjective and subjective.
in a new way. This exploration is not limited to the When a character is trying to have a short-term,
geography of the world; meeting new people and their clearly defined effect on a creature, such as giving an
cultures is a large part of the fun. unwanted order, the action is opposed. The creature
has a resistance action and may gain situation bo-
nuses. If the character's action succeeds, the crea-
Being Social ture carries out the order or otherwise complies with
the character's wishes.
There are two ways for a character to exhibit their For more complex situations where there are
personality in role playing games: through actions multiple possible outcomes the opposed & subjec-
and through words. Much of this book covers rules tive approach can be used. This is useful when the
about actions but this section focuses on their words. characters are trying to gain information or assistance
How important this is to your game will depend on from someone who has no desire to help. As with the
the players and their style of play. opposed action, the creature has a resistance action
Some groups focus on combat or exploration and and gains situation bonuses. If the action beats the
turn social activities into just another chance to use resistance the Game Leader judges what information
their dice. To other groups character interaction is or help the creature gives the characters based on the
vital but they have little need for rules to govern it. degree of success and the situation.
Instead these players rely on their own abilities to A purely subjective approach is best used when
express their characters' thoughts. Other groups find the character's aim is more general in nature, such
a midway point, switching from dice and rules to as befriending a non-player character, or when a
characterisation and free-form gaming as they need. witness has no reason to distrust or resist the char-
All these approaches are perfectly correct ways acter's questions. The character takes actions as
to play the game and Game Leaders should adapt normal but the Game Leader does not set a resist-
to how the group wishes to play. Even within groups ance. Instead they base the outcome on a variety of
the players may vary in their ability and desire to factors including the dice roll, the advantages used
engage in social interaction. Not everyone is good at and the role playing.
expressing themselves and those players should not
be pressured into acting out social encounters. No
one expects the player of a superhero to be able to
Social Situation Bonuses
Many factors influence how people react in
lift a car themselves and so no one should expect the
social situations, far too many to be meaningfully
player of an erudite and persuasive space captain to
covered in a simple dice roll. Instead, situation
have the same verbal prowess.
bonuses for social interaction focus on two aspects:
Social actions are no different from any other
what are the non-player character's goals and how
form of action - characters use advantages and
easy is it to communicate?
spend their potential. Characters can always fall
All sentient creatures have goals. Even if that
back on a potential action if they lack obvious social
goal is to sit on the sofa eating ice-cream, it is still
advantages but players are encouraged to be creative
their goal. When creatures are given opportunities to
in how they use advantages. When talking to an old
further their goals they are co-operative and helpful.
soldier a character could use their Military Service
In situations that threaten their goals they become
advantage and swap war stories, or when chatting to
more resistant and dissenting. Everyone has many
an Englishman the character could use their Mete-
goals but the most basic for a creature is to stay
orology advantage to chat about the weather. Even
alive. Given the choice, most people become very
mundane equipment can be used as a prop to sup-
amenable when facing the possibility of death. How-
port a character's anecdote. With good role playing
ever, there are also plenty of instances when people
almost any advantage can be pressed into service
forgo the goal of a long life in order to further another
during social actions.

77
one chat in a quiet venue should
attract situation bonuses.
Communication requires a
common language between both
parties and the lack of a shared
tongue will add situation bonuses.
What languages a character
speaks is a narrative detail left to
the player to decide. Characters
with specific language advantages
have a particular knowledge of
that tongue and can use it in
social situations. It is assumed in
multicultural communities there
is a lingua franca that everyone
can speak well enough for day-to-
day living. To communicate very
basic ideas mime may be suf-
ficient. Game Leaders should not
goal. Faced with torture and death, any number of
unduly add situation bonuses for language barriers,
soldiers, freedom fighters, parents and religious mar-
reserving them for when there is a real gap in the par-
tyrs have resisted and sacrificed one goal in order to
ties' language, culture and biology which leaves little
serve another.
common ground to start a dialogue with.
Game Leaders must consider the goals of the
All forms of social encounters last one scene by
non-player characters when setting situation bo-
default. This gives the two sides a chance to as-
nuses. If the player characters' attempts at social
sess each other and effectively communicate. It is
interaction are in conflict with a creature's goals,
not generally possible to gain situation bonuses by
the creature gets a suitable resistance bonus from
adjusting this time scale as it benefits both parties
1d6+0 to 6d6+0. A creature's goals can be contra-
equally. The other party in the conversation may also
dictory. For example the captured freedom fighter
not wish to change the time scale.
wishes to stay alive but also wishes to protect their
colleagues in the resistance. Faced with the threat of
death if they do not reveal information, the freedom Targeting Characters
fighter finds their goals to be mutually exclusive. One problematic area of social interaction is oc-
The Game Leader should decide which goal is most casions when non-player characters use their skills
important at this time and use it as the basis for the on the player characters. Here the players' natural
situation bonus. Players should be encouraged to desire to control the actions and destiny of their
think about the goals of the non-player character and characters come into conflict with the result of dice
use them to their advantage. The torturer who prom- rolls. This problem is magnified when one character
ises the freedom fighter no harm will come to their is attempting to use their advantages, potential and
colleagues is attempting to work with their victim's dice to control or influence another player's charac-
goals to reduce the resistance. The more the players ter. A principle of the 6d6 RPG is that players are in
think about the lives and motivations of the sentient control of their characters' storyline and that everyone
creatures they encounter, the richer and more involv- in the group cooperates to shape the game's overall
ing the game becomes. narrative. Players and the Game Leader should step
For any social encounter to be successful, the out of character and talk about where the story is
parties must be able to communicate easily. Back- going and the consequences of attempts to influence
ground noise or radio interference reduces the ease a character. Players who are confident they are in
of communication and increases resistance to the charge of their character's ultimate storyline are play-
action. Forms of communication that are text- or ers who are confident enough to role play situations
voice-only make communication harder by cutting out where they lose some short-term control. Dice rolls
many of the subtleties of face-to-face meetings. Any can be used be as a guide but no character should be
communication which is more difficult than a one-to- forced to change their actions, beliefs or personality
without the player's consent.

6d6 Core
Social Actions In Combat Hidden Secrets
Any attempt at social actions in combat faces a
number of difficulties. The character needs to use The discovery of hidden things, objects and emo-
potential just as with any other combat action and tions is at the heart of role playing. Whether it is the
they need a way of communicating with the target. monster lurking behind the dungeon door, the smil-
Battlefields are noisy confusing places so range ing politician with the hidden agenda or the cheating
applies to social actions just as it does to missile boyfriend, there is physical, financial and emotional
attacks, even if communication is via radio or telepa- danger lurking everywhere. Players have good reasons
thy. Situation bonuses for the area of effect also apply. to be cautious and to look before they leap.
In short, a social action is no different from any other Despite the many hidden dangers in the world,
form of attack in combat and the target always most things are obvious and characters do not need
receives a resistance action. to make actions to notice them. Game Leaders should
With- lean towards giving players too much rather than too
out specific Enraged little information. If players want to search an empty
keywords or Hazard room looking for hidden treasure, the Game Leader
advantages, should simply say they check it thoroughly and find
An apoplectic fit of anger aimed at
the effect of nothing. This keeps the game moving quickly and lets
someone or something. Resists all
social actions players focus on the plot or their role playing rather
actions involving Skill advantages
is limited to than a constant stream of actions to search rooms or
except aggressive actions against the
potential attacks. assess a non-player character's motives.
anger's cause.
Any attempt to
baffle, fast talk, distract, confuse, confound or other- Deceit & Discovery
wise hamper an opponent's ability to act counts as an There are two types of hidden secrets each with a
attack doing potential damage. different role in the game. Deceit is used when one side
Social advantages with the is trying to hide something and the other side is trying
Status or Status (Specify) keyword allow characters to to spot it. This covers ambushes, stealth, sleight-of-
place status effects on targets, such as Enraged or hand, traps and anything with a direct effect on the
Baffled. Not all creatures may be susceptible to all characters. In deceit the characters take actions and
effects (can a robot be enraged?) but groups are aim to beat the resistance scores set by an opponent.
encouraged to allow a fair amount of latitude in their The other form of hidden secret requires discovery.
use. Intimidating a zombie is no more unlikely or This is when the secret is inert, such as a concealed
unrealistic than hurting a stone golem with a sword. door or a set of animal tracks, and does not pose a
Positive, morale-boosting status effects can also be direct threat to the characters. To find these secrets
placed on allies. Using social status effects in combat the players take actions and roll dice but the results
is no different from any other form of status effect are subjective. The Game Leader decides what the
(see Effects), and they last for one scene unless either characters discover.
the advantage specifies an alternative duration, e.g.
Status (Round), or the character adjusts the time Awareness & Potential
scale with the appropriate situation bonuses. It is always assumed characters are paying atten-
Magical tion to the world around them - doubly so if they know
powers, psion- or suspect they are in danger. However, paying atten-
Baffled
ics or technol- tion takes effort, or potential in game terms. The more
Hazard, Potential, Start-of-Turn
ogy may allow potential a character spends watching for ambushes
a character Struggling to get to grips with the or traps the less they have to carry out other actions
to take direct situation. At the start of each turn including movement. This is reflected in the speed a
control of a the hazard makes a potential attack character can move and their readiness for combat.
victim, using against the character. Most characters or monsters lack advantages such
them as a pup- as Sharp Eyes that directly help awareness. They may
pet. These are control effects and are short-lived, but have some advantages that are appropriate in some
the victim is completely helpless once they fail the situations, e.g. using a Military Service path advantage
resistance against the original attack. They require while standing guard or Will Power to stay alert during
the Control keyword and this form of influence is so a long night watch. However most of the time most
unnatural, the defender always gains a 1d6+0 situa- characters will be relying on a potential action to garner a
tion bonus against the attack. basic 1d6+0 action.

79
Deceit acters be competing against each other, the Game
Leader must pick one to be the active party and one
For every attempt to hide something there is an to set the resistance before the dice are rolled.
equal and opposite attempt to spot it. Whether it is a
General trying to hide their army from enemy spies,
the con-artist hiding their intentions from their victim
Deceit In Combat
Most attempts at deceit or at spotting deceit are
or the assassin hiding themselves from the Shogun's
made during narrative play allowing both sides to use
watchful guards, the principle is the same. One side
their full range of potential and advantages. Should
is actively trying to hide something, the other is
players or monsters be trying to deceive each other
actively trying to spot it. This is deceit and in game
during combat rounds they must spend potential as
terms it is one person's action trying to beat another
per any other combat action.
person's resistance action.

Bonuses of Deceit
Situation bonuses apply to acts of deceit just as
Who Is Acting? Who Is Resisting? they do to any other actions, though special consid-
For an action to be successful it must beat the
eration must be given to the scope and range. The
resistance. But is the con-artist the one acting, trying
baseline for any action is targeting one person within
to beat the victim's natural suspicion, or is the victim
arm's reach and actions attempting to target more
trying to beat the con-artist's ability to lie? As role
will garner situation bonuses. To decide on situation
playing is about the players and their actions it is al-
bonuses the Game Leader needs to understand who
ways the characters who take the active role and who
is acting and what is the focus of the action.
must beat the other side's resistance. If the character
When a character is carefully sneaking up on
is the con-artist they must beat the victim's resist-
a guard, the focus of the character's action is them-
ance, but if the character is the victim they must
selves and not the guard. They are making sure they
beat the con-artist's resistance. Should two char-

6d6 Core
don't step on a branch, leave the protection of cover Acting While Deceiving
or make other mistakes. The action therefore does not When the card-sharp slips an ace from their boot
gain any situation bonuses for range or the number of and into their hand the focus of the action is the deceit
people being targeted because the range is zero and of the other players. But the commando silently slit-
the target is the character themselves. For the char- ting the guard's throat has their focus on two things
acter on watch trying to spot the enemy sneaking up, - dealing life damage and deceit. Normal actions
the situation is the same. The guard is maintaining cannot have a split focus but acting while deceiving is
awareness of their surroundings, an action targeted at possible and incurs a 2d6+0 situation bonus to the
themselves. The size of the area the guard is watching resistance. If the action fails (doesn't beat the resist-
and the range to the approaching enemy are not rel- ance) the character's deceit is automatically revealed.
evant. In a deception, both deceiver and watcher are
taking actions which are focused on themselves. Movement & Deceit
Occasionally range and scope will matter when Trying to remain hidden when moving is difficult
the focus of the action is on one or more individuals. unless the character chooses to mosey. Any attempt
For the character carefully watching the card-sharp to run incurs a 2d6+0 situation bonus to the resist-
in order to catch them cheating, the distance be- ance for splitting the action's focus. Note, this is a run
tween the watcher and target matters. Similarly if the action and does not mean the character actually runs,
character is watching three different suspects in a they could be crawling along the floor or climbing a
crowd for suspicious behaviour, there would be a situ- cliff, but a run covers any action where players roll the
ation bonus to the resistance because watching three dice to determine how far they move. Moseys cover a
people is harder than watching one. maximum movement resistance of three and some terrain
(e.g. cliffs) may have higher resistances, forcing a
character to run and deal with the associated situation
Circumstances & Deceit bonuses. Characters cannot make a 5' step while split-
With most actions it is assumed environmental fac-
ting their focus between an action and deceit.
tors such as light levels or bad weather apply to both
For narrative actions where the character is taking
sides equally and can therefore be ignored. However in
their time and the terrain is relatively easy, there is no
acts of deceit these same environmental factors make
bonus to the resistance. The character is assumed to
deceit easier and hamper the ability to spot it. Game
be crawling along the ground, using cover and other
Leader should award situation bonuses of 1d6+0 to
straightforward but time-consuming techniques. If the
6d6+0 based on the environmental conditions.
terrain has a movement resistance of four or more (e.g. a
Additional situation bonuses should be awarded
steep slope) or the character is under a time constraint,
if the guard on watch has a particularly good or bad
a 2d6+0 situation bonus is added to the resistance.
vantage point or if the area the character is sneaking
through is noticeably rich in or devoid of undergrowth
and cover. Familiarity with an area may also add
Prompted Awareness
As the characters move from place to place
situation bonuses. The experienced watchman who
players are not expected to regularly stop and insist
knows the area well is more likely to notice some-
on checking for ambushes and traps "just in case."
thing out of place.
This would make for a very dull game and instead
the Game Leader should prompt the players to take
Deceiving Time actions when the characters are in danger from an
Acts of deceit can take years or be over in a act of deceit. This is a narrative action allowing the
second. Within the game's time scales, acts involving characters to deploy all their potential and aware-
sleight of hand take an action, bluffing takes a round ness-related advantages in an attempt to overcome
and most other acts, such as sneaking past a guard, the resistance of the deceit and spot the danger.
take a scene. It is not possible to gain situation When players are prompted to make an awareness
bonuses by extending or speeding up acts of deceit action, all they know is that there is some form of deceit
because both deceiver and watcher are equally af- nearby. Players may try to anticipate what the danger is
fected. The character who takes an entire day slowly by using specific advantages or stating they are looking
crawling past a guard to gain situation bonuses is in a particular direction in the hope that it increases the
also giving the guard a whole day to spot them, grant- chances of spotting the threat. Game Leaders should
ing the guard situation bonuses as well. generally ignore this and not award situation bonuses.
Awareness is a continuous activity with a prompted
awareness action being a single instance of an ongo-

81
ing process involving all the characters' senses and a Deceit In Combat
consideration of all sources of danger. In deciding the In combat the general principle is that everyone
consequences of the players' successes and failures in has full awareness of where everyone else is on the
awareness the Game Leader can consider the players' battlefield and of what they are doing. Characters and
choice of advantages and role playing. They drive the creatures are also assumed to be constantly commu-
decision of how far away the threat is when noticed or nicating with their allies so everyone is equally aware
how ready the characters are to tackle the danger. of the situation. Minor acts of deceit such as picking
a pocket are initiative actions which require potential,
Being Spotted (Or Not) gain situation bonuses and prompt resistance actions.
What happens when the party catches a card-
sharp red-handed or successfully picks a pocket is
straightforward: the party confronts the cheat or goes
Being Hidden
The exception to the general principle of uni-
off with their ill-gotten gains. When characters fail
versal awareness is when a character or creatures
to spot the deceit but the players know (or at least
is hidden. A character must have a narrative reason
suspect) something it brings the skill of role playing
for being hidden. It may happen by chance due to
to the fore. The group as a whole should not be afraid
a closed door or heavy undergrowth but it may be a
to discuss what characters will know or feel when they
deliberate act by the character using skill, magic or
are deceived. Separating the players' knowledge from
technology. Characters who start the combat hidden
the characters' knowledge is the art of role playing and
from view remain so until they:
groups should always seek to be improve their skills.
In some cases the action's degree of success may \\ Take any action (except moseying) without
give guidance as to how the players should act. The the 2d6+0 situation bonus to the resistance for
conman who easily resists the character's attempt to acting while deceiving.
spot the deceit will be seen as absolutely trustwor- \\ Fail any initiative or opportunity actions includ-
thy but if the conman only scores one or two more, ing assisting others with an Aid Other keyword.
the characters will be willing to do a deal but have \\ Lose their narrative reason for being hidden
grounds to be cautious. (e.g. the door is opened or the light turned on).
Ambushes and other surprise attacks are acts of \\ Choose to reveal themselves.
deceit that lead directly into combat. When characters \\ Someone makes a successful awareness action.
fail to spot the danger or fail to sneak up on an enemy
Characters failing resistance actions do not reveal
there are two main decisions to be made by the group:
themselves.
how far apart the two sides are when combat starts
Characters do not have the benefit of prompted
and how ready for combat they are.
awareness actions in combat. Instead, the onus is
Failing to spot a foe means the enemy may choose
on the hidden foe to stay unnoticed (i.e. the 2d6+0
when to reveal themselves. The smart enemy will do
situation bonus on all action while hidden). A charac-
this at the most effective range for their weapons. If the
ter who wishes to proactively look for hidden danger
enemy is noticed a decision must be made about when
must take an initiative action and spend potential.
they were seen, and the action's degree of success can
This forces a resistance action from anyone who is
be used as a guide. If the character only just beats the
hidden, requiring the expenditure of potential and
enemy's dice roll the enemy will be much closer than
the use of suitable advantages. Situation bonuses
if the awareness action was massively successful. The
may be awarded as appropriate.
actual distance will be relative to the situation but
Anyone who is already visible (not hidden) on
a failure should always have consequences. A failed
the battlefield may attempt to become hidden. This
attempt to sneak up on an enemy should not leave the
requires a narrative reason, characters cannot simply
character in an optimal position for their weapons.
disappear without having a magic ring or suitable
The awareness of an enemy's presence has a
shadows to hide in. It also requires an initiative or
direct impact on readiness at the start of combat. The
opportunity action from the character which prompts
first the victim knows of a successful deceit is when
a resistance action from everyone on the battlefield
they are attacked, and they start combat with less
who is hostile. This 'attack' must beat all the resist-
potential in their bank. If the deceit fails, the conse-
ance actions or the attempt to become hidden fails.
quences depend on the intended victim. The character
sneaking up will not know they have been spotted and
the original victim may be able to surprise the charac-
ter with a sudden counter-attack.

6d6 Core
Discovery Some hidden items are binary, e.g. the charac-
ters either find the secret door or they don't. Other
How hard is it for a character to discover evi- information is on a sliding scale and how much the
dence at a crime scene or to find the secret door? players receive depends on how well their investiga-
Unlike climbing a cliff or fighting a monster, the tion goes. For example, spotting the blood trail is
difficulty is dependent on the character's actions. easy, noticing the blood is just a few hours old is
The character who searches the wardrobe will never moderately difficult but it is hard to find out that the
find the bomb under the bed but it is obvious to blood comes from an animal and not a human.
the character who actually looks under the bed.
The difficulty also changes dramatically based on Example Discoveries
the advantages being used by the character. Seeing
Automatic A doorway filled with a strange shimmer
through a closed door is trivial to a superhero with
exits this chamber and above the doorway are
X-ray vision or a psionicist with clairvoyance, yet
strange writings.
the same door would foil the elf with amazing (but
otherwise normal) eyesight. Easy The writing is crudely engraved.
The other factor is the role of the Game Leader.
Easy The faint blue shimmering is clearly magical
Their job is to make the game fun for all the players
and no light penetrates the darkness beyond.
which includes making tasks challenging and letting
characters fail. However, if players miss a vital clue Moderate The writing is Goblin and translates as
or walk past the secret door leading deeper in to the Keep Out.
dungeon the adventure will fizzle out which is no fun
Hard The shimmering magic resonates with the power
for anyone. Deciding what information to give out and
of ancient runes.
when to give it is the heart of the Game Leader's role
in the game.
When characters are trying to discover a hidden Characters' Actions
secret the Game Leader decides what and how much Game Leaders should encourage players to do
to tell the players. They use the players' role playing, more than simply search the room with an action.
actions and dice rolls as guidance but ultimately it When players specify what they are looking for,
comes down to the judgement of the Game Leader. where they are looking and for how long they are
looking, the game stays focused on role playing and
Difficulty of Discovery is less about dice rolling. The role playing may help
Each individual clue, each fact and each item the characters if they look in the right spot or ask the
waiting to be found has a degree of difficulty. This is right questions but it could also hinder them.
how hard the secret is to discover under normal cir- Based on the characters' actions the Game
cumstances. That is, if a player simply says "I search Leader should mentally shift the difficulty of dis-
the room" and plays a general mixture of useful covery up or down. The easy item on the desk might
advantages, it is how likely the character will be able become hard for the character focusing on the corpse
to uncover the secret. but by luck their eyes may fall on the clue or some-
thing about the corpse may prompt the character to
Automatic It is in plain sight or unmissable once a
give the desk a quick examination.
person has spent a few moments in the room; a
In most actions the Game Leader can give the
dead body on the floor, the style of the wallpaper.
player a lot of guidance about what are appropriate
Easy Out of sight but easily found by anyone taking advantages. This is more difficult with discovery ac-
a moment to look around; a box under the bed, a tions as the Game Leader may give clues to players
bloody hand-print. by the advice they give. Telling a player their super-
hearing advantage won't help immediately lets them
Moderate Requires effort to find; a hidden safe be-
know that whatever is around cannot be heard. Game
hind the picture, a small trail of blood.
Leaders should allow characters to use whatever
Hard A tiny detail, a needle in a haystack or some- they consider appropriate (within reason) and simply
thing needing real skill to discover; a scrap of adjust the difficulty accordingly. Well-chosen ad-
paper between the floorboards, suspicious trans- vantages make discovery easier, badly chosen ones
actions in an accounts ledger. make it harder.
In discovery actions the exact dice score for the ac-
tion does not matter. It merely indicates whether the

83
character did a bad job, a good job or simply an aver-
age job in their investigations. Poor, average and good
Challenges
dice rolls roughly equate to the three difficulty levels Challenges are obstacles for the characters to
of easy, moderate and hard. A poor roll will discover overcome. They are often physical in nature, e.g.
an easy secret and a good roll will find a hard secret, locked doors and towering cliffs, but they can be
though Game Leaders should not place too much mental activities such as hacking a computer system.
weight on the actual dice roll. The questions the play- They can even extend into the metaphysical and
ers ask, where the characters look and the advantages require the characters to find solace and peace from
played are far more important. Players should be re- their inner demons. Players can tackle challenges
warded for good role playing and not unduly penalised directly with raw power, they may seek clever ways to
for bad luck on the dice. circumvent the problem or they can simply turn away
The overall fun of the game must also be con- and take another route.
sidered. If it is vital the secret be discovered the The process of overcoming challenges is one of
characters should find it, though this doesn't require the most rewarding in role playing. A good challenge
the Game Leader to simply hand it to the players. By will push the characters to be inventive and find nov-
dropping hints the Game Leader can guide the players el ways to solve the problem, leaving players with a
in the right direction. This is especially useful when real sense of achievement when it is finally overcome.
the characters' investigations are going up a blind
alley. By mentioning a wall being slightly out of align-
ment or a suspect having a unusual accent the Game
Overcoming Challenges
Challenges are opportunities for players to use
Leader can subtly (or not so subtly) lead the players
advantages outside of the normal combat, discovery
back on track.
or social situations. They push players into finding
Most of the time the character's investigations are
new and imaginative ways to use advantages as they
not vital and they should enjoy or suffer the conse-
tackle problems at the very limit of their capabilities.
quences of their choices. If players never look for
Within the game a challenge is anything requiring
secret doors they should never find them. Walking the
one or more actions to overcome. Simple ones will
tightrope between making it too hard or too easy for
have a resistance score and more complex problems
the players is part of the skill of being a Game Leader.
will need extended actions to address.
Challenges are normally narrative actions and will
Knowledge & Research take a scene or longer to complete. For extended
There is a sharp divide between what the player
actions each individual action will take a round or
knows and what the character knows. This is es-
a scene and often a session or a whole day may be
pecially acute when it comes to background and
required to complete a complex task. Attempting
cultural information. A 21st century player is unlikely
anything but the simplest, movement-based chal-
to know the significance of a pomegranate to a Greek
lenges in combat is generally not possible. However,
but their Spartan champion of Hera would. This type
occasionally a challenge will be incorporated into
of background information is represented in their
a combat encounter, forcing the characters to do
advantages, particularly the character's Path and
battle while disarming a bomb or handling a similar
Knowledge advantages.
imminent threat.
Using character knowledge, e.g. "What do I
know about pomegranates?" is a discovery action like
searching for treasure or looking for clues. The only
Improving the Odds
When characters lack sufficient advantages to
difference is the nature of the advantages players
tackle a problem or when the consequences of failure
may use. Having good eyesight does not normally
encourage a safety-first approach, players can stack
help someone remember what they were taught by
the odds in their favour in a variety of ways.
the priests but having a good memory would be very
The most obvious way is to concentrate on an
useful. A good library or an internet connection can
action. The Game Leader might not allow this for all
be used as mundane equipment to add to the charac-
types of action - it is hard to see how concentrating
ter's existing knowledge. The time taken may be im-
could help when leaping across a chasm. Concentra-
portant to the results as some memories will pop into
tion is also tiring and with extended actions Game
our heads instantly but others require much thought.
Leaders may decide its repeated use is not possible.
As with any discovery action the Game Leader should
A concentrating character is disadvantaged should
assess all the factors involved in the character's ac-
the adventurers be attacked.
tion and give out information accordingly.

6d6 Core
By being prepared, characters can make tasks a way to engage characters and
easier. Though concentrating might not be possible players who have no other way
when leaping a chasm, characters can clear the run- to contribute.
up of obstacles, warm up their muscles and carry out
a few practice jumps away from the edge. Simple Lateral Thinking
preparations should earn characters 1d6+0 situation Players often come up with
bonuses for their efforts. It is also possible for one ingenious ways of solving prob-
character to act as a pathfinder, such as the expert lems which is something the
in climbing who goes first and secures a rope for eve- Game Leader should encourage
ryone else to use. The rope and similar preparations and reward. When players pro-
can be used by other characters as mundane equipment. pose an unexpected solution the
Another strategy is for characters to take their Game Leader's role is to question
time over the problem. Rather than attempting to their logic and point out flaws in
pick the lock in a scene the characters may extend their plans but not to arbitrarily
the time scale of the action. This may leave the char- declare it unfeasible. Game Lead-
acters open to danger from passing monsters or to ers should remember the purpose
starvation and exposure. of challenges in the game is to
entertain the players and not to
Team Work make the characters perform a
There are two sides to team work: the players and series of arbitrary tasks.
the characters. A good challenge is one in which all
the players become involved. Situations where one
player is busy making a series of actions while three
Setting Challenges
Challenges come in many
others are doing nothing leads to frustration and
different forms and can range
boredom. Team work and co-operation should be en-
from the simple locked door to
couraged and everyone in the group should be able to
complicated problems made up
throw in ideas and ask questions. Even if their char-
of several sub-challenges. Yet all
acters are not present, players should get involved
challenges have common ingredi-
because a role playing game is a social activity and is
ents: headline, details, numbers
at its best when the group is working as one.
and consequences.
When it comes to specific actions by the char-
The headline is a summary
acters there are situation bonuses for assisting actions
of the challenge, a single phrase
without the Aid Other keyword. These will make it hard-
to give the players a sense of the
er for characters without relevant skills to contrib-
problem facing them. For exam-
ute directly to the actions. Sometimes, rather than
ple: "a wide chasm blocks your
combining advantages in the same action, characters
path" or "the book is written in an
can find other ways to work together. It may be easier
unknown tongue."
to rig a rope and pull the aged professor up the cliff
Once players are presented
instead of trying to assist her climbing action.
with the headline they may
wish to gather more informa-
Status Effects tion about the problem facing
Characters may be able to use status effects
them. These details may simply
to help overcome challenges. Magic spells or
add colour to the situation, e.g.
advanced technology may improve characters'
the flowing river at the chasm's
abilities temporarily or may simply mitigate the
bottom or the book's shaky
consequences of failure. Game Leaders should
handwriting. Other details will
pay attention to the time it takes to attempt each
be more pertinent to the prob-
action and how long the status effects last. If
lem like the height and width of
characters are not careful they may find their sta-
the chasm or whether the book
tus effects running out at inopportune moments.
is written in a Greek or Arabic
As the length of a scene or session is not precisely
alphabet. The more complicated
defined, Game Leaders should not be too exact
the challenge, the more details
about timing. Instead they should use the timing
the characters will wish to know.
of status effects as a tool to build tension and as

85
Discovering the information they need may require according to the environment but may involve life
the characters to undertake a whole series of ac- damage or the character gaining status effects. This
tions before they can even attempt to overcome might in turn make escape from the environment or
the challenge. resisting its effects more difficult, leading to a down-
The numbers are the scores the characters need ward spiral the character cannot escape.
to beat in order to overcome the obstacle. A locked
door may just have a single resistance score, but more
complicated challenges consist of extended actions with
How Difficult?
Considering the inherent difficulty of a task is a
a resistance score, a target score and a time scale for
good starting point for setting challenges. This not
each action. Challenges often have multiple scores,
the only or even the main consideration and Game
one for each way of tackling a problem, e.g. picking
Leaders need to use their judgement to pitch the
a lock or breaking a door down. A challenge may also
challenge at the appropriate level for their group.
have several parts to it - climbing down the chasm,
Key to setting the difficulty correctly is remember-
crossing the river, climbing up the other side.
ing the purpose of a challenge is to entertain. Too
Challenges have consequences for success and
easy challenges will quickly bore players, especial-
failure. These might be very basic, where a locked
ly if they occur repeatedly. Impossible challenges
door either opens or it doesn't, but if the lock has an
will frustrate players and it is better to simply tell
alarm or a trap things will be very different. Success
players the task is impossible due to magic or
might not deliver the results the character expects.
alien technology than to allow them to repeatedly
A professor deciphering strange hieroglyphics may
fail at a task.
crack the code only to accidentally summon some-
To assess the difficulty of a challenge, consid-
thing from a dark dimension.
er the likely abilities of a character facing it. Every
A key consideration when setting challenges is
character is limited by their advantages and po-
the time scale each action will take. Characters under
tential. Starting characters will have six potential
time pressures due to deadlines or out of fear of
(four dynamic and two static) but potential is only
wandering monsters will wish to overcome the chal-
useful if the character has suitable advantages.
lenge quickly by speeding up their actions and ac-
If the character is an expert on a particular sub-
cepting the additional resistance. Relatively easy but
ject they will be able to deploy all six potential on
slow challenges can become tricky when attempted
advantages. A talented non-expert will probably be
at speed. When combined with some external time
able to play four advantages and an average char-
limits or pressure, the Game Leader can increase the
acter only two advantages. Players can improve
tension and excitement of the game.
their situation by taking more time and preparing.
On average, when faced with a challenge, most
Special Rules characters will be able to muster 4d6+0. Set-
Challenges can often incorporate special rules ting the resistance at 14 (an inherent difficulty of
made just for the situation. These can take any form Challenging) will give characters approximately a
the writer desires and challenge-specific rules always 50/50 chance of success. When planning chal-
trump the core rules if there is conflict. Special rules lenges thought must be given to who in the party
are a good way of introducing novelty and of dealing of characters will tackle them. Locked doors or
with situations that would be too complex or slow us- ancient manuscripts are challenges only an expert
ing the standard rules. will need to tackle. Once they have succeeded,
the challenge is not an issue for the other party
members. Obstacles such as narrow cliff paths or
Environmental Challenges chasms pose a challenge for each party member.
Bad weather, noxious fumes and radioactivity are
When a challenge will be overcome by just one
just some of the environmental threats characters may
character, presumably the character most suited
face. Unlike other challenges the characters must
for the task, the difficulty can be raised. When
simply survive the threat until they can leave the area
every character, including the weakest and least
or until the weather and circumstances change.
suitable person, has to overcome the problem the
Environmental challenges operate like hazards
resistance needs to be set lower.
with the Start Of ... keyword. The characters are 'at-
The 6d6 RPG is a game about situations and
tacked' every round or scene or day they spend in the
adapting to them. If a party of characters is strug-
environment. This is a narrative action and characters
gling with a challenge to the point that the game
must resist it. The consequences for failure will vary

6d6 Core
is not fun for the players, the Game Leader should
adapt to the situation by being generous with
Traps
situation bonuses. Or the Game Leader can take a Traps cover everything from simple pits to hi-tech
narrative solution. Once one character has suc- defence systems and also include alarms. What sets
ceeded or when it is clear the party can overcome traps apart from other challenges is that they need to
the problem given enough time and dice rolls, the be discovered before the characters can tackle them,
Game Leader quickly describes the rest of the task and failing to detect a trap has consequences.
and moves the game on to the next part of the
adventure. There is no benefit to making players Deceitful Danger
carry out every single action once it is clear what A trap is an act of deceit and characters have
the outcome will be. Challenges are for entertain- prompted awareness actions to detect them as they
ment, not exercises in rolling dice. would against an ambush or similar threat. Charac-
ters can also actively look for traps if they suspect
Example: Secure House one is nearby. Each trap has a fixed resistance score
characters must beat to locate the danger. If a trap
This house belonged to a security freak. All
is not found the characters are at risk of triggering
the doors and windows are steel reinforced
it, though the circumstances in which this occurs
and have multiple high security locks.
depend on the nature of the trap. When most traps
Breaking in 10 / 20 (Scene) are triggered they will make an attack, normally
against whoever set them off but it could threaten
Picking all the locks on one door or window
everybody nearby or someone else entirely. If the
7 / 15 (Scene)
trap is in the form of an alarm it will alert the
guards via whatever means are appropriate. It may
Example: Chasm be that the alarm is silent and the characters will
not know they have set it off. As the players may
A 30' deep, 15' wide chasm with a river at
well know they have failed an awareness action the
the bottom.
Game Leader should encourage good role playing
Easy Handholds exist on both sides of the with the players acting only on the information the
chasm walls. characters possess.
Easy The river is slow moving and about
2' deep. Dealing With Traps
The four components of a trap are its resistance
Moderate The river can be followed south,
to being detected, it resistance to being disarmed,
into a natural tunnel.
the circumstances which trigger it and its attack
Moderate The handholds are well worn, when triggered.
suggesting a lot of use. To spot or otherwise notice a trap the charac-
ters must overcome its detection resistance with a
Hard Movement and a brief glimpse of a
suitable awareness action. Traps by their very nature
pair of large bulbous eyes can be seen to
are acts of deceit just like an ambush and the same
the south.
consideration of situation bonuses should be given.
Ascending or descending the chasm walls The disarm resistance is the score needed to
is an extended action: 4 / 20 (Round). The deactivate the trap safely. Depending on the cir-
river at the bottom is easy to cross. If the cumstances this may leave the device intact or may
characters find themselves in a fight, the destroy it. Disarming a trap is limited to a single
river has a MR 2 and the chasm walls an action taking a scene and cannot be tackled with an
MR of 4. Leaping the chasm has a resist- extended action. Characters may attempt the disarm
ance of 15 but must be done in a single quicker or slower, for the normal situation bonuses.
action. Failing a climb action results in the Other situation bonuses should be awarded based
character falling and being attacked with on the circumstances. Successfully disarming a trap
an impact of 2d6+0. Failing the jump leads renders it safe. Failing a disarm attempt always trig-
to an impact of 3d6+0. gers the trap's attack. Not all traps can be disarmed,
for example a crude pit trap which would need to be

87
filled in to be made safe. These traps are effectively A trap's attack should be considered as an action,
disarmed once everyone is aware of them. made up of different advantages and having a total
Traps are normally triggered by characters dice score. This may simply be "when activated,
moving into specific locations but they can be the trap fires a volley of crossbow bolts for 4d6+0"
more sophisticated. Magic that detects when a or it can make reference to specific advantages,
certain race of creature enters an area or a high- equipment and keywords - "the trap detonates a
tech computer that activates the self-destruct sys- Mk3 Hand Grenade with a Blast (4d6)."
tem unless a codeword is said are both possible. Characters affected by the trap have a resist-
Game Leaders are encouraged to use their imagi- ance action against it. As traps are normally trig-
nation but also to remember a trap is a challenge gered in narrative play, players may use all their
and a challenge is there to entertain the players. potential and advantages in defence. If triggered
Traps which are impossible to anticipate or defeat during combat the character has to spend poten-
have limited entertainment value. tial on their resistance. Situation bonuses apply
The attack is the consequence of failing to to trap attacks in the same way as other attacks.
detect and disarm the trap. Generally the attack Characters always have a resistance of one even
is a direct threat to the characters' safety but it if they cannot or choose not to defend themselves
does not have to be. The consequences can be against the trap's attack.
minor or amusing if the Game Leader so desires.

Resistance Situation
Score
4 Primitive; a pit trap covered by a few branches.
7 Functional; a trip wire hidden in long grass.
10 Crafty; a bomb hidden in an everyday object.
14 Skilled; a pit trap covered by an illusion of solid floor.
17 Advanced; a networks of movement sensors and lasers.
21 Masterwork; scans the DNA of everyone in the room and dispatches nano-bots to reduce
intruders to grey-goo.

6d6 Core
Example Traps Hazards
Primitive Pit Trap
Hazards such as being on fire, falling, drowning,
10' wide pit covered in branches with a 20'
disease, madness and amputation put the characters'
drop on to spikes for 3d6+0.
lives in jeopardy and limit their ability to act. There
\\ Detect: 4
are also the self-inflicted dangers of falling in love or
\\ Disarm: n/a
dedicating oneself to a cause which may bring ben-
efits but also have potentially fatal consequences.
Domestic Burglar Alarm
Sensors on all external doors & windows, in-
fra-red movement detectors internally. Sends Instant Dangers
a silent alarm to the police if activated. Some threats to a character exist for a mere mo-
\\ Detect: 7 ment, appearing, causing carnage and then disap-
\\ Disarm: 10 pearing. The most common form of instant danger
is falling (or more precisely the impact after falling),
Poison Lock Trap but being caught in the path of a tornado or a gam-
The trap is triggered by anyone attempting ma-ray burst are also instant dangers. These threats
to open the lock without the proper key. A make a single attack against the characters who must
cloud of gas floods the area, Aura (3), with resist as best they can. The strength of the attack is
an attack of 4d6+0. Anyone failing gains the dependent on circumstances and the Game Leader's
Neurotoxin Poison status effect. discretion, but for falling a good rule of thumb is
\\ Detect: 14 1d6+0 per 10' fallen in an Earth-like gravity. Instant
\\ Disarm: 4 dangers normally occur in narrative allowing charac-
ters to use all their potential and advantages but can
Dwarven 1000 Blades Trap also occur during combat rounds where the charac-
Along the length of the 30' corridor, hun- ters' potential may be limited.
dreds of spring-loaded blades are hidden
behind the apparently solid stonework. The
trigger is a pressure plate at one end of the
Hazards
Hazards are status effects which are detrimental to
corridor. When activated, hatches in the
the character. They are often dangers such as drown-
stonework open and the blades swing out
ing, disease or being on fire but may be psychological
attacking everything in the passageway for a
effects or the impact of magical / technology attacks.
3d6+6 melee attack. The trap automatically
As a status effect they last a scene unless they have
resets after one round.
the Hazard (Specify) keyword which identifies how
\\ Detect: 20
long the hazard lasts unless removed. They operate
\\ Disarm: 20
by either attacking the character at regular intervals
via the Start-Of-(Specify) keyword or handicapping the
Elder Gods Infinity Trap
character's ability to act.
Built by the elder races this trap uses alien
Characters
technology. Unless a character has experi-
may receive
ence with the elder race's machinery there Asphyxia
hazards be-
is a 4d6+0 bonus to the resistance for Hazard, Potential, Start-of-Turn
cause of their
attempts to disarm it, due to unfamiliarity
circumstances An inability to breathe. When the
with the technology. The trap is triggered by
or as the result victim runs out of potential they pass
primitive mental activity. Any action by the
of failing to out and begin dying.
characters which uses an advantage with the
resist an at-
Mind keyword triggers the trap targeted only
tack. Such attacks give the target a hazard with a CP
at that person. A time stasis ray is fired at
and dice value equal to the attack's degree of success.
the target with a 6d6+6 attack with a Range
For hazards gained because of circumstances, e.g.
(5). If the target is hit they take no damage
drowning because the character is trapped in a sink-
but time freezes (from their perspective) for
ing boat, the Game Leader will allocate a CP value.
one day per degree of success.
Hazards such as On Fire make an attack against
\\ Detect: 20
the character at regular intervals. The hazard's dice
\\ Disarm: 20 + special
value is used as the attack and the character must

89
take a resistance action. Characters suffering from Now the pirate takes their turn. Similarly
multiple hazards may find them combining into a defenceless, the rogue is attacked by
single attack or they may face each attack individu- 1d6+1 and ends up taking two points
ally prompting different resistance rolls. Successful of damage. The pirate decides to simply
attacks inflict life damage unless the hazard specifi- ignore the situation and continues to take
cally states otherwise. shots at Pliskin. The adventurer decides to
rely on just his free resist, the pirate rolls
Example Play badly and Pliskin is untouched.
Mr L Pliskin was sipping a cocktail in the Once again it is Pliskin's turn and his
ship's lounge, trying to enjoy his holiday. hazard attacks for 1d6+3. This time
A nice relaxing cruise around the moons Pliskin has potential and decides to resist
of Epsilon 5 was just what he needed after by wiping the substance away from his
his recent adventures, but then the pirates eyes and face using his Manual Dexterity
announced their presence with a volley of and Cool Under Pressure. This nets him a
laser fire. resistance of 2d6+4 and he easily beats
the attack. He has counteracted its effect
A pirates freak shot has ruptured one of
this turn but the hazard is still on him.
countless pipes hidden behind the walls,
After recouping some potential, Pliskin
sending caustic liquid coolant spraying
decides to strip off to rid himself of the
everywhere. Both Pliskin and the pirate are
hazard, again using his Manual Dexterity
caught in the spray and the Game Leader
and Cool Under Pressure. This time Pliskin
declares the spray will attack for 3d6+0.
is attacking the hazard whose resistance
Anyone failing the resistance will gain a
is 12 (its CP) with 2d6+4. He scores nine
status effect. Not having a hazard prepared
on the dice bringing his total to 13, just
for this, the Game Leader decides the
enough to beat the resistance. As the
corrosive substance simply has the Start-
result was very close, the Game Leader
Of-Round keyword.
decides Pliskin had to strip naked to get
Both the Pirate and Pliskin used all their all the coolant off him.
resistance in the last exchange of gun
With laser pistol in hand and his balls
fire. Pliskin's free resist of Dodge will help
blowing in the breeze, Pliskin gets ready to
him but the pirate's free resist of Brawn
finish the pirate...
offers no protection. The Game Leader
rolls 17, almost maximum, on Pliskin who
Not all hazards attack the character directly;
manages a plucky five on his resistance
some simply make it a lot harder to act. These
leaving a degree of success of 12. Pliskin
work against actions by the character, including
notes down the CP 12 / 1d6+3 hazard on
resistance actions, handicapping their ability to
his character sheet. The Game Leader's
successfully act or defend themselves. For exam-
attack on the pirate only manages to roll
ple the Blindness hazard adds its dice value
six, minus one for his minimum resistance,
against any action or resistance action that needs
leaving a CP 5 / 1d6+1 hazard on the
the character to see. Hazards may detail the type
pirate.
of action they oppose or identify which specific
It is now Pliskin's turn. Immediately, keywords or advantages they handicap.
before he has a chance to recoup Removing a hazard uses the same mechanism
potential, the hazard attacks with 1d6+3. as removing any other status effect. The character
Pliskin has no potential left and his free must under-
resistance is useless against this hazard. take an
The Game Leader rolls a three, plus three appropriate
Blindness
for the modifier but minus one for Pliskin's action using
Hazard
minimum resistance, leaving Mr L. Pliskin available
with five points of damage. In deep Vision is impaired to a greater or advantages
trouble, Pliskin hatches a plan and does lesser extent. The hazard is added to and potential
nothing so he can recoup potential ready the resistance of any action where the to beat the
for the next round. victim is relying on their sight. resistance.

6d6 Core
With all status effects the resistance is the CP Persistent and Episodic Hazards
value (not the dice value) of the status effect. A A Persistent
successful action removes the hazard. If appropri- hazard is a
Amputee
ate, other characters may attempt to remove it disease,
Hazard, Persistent
from a character or assist in its removal. Some injury, genetic
circumstantial hazards cannot be removed via this mutation or Missing either an arm or a leg. This
method, e.g. a character keeps drowning until they magic curse hazard works against any character
have an oxygen supply. A change in circumstances afflicting the action normally requiring both limbs.
may also automatically remove a hazard without character for
the character needing to take an action against the days, months or even their entire life. Persistent
status effect. hazards can be gained via an attack or through
Hazards circumstances but they can also be a feature of
are short- the setting. Horror games may introduce mental or
Plague
lived, normal- physical effects as a consequence of dealing with
Hazard (Week), Start-Of-Day
ly only lasting monsters beyond human understanding; characters
for one scene, Boils cover the body producing a rank in post-apocalyptic games may be born with
and many aroma and disfigurement. They are mutations. These hazards focus on handicapping
have an effect also tender and sore to the touch. the characters' actions rather than dealing life
every round Resists against all social actions and damage. They use the Start Of... keyword less
or even every the use of any Skill advantages. often and when they do it is for a longer time
action. If the frame, e.g. a lycanthropy hazard would have the
characters are not already in combat it is often Start Of Month keyword as it affects the character
useful to switch into combat rounds to help track at the new moon.
the passage of time and the use of potential. Long-
term hazards Traumatised
cannot be Hazard, Persistent
removed by a
Horrific events leave deep emotional
simple action
scars. Triggered by exposure to more
as other status
trauma and the character gains the
effects can
Fear status effect.
be. They may
require the
character to undertake a quest to remove the curse
or to seek out expensive and experimental medical
treatment but they may be impossible to remove.
Game Leaders may allow the CP value to reduce as
the character rests and seeks treatment or increase
as they expose themselves to danger.
Depending on their nature and the magic or
technology available to the character, persistent
hazards can suppressed for a short period. Charac-
ters must take an action and beat the CP value of
the hazard as if attempting to remove it. Success
in this action will suppress the hazard for a scene.
It can be suppressed for longer with the standard
situation bonus for altering the time scale.
More complicated persistent hazards may be
triggered by particular circumstances or, in the
case of allergies, exposure to certain substances.
These Episodic advantages have no effect on the
character until they are triggered but once acti-
vated they give the character new hazards which
normally last a scene. When circumstances trigger
the hazard, it makes an attack using its dice value

91
which may be aided by situation bonuses for the Blessed Mary Goodsoul rises to his feet,
circumstances. Failure to resist the attack adds a suspicious of the wizard who behaved so
short-term hazard to the character with a CP equal strangely at the sight of the holy symbol.
to the attack's degree of success. The nature of
the new hazard is based on the ongoing hazard Hazards such as amputation and mental health
and circumstances, and decided by the Game problems have a significant effect on the charac-
Leader in discussion with the group. ter. They form part of the narrative and role play-
ing of the game. Game Leaders and players should
work together to use persistent hazards to enrich
Example Play
the game world and the characters' personalities.
Having read one too many ancient scrolls, Overuse of these hazards or inflicting hazards that
Corvell is afflicted with a corrupting, make a character unplayable is detrimental to the
persistent evil curse. In the presence game and the players' enjoyment.
of a holy symbol from the Blessed Mary
Goodsoul his skin burns as if exposed to
a great heat. His curse has a CP of 15
Love, Oaths and Missions
Some forms of persistent hazards are self-
worth 1d6+4.
inflicted, or at least shaped by the character's
Sitting quietly in the tavern one day, a actions, and bring the character some benefits.
fellow patron pulls off his cloak to reveal These take a variety of forms depending on the
The Blessed Mary Goodsoul's symbol game's setting. In Ancient Greece or King Arthur's
on his chest plate. Corvell's curse is court the hazard may come from swearing an oath;
immediately activated and he is attacked for a robot it may be a mission programmed into
by his curse for 1d6+4. He has no them; or it can come from an emotional commit-
suitable advantages to protect himself ment such as falling in love or becoming a mem-
against this and the curse has a degree ber of a religious cult. The narrative of how and
of success of seven. This does not do why the character gained the hazard is left to the
damage directly but instead applies a group but the
new status effect of Heat. It has a CP of hazard itself
seven (the degree of success), attacks Blood Oath to Zeus Static must have the
every round for 1d6+2 and even if the Compulsion, Hazard, Per- Compulsion key-
offensive symbol is covered up, will sistent word and have
continue for a scene (the default for any requirements,
A sworn oath to Zeus that I shall not
status effect). benefits and
let the temple at Argos be defiled.
consequences.
With the new status effect having an
To create
attack every round, the Game Leader
the hazard the character undertakes an action. This
switches to combat rounds and the
may be a public declaration of love or enrolment to
initiative starts with Corvell. The wizard
a cause, or it can be a very private event or internal
is attacked by the burning Heat hazard
process that no one else knows about. The character
for 1d6+2. Again lacking any suitable
plays their advantages and can use mundane equip-
advantages, Corvell takes a potential
ment such as a sacrificial goat to boost their action.
action to tip his drink over himself in
These actions normally take a scene but the charac-
a desperate attempt to cool his flesh.
ter may gain situation bonuses by changing the time
The group discuss this and think it is
scale. Other situation bonuses may be applied. The
appropriate. Corvell gets a lucky break as
resistance is set by the Game Leader based on the
he beats the attack by rolling a six to its
action and the setting. If oath-taking is significant
score of four, and avoids any damage.
within the society it will be reserved for important
Still his turn, Corvell uses all his causes. A character attempting to swear an oath
potential to run away. His only hope is to for something easily achievable or trivial will face a
escape the area and persuade the Game 6d6+6 or more resistance but one dedicating their
Leader the scene is over, thus ending life to an important and danger-filled quest may face
the Heat status effect. Meanwhile, only a 1d6+1 resistance. In some cases the resist-
in the tavern, a devout knight of the ance score may be set at one, almost guaranteeing

6d6 Core
success. A successful action adds the compul- The downside to these hazards is when the
sion hazard to the character. The player notes the character acts against the compulsion. This triggers
advantage's description as well as its dice value and the hazard and it now adds to the resistance for any
CP which are set by the action's degree of success. The action by the character. It may also be used against
keywords for the advantage are always 'Compulsion, the character in other ways. Someone who breaks
Hazard, Persistent, Static'. an oath to a spiteful god may find the hazard adds
Having created the hazard, the character can to the resistance for anyone trying to help them as
now benefit well as their own actions. If the oath was public, a
from it. When- character may find it used against them in social
ever they are Love of (Specify) Static encounters as the community shuns a known coward
behaving in Compulsion, Hazard, or oath breaker. As with the benefits of an oath or
accordance Persistent mission, the penalties for acting against them are
with the com- left to the group.
Deeply in love with and devoted to the
pulsion they Using compulsions as oaths, missions and emo-
specified person.
may use the tional attachments gives players great opportunities
advantage in for role playing and for shaping their characters.
an action. It has the Static keyword and requires They can also be abused. The hazard is a free ad-
static potential but may be used whenever it is vantage for the character and allowing them to gain
appropriate. This is highly subjective and groups too many can be detrimental to the game. Compul-
are encouraged to discuss its usage. By taking on sion hazards should not be consequence-free and
the hazard the character accepts a burden and a the benefits of accepting one must be balanced with
level of risk so they should not be prevented from the penalties for failure.
benefiting from it. On the other hand, using it in
every action or for trivial purposes devalues it. De-
ciding where the balance lies is left to the group
to decide.

93
1 6 11 16 21 26

2 7 12 17 22 27

3 8 13 18 23 28

4 9 14 19 24 29

5 10 15 20 25 30
6d6 Core
Meta-Gaming tion and supporting others in their creativity. The
rules and structure of the 6d6 RPG are designed
to help this process. They give players the tools for
Meta-gaming is the game beyond the game.
a creative game; everything else is up to them.
The game is about the characters and their adven-
tures but the meta-game is about the players and
how they play the game. To use an analogy, the Characterisation
game of football is about the people on the pitch Their character is the only part of the game
and the rules about how the ball can be played. over which a player has complete control. By their
The meta-game of football is about how those character's words and actions the player can express
players train, how they transfer from one team to their character's hopes, fears and ambitions but
another and how the league is organised. When- characterisation is not limited to being in-character.
ever you have a game, there is always a meta-game Conversation among players about their character's
which surrounds it. inner thoughts and emotions help to shape the
game as do conversations on how to accomplish the
character's goals and their approach to problems.
Playing the Game Thinking and talking about characters is as much
part of the characterisation process as what is done
At the start of every new game the characters'
in-character. It is an activity which helps shape the
world is a blank canvas, an endless, empty map
game's style and enriches the game world.
waiting to be filled. Even in games set in the real
Certain aspects of characterisation require
world, the game world is never identical to our
co-operation with the Game Leader and the group
own. Much of it may be the same and players may
as a whole. Every character is shaped by their past
assume it is the same but until the group decides
and building their back-story is part of the process
on a specific detail, anything is possible.
of mapping the world. It adds geographic details to
It's not just the physical geography which
places and cultures but is also an opportunity for
needs to be filled in. The cultures, individuals,
expanding the scope and style of the game. Char-
history and ideas all need to be added to the map
acters with family and emotional ties create new
and there is always space for more. Within every
opportunities for role playing and pose a different set
well-defined area there is an infinite capacity to
of challenges the character must overcome. These
add detail, to define sub-cultures and forgotten
decisions may have repercussions for the group. A
history. There is also, always, a future waiting to
character who is unable to leave their home for more
be written.
than a few hours because they care for their infirm
The style of a new game world is just as
mother is incompatible with characters who wish to
undecided as its content. By choosing how and
set off on a five year mission of exploration. At the
what they explore the players set the tone and
start of every game players need to discuss the limits
feel of the map. It can be practical and detailed,
of the game world and what they wish to accomplish
or written in epic brush strokes, or focused on a
so they may create suitable characters.
very small area with nuances and subtlety. These
emotional and stylistic choices about the game are
as important to shaping the players' experiences Advantages & Actions
as any lost city or game mechanic. The selection of advantages creates the skeleton
Everyone playing the game has a role in creat- on which players can flesh out the history and per-
ing the world and filling in the map. The Game sonality of their character. Each advantage repre-
Leader may set the scene, identifying the major sents a significant aspect of the character's life and
people and ideas which shape the characters' hundreds of hours of training, exercise and work.
adventures, but everyone is responsible for bring- The advantages become interwoven with the narra-
ing it to life. Through their choices the players tive aspects of the character's back-story, strength-
help define its narrative, its physical, stylistic and ening and expanding their personality.
emotional landscape. How those advantages are used is also a form
This is role playing, a unique experience in of characterisation. Characters may have a favour-
group creativity that is unlike a computer game, ite move, a particular combination of advantages
a play or any other form of entertainment. Every they try to bring together whenever possible. Some
player around the table has an obligation to help advantages may come with psychological baggage,
the group's creativity by engaging their imagina- memories of unpleasant times in the character's

95
Collaboration
Turning the blank map into
a complex game world with its own
distinctive style and ideas is not a
task which can be done alone. The
Game Leader and individual players
may contribute their own parts but
the process requires individuals to
collaborate. Not in a formal, let's sit
down and work together sense, but
by an ad-hoc process of exchanging
ideas and making suggestions.
At its best, role playing is like
musicians jamming; each person
playing their part, being support-
ive when others take the lead and
enjoying the support of others when
the spotlight falls on them. Indi-
vidual actions combine to produce
something greater than the sum of
its parts. There is a skill to this type
of collaboration and it takes time
to develop but it starts with each
individual player engaging with the
process. No-one in the game should
be a passive consumer, simply wait-
ing for the Game Leader to spoon-
feed them entertainment. Neither
past, making the character reluctant to use them. should anyone accept being force-fed by a Game Leader
Every advantage selected and every advantage used who wishes to dictate the style and content of the game.
is a role playing opportunity. They offer a chance to The core of the 6d6 RPG is the process in which
fill in a little more detail about the character and the group decides which advantages are appropriate in an
their personality. action. This is an inherently collaborative process with
Advantages also give players a chance to players sharing ideas and thoughts which shape the
stretch their minds and creativity. Finding new game world. Every player has a responsibility to engage
ways of using them is part of the game and known in this process by challenging combinations of advan-
as blagging, from the word blag, meaning to tages that don't fit their ideas for the game, as well as
scrounge, especially by clever or deceitful talk. speaking out to support players whose combinations do
Exploring how advantages can be used stimulates fit and coming up with their own, unique variations.
discussion, often revealing radically different ideas
about the meaning of words or their connotations. Stories, Narrative and Rules
This gives insight and understanding of each play- Storytelling is a universal phenomenon, found
er, helping to build social bonds within the group. in every culture and, as far as we can tell, occurring
Each advantage is deliberately kept simple, in every period of history. It appears to be part of what
leaving lots of scope for personalisation by the makes humans human and neurological studies support
players. As part of blagging an advantage details this. When we hear a story our brains react almost as if
can be added to expand the game and the char- we were there, which makes a story an incredible tool for
acter, possibly setting up future story lines and teaching and entertainment. We cannot all be Theseus
challenges. A player who blags the ability to steer and slay the minotaur but via the story we can all feel
a boat because their Military Service was in the some of his fear and excitement.
navy will find it hard to explain why the advantage In most forms of story telling there is one story
can be used to help in skydiving. teller or writer or film director and a number of listen-
ers, readers or watchers. Role playing takes this ar-
rangement and shakes it up. The magic of role playing

6d6 Core
is that no single player or Game Leader tells the story
but a story emerges out of the game to provide the
Game Skills
same vicarious entertainment. The 6d6 RPG is not a game of pure chance,
Players have control of their individual characters' which means there are strategies and skills involved
narratives, a single thread which knits and intertwines in playing it. Using them is part of the game and
with others to form the rich tapestry of a story. The de- should be encouraged by everyone. Good players and
tails of each thread are entirely the player's responsi- Game Leaders are ones who help others learn and
bility. They choose what it looks like, how it was made master game skills, even if it is to the detriment of
and where it goes. What is out of the player's control their own characters.
is the results of interactions between their narrative
thread and other people's threads. Rules provide the
mechanism for decisions about how threads interact
Role Playing
The number one skill in role playing is taking
and the dice add a random element to bring uncer-
on the role of the character by speaking and act-
tainty and excitement to the process.
ing as the character would. The most basic part of
The 6d6 RPG places a great deal of emphasis on
this is remembering the difference between what
the difference between the narrative details of a char-
the character knows and what the player knows.
acter which have no part in deciding interactions, and
The nature of the 6d6 RPG is as an open-book
advantages which are all about resolving interactions.
game with the Game Leader hiding little from the
The group as a whole, by deciding on the appropri-
players. This means players often know informa-
ateness of advantages, has control over the decision-
tion about a threat or a monster's abilities before
making process. The rules cover how many advantages
their character does. This trust of a player's desire
a character may use to keep everything fair. They also
to role play and collaborate runs through the
provide a mechanism for solving common problems
design of the game. Without it, the discussion and
such as the effect of range on accuracy, but rules do
agreement on the appropriateness of advantages
not decide the story or a character's narrative.
is unworkable.
The story, the outcome of the group's activity,
The other basis of good role playing is having
should always be the priority for a group. Rules are
a character with a personality different from the
simply decision-making tools and the story should
player's. This is not easy, and many experienced
never become a slave to them.
players end up with characters who are just vari-
ants of themselves. There is no silver bullet for
Living & Dying developing this side of role playing other than
The most obvious and most critical decision in a
lots of experience and constant consideration of a
role playing game is the life or death of a character.
character's personality.
Because it so important to the story and to the players,
Players should place limits on role playing and
there are no rules for death. When a character takes
there are lots of reasons for not acting in-charac-
life damage and cannot discard enough Life advantages
ter. Role playing is a social and fun game for the
they are classed as dying, but this simply means they are
entire group. A character with a personality and
unable to act. Death, or at least death as we know it in
set of motives which cannot function well within a
the early 21st century, is a nebulous concept to a robot
group or which disrupt another player's enjoyment
or to someone in a post-singularity future or in a magic
is detrimental to the game. Each group must set
world where the dead can be resurrected.
its own standards of acceptable behaviour and it is
Death in the 6d6 RPG means the character will
everyone's responsibility to respect other players'
never return. For every other situation the character is
preferences over sensitive subjects such as gender
classed as dying, even if they have been buried for a
and race. Role playing is about imagination and
thousand years. The fate of a dying character combines
some things are best if they happen "off-screen"
the rules of the game, the group and the story. A dying
and in a player's own mind. The bottom line is
character cannot help themselves, they are at the mercy
that playing a character is not an valid excuse for
of the other characters and the Game Leader. The rules
being an insensitive arsehole.
provide a mechanism for medical care via recovery effects
which may revive dying characters, but these will not
be applicable if there is no body to revive. Whether the
character is merely dying and can be recovered or dead
and gone forever is a question for the group and the
story they are creating.

97
Blagging Game Leading
A key player skill in the 6d6 RPG is blagging, the
ability to persuade others that an advantage is appro- The job of Game Leading is complex and diffi-
priate and usable in a particular situation. It requires cult, requiring hard work before, during and after the
creativity to think of reasons why the advantage game. It is also thankless because if you are doing
applies to the action, and also inter-personal skills it right no one will notice, but if you get it wrong
to persuade the other players. At its best, blagging everyone sees your mistake. This not strictly speak-
increases characterisation, adding detail and subtlety ing correct; the Game Leader notices when every-
to that character's history and advantages. thing goes well. The satisfaction of watching players
Blagging is also a way to bring humour and become scared of the dark or find emotional depth in
laughter to the game table. Allowing the occasional a character which ten minutes ago was just a blank
outlandish justification for sheer chutzpah does piece of paper is second to none. The pleasure from
nothing to harm the game. A good blagger knows the those moments when a Game Leader gets it right is
secret of success is not to push their luck too often worth all the hard work.
and abuse the good will of their fellow players.

Optimisation What Game Leading Is Not About


A Game Leader needs to be many different
A little forethought during the selection of advan-
things. They need to be creative, be a fair adjudi-
tages and in the setting of their CP values will make
cator, a diplomat when personalities clash, a story
a big difference to a character's range of actions.
teller, an event organiser, an actor and an ency-
Designing characters with a spread of advantages
clopedia of rules. But there is one thing the Game
so they have something to contribute to most com-
Leader is not.
mon situations is sensible, enabling the player to
be involved with more of the game. Giving the more They are not in charge.
commonly used advantages higher CP values allows
The Game Leader does not tell people what to
the character to succeed in actions more often. This
do. They are not masters of the game who lay down
is desirable and good for the game.
the law and decide how the game will be played.
Optimisation is undesirable when it becomes the
Their word is not final. They are just one of the play-
focus of character creation and improvement. Pick-
ers around the table who collaborate to create a game
ing advantages because they are the most powerful
world. The only difference between the Game Leader
regardless of the character's back-story and experi-
and the other players is that instead of playing a
ences is bad role playing. The most enjoyable charac-
character the Game Leader plays the whole world.
ters to play and to share a game with are those which
have flaws. Pick advantages well and optimise how
CP is spent, but remember no hero is perfect. Setting Resistances
One of the most common tasks for a Game
Knowing the Rules Leader is to set the resistance against a character's
The better each player knows the rules of the game, action. If there is a combat situation and a monster
the quicker the game can proceed. Which means more involved this is straightforward and the resistance
time for plot development, more time for characterisa- is set based on the creature's potential and advan-
tion and more time for all the fun aspects of role play- tages. Outside of combat it can be less clear cut.
ing. What isn't fun is watching someone look up rules When the Game Leader is having to ad-lib or the
for five minutes or ask for the twelfth time the difference characters are doing something unexpected there
between static and dynamic potential. Not every player may be no monster sheet or clear guidance to the
has to be an expert with an encyclopedic knowledge of appropriate difficulty.
game trivia but players are expected to learn the rules Game Leaders should simply trust their judge-
which apply to their character and to help other players ment. Pick up whatever seems an appropriate
learn the rules they need. number of dice and roll them. If the task seems
The 6d6 RPG is a simple game and we encour- a tall order for the character, roll lots of dice; if it
age groups to ad-lib and not to spend time poring should be easy, roll less. The game's rules have been
through this book for rules. That can be done after specifically designed to support this quick and easy
the game session and noted for future games. approach. Game Leaders should avoid getting bogged
down in checking rules, especially for rolls of lit-

6d6 Core
tle importance. If the outcome has the potential to Build A Space
significantly change the direction of the narrative it The two biggest killers of creativity and motiva-
is appropriate to pause for a reasonable amount of tion are too much space and too little space. Faced
thought and discussion with the group before decid- with an endless blank sheet of paper, even the best
ing on the resistance. creative minds struggle as the infinite possibilities
overwhelm them. Too little space and there is no
room left for creative ideas. Frustration and disil-
The Art of Leadership lusionment follow from either situation. Creating a
90% of what it takes to be a good Game Leader space where there are limits but with plenty of scope
are the same skills it takes to lead a group of people for creativity and self-expression is key to keeping a
in any situation. Players wishing to develop their group happy. This is the difference between a boss
game leading skills are strongly recommended to who sets a goal for their employees and a boss
investigate the mountain of books and web sites on who micro-manages the way their employees work.
the subject of leadership. Conversely, if you wish to Both groups may complete the work but those
develop your general leadership skills, taking on the employees who are given a goal and the space to
role of Game Leader will provide valuable experience. complete it in their own way will be happier and
more productive.
To forge a creative space Game Leaders de-
Set An Example velop game worlds. The world needs to be defined
Leaders do not tell people what to do, they set
with a theme, concept or genre which the players
an example others choose to follow. In role playing,
can understand but the world also needs areas in
specifically in the 6d6 RPG, a friendly atmosphere
which the players may explore their own ideas.
is needed where players can exchange ideas, discuss
This creative space only exists within the players'
and disagree without fear of criticism or censure. To
minds and can just as easily be called permission.
build a group where this is possible the Game Leader
Good Game Leaders give their players permission
must set an example with their own behaviour.

99
to be creative and self-expressive in ways which They are not experts at everything and more often
enrich the game world, especially in how they play than not they are experts at nothing except being
their character, the character's back-story, their a leader. A good leader knows this and recognises
actions and how the character uses and combines when different skills are needed. Faced with a task
their advantages. Whenever a Game Leader ignores or problem where they themselves are not the best
an idea or prevents the player from expressing person for the job, the good leader will happily follow
themselves though actions and advantages, they and support whoever is most suited.
are constricting the space and denying the permis- For Game Leaders this is accepting another
sion to be creative. Every creative space needs person's idea, recognising someone else may know
limits and not everything can fit in the same space the rules better or has particular knowledge which is
but the Game Leader must always be aware of how relevant. Once again this sets a good example to the
their decisions about what is and is not permissi- group but more importantly it is at the heart of the
ble change the nature of the creative space. game's decision making process. The group decides
what advantages are appropriate and the Game
Recognise Good Ideas Leader must be comfortable with letting others take
Leaders need to be creative. There will be the lead in this process.
times when only the leader can supply an idea or
solve a problem but these times are rare. Leaders Stay Focused on the Prize
must be able to recognise good ideas when they All groups become discouraged or distracted at
come from other people and also have the self- some points. Personalities clash, group membership
confidence to drop their own ideas when presented changes and enthusiasm wanes. Leadership is about
with a better solution. Adopting other people's spotting when this is happening and not allowing it to
ideas is not a sign of weak leadership, it is a sign overwhelm the group. The leader keeps their eyes on
of a strong leader. the goal and keeps pushing the group forward. This
Role playing attracts creative minds and around may require a level of self-sacrifice, putting the needs
any game table there is a sea of ideas. The chances of the group before personal benefit.
of the Game Leader having the best solution to a For the Game Leader the prize is a happy group
problem are small which is why it is not the Game of players who enjoy the game - nothing more and
Leader's role to decide everything. Leaders should nothing less. Within this there is scope for the Game
present their own ideas and solutions to the group Leader to experiment with personal goals and ambi-
but when a better solution is found the Game tions but these are secondary to the needs of the
Leader should be quick to recognise it. This sets an group as a whole. This is not the same as giving the
example to the group that decision making is not players whatever they want. The Game Leader defines
about egos but about good ideas, and helps build the creative space and must at times resist the will of
the creative space by giving players permission to the players to maintain the integrity of the space for
find answers to any problem the group faces. the collective good.

Listen Rules of the Game


Good leaders listen to their groups in many dif-
The rules written in this book are not the final
ferent ways. They accept feedback without taking it
word on how to play the 6d6 RPG. They are the start-
as criticism, setting an example of good behaviour
ing point for discussions. Groups and Game Leaders
which others can copy. They also listen to what the
are free to ignore anything and everything in this book.
group is saying amongst themselves. Many good ideas
The aim of the game is to have social and creative fun
are buried in casual conversations as throwaway re-
and anything which interferes with this aim should go.
marks. Most importantly, a leader remembers listen-
This is not to say the book in your hands is point-
ing is not the same as hearing. Listening is an active
less. Role playing needs a way of making decisions
process where the listener seeks true understanding
about the course of the narrative. Does someone
of what is being communicated and does not let their
die? Do the good guys win? Does the hero escape?
own filters and biases distort the meaning.
Rules create a framework for making those decisions,
including how much randomness is involved. When a
Let Others Lead group decides to play a game such as the 6d6 RPG
Just like their characters, each player has their
they are agreeing on what decision-making framework
own set of abilities, areas where they are strong and
areas where they are weak. Leaders are no different.

6d6 Core
will be used. There is no reason why the group cannot ters. Similarly, being able to see how much potential
amend the framework if there is consensus to do so. a character has available gives the Game Leader an
Every time the group considers the appropriate- unfair edge in combat. The Game Leader must let the
ness of an advantage in an action they are making a players see the monster's potential or inform them
decision about the rules and how they are applied. when asked about it. This keeps it fair for the players
This is why it is a group decision and not one left to and better represents what the characters can see.
the Game Leader. Should any player feel the rules A creature with little or no potential is one which is
need changing it should be approached in the same occupied in another task and an easy target.
way, by making a suggestion and explaining why it is The need to keep players informed about crea-
appropriate before letting others state their views and tures' potential, advantages and the Game Leader's
discussing it until a consensus is found. dice rolls has led 6d6 to adopting an open-book
Rules, like advantages, are dependent on the situ- approach to leading the game. For the most part the
ation. What is appropriate in one set of circumstances Game Leader does not hide monster sheets and other
may not work in another. Groups may happily tweak paraphernalia away from the players. It is a literal
and change things on a case-by-case basis and not open book. Not all information is shared with the
feel the need to conform to previous decisions. The players, being surprised is part of the fun of role play-
only limit on what can and cannot be done to the rules ing; but most of the Game Leader's information does
is that of consensus. Without consensus a change is not need to be secret. Game Leaders are encouraged
not fair and if rules are considered unfair the overall to give players a quick overview of a monster's abili-
fun and enjoyment of the game may be harmed. ties before a fight. It speeds the game up and also
reflects the characters' abilities to judge and assess
danger that is hard to replicate in purely descriptive
Open-Book Gaming terms. Ultimately players need to be trusted not to
To form a consensus, everybody needs access to
abuse the situation nor to act on information their
the same information. The Game Leader must explain
character does not possess. If your players cannot be
the monster's actions and justify advantages in ex-
trusted in this way it may be time to find new players.
actly the same way as the players do for their charac-

101
1 6 11 16 21 26

2 7 12 17 22 27

3 8 13 18 23 28

4 9 14 19 24 29

5 10 15 20 25 30
6d6 Core
Appendix Action
An action is anything that
requires potential to be used, an
Advantage
An advantage is something
significant about the character that
advantage to be played or a dice to can be played as part of an action.
5' Square be rolled. They are generally, but not always,
A unit of space that is a something beneficial.
convenient measure for movement, All advantages have a
mapping rooms and areas of effect.
Action Effect dice value that is added to any ac-
Every action, except
The 5' x 5' square is considered tion they are invovled with. The
resistance actions, has an
large enough for an average-sized dice value is set by the CP value
in-game effect and / or a meta-effect.
human to stand comfortably, carry of the advantage or, in the case of
out actions including fighting and mundane equipment, is a nominal CP
to move through carrying a load Action Focus 4 / 1d6+0. Unless explicitly made
without obstruction. 5' squares The focus is the aim of the free to use by keywords or covered
can be replaced with two-metre action as expressed by the player, by the character's free resists, an
squares or any other measurement such as striking an opponent, advantage cannot be used without
as long as it is consistent. Some moving or picking a lock. It spending potential.
settings may use larger or smaller is against this stated goal the
squares if they are built around appropriateness of the played
characters significantly bigger or advantages is assessed.
Adventure Path
A character path which is only
smaller than humans.
available once a character has
Action Type completed a particular mission or
5' Step The action type is de- adventure. The paths do not cost
A small movement of one fined by the circumstances CP for their initial purchase but
5' square during a narrative, initiative in which the action is taken. do cost CP to upgrade beyond 4
or opportunity action. Incorporating Narrative actions happen outside CP / 1d6+0.
a 5' step into an action costs one of combat; initiative actions oc-
dynamic potential and adds 1d6+0 to cur during the player's turn in
the action dice. Only one 5' step combat; resistance actions occur
Aid Other [Keyword]
The character may assist
can be used in an action. It cannot whenever the character is threat-
another character taking an
be combined with a potential action ened; and immediate actions and
initiative action. This also reduces
or with concentrating. If it is rel- opportunity actions occur during other
the situation bonuses for assisting
evant, e.g. for melee attacks, the player's turns. Generally, each
by 2d6+0.
movement can come before or action is handled and resolved in
after the action is resolved. the same way but certain types of
actions have additional rules as- Aid Resist [Keyword]
sociated with them. Assist another character in
Ability their resistance action. This also
Blue ability advantages are
reduces the situation bonuses for
skills, knowledge, feats and pow- Active MCP assisting by 2d6+0, which nor-
ers that are not life advantages The total of the character's
mally means situation bonuses
or equipment. dynamic potential and recoup. It cannot
do not apply.
be more than twice the passive MCP
when the character is created.
Acting While Deceiving Ammo
Any action undertaken while
Ammo, short for ammunition,
simultaneously trying to remain Ad-Hoc Equipment is applied to rounds of ammuni-
hidden or otherwise unnoticed is Ad-hoc equipment is any
tion for a gun but also covers any
more difficult and adds a 2d6+0 character or mundane equipment be-
finite resource required to make
situation bonus. If the character ing used in a non-standard way or
an advantage operate and which is
fails to beat the resistance, not for a purpose it was not designed
consumed when the advantage is
only did the action fail but they are for. Ad-hoc equipment always has
used. When applied to equipment
no longer hidden. The exception the dice value of 0d6+2 and, if
like spears or throwing daggers,
is a character using a mosey which relevant, the keyword Range (0).
it indicates how many different
incurs no situation bonuses.
spears or daggers there are.

103
Anticipate Area of Effect autofire and how many bursts they
At the end of their An action which targets more are firing as part of the action
initiative turn a character may than a single individual or item has which cannot exceed the weapon's
choose to anticipate by plac- an area of effect. Characters must limit (x). Each burst uses triple the
ing spare potential on selected specify the area when declaring ammo compared to the normal use
advantages. If the character uses the action and everyone and eve- of the advantage.
an advantage which has been rything within the area are entitled The first burst of an autofire
anticipated with in a resistance to resistance actions. The attacking adds the advantage's standard
or opportunity action, the potential character makes one dice roll for dice value to the action. For each
is not spent, but is returned to their action. Situation bonuses for additional burst a further 1d6+0
the bank where it can be used in the attack are only included if the is added to the action. Using
future actions. If the advantage bonuses apply to all the targets in Autofire also adds the Area (1)
is not used before the start of the the area. keyword to the advantage. Ignore
character's next initiative turn, Targets of the attack make this if the advantage already has
the potential is moved into the individual resistance actions and the Area keyword.
spent pile before the turn starts. all targets gain the benefit of all
Anticipation is possible with applicable situation bonuses. The
both dynamic and static potential outcome of the action is resolved
Available
In an action characters may
(as appropriate for the selected separately for each target based
play any advantages available to
advantages). Only one potential on their resistance score and the
them using any available potential.
per advantage can be placed in degree of success.
Available advantages cover any
anticipation. When taking a resist-
advantages on the character sheet,
ance or opportunity action the
player may use any, all or none of
Assisted Actions including mundane equipment and
When multiple characters status effects, but excluding any
the advantages they have antici-
combine their efforts to per- that have been discarded. Circum-
pated with but if they do use an
form a single action. This adds stances (e.g. magic or technology)
anticipated advantage, they must
1d6+0 per person involved to may make other characters' advan-
use the potential placed on it.
the resistance. Assisted actions tages available or advantages may
cannot be performed in combat be associated with the location.
Appropriate unless the keywords Aid Other or Available potential includes
Most advantages can be Aid Resist are used. any in the bank, placed on the
combined with most other advan- advantage in anticipation, or from
tages in an action. The only limit is other characters via magic or
whether the group determines the
Aura (x) [Keyword] technology. For control effects only
The aura keyword indicates
combination is appropriate for the unused control potential created by
the advantage has an area of effect
stated action focus. the effect qualifies as available.
centred around the character.
Anyone within (x) squares of the
Area (x) [Keyword] character is subjected to the aura Bank
The advantage has an and entitled to a resistance action. A nominal location on the
area of effect This includes allies unless they character sheets where unspent
of one or more 5' squares. would logically be immune, e.g. potential is placed.
The target area can be up to (x) creatures of the same species or
squares in size with no additional with the same powers. The origi-
situation bonuses to the resistance. nating character is never affected
Blast (xd6) [Keyword]
Blast is a secondary effect occur-
For each additional (x) number of by the aura. Auras are only possi-
ring after the character completes
5' squares or part thereof over the ble with the Aura (x) keyword.
their action. Blast attacks are at
base area, the resistance gains
their most concentrated at their
a 1d6+0 situation bonus. All
targeted squares must be contigu-
Autofire (x) [Keyword] centre, weakening as they spread
Autofiring enables the rapid out. The Blast keyword is not limit-
ous with at least one other targeted
use of a weapon or ability advan- ed to explosions that do life damage.
square. Multiple Area (x) keywords
tage. This adds multiple dice to The keyword can be applied to
in an action are added together.
an action and increases the area attacks doing potential damage or
Actions without an Area (x) key-
it can target. This is optional and adding status effects.
word are considered to be Area (0),
does not cost additional potential The blast attacks with (xd6)
adding a 1d6+0 situation bonus
but will use more ammo. Players anyone in the centre square. The
for every square targeted.
must state when they are using

6d6 Core
blast spreads out to adjacent Character Equipment Advantages The target gains a
squares, attacking the occupants can be selected as free resists and resistance action against being
but losing 1d6 per square from can be anticipated with. controlled plus they automatically
the centre. Each attack is rolled gain a situation bonus based on
separately and the degree of success the familiarity of the controller
determines the damage or strength
Character Points (CP) with the target. This is a minimum
Character Points (CP) are a
of the status effect. Actions com- of 1d6+0 and applies even if the
measure of power that drives the
bining multiple Blast keywords use target is asleep or similarly inert.
dice value of an advantage.
the highest Blast value plus 2d6 A successful action grants the
Each character or creature is
for each additional advantage with controller control potential based
worth a certain number of Charac-
Blast (2d6) or greater. on the degree of success and the
ter Points (CP) which is the total
success + 4 scale. It is used to make
of the points of all their advan-
one or more immediate actions. The
Body [Keyword] tages (ignoring status effects and
controlling character cannot take
A physical aspect of the mundane equipment). Characters gain
any further actions with their own
character. extra CP through play and these
potential and advantages until
are spent to increase the CP of
they use all the control potential or
existing advantages or to pur-
CP Value chase new advantages. Any spare,
abandon control. Control and any
The character point (CP) remaining control potential is lost
unspent CP is recorded on the
value of an advantage which if the controlling character ends
character sheet.
sets the dice value to be added to their initiative turn.
the action dice when the advan- Control effects are only pos-
tage is used. Compulsion [Keyword] sible using advantages with the
A form of hazard which can be control keyword.
both beneficial and detrimental
CP Dice Value
to a character. Characters may
1 0d6+1 play compulsion hazards in ac-
Control Potential
Control potential is gener-
tions where the action's intent is
2 0d6+2 ated by a control effect and is used
in line with the compulsion. In
to take immediate actions. Control
3 0d6+3 actions going against the compul-
potential can only be used on the
sion, the hazard is added to the
4 1d6+0 person or machine being con-
action's resistance.
trolled, it cannot be combined
5 1d6+1
with a character's potential, but
7 1d6+2 Concentrate is usable to activate both dy-
In narrative actions, if it is namic and static advantages.
10 1d6+3
appropriate for the situation, a When spent on using advantages
14 1d6+4 character can concentrate on an it is discarded and cannot be
action. This costs one dynamic recovered. Once control is lost or
19 1d6+5
potential and adds 1d6+0 to the abandoned any unspent control
25 1d6+6 action. Concentration can only be potential is destroyed.
performed in actions where one or
more advantages are being used.
Capacity (x) [Keyword] It cannot be used in conjunction
Control [Keyword]
The weapon or item of Indicates the advantage can
with potential actions. Only one po-
equipment has limited storage be used to create a control effect.
tential can be used for concentra-
for ammunition or charges. It Additional benefits may be de-
tion in a single action and it only
cannot contain more than (x) scribed on the advantage.
ever adds 1d6+0.
and once empty it cannot be
used again without reloading.
Control Effect Crossed Off
Characters taking damage are
A meta-effect for actions that
Character Equipment temporarily take control of a crea-
required to 'cross off' advantages
and potential. Lost advantages
Advantage ture, character or complex machin-
should be marked on the character
An equipment advan- ery, i.e. anything with advantages
sheet and lost potential should
tage the character has spent and potential. Control effects can
be placed away from the bank and
character points on and whose be attempted by any character on
spent piles in a separate damage pile.
dice value is set by its CP value. any suitable target.
Once crossed off they are no longer

105
available for use in an action but Default Keywords Explode or exploding, e.g.
may be recovered. Unless overridden by other explode sixes, means that the
keywords, all advantages have dice with the specified value are
the following default keywords: added to the dice score and then
Damage Dynamic, Range (0) and Area (0). rolled again and the second value
Damage is a meta-effect that
also added to the score.
temporarily deprives characters of
Rerolls and Explodes only
advantages or potential. Most dam- Degree of Success happen once per action.
age is limited to life damage and An action is successful when
potential damage but other forms of its dice score beats the resistance's
damage may exist. The amount of dice score. The difference be- Discard / Discard (x)
damage is determined by the at- tween the two dice scores is the
tack's degree of success. Advantag- degree of success.
[Keyword]
The advantage is destroyed
es lost to damage are crossed off
after it is used and removed
and lost potential are moved to
the damage pile. Advantages and
Dice Modifier from the character sheet. The
How much an advantage's Discard (x) keyword indicates an
potential may be regained via a
dice are adjusted. For example, advantage can be used (x) times
recovery meta-effect.
1d6+2 has a modifier of +2. before it is destroyed. Unlike
equipment with ammo, equip-
Damage Pile Dice Score ment with Discard (x) cannot be
Potential lost due to damage reloaded or recharged.
When an action is taken,
or other causes is placed in the
each advantage plus any situa-
damage pile separate from the
bank and spent piles. Potential
tion bonus in the action contrib- Discovery
utes their dice value. All the dice The act of looking for hidden
can be recovered from the dam-
are rolled and modifiers added things that do not have advan-
age pile in two ways. Firstly,
to give a total known as the dice tages or a specific resistance to
a recovery effect which returns
score. being found. Discovery is used
potential to the bank pile.
for finding objects, secret doors,
The second method is to
clues and information that do
recover potential from the dam- Dice Value not directly endanger or threaten
age pile to the spent pile using Each advantage has a dice
the character. The Game Leader
recoup. It costs twice as much value which is the number of
makes a subjective decision
recoup to recover damage. That dice and dice modifiers it con-
about the success or failure of
is, moving a single token from tributes to the dice score of an
the player's discovery actions
the damage to the spent pile is action. For example, 1d6+1
based on a variety of factors.
the equivalent to recouping two contributes one dice and a dice
tokens from the spent pile to modifier of +1.
the bank. Once a token is in the Do Nothing
spent pile it can be recouped to During their initiative turn a
the bank at normal cost. Static
Dice [Keyword] character who chooses not to
Indicates the advantage has
potential can only be recovered take any action (i.e. no dice rolls
special rules regarding the dice
from the damage pile this way are required) or spend any poten-
in actions using this advantage.
when doing nothing. tial is counted as doing nothing.
Details are provided in the ad-
Free actions may be allowed at the
vantage's description but unless
Game Leader's discretion.
Deceit otherwise stated:
Characters who do nothing
Deceit is an opposed action The Dice keyword applies to
may recoup one additional poten-
when one side is trying to hide all dice rolled in the action
tial. They may use some, all or
something and the other side is If two or more advantages
none of their recoup to recover
trying to spot it. The characters are in an action have Dice keywords,
static as well as dynamic poten-
always the active party, as either the player must declare which
tial from their spent pile. They may
deceivers or observers, and must one they are using before rolling.
anticipate at the end of their turn.
beat their opponent's resistance. Reroll, e.g. reroll ones,
means any dice with that value
are rerolled. The original value is
ignored and only the new value is
added to the dice score.

6d6 Core
Double Dice Environment [Keyword] Free Action
A scale of increasing dice that An advantage with this key- A free action is an activ-
doubles with each step or itera- word represents extensive experi- ity requiring no advantages or
tion. If relevant, only the number ence of living and working in a potential to perform. The action
of dice increases, and dice modifiers particular type of environment. must be simple and have no
are not doubled. These advantages can be played chance of failure.
in almost any action taken in the
specified type of environment.
1d6+0 Free Resist
Characters may have one or
2d6+0
Episodic [Keyword] more free resist advantages as part
4d6+0 A hazard that is long-lasting or of their meta-character points. These
permanent but has no effect until may be used in resistance actions
8d6+0
an episode is triggered by exposure without spending any poten-
... to specific events or substances. tial. Using these advantages in
When a trigger is encountered the opportunity actions, initiative actions
hazard attacks the character who or other types of action still costs
Double [Specify] may attempt to resist it. Failure re- potential.
[Keyword] sults in the character gaining new Only dynamic advan-
If the specified advantage hazards lasting for a scene. The tages may be free resists.
(or advantage with the specified type of hazard is specified in the Character equipment can be used
keyword) is used in the action, the details of the Episodic hazard and but mundane equipment cannot.
dice and modifiers of the specified the new hazard has a CP and dice Advantages to be free resists
advantage are counted twice when value equal to the attack's degree are chosen at character creation
calculating the action's dice value of success. and can only be changed with the
(as if the advantage had been agreement of the Game Leader.
played twice).
Equipment
Equipment is anything that Free [Keyword]
Dying is not an integral part of a char- The advantage does not re-
The character is seriously in- acter's body or mind. Depending quire potential to use.
jured or ill and has lost all their life on whether character points have
advantages. They are unconscious. been spent, it can either be a
The character's survival is depend- character equipment advantage or a
Free [Specify] [Keyword]
When used in conjunction
ent on the game's narrative and up mundane equipment advantage.
with this advantage, the specified
to the game leader and group to
advantage is free to use (i.e. does
decide. Recovering one life advan-
tage prevents the character dying.
Extended Action not require potential).
Extended actions are repeated
actions with the same action focus
Dynamic Potential which combine to achieve a
Freq. (Specify) [Keyword]
The frequency with which the
A potential token used by char- goal not possible in a single ac-
advantage can be used without
acters to activate dynamic advantag- tion. Each action is against a
granting additional situation
es. When used it is moved into the resistance score and adds its degree
bonuses to the opponent. The
spent pile and cannot be used again of success to a running total, in-
specified frequency will be one
until it is recovered to the bank pile, cluding negative results from failed
of the standard time scales. Using
normally via recouping. actions. Once the running total
an advantage more frequently
has exceeded the target score, the
adds 2d6+0 to the resistance
extended action is completed.
Dynamic [Keyword] Extended actions are written
and doubles with each use. This
Requires dynamic potential to penalty remains and continues
as Resistance / Target ( Time Scale)
use the advantage. All advantages to double until the advantage is
where Resistance is the resistance
are dynamic unless they have the unused for a period not shorter
score to beat with each action,
Static keyword. than the specified frequency. That
Target is the total score needed
is, a Freq. (Day) advantage must
and Time Scale is how long each
remain unused for a day to lose
action takes.
the situation bonuses.

107
Golden Rule ing to the normal sequence of potential placed in anticipation is
There is no right or wrong way to play. An immediate action cannot moved to the spent pile. Next, any
combine advantages. result in another immediate action status effects with the Start-Of...
While some advantages may nor can it trigger opportunity actions keyword on the character are
have specific rules about when and (no cascades). resolved. After this, the charac-
how they are used, these rules can ter can undertake one or more
and should be ignored if the group actions and recoup potential in
feels that the game's narrative takes
In-Game Effect any order they desire. The turn is
The consequence of an
priority in this situation. not over until the character has
action on the game's narrative.
no more potential or chooses to
Common in-game effects are
end their turn. At the end of their
Hazard / Hazard (Specify) movement, overcoming obsta-
turn they can choose to anticipate
cles such as locked doors, and
[Keyword] social interaction.
with any unspent potential.
A status effect detrimental
to the character. Commonly the
hazard's dice value will be added Inherent Difficulty Keywords
Keywords are found on
to the resistance against actions Actions not aimed at other
advantages and are a shorthand
by the character, as described by characters or creatures are re-
way of indicating the nature of the
the hazard. Alternatively, with the sisted by the inherent difficulty
advantage and any rules that may
Start-Of... the hazard may attack of the action. Set by the Game
apply. Unless otherwise explicitly
the character. Leader, the resistance action will
overridden by other keywords, all
Hazards are status effects and be a number of dice and modi-
advantages have default keywords.
unless specified last for a scene fiers or a resistance score. Ad-
though victims may immediately ditional situation bonuses may be
regain them depending on the cir- added to the resistance depend- Knowledge [Keyword]
cumstances. The Hazard (Specify) ing on the circumstances. A theoretical or academic un-
keyword is used to identify hazards derstanding of a subject area.
which have durations shorter or
Difficulty Resistance
longer than a scene.
/ Score Life Damage
A meta-effect that deprives a
Automatic -/0
Healing Throttle character of Life advantages. It is
The rate at which the charac- Trivial 1d6+1 / 5 the result of anything that may
ters may attempt recovery effects kill a person: physical attacks,
Simple 2d6+2 / 9
without penalties. The throttle is diseases, falling and so on. The
set by the group to a period on the Routine 3d6+3 / 13 amount of damage taken by the
time scale. The first attempt at a character is determined by the
Challenging 4d6+4 / 18
recovery effect within the period degree of success and the character
adds no additional bonuses to Formidable 5d6+5 / 22 must cross off at least the same
the resistance. A second attempt number of CP in life advantages.
Herculean 6d6+6 / 26
within the period adds 2d6+0 to Characters cannot cross off part of
the resistance. Third and subse- an advantage. One or more whole
quent attempts double the penalty Initiative Action advantages must be crossed off.
each time. An action taken by the charac-
Having incurred a penalty due ter during their initiative turn which
to repeated recovery attempts, the is not a resistance action or other
Life [Keyword]
Advantages with the Life key-
penalty remains until the character type of action.
word represent the character's
goes for a whole period without any
physical existence. These advan-
recovery attempts.
Initiative Turn tages are highlighted in green and
During a round of combat, are discarded if the character takes
Immediate Action each player takes a turn. This is life damage.
An immediate action is a spe- their initiative turn.
cial action interrupting the normal Before a character's turn
sequence of player turns. It is starts but after the end of the
Living Equipment
Equipment that has its own
resolved before any actions by any previous player's turn (including
free will and / or ability to operate
other player. Multiple immediate any opportunity actions triggered
independently of the character is
actions can be taken before return- by the previous player) unused
called living equipment. They are

6d6 Core
used as advantages. If they need to the resistance depending on the Movement
operate independently in combat, circumstances. Movement is an in-game effect,
they are treated as a mook. changing the character location
relative to other people and places
Mind [Keyword] within the game.
Mechanics A mental capability arising
Movement effects require a
The mechanics of the game from the brain.
potential action or actions with the
are its rules and their purpose
movement keyword. A movement
is to provide a way of introduc-
ing uncertainty, drama and peril
Mook action only has to equal the move-
A minor enemy, henchman ment resistance of the terrain to
into the game's narrative and
or minion who is easily killed or be successful.
resolving disputes over the out-
disabled. Mooks have no potential
come of actions.
but do have a character point value
which sets their dice value. They use
Movement Resistance
Melee [Keyword] their dice value as a free resist or (MR)
The melee keyword indicates a trait in resistance actions but are Each 5' square (or other unit
that the advantage can be used allowed just a single initiative action of measurement) has a movement
effectively in hand-to-hand combat during their turn consisting of resistance reflecting how difficult
when the opponents are in adja- either moseying or using one of their the terrain is to move through.
cent 5' squares. The keyword is de- traits. A mook has three traits listed Flat, level terrain has a movement
scriptive and not needed for melee on the mook's advantage and these resistance of one.
attacks except if the action also are the only actions a mook can The resistance score for movement
includes the Reach (x) keyword. take (this includes movement other is the total movement resistance
than moseying). They cannot take of all the squares the character
potential actions. enters. Unlike other actions, move-
Meta-Character Points If a mook takes a single point ment only has to equal the resist-
(MCP) of life damage, potential damage or ance to be successful.
MCP are the total of a charac- otherwise fails a resistance action,
ter's dynamic potential, static potential, they are removed from the combat.
free resists and recoup. They pro- They may be dead or disabled at
Movement [Keyword]
The Movement keyword
vide a rough guide to a creature's the Game Leader's discretion.
enables the character to make an
strength and capabilities. Standard Mooks appear in gangs and
action with a movement effect. The
starting characters have nine MCP. each gang has a turn in the round
player can include other advan-
and must be nominated. Mooks can-
tages in the action.
not seize the initiative.
Meta-Effect
A meta-effect is the conse-
quence of an action which has Mosey / Walk (Movement) Mundane Equipment
some impact on how a character A mosey is a movement effect Advantages
or the game is played. Generally allowing the character to take a Any equipment the charac-
this involves adding or amend- dice score of three without rolling ter uses as an advantage they
ing information on the character the dice. A mosey can only be themselves have not spent
sheet. Common meta-effects used as part of a initiative action character points on is mundane
include taking damage (advantages during the character's own equipment, even if another
are crossed off from the character turn. A mosey can only be character or creature has spent
sheet), status effects (advantages are performed in actions using points on it. Mundane equipment
added to the characters sheet) and either a single advantage with always has a CP of 4 and a dice
recovery (regaining lost advantages the movement keyword or via a value of 1d6+0. It cannot be
and potential). potential action. If the character selected as a free resist nor can it
is hidden, i.e. their foes are be anticipated with.
unaware of their presence, the Characters do not need to
Meta-Resistance character may mosey without identify exactly what mundane
The resistance to an ac-
being noticed. equipment they own or carry. They
tion set by the game's rules, for
are always assumed to have day-to-
example recovery effects or re-
day equipment appropriate to their
moving status effects. Additional
situation as well as a home and a
situation bonuses may be added to
food supply, or the finances to pay
for accommodation and food.

109
Narrative anyone except themselves. A tack which covers the part of the
The narrative is the game's nominated character must take vehicle they are in. The passen-
story and its style of play. The their turn unless another player ger receives a resistance action
Game Leader's plot and the play- seizes the initiative. as normal and gains at least a
er's actions drive the narrative of 1d6+0 situation bonus for the
the game forward and the group's protection given by the vehicle.
decisions over what advantages
Opportunity Action
Using an appropri-
can be used determine the narra-
tive's style.
ate advantage with the Passive MCP
Opportunity keyword, a player can The total of the character's
act during another player's turn static potential and free resists. It
Narrative Action as an immediate action. The op- cannot exceed twice the active MCP
A narrative action is an ac- portunity action takes place when when the character is created.
tion outside of the time pressures the previous action is completed,
of initiative turns and combat rounds. i.e. dice rolls have been resolved,
In a narrative action, the player potential used, movement fin-
Path [Keyword]
Path advantages represent
may use all their potential to get ished and advantages discarded.
an aspect of the the character's
the most out of their available It must also take place before the
life that helped shape who they
advantages and be able to recoup it next action has been declared.
are. Paths define which advan-
before their next action. The opportunity action is
tages a character may select
resolved as per an initiative action
during character creation. Path
unless the character is attempt-
Narrative Resistance ing to move, which is limited only
advantages are marked with a
purple highlight.
Action to running.
A narrative resistance action An initiative action can
is a resistance action outside of trigger opportunity actions from Permanence of Effect
initiative turns and combat rounds. multiple characters but only one The effects of an action last
The character may use any opportunity action per character. until something counteracts
available advantages and potential Opportunity actions do not cascade. them, whether an outside force,
including free resists. an action by the character, or
the laws of the universe. Unless
Opportunity [Keyword] specifically changed at the time
No Cascades Advantages with the Oppor-
of creation, status effects last until
A cascade is when one action tunity keyword are used to take
the end of the scene whereupon
triggers another action which in opportunity actions if the situa-
the laws of nature and entropy
turn triggers another action and so tion and the character's action
will counteract them and the ef-
on. This is not allowed. An single match those described by the
fect terminates.
initiative action can trigger resistance, advantage. Advantages with this
opportunity and other types of keyword cannot normally be used
actions from multiple different in any action other than in an op- Persistent [Keyword]
players but the triggered actions portunity action. Status effects with the Persis-
cannot trigger further actions tent keyword cannot be removed
except for resistance actions. by actions beating the CP value.
Passenger They are elements of the nar-
A passenger is anyone on
rative and can only be removed
No Effect a mount or in a vehicle who is
at the discretion of the Game
The action has no in-game or not the rider. Passengers have
Leader. A persistent status effect
meta-game effect. no control of the movement of
can be suppressed for a scene by
the vehicle but may assist the
an action beating the CP value.
rider in their actions with the
Nominate normal situation bonuses for
During a combat round, at the
end of their turn, a character
assisting actions. Passengers move Point Blank
whenever and wherever the beast Unless noted on the weap-
nominates who is to act next.
or vehicle moves; this does not on's card, any two-handed or
The nominated character or
require potential and will take long-barrelled weapon grants the
monster must not yet have had
place outside of their turn. Pas- defender a 1d6+0 situation bo-
their turn this round. If everyone
sengers are immune from the nus if the attacker and defender
has had their turn, a new round
effects of attacks on the vehicle are in adjacent squares.
begins and they may nominate
unless it is an area of effect at-

6d6 Core
Points / Buy Taking potential damage sistance action to the movement
Character Points (CP) are forces the character to move po- from any occupant. If a character
used to buy and improve advan- tential from the bank and/or from enters and leaves a square as
tages. The more CP, the higher anticipated advantages (player's part of the same action, separate
the Dice Value of the card on a choice) to the spent pile. If the resistance actions are provoked
fixed scale. amount of damage exceeds the for entering and leaving.
available potential, the excess
damage is paid for by moving
Character Dice Value
Points & Modifier
potential from the spent pile to Range (x) [Keyword]
the damage pile. When there is The Range keyword indi-
4 1d6+0 no more potential to discard the cates the action can be used on
character is unconscious or oth- a distant target. The value of
5 1d6+1
erwise unable to act until the end x, e.g. Range (3), is the range
7 1d6+2 of the a scene. step in 5' squares. Within the first
range step (e.g. 3 squares) there
10 1d6+3
is no range penalty. For each
14 1d6+4 Potential [Keyword] additional range step after the
The advantage does first the target receives a 1d6+0
19 1d6+5
potential damage when used in an situation bonus to their resist-
25 1d6+6 attack. ance. Ranged actions without a
Range (x) keyword are treated as
Range (0) and each square from
Potential Prepare (x) [Keyword] attacker to target including the
Represented by potential The advantage must be pre- target's square adds 1d6+0 to
tokens, potential controls the pared before it can be used. This the resistance.
character's ability to act. With- requires an appropriate action In actions that contains
out potential, characters cannot that exceeds the target score (x). multiple advantages with the
use advantages. Range (x) keyword, the range
steps accumulate. For example,
Prompted Awareness two advantages with the Range
Potential Action Action (1) keyword in the same action
A potential action is used become Range (2).
While in narrative play, when
when a character or creature is
a character is threatened by the
attempting a task for which it
actions of someone or some-
has no relevant, available advan-
thing they cannot see, they are
Reach (x) [Keyword]
tages. Common uses for poten- The advantage can be used in
prompted to take an awareness
tial actions include movement, combat against opponents who are
action. The threat can be physi-
awareness and social interac- not adjacent. The value (x) is how
cal, mental, emotional, financial
tion, i.e. everyday actions where far beyond the adjacent 5' squares
or anything else directly affect-
it can be assumed the character the advantage is effective. For
ing the character. The awareness
has basic capabilities. example, Reach (1) means the
action is a narrative action and
Potential actions cost a sin- advantage can be used to attack
characters can choose to take a
gle dynamic potential to perform someone in the first square beyond
potential action if they have no suit-
with a dice value of 1d6+0. Poten- the adjacent square.
able advantages.
tial actions cannot be combined Advantages with the Reach (x)
with other advantages, a 5' step or keyword cannot be used against
concentration but can benefit from targets in adjacent squares. Un-
situation bonuses.
Proximity Resistance less they also have the melee key-
Actions word. If there are multiple Reach
When two or more charac- (x) advantages in an action, the
Potential Damage ters are occupying the same 5' largest value is used.
Potential damage is a square all occupants can choose
meta-effect usable with any action to resist any action by any other
aiming to knock out, disable, hin- occupant even if the action is not
der or slow down a character. A targeted at them.
successful attack deals potential Entering or leaving an oc-
damage using the success +4 scale. cupied square also provokes a re-

111
Readiness Recovery Effect ea.) require successful actions per
Readiness is how prepared A meta-effect allowing char- round of ammo. Multiple rounds
the character is to face danger. acters to regain advantages or can be attempted in a single ac-
The less ready the character is, potential that have been crossed off tion by multiplying the number of
the more of their dynamic poten- or moved to the damage pile. Re- rounds by the resistance.
tial is in their spent pile at the covery effects are possible with Failed reload attempts result
start of combat. any appropriate action. The in no round(s) being reloaded.
Recovery keyword indicates an
advantage which is well suited
Readiness (Spent
for recovery actions. However, the
Resistance Action
Potential) Whenever a character is being
keyword is not necessary for a
Description targeted by an attack, threatened
recovery action.
by a natural hazard or otherwise af-
En Garde (0) Fully Before attempting the action
fected the character gains a resist-
aware. the character must state which
ance action. This action provides a
advantages or potential they are
Alert (1) Anticipat- resistance score which the attacker's
aiming to recover. Multiple advan-
ing imminent dice score must beat. If the charac-
tages or multiple potential can be
danger. ter is unable or unwilling to play
targeted in the same action but ad-
a resistance action, they have an
Passive (2) Neither ac- vantages and potential cannot both
automatic resistance score of one.
tively looking be recovered in the same action.
Unless explicitly stated on the
for danger nor The resistance for a re-
advantage, resistance actions nev-
preoccupied covery action is set by the
er have in-game effects or meta-effects
with another character point (CP) values of the
other than to prevent the attack or
task. advantages being targeted. For
reduce its degree of success.
potential, each targeted token
Busy (3) Distracted
counts as CP 4. If the action fails
by another
task.
to beat the resistance, no advan- Resistance Score
tages or potential are recovered. A The resistance score is
Surprised (4) Completely successful action only recovers the the dice score produced by a
unprepared for targeted items regardless of the resistance action.
danger. degree of success. Once recovered, A fixed resistance score can
advantages are immediately avail- be applied to inanimate obstacles
able for use. Recovered potential is and challenges the players need to
Recoup (Rcp) placed in the bank. overcome. All actions have a mini-
Each character or creature has
Recovery effects can also be mum resistance score of one.
an Rcp or Recoup value that in-
used to move potential from the
dicates how many dynamic potential
spent pile to the bank pile.
tokens they can recoup during their Rest [Keyword]
initiative turn. The equipment (usually a
A character's Rcp value adds Recovery [Keyword] weapon) needs to be supported
to their meta-characterpoints total. This descriptive keyword indi- by a tripod or bipod, or otherwise
cates it is well suited for actions rested on a firm surface. Operating
with a recovery effect. the equipment without this gives
Recouping a 1d6+0 situation bonus to the
Recouping is the process of
resistance and halves (round down)
moving potential from the spent pile to Reload (x) / Reload (x ea.) any Range (x).
the bank pile. Between narrative actions
characters may recoup all their
[Keyword]
Sets a resistance score for
dynamic and static potential.
any attempt to reload the equip-
Rider
During combat, in each A rider is the person in sole
ment in combat. Reload (x) can be
initiative turn characters can re- control of the movement of a vehi-
applied to any sort of equipment
coup a number of dynamic po- cle or beast. The vehicle can only
and indicates it periodically needs
tential equal to their character's be moved by the rider spending
to be recharged, reset or otherwise
recoup score (two for normal charac- their potential on movement ac-
made ready.
ters). Static potential can only be tions; everyone else in the vehicle
Weapons with Reload (x), e.g.
recouped by doing nothing. is a passenger. Any attacks against
Reload (3) are fully reloaded by a
the vehicle are attacks against
single successful action. Weapons
the rider and failing to resist an
with Reload (x ea.), e.g. Reload (2

6d6 Core
attack does damage to the rider. and cannot be changed. Once all Stance [Keyword]
Area of effect attacks must target at bids are in, each bidding player A way of standing or moving.
least 50% of the squares occupied rolls 1d6+0 per bid potential. The Common sense implies only one
by the vehicle to qualify as an at- highest scoring character wins the stance advantage can be used in
tack on the rider / vehicle. initiative and their turn begins. All an action.
characters who bid move their bid
potential to their spent pile regard-
Round (Combat Round) less of whether they won or lost.
Start-Of-(Specify)
A combat round is a sequence
of play where each character and
Having won the initiative [Keyword]
characters must take at least one A status effect keyword meaning
monster takes an initiative turn. It
action which spends potential. At the status effect will activate im-
represents a period of time about
the end of their turn they nominate mediately before the start of each
six seconds long.
the next character to act. period of the specified time scales.
This does not require potential and
Run (Movement) Situation Bonus happens regardless of the charac-
A movement where the char- ter's actions.
At the group's discretion a
acter rolls their action score rather The effect uses its dice value
character or a creature can be
than using the automatic result of and the character receives a
granted one or more situation
a mosey. Having rolled their score resistance action. The status ef-
bonuses based on the character's
the character must move, though fect may be beneficial, such as a
circumstances. Each bonus is
they do not need to use their full recovery effect in which the resist-
worth 1d6+0.
movement score. If the character ance is set by the life or potential
is unable to move they have fum- being recovered. If the effect is
bled, the consequences of which Size Inequality a hazard it will attack the charac-
are decided by the Game Leader. When two combatants are ter. Unless otherwise stated on
significantly different sizes the advantage, the attack does
certain rules apply. A significant life damage.
Secondary Effect difference is where one combat-
A secondary effect is anything
ant occupies as least double
triggered by a character's action
the number of 5' squares or is at
Static Potential
but not controlled by them. The A form of potential that can only
least double the mass. When
initiating action is resolved before be used on static advantages.
size inequality exists, the smaller
the secondary effect takes place.
combatant cannot resist attempts
Opportunity actions may occur
between the initial action and the
to move into or through the space Static [Keyword]
it occupies. When the smaller Advantages with this key-
secondary effect but otherwise
combatant is attempting to move word can only be activated with
the secondary effect takes place
into the space occupied by the static potential.
immediately the initiating action
larger creature, normal movement
is complete.
resistance applies.
The effect is treated as a Status / Status (Specify)
separate action based on the
advantage's keywords and de- Skill [Keyword] [Keyword]
The advantage applies a
scriptions. This will include the A skill is a practical ability and
status effect to the target on a suc-
number of dice the secondary represents an area where the char-
cessful action. The advantage will
effect uses. Anyone who is sub- acter has hands-on experience.
detail the type of status effect.
jected to this action is entitled to a
The effect lasts for one scene
resistance action against it.
Soul [Keyword] by default or for the time period
An unknowable and ineffable identified by the Status (Specify)
Seize the Initiative aspect of life. keyword, or the time scale can be
To seize the initiative a set by the attack with additional
character must declare they are situation bonuses.
seizing the initiative when the next
Spent Pile
A nominal location on the
character is nominated and they
must bid one or more dynamic
character sheet where used Status Effect
potential tokens are placed. Tokens A status effect adds an ad-
potential. All other players who
in the spent pile are not available vantage to or improves an existing
have not acted this round may
for use. advantage on a character sheet,
also choose to bid. Bids are final
creature or location. This is a

113
meta-effect and the added advan- Time (Specify) [Keyword] Traits
tage may not be helpful to the Actions involving this advan- Traits are special abilities used
recipient. Characters targeted by a tage take a predetermined length by mooks and each mook has three
status effect may always attempt of time to perform. They can be traits. The mook's dice value is
to prevent the imposition of a sta- done faster or slower than the pre- used for trait actions and may ben-
tus effect with a resistance action. determined time scale but this will efit from situation advantages.
Unless otherwise stated on the incur situation bonuses.
action's status keyword or by the
character when creating the ef-
Two-Handed [Keyword]
fect, status effects last until the
Time Scale The item or ability requires the
Time scales are measured us- character to dedicate both hands
end of the scene. Effects can be
ing a variety of abstract and loosely to carrying and/or using it.
removed earlier by any appropriate
defined time periods.
action beating the CP value of the
status effect. Action (Ac.) - The time it takes to Wealth [Keyword]
swing a sword, fire a gun or The Wealth keyword represents
shout something. money or resources a character
Style [Keyword] can use to buy goods or services.
An activity that has different Round (Ro.) - About six seconds;
styles, e.g. dance, music, martial a good sprinter can run 30
arts. Different styles of advantages metres in this time. [Specify]+ [Keyword]
cannot be mixed. E.g. Skill+ or Brawn+. The
Scene (Sc.) - A few minutes, the
advantage should be played in
time it takes for a conversa-
actions with either the named
Success + 4 Scale tion, a fight or to search a
advantage or an advantage with the
A scale of success for meas- room.
keyword. If used without the key-
uring how many distinct items,
Session (Se.) - A morning or word or advantage the resistance
things or tokens are gained by
afternoon; a prolonged period gains a 1d6+0 situation bonus per
an action and generally used for
of work. missing keyword / advantage.
potential damage and control
actions. Day - A whole sleep/wake cycle; a
The character gains one good night's sleep followed by
item (e.g. a potential token) a full working day.
for a successful action with the
Week (Wk.) - Several working
minimum degree of success (i.e.
days followed by a rest day.
beating the resistance by one).
For every additional four points Month (Mth.) - Several weeks.
of success, an additional item
Season (Sea.) - A sizeable part of
(potential) is gained.
a year; a period of distinctive
weather.
Degree of Tokens
Year (Yr.) - A solar year; several
Success
seasons.
1 1
Permanent (Perm.) - Non-stop,
5 2 never ending.
9 3 Situation bonuses may be
awarded for actions done faster
13 4
or slower than the recommended
+4 +1 time (Time keyword), made to last
longer or shorter then normal
(Status Keyword), or done more
Target Square Resistance frequently (Frequency keyword). The
All occupants of a square that
bonus is 2d6+0 for the first step
is the target of an action always
faster or slower but dice double for
get a resistance action even if they
each additional step.
are not the intended target.

6d6 Core
Index
Do Nothing ...... 10, 21, 39, 50, 51,
B 106, 112
Bank ...... 26, 38, 51, 104, 105, 106, Double Dice ...... 30, 38, 107, 108,
107, 111, 112 114
Blast (xd6) [Keyword] ...... 19, 43, Double [Specify] [Keyword] ......
58, 88, 104 19, 24, 61, 75, 107
Symbols Body Armour ...... 7 Dying ...... 36, 39, 50, 60, 68, 97,
5 Square ...... 28, 44, 54, 64, 103, Body [Keyword] ...... 12, 19, 105 107
104, 109, 111, 113, 114 Dynamic [Keyword] ...... 19, 20,
5 Step ...... 56, 64, 81, 103, 111 106, 107
[Specify]+ [Keyword] ...... 20, 22, C Dynamic Potential ...... 7, 19, 20,
114 23, 103, 104, 107, 109, 112
Capacity (x) [Keyword] ...... 18, 20,
34, 74, 105
Character Equipment Advantage
A ...... 7, 12, 18, 21, 33, 63, 67, 68,
E
Ability ...... 12, 67, 68, 103 72, 103, 105, 107 Ease Suffering ...... 15
Acting While Deceiving ...... 56, 81, Character Points (CP) ...... 7, 17, Empathy ...... 15
103 36, 40, 67, 70, 71, 74, 93, 103, 105, Environment [Keyword] ...... 19,
Action ...... 7, 22, 50, 103, 106, 108 107, 109, 112 68, 107
Action Effect ...... 22, 50, 103, 109 Compulsion [Keyword] ...... 92, 105 Episodic [Keyword] ...... 91, 107
Action Focus ...... 8, 18, 22, 81, Concentrate ...... 8, 21, 23, 44, 48, Equipment ...... 18, 33, 105, 107,
103, 104, 107 68, 84, 103, 105, 111 108, 109, 112
Action Type ...... 22, 103 Control Effect ...... 40, 42, 79, 104, Extended Action ...... 32, 84, 86,
Active MCP ...... 71, 103, 110 105 107
Ad-Hoc Equipment ...... 34, 103 Control [Keyword] ...... 20, 42, 79,
Advantage ...... 7, 17, 22, 42, 103, 105
104, 105, 106, 108, 109, 110, 111, Control Potential ...... 28, 42, 104, F
113, 114 105
First Aid ...... 15
Adventure Path ...... 75, 103 Cool Under Pressure ...... 15
First Aid Kit ...... 15
Aid Other [Keyword] ...... 11, 20, CP Value ...... 12, 105, 114
Free Action ...... 27, 50, 106, 107
32, 53, 82, 85, 103, 104 Crossed Off ...... 11, 17, 33, 36, 74,
Free [Keyword] ...... 19, 23, 107
Aid Resist [Keyword] ...... 11, 20, 104, 105, 106, 108, 109, 112
Free Resist ...... 10, 12, 21, 23, 26,
26, 32, 44, 53, 103, 104
33, 36, 52, 61, 68, 71, 103, 105,
Alert ...... 15
107, 109, 110
Ammo ...... 33, 61, 74, 103, 104, D Free [Specify] [Keyword] ...... 19,
106, 112
Damage ...... 36, 105, 106, 109 23, 75, 107
Anticipate ...... 21, 33, 34, 37, 50,
Damage Pile ...... 51, 105, 106, 111, Freq. (Specify) [Keyword] ...... 20,
52, 104, 106, 108, 109, 111
112 23, 26, 31, 33, 47, 107, 114
Appropriate ...... 21, 22, 52, 54, 64,
Deceit ...... 79, 80, 87, 106
69, 83, 93, 96, 103, 104
Default Keywords ...... 19, 29, 106,
Area of Effect ...... 29, 44, 64, 79,
103, 104, 110, 113
108 G
Degree of Success ...... 22, 25, 32,
Area (x) [Keyword] ...... 19, 28, 29, Golden Rule ...... 22, 108
36, 40, 89, 93, 104, 105, 106, 108,
58, 104, 106
112, 114
Assisted Actions ...... 32, 53, 63,
Dice [Keyword] ...... 8, 19, 24, 26,
85, 103, 104
75, 106
H
Aura (x) [Keyword] ...... 19, 58, 89,
Dice Modifier ...... 24, 106, 107 Hazard / Hazard (Specify) [Key-
104
Dice Score ...... 8, 22, 24, 54, 83, word] ...... 19, 41, 86, 89, 105, 107,
Autofire (x) [Keyword] ...... 19, 74,
105, 106, 109, 112 108, 113
104
Dice Value ...... 12, 17, 22, 33, 93, Healing Throttle ...... 38, 108
Available ...... 21, 22, 33, 36, 54,
103, 104, 105, 106, 107, 108, 109, Healthy ...... 15
104, 106, 110, 111, 113
111, 113
Discard ...... 20
Discard / Discard (x) [Keyword] ...... I
106
Immediate Action ...... 28, 42, 103,
Discovery ...... 79, 106
105, 108, 110

115
In-Game Effect ...... 40, 50, 103, Recovery Effect ...... 36, 37, 40, 50,
108, 109, 110, 112
N 97, 106, 107, 108, 109, 112, 113
Inherent Difficulty ...... 23, 63, 86, Narrative ...... 17, 108, 109, 110 Recovery [Keyword] ...... 20, 37,
108 Narrative Action ...... 21, 25, 81, 84, 112
Initiative Action ...... 20, 26, 34, 50, 103, 110, 111, 112 Reload (x) / Reload (x ea.) [Key-
82, 103, 107, 108, 109, 110 Narrative Resistance Action ...... word] ...... 20, 34, 75, 105, 112
Initiative Turn ...... 26, 104, 105, 25, 110 Resistance Action ...... 10, 21, 22,
106, 108, 110, 112, 113 No Cascades ...... 27, 53, 108, 110 23, 25, 26, 40, 43, 50, 52, 56, 64,
No Effect ...... 53, 54, 110 103, 104, 105, 106, 107, 108, 109,
Nominate ...... 49, 109, 110, 113 110, 112, 113, 114
J Resistance Score ...... 8, 23, 25,
26, 53, 84, 87, 104, 107, 108, 109,
Judith ODea ...... 15
O 112
Resourceful ...... 15
Opportunity Action ...... 25, 27, 43,
Rest [Keyword] ...... 20, 112
K 54, 64, 103, 104, 107, 108, 110
Revolver, Compact ...... 7
Opportunity [Keyword] ...... 11, 18,
Keywords ...... 12, 22, 103, 108, 114 Rider ...... 63, 110, 112
20, 27, 53, 54, 82, 110
Knowledge [Keyword] ...... 19, 68, Round (Combat Round) ...... 26,
84, 108 47, 50, 110, 113
Run (Movement) ...... 54, 61, 62,
P 64, 81, 110, 113
L Passenger ...... 63, 110, 112
Passive MCP ...... 71, 103, 110
Life Damage ...... 22, 36, 40, 50,
97, 104, 106, 108, 109, 113
Path [Keyword] ...... 12, 19, 67, 70, S
84, 110
Life [Keyword] ...... 12, 19, 40, 44, Secondary Effect ...... 43, 44, 104,
Permanence of Effect ...... 31, 110
61, 67, 68, 107, 108 113
Persistent [Keyword] ...... 91, 110
Living Equipment ...... 35, 61, 72, Seize the Initiative ...... 9, 49, 109,
Planning Ahead ...... 15
108 110, 113
Point Blank ...... 58, 110
Shotgun, Pump Action ...... 15
Points / Buy ...... 17, 67, 70, 71, 74,
Situation Bonus ...... 8, 22, 23, 58,
M 111
Potential ...... 7, 20, 22, 33, 103,
59, 104, 108, 109, 111, 113
Size Inequality ...... 64, 113
Manual Dexterity ...... 7 104, 106, 107, 110, 111, 112, 113
Skill [Keyword] ...... 19, 68, 113
Mechanics ...... 17, 109 Potential Action ...... 8, 21, 23, 27,
Soul [Keyword] ...... 12, 19, 113
Melee [Keyword] ...... 19, 29, 56, 34, 38, 50, 54, 77, 79, 103, 105,
Spent Pile ...... 36, 51, 104, 105,
103, 109, 111 109, 111
106, 107, 108, 111, 112, 113
Meta-Character Points (MCP) ...... Potential Damage ...... 19, 22, 36,
Stance [Keyword] ...... 19, 113
67, 71, 75, 107, 109, 112 79, 104, 106, 109, 111
Start-Of-(Specify) [Keyword] ......
Meta-Effect ...... 40, 50, 68, 103, Potential [Keyword] ...... 19, 36, 111
20, 41, 50, 57, 86, 89, 108, 113
105, 106, 108, 109, 110, 111, 112, Prepare (x) [Keyword] ...... 20, 35,
Static [Keyword] ...... 7, 12, 19, 20,
114 64, 111
68, 107, 113
Meta-Resistance ...... 23, 109 Prompted Awareness Action ......
Static Potential ...... 23, 104, 109,
Mind [Keyword] ...... 12, 19, 109 87, 111
110, 112, 113
Mook ...... 36, 42, 61, 70, 109, 114 Proximity Resistance Actions ......
Status Effect ...... 20, 26, 31, 40,
Mosey / Walk (Movement) ...... 54, 44, 55, 111
43, 47, 50, 56, 79, 85, 89, 104, 105,
61, 62, 64, 81, 103, 109, 113
108, 109, 110, 113
Movement ...... 25, 50, 109, 111
Status / Status (Specify) [Keyword]
Movement [Keyword] ...... 10, 20, R ...... 11, 20, 31, 40, 41, 79, 113,
27, 54, 63, 64, 109
Range (x) [Keyword] ...... 11, 18, 114
Movement Resistance (MR) ......
19, 28, 33, 58, 59, 75, 79, 103, 106, Style [Keyword] ...... 19, 114
25, 54, 61, 63, 81, 109
111, 112 Success + 4 Scale ...... 25, 36, 43,
Mundane Equipment Advantages
Reach (x) [Keyword] ...... 19, 109, 105, 111, 114
...... 7, 12, 18, 21, 33, 63, 67, 72,
111
73, 85, 103, 105, 107, 109
Readiness ...... 48, 79, 82, 112
Recouping ...... 10, 51, 106, 107,
109, 110, 112
Recoup (Rcp) ...... 51, 103, 106, 112

6d6 Core
T
Target Square Resistance ...... 43,
114
Technology ...... 15
Time Scale ...... 30, 31, 38, 56, 78,
81, 85, 107, 108, 113, 114
Time (Specify) [Keyword] ...... 20,
30, 56, 114
Traits ...... 61, 109, 114
Two-Handed [Keyword] ...... 19,
33, 114

W
Wealth [Keyword] ...... 19, 35, 114
Will Power ...... 15

117
Also Available The briefing is simple: find the ship, find out what
happened, recover the Artificial Intelligence Core and
either bring the ship home or scuttle it.
100 Monster Bestiary
An extensive bestiary covering a wide range of Dungeon of Demon Strata
monsters including aliens with acid for blood, gob- Two goblins have stolen the baby daughter of the
lins, skeleton warriors, mummies, nazis, yetis and Baron and fled to the infamous dungeon of Demon
pterodactyls. In addition to the fully-detailed mon- Strata! The Baron is offering gold to anyone who kills
sters, over 50 mooks are also provided. Plus there are the goblins and rescues the child.
50 monster paths containing hundreds of advantages But is that the whole story?
for the fast creation of new and unique monsters. How did the goblins get into the Baron's heavily-
The 100 Monster Bestiary contains: defended castle? Why steal a baby rather than gold?
And why hasn't the mother been seen since the birth?
\\ 101 Full Monsters
Dungeon of Demon Strata is an adventure for a
\\ 53 Mooks
party of fantasy adventurers. The adventure comes
\\ 50 Monster Paths
with six new character paths for fantasy characters.

6d6 Modern Mince Pies & Murder


Everything needed for creating human characters
Once a notorious crime lord, Jimmy went to
based in the modern world and suitable for a wide
prison for a murder, somehow connected to the royal
range of genres including espionage, urban fantasy,
family. Released after just five years he then retired
crime capers and zombies.
to the USA, apparently a very rich man. He has now
\\ 60 Modern / Generic Character Paths returned to Britain after being diagnosed with a ter-
\\ 11 Character archetypes, each with 4 sub- minal wasting disease.
types The six famous detectives have been lured to
\\ 6 Bonus Paths including Cartoon Animal and the strangest of Christmas Days by Jimmys invite.
Psionist He promises to tell all and put them on the trail of a
\\ Guns, vehicles and other equipment cold-blooded killer that no police officer would ever
be allowed to investigate.
Outbreak!
The cheerleader, the criminal, the driver, the Savage Island
guard, the punk girl, the cage fighter and the child. After being cast adrift by pirates, a party of ad-
Seven lucky survivors of the first day of the venturers washes up on the shore of a strange island.
zombie apocalypse. As nightfall approaches, can they With no food, no water and no idea where they are,
find some way to survive until dawn? the adventures must contend with homicidal natives,
Outbreak! is a scenario designed to be run in a four-armed giant apes, magical towers, ancient ruins
single session. Using the 6d6 Core rules, it is the and more.
ideal introduction to the 6d6 RPG. Savage Island is a sandbox adventure, with the
Drawing heavily on the entire canon of zombie players free to explore the island in their own way.
films, it has a cinematographic style including a
high casualty rate. But as everyone knows, the dead
always return as zombies

Quantum Flux
It is the year 2270 and mankind has finally taken
its first steps among the infinite black of space. They
have harnessed the very power of the universe to
traverse the vast distances, discover new worlds and
find whole new reasons to hate each other.
The TSN Oculas is assigned to recover the TSN
Leopold, a ship thought lost nearly twenty years ago.

6d6 Core
Spent

1d6+ 1d6+ 1d6+ Mundane


CP: CP: CP: Equipment
1d6+0

1d6+ 1d6+ 1d6+


CP: CP: CP:

1d6+ 1d6+ 1d6+


CP: CP: CP:

Dynamic | MCP | 1d6+ 1d6+ 1d6+


Static | CP |
CP: CP: CP:
Recoup |

FreeResist |

1d6+ 1d6+ 1d6+ 1d6+


CP: CP: CP: CP:

1d6+ 1d6+ 1d6+ 1d6+


CP DICE
CP: CP: CP: CP:
1 0d6+1
2 0d6+2

1d6+ 1d6+ 1d6+ 1d6+ 3 0d6+3

CP: 4 1d6+0
CP: CP: CP:
5 1d6+1
7 1d6+2

1d6+ 1d6+ 1d6+ 1d6+ 10 1d6+3


14 1d6+4
CP: CP: CP: CP:
19 1d6+5
25 1d6+6

BANK
6d6 rPg
Fast, simple, character-driven
role playing for any genre

Highly flexible and intuitive

An amazing role playing experience

Novel mechanic, fun game, easy to learn

Great fun system, lends itself to creativity

6d6 Core

Anda mungkin juga menyukai