I've been in an "old-school" D&D sort of mood lately. You know the type - that sort of BECMI goodness most of us remember from the glory days of middle school. Where one guy was the elf, and another was a surly dwarf, and three different people were playing the fighter or the wizard. And you had a halfling... who, while he may have sucked in comparison to everyone else, was still super fun to play.
Where an orc could have one hit point, or seven hit points, and that difference was a big thing. Where the life and death of your character was a random, chaotic event, but one that was always fun. And where, in there hours' worth of playing time, you got in a dozen fights, explored many rooms of the dungeon, and got into at least one inter-party melee.
I've also been into the D6 system lately - especially d6 fantasy. It's a great book, but it's a little sparse on the races - the "core book" only gives four non-human races for player use... an Elf, a Dwarf, a Gnome, and a Reptile Man.
Originally, my plan was to stat up some random PC races off the top of my head (a vampire-kin, a fairie, and so on), but the more I thought about it, the more I realized I'm in a conversion mode right now. So, I've opted to convert at least some of the races from Earthdawn (an excellent game system in its own right) into the d6 System.
(note: I'm only giving class packages here, and not the "typical" race packages - too much time to do, and too little payout).
Windling
Tiny elfin creatures with wings and a fearless nature, Windlings are natural explorers that always want to find what lay beyond the next hill.
Total Creation Point Cost: 4
Total Defined Limit Cost: 1 attribute die, or 4 skill dice.
Special Abilities: Tiny: Windlings are small creatures, much smaller than humans, and have a scale modifier of 6; Flight: Windlings can fly, with a base move of 12 (the flying skill is required to maneuver); Lucky: Windlings naturally seem to have a natural luck. They have the good luck special ability (page 35); Acrobatic: Windlings are natural acrobats, and gain a +1 bonus to the skill total with the following skills: acrobatics, dodge, and contortion.
Disadvantages: Slow: Windlings have a base land speed of 4; Quirk - Curious (R1): Windlings are very curious by nature, and always want to explore the world around them, which can get them into trouble; Flight Drawbacks: A windling cannot fly while wearing armour of any sort; Body Shape: windlings have a special body size, and so have to have gear custom made for them. Any armour, weapon, or shield the windling wishes to purchase will cost an additional 25%. Size Restriction: Windlings are small beings, and are unable to put the force behind many of their attacks. Their strength damage is always 1D, regardless of their physique scores. This can be modified as normal through weapon choice.
Obsidiman
A man made of stone, obsidimen are peaceful giants that emerge from their liferocks to ponder the world around them.
Total Creation Point Cost: 4 points
Total Defined Limit Cost: 1 attribute die or 4 skill dice
Special Abilities: Size: Obsidimen are much larger than a human. They have a scale modifier of +3; Natural Armour: Obsidimen have naturally hardened skin, and gain a +1D bonus to their Damage Resistance roll against the attacks of non-enchanted weapons; Strong: Obsidimen gain a +2 bonus on all rolled totals related to physique checks, and +2 Damage Resistance and Strength damage.
Disadvantages: Slow: An obsidiman's base speed is 8 metres; Naivete: Obsidimen tend to be a bit gullible around other name-giver races, and suffer a +1 modifier to the difficulty of the following skills: Bluff, Persuasion; Cultural Unfamiliarity (R1): Obsidimen always seem to be "on the outside, looking" in. They are often confused by cultural practices, and occasionally suffer from prejudice or misunderstandings on obsidiman nature; Body Shape: Obsidimen have an unusually-large body shape, and must have their gear specially-made for them. They must pay an additional 25% when purchasing clothes, armour, and weapons;
Troll
Large, tusked warriors from mountainous and hilly lands, Trolls are tribal barbarians with a reputation for savagery. However, they have a sense of honour about them, and many of the tales attributed to them are unfair. Trolls are brave warriors who value strength of arms -and character- above all else.
Total Creation Point Cost: 3
Total Defined Limit Cost: 3 skill dice
Special Abilities: Ultravision: see in the dark (heat sight), +2 to sight-based totals in dim or dark light; Size: +3 scale modifier (taller than a human); Increased Attribute (Physique): +2 bonus on all rolled totals related to physique checks, and +2 Damage Resistance and Strength damage.
Disadvantages: Prejudice (R1): Trolls are feared and mistrusted by many. The troll suffers a +3 penalty to the difficulties of most interaction checks; Hindrance - Large Size (R2): Trolls sometimes suffer from their large size, with large fingers and large frames not built for human lives. They suffer a +1 modifier to the difficulty of each of the following skills: Acrobatics, contortion, stealth, sleight of hand, traps, devices.
Showing posts with label d6 system. Show all posts
Showing posts with label d6 system. Show all posts
Monday, September 14, 2009
Monday, September 7, 2009
Some d6 Monsters
So, I've always been in love with the d6 system, ever since I purchased the original Star Wars roleplaying game at a yard sale in the early 90s. I had bought the original game, and the sourcebook, for around five dollars as a father's day present for my dad, who took one look at them, said "aw, thanks", and put them on his bookshelf and never gave them a second glance.
See, my dad was a gamer, but was strictly D&D. And, later, RIFTS. My dad and I have different RPG interests. But that's a whole other story.
Years later, I found these Star Wars books, read them a bunch of times, and fell in love with the game. Played the game for a few weeks, before realizing I had never seen a Star Wars movie. After this, I rented the movies, watched them, and said "Wow. These movies suck."
Yeah. I've never been a Star Wars fan. You may revoke my Geekery license, if you must.
But I've always loved the game. It's fast, it's flexible, and it's one that the players can learn in about ten minutes. I've never played a game besides the d6 system where the Players learned the rules so damned quickly - and it's one of the few games I've played where every player at the table even picks up the rules. I have many memories of playing games like Shadowrun or D&D (both 2nd edition) where half the table didn't even know the rules of the game they were playing... they'd just say "can I do this?" and I'd tell them what die to roll.
A few years ago, the d6 system that the Star Wars roleplaying game was based off was re-released. There were a few books - d6 Space, d6 Fantasy, and d6 Adventure, each supposedly detailing a different genre of game.
I picked up d6 Space right away, figuring it'd be Star Wars with all the copyright information filed off. It wasn't - it was a much more confusing game, with a lot of options thrown in and the easy-to-learn game rules made significantly more complex. The game was poorly written, poorly presented, and seemed jumbled and incomplete. Nonetheless, I deciphered it, realized the character creation system was actually better than original Star Wars (once you got the hang of it), and started playing.
It was an instant hit, and my players instantly jumped into it, playing bizarre characters to the hilt. The game fell apart, though... mostly due to poor planning on my part. I never really expected the game to take off, so I had designed myself into a corner.
Yesterday, I found d6 Fantasy in a used book store. I bought it in about three seconds flat. I took it home, read it, and found it was much more understandable than d6 Space. But, it's a toolbox game - it gives you the basics, and expects you to flesh things out from there. The game is lacking monsters, in short.
So, here are two monsters for those that want to give this gem of a game a try. One is a conversion of an existing D&D monster... the other is one I put together with a little help from mythology. Enjoy!
Black Dog
Agility: 3D (Bite 4D+2; Dodge 4D; Stealth 6D)
Coordination: 3D
Physique: 3D (Running 5D; Stamina 6D)
Intellect: 1D
Acumen: 2D
Charisma: 1D (Mettle 2D+1)
Move: 15 Physique Damage: 2D Body Points: 12 Resist Damage: 4D (Spectral, see below)
Special Abilities
Black Dogs have shadowy black forms, and attack from regions of darkness. They have bright red eyes and teeth that reflect the moonlight. They are completely silent, though victims occasionally hear a faint hum of electricity when near a stalking dog.
Hyena Demon
Agility: 2D+1 (Fighting/Bite 3D+1; Dodge 3D; Melee Combat 3D+2; Stealth 3D)
Coordination: 3D (Throwing 3D+2; Spit Acid 4D+1)
Physique: 3D+1 (Lifting 4D+1; Running 4D+2; Stamina 5D)
Intellect: 1D+2
Acumen: 2D (Survival 3D)
Charisma: 1D+1 (Intimidate 3D+1)
Move: 10 Physique Damage: 2D Body Points: 13 Resist Damage: 3D (Shield, Fur)
Typical Gear: 3 Throwing Boomerangs (Damage 3D+1, range 5/40/100), Small Shield (+2D Armour Value), Spear (Damage 4D), Scavenged equipment
Special Abilities
Hyena Demons are scavengers and raiders, being unable to produce anything on their own. It is believed that they lack any form of soul, and therefore lack the ability to truly create, instead stealing and corrupting the noble works of man. Hyena Demons enjoy causing pain and suffering among all creatures, and it is for this reason that packs of Hyena Demons remain small - large forces eventually collapse in an orgy of violence.
Hyena Demons speak their own language, a guttural tongue consisting of dog-like yips, frequent snarls, and high-pitched whines, all conjoined by an incessant, nerve-wracking laughter.
See, my dad was a gamer, but was strictly D&D. And, later, RIFTS. My dad and I have different RPG interests. But that's a whole other story.
Years later, I found these Star Wars books, read them a bunch of times, and fell in love with the game. Played the game for a few weeks, before realizing I had never seen a Star Wars movie. After this, I rented the movies, watched them, and said "Wow. These movies suck."
Yeah. I've never been a Star Wars fan. You may revoke my Geekery license, if you must.
But I've always loved the game. It's fast, it's flexible, and it's one that the players can learn in about ten minutes. I've never played a game besides the d6 system where the Players learned the rules so damned quickly - and it's one of the few games I've played where every player at the table even picks up the rules. I have many memories of playing games like Shadowrun or D&D (both 2nd edition) where half the table didn't even know the rules of the game they were playing... they'd just say "can I do this?" and I'd tell them what die to roll.
A few years ago, the d6 system that the Star Wars roleplaying game was based off was re-released. There were a few books - d6 Space, d6 Fantasy, and d6 Adventure, each supposedly detailing a different genre of game.
I picked up d6 Space right away, figuring it'd be Star Wars with all the copyright information filed off. It wasn't - it was a much more confusing game, with a lot of options thrown in and the easy-to-learn game rules made significantly more complex. The game was poorly written, poorly presented, and seemed jumbled and incomplete. Nonetheless, I deciphered it, realized the character creation system was actually better than original Star Wars (once you got the hang of it), and started playing.
It was an instant hit, and my players instantly jumped into it, playing bizarre characters to the hilt. The game fell apart, though... mostly due to poor planning on my part. I never really expected the game to take off, so I had designed myself into a corner.
Yesterday, I found d6 Fantasy in a used book store. I bought it in about three seconds flat. I took it home, read it, and found it was much more understandable than d6 Space. But, it's a toolbox game - it gives you the basics, and expects you to flesh things out from there. The game is lacking monsters, in short.
So, here are two monsters for those that want to give this gem of a game a try. One is a conversion of an existing D&D monster... the other is one I put together with a little help from mythology. Enjoy!
Black Dog
Agility: 3D (Bite 4D+2; Dodge 4D; Stealth 6D)
Coordination: 3D
Physique: 3D (Running 5D; Stamina 6D)
Intellect: 1D
Acumen: 2D
Charisma: 1D (Mettle 2D+1)
Move: 15 Physique Damage: 2D Body Points: 12 Resist Damage: 4D (Spectral, see below)
Special Abilities
- Spectral: Black Dogs are not fully corporeal creatures. They can move through solid objects at will, and are never slowed by terrain. However, they cannot cross running water. Black Dogs are highly resistant to normal weapons - any weapon or attack that is not enchanted or blessed by a priest is subject to the Black Dog's damage resistance. Blessed or enchanted weapons (or magical attacks) ignore this penalty.
- Bite: Black Dogs can make a bite attack. This deals damage equal to 2D+their physique damage (4D in total).
- Prowl: A black dog that strikes an unaware opponent deals an additional +2D damage.
- Confusion: Black dogs get easily confused at a crossroads. When coming across a crossroads, they must make a mettle check (target number 12); failure means they must spend an action pondering the nature of the crossroads. They must make this check each round they are within 20 feet of a crossroads.
Black Dogs have shadowy black forms, and attack from regions of darkness. They have bright red eyes and teeth that reflect the moonlight. They are completely silent, though victims occasionally hear a faint hum of electricity when near a stalking dog.
Hyena Demon
Agility: 2D+1 (Fighting/Bite 3D+1; Dodge 3D; Melee Combat 3D+2; Stealth 3D)
Coordination: 3D (Throwing 3D+2; Spit Acid 4D+1)
Physique: 3D+1 (Lifting 4D+1; Running 4D+2; Stamina 5D)
Intellect: 1D+2
Acumen: 2D (Survival 3D)
Charisma: 1D+1 (Intimidate 3D+1)
Move: 10 Physique Damage: 2D Body Points: 13 Resist Damage: 3D (Shield, Fur)
Typical Gear: 3 Throwing Boomerangs (Damage 3D+1, range 5/40/100), Small Shield (+2D Armour Value), Spear (Damage 4D), Scavenged equipment
Special Abilities
- Thick Fur: The Hyena Demon's hide is extremely thick and mangy, and acts as primitive armour. It grants a +1D bonus to all damage resistance totals.
- Bite: Hyena Beasts drool a highly corrosive saliva that acts as an acid. Hyena Beasts are immune to this acid. A Hyena Beast can make a bite attack as an action once per round. If it hits, the attack deals the beast's Physique Damage +1D (3D total).
- Spit Acid: Once per hour, a Hyena Beast can spit acid at a close range. The attack has the range of a dagger attack, and deals 4D acid damage on a hit. On subsequent rounds, the attack deals 3D acid damage, unless the victim spends an action to brush off the poison.
Hyena Demons are scavengers and raiders, being unable to produce anything on their own. It is believed that they lack any form of soul, and therefore lack the ability to truly create, instead stealing and corrupting the noble works of man. Hyena Demons enjoy causing pain and suffering among all creatures, and it is for this reason that packs of Hyena Demons remain small - large forces eventually collapse in an orgy of violence.
Hyena Demons speak their own language, a guttural tongue consisting of dog-like yips, frequent snarls, and high-pitched whines, all conjoined by an incessant, nerve-wracking laughter.
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