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Scoundrel d6 v15

This document summarizes the Scoundrel D6 roleplaying game system, which is derived from other open D6 systems. It describes using d6 dice, with one die designated as the wild die. Character creation involves distributing attribute and skill dice. Characters have flaws, bonds, and starting equipment. Skills can be improved with character points as well as attributes. Task difficulties are determined by target numbers. Combat uses initiative, multiple actions, movement, and static defenses to determine success of attacks.
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0% found this document useful (0 votes)
266 views6 pages

Scoundrel d6 v15

This document summarizes the Scoundrel D6 roleplaying game system, which is derived from other open D6 systems. It describes using d6 dice, with one die designated as the wild die. Character creation involves distributing attribute and skill dice. Characters have flaws, bonds, and starting equipment. Skills can be improved with character points as well as attributes. Task difficulties are determined by target numbers. Combat uses initiative, multiple actions, movement, and static defenses to determine success of attacks.
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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Scoundrel D6 v1.

Scoundrel D6

R. Padron

This is a derivative work heavily reliant on the wonderful


efforts of Sigil Stone Publishing, AntiPaladin Games and,
of course, West End Games

DISCLAIMER: The system outlined in this document borrows heavily from Micropend6 and Mini Six. This is a derivative work and
all credit should go to Sigil Stone Publishing, AntiPaladin Games and, of course, West End Games for Open D6.
Thank you so much for your great work.

Ezequiel Ferreyra (Order #24123493)


Scoundrel D6 v1.5

Getting Started
Dice
This system uses regular six-sided dice (d6). The first number is how many dice you roll, and the second number is
a modifier to the sum of the roll. A roll of 3d6+2 would be to roll three dice, sum their totals, and add 2.
One die in your roll is always the Wild Die and is a different color. If the Wild Die rolls a natural 6, you roll it again
and add the result to the total. Repeat until the Wild Die isn’t a 6.
Dice assigned to Skills and Attributes can be split into pips. Each d6 equals three pips. Spending 1d6 and two pips
on an Attribute makes it 1d6+2. Three pips spent raise it to the next full d6.

Character Creation:
1. You have 15 dice to distribute among the 5 Attributes (minimum 2, max 4 per Attribute).
2. Distribute 7 dice among the Skills. During creation, the maximum you can invest in a Skill is 2D.
3. Give your character 1 Flaw and 2 Bonds.
4. Start with some credits and minimum viable gear.

Attributes and Skills:


Body Presence Perception Coordination Wits
Acrobatics Con Dodge Driving Computers
Athletics Focus Insight Piloting Mechanic
Fighting Influence Search Quick Hands Medicine
Stamina Gather Info Security Shooting Science
Mercantile Sneak Targeting Sociology
Throwing Survival
Placing a dice in a skill during character creation also makes it a Trained Skill. When rolling skills Untrained, you roll
one less dice than the Parent Attribute. For example, if a character with 3D in Body uses his Fighting skill untrained,
he would roll 2D on his attack roll. See the advancement section for information on Initial Skill Training after
Character Creation.

Flaws and Bonds


To help you roleplay your character, go ahead and come up with one Flaw and two Bonds for him. Flaws are,
obviously, vices or weaknesses that your character is susceptible to. Bonds are things that are a bit more positive
and reflect his values. These are to serve as a sort of one word shorthand to define your character’s motivations.
Flaws could include things like Greedy, Gullible, etc. Bonds could be things like Honor, Family, Freedom, etc.

Gear
Each character starts with an appropriate amount of credits and minimum viable gear. Starting gear should be
slightly better for Skills that have at least one d6 invested into it (such as a Sword instead of a Combat Knife for
Fighting or a nice Datapad with Hacking software installed for Computer).
Weapons deal damage listed in a die code similar to Skills in a range of 1d6 to 6d6. Armor has an Armor Value
which counters damage, typically between +1 and +7.
High Armor
Basic Average Good Elite
Weapon +1d6 +2d6 +4d6 +6d6
Armor +1 +3 +5 +7

DISCLAIMER: The system outlined in this document borrows heavily from Micropend6 and Mini Six. This is a derivative work and
all credit should go to Sigil Stone Publishing, AntiPaladin Games and, of course, West End Games for Open D6.
Thank you so much for your great work.

Ezequiel Ferreyra (Order #24123493)


Scoundrel D6 v1.5

Character Advancement
Experience and Character Points
Characters typically receive around 3-5 CP per session. CP is used to increase Attributes and Skills. Nothing may be
increased more than 1 pip per session.
Skill Pip CP Cost: 1 x Skill’s current Skill dice
Attribute Pip CP Cost: 10 x current Attribute’s dice
Initial Skill Training* CP Cost: 5
*Note: Initial Skill Training does not give you any pips. It simply removes the untrained penalty.

Gameplay
Difficulty of Tasks
Any time a character or NPC attempts a major action that has a chance of failure - called a Challenge - they roll
dice. To overcome the Challenge, the sum of the roll has to meet or beat the Target Number (TN).
Very Easy Easy Moderate Difficult Very Difficult Heroic
2–5 6 – 10 11 – 15 16 – 20 21 – 30 31+
The majority of tasks attempted by players should fall in the Moderate or Difficult categories (11 - 20 TN).

Rounds and Turns


In time-critical situations (such as combat or harrowing Challenges), time is broken down into Rounds and Turns. A
Round is roughly 10 seconds of in-game time, and each character involved gets one Turn.
Order of Actions
1. State your character’s planned actions for the round
2. Determine Initiative by rolling Perception (or use Cards; see Optional Rules)
3. Players roll for their character’s attempted actions. Targets may Parry, Dodge or Soak the attack.

Multiple Actions in a Turn


A character can attempt more than one action in a turn, with each action after the first subtracting 1d6 to ALL
rolls. Attacking twice would be a -1d6 penalty to both attacks, thrice -2d6 to all three. This is why all planned
actions must be declared before any action is taken.

Movement
Moving 15 feet is a free action. Moving 30 feet is an action. To go faster, a character can roll Stamina.

Attacking a Target
The Target Number (TN) needed to hit a target varies depending if you are doing a Melee or Ranged attack. The
TN is modified by Cover. The target gets +5 to TN for Partial Cover, +10 for ¾ Cover (impossible to hit 100% Cover).
• Melee: To hit a target in melee, you simply roll against the target’s Static Parry score (see Static Defenses
below) plus any Cover.
• Ranged: To hit a target with a ranged weapon, you roll against the target’s Static Dodge (see Static Defense
below) score after factoring in Distance Modifiers (-5 for Point Blank, +5 for Medium Range, +10 for Long
Range) and Cover.

DISCLAIMER: The system outlined in this document borrows heavily from Micropend6 and Mini Six. This is a derivative work and
all credit should go to Sigil Stone Publishing, AntiPaladin Games and, of course, West End Games for Open D6.
Thank you so much for your great work.

Ezequiel Ferreyra (Order #24123493)


Scoundrel D6 v1.5

Static Defenses
In this simplified system, characters calculate their Static Parry, Dodge and Soak scores. The Parry score is added
to the TN needed to hit the character with a Melee Attack. The Dodge score is added to the TN needed to hit the
character with a Ranged Attack. If an attack bypasses those defenses, the damage taken is reduced by an amount
equal to the Soak score.
Here are the formulas for calculating these scores:
• Parry……….... (Fighting Skill dice x 3) + pips
• Dodge……….. (Dodge Skill dice x 3) + pips
• Soak………..... (Body Attribute dice x 3) + pips + Armor + Other
Also, a character may forgo all actions for the round to instead enter Full Defense thereby increasing their Parry
and Dodge scores by 10.

Scale
Bigger targets taking damage from smaller attacker add a scaled modifier to their Soak. Smaller targets attacked by
bigger attackers add a scaled modifier to their Dodge and Parry.
Same x2 Size x4 Size x8 Size x16 Size X32 Size
+0 +6 +12 +18 +36 +72
Wounds
When characters take damage they suffer wounds. Wounds are categorized into several wound levels with
increasingly severe penalties and effects, eventually culminating in death.
A hit character’s wound level is determined by the amount of damage they take in a single attack. Note that any
damage taken elevates you by at least one wound level.
Wound Level Final Damage Effect
Stunned 1-3 -1d6 penalty to all actions for two rounds
Wounded 4-8 -1d6 penalty to all actions until healed
Incapacitated 9 - 12 unconscious, TN 15 to come to. If successful, a -3d6 penalty to all actions until healed.
Mortal Wound 13 - 15 unconscious and dying. Will die within minutes to hours depending on the wound.
Dead 16+ you’re dead, and can’t do anything. Make a new character.

Healing
Characters sustain wound levels when taking damage. Resting allows a character to naturally heal with a
successful Stamina check. Success heals one wound level. There’s a delay of time between each permissible check..
A character can help heal another using Medicine (Treat). Success heals one wound level.
Wound Level Delay per Check Healing Difficulty
Stunned 1 minute Very Easy
Wounded A few days Easy
Incapacitated 2 weeks Moderate
Mortal wound 1 month (Very) Difficult [varies]

DISCLAIMER: The system outlined in this document borrows heavily from Micropend6 and Mini Six. This is a derivative work and
all credit should go to Sigil Stone Publishing, AntiPaladin Games and, of course, West End Games for Open D6.
Thank you so much for your great work.

Ezequiel Ferreyra (Order #24123493)


Scoundrel D6 v1.5

Optional Rules
Hero Points
Players start a session with one Hero Point. Any time a character exhibits exceptional roleplaying, interacts with
one of their Bonds or, especially, Flaws, or is just plain awesome, the GM may award a Hero Point (either to a
specific player or to a party pool). Players can choose to spend 1 Hero Point before any action, with a max of 1 per
Turn. Represent these in a thematic way. In a Space Western, these may be Poker Chips. HP may be used to:
Apply +6 to your roll Decrease a wound’s Severity
Re-roll your Wild Die Deal +3 damage on an attack

Card Based Initiative


If your setting has an overt Space Western vibe, you may consider Card-Based Initiative. Deal cards for initiative
(Aces down to 2’s; suit Order: Spades, Hearts, Diamonds, Clubs). Drawing a Joker should confer a benefit (like
going whenever they like in a round; possibly even interrupting another’s action – maybe also a small +2 bonus to
resolve actions). Consider giving the combatant(s) with the highest Perception score two cards (choose highest).

Psions
During character creation, players roll 2d6; those that roll two 6’s create Psions. They gain a skill not tied to any
Attribute: Psionics. A Psion gains one less Skill Dice and Attribute dice on creation. Their Psionics Skill starts at 1D
(no more dice may be placed here on creation). Compared to a regular skill, this skill costs twice as much to
improve.
Psions gain the Migraine Headaches and Nightmares Disadvantages. The chance of a Migraine is reduced by half
once Psionics is raised to 2D. The Migraines go away once the skill reaches 3D. The nightmares never end.
Psions begin play with Life Detection. They gain more powers as follows (from SW WEG sources):
2D: Life Sense 5D: Projective Telepathy 8D: Merge Sense
3D: Receptive Telepathy 6D: Danger Sense 9D: Post Cognition
4D: Magnify Sense 7D: Shift Sense 10D: Combat Sense

Bouncing Objects
This is inspired by Star Frontiers. If you miss your target with a Grenade (either thrown or from a launcher) or other
such similar object, it bounces somewhere depending on chance and the direction of its approach. The object
bounces once for five feet unless thrown from a moderate distance, in which case it bounces twice. If thrown from
a far distance, it bounces three times. Roll a d6 and refer to the table below to determine where the object goes
for every bounce.

2,3 4,5 6 2 3,4 5 1 2,3 4,5

1 * 1 * 6 * 6

↖ ↑ ↗

Martial Arts
Maneuvers are unlocked as soon as the Character’s skill in Fighting improves. Whenever a maneuver calls for an
attack, it must be an unarmed strike (maneuvers detailed in WEG sources). You may execute an unarmed strike
while holding a melee or ranged weapon.

2D: Hold/Grapple 5D: Instant Stand 8D: Blindfighting


3D: Head-Butt* 6D: Disarm 9D: Instant Wound
4D: Foot Sweep 7D: Instant Stun 10D: Nerve Punch
*Head-Butt’s damage is lowered to standard unarmed damage

DISCLAIMER: The system outlined in this document borrows heavily from Micropend6 and Mini Six. This is a derivative work and
all credit should go to Sigil Stone Publishing, AntiPaladin Games and, of course, West End Games for Open D6.
Thank you so much for your great work.

Ezequiel Ferreyra (Order #24123493)


Scoundrel D6 v1.5

Appendix A: Skill Correlation to Star Wars 2nd Edition


The skills presented earlier in this document are combined versions of various skills located in WEG sources. The
skill list here was designed with a very Firefly/Scoundrel setting in mind.
BODY
Acrobatics: Acrobatics, Contortion, Dance, Running
Athletics: Climbing/Jumping, Digging, Flight, Swimming
Fighting: Brawling, Brawling Parry, Melee Combat, Melee Parry
Stamina: Lifting, Stamina (except for pain resistance)
PRESENSE
Con: Con, Forgery
Focus: Pain Resistance (from Stamina), Willpower
Gather Info: info gathering parts of Streetwise, Law Enforcement, Bureaucracy
Influence: Command, Intimidation, Persuasion
Mercantile: Accounting, Bargain, Business, Business Administration, Economics, Value
PERCEPTION
Dodge: Dodge
Insight: DnD-style lie detection
Search: Search, Tracking
Security: Security
Sneak: Sneak
COORDINATION
Driving: Ground Vehicle, Hover Vehicle, Nautical Vessel, Repulsorlift, Sailed Vessel, Swoop Operation, Walker
Operation, Watercraft
Piloting: Airship, Archaic Starship, Battlestation, Capital Ship Piloting, Space Transports, Star Fighter Piloting, Jet
Pack Operation
Quick Hands: Sleight of Hand, Lockpicking, Pickpocketing
Shooting: Blaster, Energy weapons, Firearms, Pulsewave Weapons, Bowcaster, Flamethrower, Bows
Targeting: Vehicle Blasters, Starship Gunnery, Capital Ship Gunnery
Throwing: Grenades, Thrown Weapons
WITS
Computers: Computer Programming, Droid Programming, Encryption, various Ship systems (Shields, Sensors, etc)
Mechanic: all the repair skills (way, way too many)
Medicine: First Aid, Injury/Ailment Diagnosis, Medicine
Sociology: Cultures, Law Enforcement (Legal Knowledge only), Bureaucracy, Planetary Systems (social aspects)
Science: Biochemistry, Ecology, Genetics
Survival: Beast Handling, Beast Riding, Survival

DISCLAIMER: The system outlined in this document borrows heavily from Micropend6 and Mini Six. This is a derivative work and
all credit should go to Sigil Stone Publishing, AntiPaladin Games and, of course, West End Games for Open D6.
Thank you so much for your great work.

Ezequiel Ferreyra (Order #24123493)

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