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Nanolite 6 RPG

Nanolite6 is a rules-lite roleplaying game designed for movie-length games using only standard 6-sided dice. Character creation involves picking an occupation, name, and areas of expertise. During gameplay, target numbers and action dice are used for resolving conflicts and advancement. Damage, healing, and equipment are also covered at a high level.

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0% found this document useful (0 votes)
187 views1 page

Nanolite 6 RPG

Nanolite6 is a rules-lite roleplaying game designed for movie-length games using only standard 6-sided dice. Character creation involves picking an occupation, name, and areas of expertise. During gameplay, target numbers and action dice are used for resolving conflicts and advancement. Damage, healing, and equipment are also covered at a high level.

Uploaded by

stucazzu
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Nanolite6

A rules lite role-playing


game designed to use
regular 6 sided dice for
movie length games.

Standard Target Number


(TN) is 3.
Roll 1d6 vs TN for all
standard actions that would
not automatically succeed.

Conflict Resolution:

Pick an Occupation:
Characters automatically
succeed at most actions
that a person with that
Occupation would know.
Pick a Name.
Pick 3 Areas of Expertise.

You may replace an AoE for


a Special Ability if allowed
by the GM.

Advancement:

Roll 2d6 and pick the


HIGHEST when rolling
against an action in which
you have an AoE.
If you roll "Boxcars" you get
a Critical Success. A Critical
Success in combat does 2
hits.
Roll 2d6 and pick the
LOWEST when rolling
against an action in which
you have no skill.
If you roll "Snakeyes" you
get a Critical Failure. A
Critical Failure in combat
may do a hit to the
Character making the roll or
may damage their weapon.

During a battle, Characters


may take one round to
catch their wind and
regain one lost hit so long
as they take no damage
that round.

Healing:

Characters can take two


hits and then they are
Bloodied. Bloodied
Characters are -1 to all
actions.
Bloodied Characters can
take two hits and then they
are incapacitated.
Goons only get one hit.
Certain kinds of creatures
may get more hits.

Damage:

No special armor gives the


wearer an Armor Save vs a
TN of 6.
Heavy Clothes gives the
wearer an Armor Save vs a
TN of 5.
Light Armor gives the
wearer an Armor Save vs a
TN of 4.
Medium Armor gives the
wearer an Armor Save vs a
TN of 3.
Heavy Armor gives the
wearer an Armor Save vs a
TN of 2.
Special Abilities may give
the wearer a higher natural
Armor Save.
Characters can add more Areas
of Expertise with the permission
of the GM (usually not more
than 1 per session), up to a
maximum of 7 and can change
them if it makes sense (usually
not more than one per session).
Players get 1 free Action Die per
game session, and can earn
more for saying or doing cool
stuff. An Action Die can be
awarded by the GM or the
agreement of two or more other
Players.
Action Dies can be rolled with
any roll to give you more dice to
choose from for the roll or can
be used to "shrug off" a hit.

Character Creation:

Weapons, Armor and


Special Equipment

Easy: TN 2
Average: TN 3
Hard: TN 4
Very Hard: TN 5
1 on a roll is always a failure.
6 on a roll is always a
success.
After a battle, Characters
immediately regain one lost
hit.
Healer types can make a TN
4 roll to restore a second hit,
but can only try once per
hero after each battle.

Basic Target Numbers

Melee Combat, Light


Weapon: TN 4
Melee Combat, Medium
Weapon: TN 3
Melee Combat, Two Handed
Weapon: TN 5, Damage 2
Ranged Combat, Short
Range: TN 3
Ranged Combat, Medium
Range: TN 4
Ranged Combat, Long
Range: TN 5
A Shield adds one to the TN
to hit.
Some equipment or abilities are
so powerful that they give the
Character extra Action Dice.

2011

Nanolite6 by Neil Striker is licensed under


a Creative Commons AttributionNonCommercial-ShareAlike 3.0 United
States License.

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