Lil6 Is A Game System Inspired by Opend6. Design: John Grümph and Clément Rousselin Texts and Illustrations: John Grümph With A Helping Hand From
Lil6 Is A Game System Inspired by Opend6. Design: John Grümph and Clément Rousselin Texts and Illustrations: John Grümph With A Helping Hand From
legrumph.org
Lil6 is tailored for fussless adventures, a bit exuberant, a bit dangerous but not too
much. The first chapter gives the basis of the system and the fundamental mechanics.
The following chapters introduce optional rules sorted by universe. Of course,
it’s possible to mix everything: using Lil6 Fantasy’s magic to play in an apocalyptic
universe, hacking spaceships rules to power flying drakkars in a mythical era or
transforming cybernetics into steampunk bolted grafts.
The Game Master may mix and twist the content of this book according to her
taste or needs. She can adjust the rules that will best suit her gaming universe
– allocating different character creation points, allowing new optional skills, man-
aging and calibrating a financial system, etc.
SUMMARY
Lil6......................................................................................................5
Fantasy.............................................................................................. 13
Swashbuckler.................................................................................... 16
Steampunk......................................................................................... 18
Pulp...................................................................................................20
Modern..............................................................................................22
Cyberpunk..........................................................................................24
Post-Apo............................................................................................28
Super..................................................................................................30
Mecha................................................................................................32
Space..................................................................................................34
Transhuman....................................................................................... 37
Frequently Asked Questions.............................................................38
Table of Contents............................................................................. 41
Character Sheet and Screen............................................................ 44
3
LIL6
Fundamental mechanics of the game.
THE DICE
Lil6 uses d6 abbreviated as D. 2D+2 means rolling two d6, adding up the faces
and then a bonus of 2. The result must be equal to or higher than a Target
Number (TN). Each player must therefore have a pool of six to ten d6.
One die rolled is always of a different size or color: it’s the Wild Die. On a
result of six, the player rolls the die again and adds the new result to the total. She
keeps up rolling and adding as long as she rolls a six. The Game master never roll
the Wild Die for creatures and extras.
Most of the time, it’s necessary to ascertain the level of success of an action
by counting the even faces (2, 4 or 6) obtained on the dices. Each even face is a
quality. All even faces count when the Wild Die is rolled again.
As a character gains experience, they increase the D associated with their attri-
butes and skills following a special scale: 0D, 1D, 1D+1, 1D+2, 2D, 2D+1, 2D+2,
3D, etc. The associated number is the bonus that is added to the roll.
THE CHARACTER
Might Agility Cunning Composure
Courage Dexterity Eloquence Erudition
Force Dodge Machines Etiquette
Intimidation Elegance Preparation Healing
Melee Marksmanship Survival Stealth
Stamina Movement Vigilance Willpower
EXPERIENCE
At the beginning of a game session, characters earn 3XP. At the end of a full
story, they earn between 5 and 10 additional XP.
Skill costs the number of D to reach: to go from 3D to 3D+1 or from 3D+1 to
3D+2, you need 3XP. To go from 3D+2 to 4D, you need 4XP.
The principle is the same for attributes, but with a x5 multiplier to the cost.
A new expert skill costs 10XP.
5
RULES
GENERAL MECHANICS
Rolling the dice. When her character needs to act or react (and it’s not a
routine action), the player rolls a pool of dice equal to the sum of an appropriate
attribute and an associated skill. If the character has no dice in the skill, the player
simply rolls the attribute. She adds the results of each face and then all the bonuses.
Don’t forget that one of the dice is the Wild Die.
Advantages and disadvantages. If the circumstances are favourable or if the
character has prepared their action, the player add one or more extra dice to her
pool. Similarly, when circumstances are bad, she loses dice from her pool.
Under duress. When a character acts under duress (dazed, poisoned, exhausted,
blinded, etc.), the player excludes the Wild Die from her pool, thus rolling one die less.
Expert Skill. If the character uses an Expert Skill, the player ignores and
rerolls all the ones and even if the dice continue to show any. No optional skills can
be Expert Skills (ie. Magic, Psi, Wealth, etc.)
Target Number. For the character to succeed, the player must roll the TN or
higher. The Game master set the Target Number (or roll for it). In case of an active
opposition, the TN is the result of the opponent’s roll.
Difficulty Target Number (Fixed/random)
Easy 8 (2D+2)
Moderate 12 (3D+2)
Hard 18 (5D+1)
Very hard 24 (7D)
Almost impossible 30 (8D+2)
Open roll. Some actions are open. There is no prior Target Number and the
action’s consequences simply depend on the result of the roll and/or the number
of qualities: the more, the better.
Writing conventions. Rolls are noted in the form: Attribute (Skill) TNx.
Quality. Each die coming with an even face (2, 4 or 6) gives a quality. Qualities
are used to establish damage in combat or to enhance an action – with discretion,
silence, speed, efficiency, perfection, etc. Generally, two qualities allow to add one
enhancement to a basic task. One don’t have to bother with qualities on every roll:
sometimes it’s enough to know whether the roll is successful or not. The character
gets an extra quality for every 5 points above the indicated TN – i.e. if the attack
roll is much higher than the target’s defense. The player can sacrifice one or more
qualities to get a +2 bonus per quality to the result of the roll – i.e. if she doesn’t
initialy reach the TN.
Group action. If all characters must perform the same action at the same time,
all players make the roll. If at least half of the characters succeed, the whole group
succeeds together.
Help. A character who help another may make an appropriate skill roll to pro-
vide a +1D (TN12) or +2D (TN18) advantage. This is an Open Roll: the player
applies the advantage corresponding to the result of her roll. In case of multiple
helps, the total advantages can, at best, double the initial dice pool.
6
Extended action. An extended action is defined by a number of qualities to
be met, a time interval between each roll to be made and, quite often, a maximum
time to complete the task. It can be an Open roll or with an assigned TN. Only one
character or several can work on the task at the same time. All these parameters
are fixed by the nature of the task and the circumstances, at the GM’s discretion.
TACTICAL MECHANICS
When the circumstances arise, the Game master calls for round, each character,
extra or creature involved having the opportunity to act at least once before the
start of the next round.
Order of action. Generally speaking and except in special circumstances (i.e.
surprise), the characters act first. In doubt, a member of each side rolls Composure
(Willpower) to determine who goes first. The side that receives the initiative
chooses one of its members who can act.
If their action is not offensive, they may designate another member of
their party to act after them.
If their action is offensive and targets an enemy, they must pass the
initiative to the opposing side.
A round ends when all opponents have been able to act at least once in their
round. If all members of a side have acted, their opponents then act in the order of
their choice, without interruption.
Then a new round begins for the camp that won the initiative.
Action. At their turn, a character can perform one action: move from one zone
to another, carry out an attack, help an ally, take an object out of their bag, interact
with the environment, etc.
Multiple actions. If the character wishes to perform more than one action
during their round, they receive a -1D disadvantage per action beyond the first
one. E.g. they may want to move and make two attacks, which is three actions;
they then receive a -2D disadvantage on each of the attack rolls. In combat,
multiple attacks must be aimed at different opponents. All actions must
be declared at the start of the round to determine the total disadvantage.
Zones. The battlefield is divided into zones. These zones delineate obvious
tactical spaces: spaces separated by obstacles or gates, open or closed, cluttered
or free, etc.
7
COMBAT
Moving. It takes an action to move from one zone to another; acting within
the same zone, regardless of its size, does not require an action. If obstacles or
difficult terrain prevent a simple translation, the player rolls Might (Force) or Agility
(Movement) against varying TN for the character to complete his movement. This
is not an offensive action.
Prone. Getting up is always an non-offensive movement.
Attack. In order for her character to engage an opponent and inflict damage, the
player rolls Might (Melee) or Agility (Marksmanship) against the target’s Defense. If
successful, the number of qualities obtained assess the damage inflicted. Attacking
is an offensive action. The Game master is free to apply advantages or disadvan-
tages to attack rolls depending on distance, cover, obstrusion, visibility, tactical
position, etc. The attacker must be in able position to attack the target.
Dodge. Dodge is a non-offensive reaction that must be declared at the beginning
of one’s round. It is possible to carry out one or several dodge in the same round,
using multiple actions. Each dodge allows the player to attempt a single Agility
(Dodge) roll to defeat or limit an attack roll that has beaten the character’s defense.
Help. Helping is an indirect and non-offensive action. It is an opportunity for the
player to be creative – using the scenery, distracting or intimidating the opponent,
etc. The player makes an Open Roll with an appropriate skill, depending on the cho-
sen approach, in order to offer a +1D (TN12) or +2D (TN18) advantage to an ally.
Damage. Damage is determined by the number of qualities obtained on the attack
roll, depending on the weapon used. This damage reduces the target’s Body points.
Players’ characters benefit from Soak and armour that give them temporary Body
points each round: damage always starts by reducing those temporary points.
Zero Body points. When a character falls to 0 Body points, they choose one
of the following options:
Concede victory. The character is out of combat until the next scene and
cannot return to the game. They run away or fall unconscious. Their opponents
ignore them. They are temporarily out of the game, but will suffer no long-term
consequences of their defeat.
Continue the fight. The character decides to continue the fight. There are
under duress until the next scene. They immediately regain half of their Body
points. If they fall back to 0 Body points again, they are dead.
Creatures and extras. Generally speaking, the characters’ opponents con-
cede victory and flee or surrender, but the most relentless can, more rarely, con-
tinue the fight, especially if tactical objectives are particularly important to them.
Special moves. The character can devote all or part of their qualities to inflict
a special blow to an opponent, at the cost of 2 qualities per effect: e.g. disarming
them, knocking them prone, making them move back to another zone, placing
them under duress for their next action, etc. Generally speaking, the effect aim to
inflict a -1D disadvantage on the next action or the necessity to take an extra-action.
8
HEALING AND RESTING
Short rest. At the end of a fight, a character immediately recovers 2D Body
points. He can also receive healings. He regains one Body point per quality
obtained on a Composure (Healing) TN12 roll.
Long rest. A character regains a number of Body points per night of rest equal
to the result of a Might roll.
Healing item. Healing item (healing potions, medikits, etc.) are characterized
by their power, that is a dice pool. Consuming a healing item costs one action and
restore a number of Body points equal to the result of the roll.
LUCK (OPTIONAL)
The character has 1 point of luck, which they renew at each game session. They
can buy luck for 10XP per point. Spending one point allows them to (choose one):
Ignore all the damage of an attack.
Obtain a quality on all dice rolled.
Describe a new element of the decor.
Restore all they Body points.
Reroll a failed roll, as if it were an Expert Skill.
EQUIPMENT
Equipment. The player doesn’t have to worry about a precise inventory. Her
character possess the equipment they need to practice their skills – in their pock-
ets, bag or tool kits. If they need more specific or less obvious material, the player
makes a Cunning (Preparation) roll, with a variable TN depending on the size,
nature or rarity of the item requested. The roll’s qualities indicate the quantity
available, the solidity or the specific attributes of the material.
Superior equipment. Some equipment, which the player notes explicitly on
her character’s sheet, is particularly useful and grants 1D or more to the actions
concerned – e.g. superior tools or magic items.
Shield. A shield grants +3 in Defense. One can’t use a shield at the same time
as a heavy, massive or monstrous weapon. Depending on the universe, the shield
can be replaced by a second weapon (parrying dagger) or specific technological
equipment.
Armor. The protection of an armor is expressed as a Soak bonus – thus tempo-
rary Body points rolled at the beginning of each round. An armor is cumbersome:
its protection reduces the player’s dice pool on all actions involving movement,
discretion, and even diplomacy in some cases.
Armor Soak/Disadvantage Examples
Heavy clothing, leather armor,
Light +1d6/0 exploration gear, work gear...
Ring armor, chainmail, bounty hunter
Medium +2d6/-1D armor, ablative armor...
Plate, heavy tactical armor, commando armor,
Heavy +3d6/-2D energized armor, Eradicator armor...
10
CREATURES AND EXTRAS
Creatures and extras are defined by their concept, dice pools, Defense and Body
points. Some have special capacities.
Concept. The concept of the creature or extra indicates their motivations and
general scope.
Dice pools. A creature or extra possess Talents and Specialties, written in the
form of aspects, traits or qualifiers associated with dice pools. Depending on the
action undertaken, the game master chooses the appropriate dice pool. Here is an
example:
Dragon
Talents Breath fire; watch over their treasure.
Specialties Acrobatic flight; Sleight of claws; Human politics; Seduce princesses.
Defense
Body
Creature or extra High Low
Weak 9 5 5
Average 12 7 10
Strong 18 9 15
Very strong 21 11 25
Superior 24 13 50
Extraordinary 30 15 100
11
FANTASY
Wandering in past ages
FOLKS
There are many, many strange and mythological creatures in fantasy worlds,
each with their own particularities and talents – Dryads, Satyrs, Fairies, Nymphs,
Gnomes, Ogres, etc.
A character belonging to such a folk receives a +1D advantage in an appropriate
attribute and +3D advantage in an appropriate skill, which also becomes an Expert
Skill - e.g. Elegance for a Nymph, Force for a Troll or Machines for a Cyclops. These
advantages do not count towards the XP expense.
Humans benefit from the Luck rule, which is forbidden to other creatures.
MAGIC
Magic is the art of manipulating reality and natural forces to achieve supernat-
ural effects. It is a rare and difficult talent to master, benevolent or malevolent
depending on the use one makes of it.
Skill. The character has an additional skill, Magic, which is not associated
with any attribute. It costs twice as much in experience as a normal skill – during
character’s creation, one must invest 2D to add 1D to the skill.
Each dice in the skill allows the character to master one of the seven magi-
cal paths: Aegis, Divination, Essence, Geometry, Mind, Physique or
Substance. Thus, with 3D in the skill, the character chooses three known paths.
Magic paths. There are seven paths of magic. The effects that can be achieved
depend on the attribute chosen to perform the magic roll.
Aegis
Might Resistance. The magic-user ignores or reduces
certain sources of damage (like dodging).
Agility Protection. The magic-user protects against certain
effects or attacks by creating circles or auras.
Cunning Logistics. The magic-user ensures comfort and
safety in their immediate environment.
Composure Camouflage. The magic-user conceals, camouflages, disappears.
Divination
Might Scrutiny. The magic-user watches or observes from a distance, either
by transplanting his senses or by using special rituals and items.
Agility Comprehension. The magic-user analyzes,
deciphers or tries to understand something.
Cunning Detection. The magic-user searches and locates something
in particular. they orientate and locate themselves.
Composure Psychometry. The magic-user reads the auras of things and
beings to obtain intelligence about the present or the past.
13
Essence
Might Exorcism. The magic-user repels, blocks, cancels or sends back
magical and extraplanar creatures or other magical effects.
Agility Enchantment. The magic-user enchants items to temporarily
grant them special abilities or improve their efficiency.
Cunning Magic. The magic-user deciphers, stores or manipulates
magic effects to enhance their use or power.
Composure Invocation. The magic-user invokes powerful magical creatures
(pets, invisible servants, ancestor spirits, elementals, demons...).
Geometry
Might Force. The magic-user creates force fields that allow
them to manipulate, move, push back or block.
Agility Gravity. The magic-user manipulates gravity to manipulate
objects from a distance, to immobilize, levitate, etc.
Cunning Passage. The magic-user frees themselves from all constraints preventing
his movements and displacements, removing or ignoring obstacles, etc.
Composure Teleportation. The magic-user moves instantaneously from
one point to another in space, more or less far or quickly.
Mind
Might Possession. The magic-user gives orders, controls creatures,
overlaps their senses or explores their memory.
Agility Communication. The magic-user communicates with other creatures,
by understanding languages or establishing telepathic connections.
Cunning Charms. The magic-user gets the creatures’ attention and favors.
Composure Illusions. The magic-user manipulates the
senses and perceptions of the creatures.
Physique
Might Battle. The magic-user inflicts damage or conditions on their targets.
Polymorph. The magic-user transforms their appearance
Agility or partially or completely polymorph themselves. They can
also change the senses or copy the abilities of creatures.
Cunning Alteration. The magic-user grants special advantages (like a
lasting help) or increases the capabilities of their targets.
Composure Healing. The magic-user can heal wounds or illnesses,
and even restore or regenerate mangled bodies.
Substance
Might Destruction. The magic-user destroys materials or energy.
Agility Modification. The magic-user modifies or
manipulates materials or energies.
Cunning Transmutation. The magic-user changes the
fundamental nature of materials or energies.
Composure Evocation. The magic-user creates usable materials or energies.
Incantation. Casting a spell is always an action. The player rolls Attribute (Magic)
TN12. The attribute used depends on the desired effect, as indicated for each path.
The player then spend the qualities in the different spell parameters – range, target,
duration, effects, etc. Of course, magic can simply be used to help a comrade accord-
ing to the normal help rules – an open-roll to provide a +1D or +2D advantage.
14
Qualities 0 1 2 3 4
Range Self/touch Melee Ranged View Out of sight
Duration Instant/D rds Scene Next dawn Session Indefinite
Targets 1 or chair 2 or wagon 4 or large room 8 or house 16 or castle
or area
Effects Minor Moderate Major Supernatural Extraordinary
Damage Small Medium Heavy weapons Massive Monstrous
or heal weapons weapons weapons weapons
Aid Help +2 Help +1D Armor +1d6 Help +2D Armor +2d6
15
SWASHBUCKLER
Swagging with capes and swords
CURSING
In combat, a character can insult their opponents again and again. Each time
they spend 2 qualities from an attack roll, the character throws one of the following
insults to an opponent, at the player’s choice. It is of course possible to chain the
insults in the same round.
Insults Effects
Ah! Fustylugs! The character designates one of their allies to act after them!
Pedantic Harecop! The character can make a second attack on the same opponent
(if they announced it at the beginning of the round)!
Gnashgab! The character forces an opponent to target them!
You Rascal! Rakefire! The character benefits from a dodge this round that
they do not need to announce or pay for!
Scobberlotcher! The opponent cannot move until the next round!
Neutered Ass! The character holds their opponent who loses their next action!
You Goddamn The opponent loses a piece of equipment that falls to the ground!
Loiter-Sack!
You Bloody Yaldson! The opponent loses their weapon which flies a few steps away!
Buggered Lubberwort! The character flancks their opponent whom cannot
attack them without spending an extra action.
You Bedswerver! The character increases their defense by +3 until the next round.
The character shares their damage between
Stymphalists! two opponents within range!
The character designates his opponent’s
Gobermouch! next target among their allies!
Foolish Bobolyne! The character makes an immediate move!
Two-bit zounderkite! The opponent’s defense is reduced by 2 until the next round!
The opponent must retreat and even
Cumberground! change zones on the battlefield!
You little Fopdoodle! The opponent is disoriented and cannot
target the character this round!
Pipe-head! The character gains a +1D advantage on their next action!
Old Cacochymous The opponent is prone!
Snoutband!
CHASE
When extras flee and are chased by the characters, or vice versa, each group
rolls a dice pool: the highest Agility (Movement) of the chasing group, the lowest of
the chased group (or the equivalent for the extra).
The group with the best result either catches up with the other group or escapes.
The distance travelled is usually equal to the highest result in tens or hundreds of
yards, which may take the groups to unexpected places and situations. When the
chase ends, one way or another, a player throws 1d36 into the next table.
16
1d36 Situation at the end of the pursuit...
11 One of the groups (even or odd) is in a particularly favourable situation.
12 The chase has attracted the attention of local authorities.
13 The chase immediately starts again; reroll; there’s quite a lot of ground still to cover.
14 The group of opponents receives unexpected reinforcements.
15 The group of characters is lost, without landmarks.
16 The group of characters receives unexpected reinforcements.
21 The group of characters venture into difficult and dangerous terrain.
22 The two groups are ambushed by a third.
The distances travelled (and the time) are multiplied
23 by a variable but considerable factor!
24 The groups have caused disasters along the way.
25 The groups meet in the middle of a public event (fair, wedding, execution...)
The groups find themselves in a very disturbing
26 deserted place (Shock Factor 12 – see p20).
The groups are completely exhausted and out of breath. Nobody
31 wants to fight anymore, but one can still talk (panting).
32 The groups are split up and their members have lost sight of each other.
33 The groups are now in the heights, with a high risk of falling.
34 The groups are now underground, without much light.
35 An opponent got injured and they concede victory.
36 One character, completely out of breath, is out for the rest of the scene.
For more tense chases, it’s possible to determine victory by the best of three
rolls, with a roll for a twist between each and a last roll for the final situation.
1d36 Twist
11 Watery path!
12 Acceleration!
13 Animals!
14 Disaster!!
15 Changing locomotion mode!
16 Tough choice!
21 Sharp fall!
22 Collision!
23 Helping hand!
24 Collapse!
25 Riot!
26 Clogging!
31 Bad luck!
32 Natural obstacle!
33 Panic!
34 Procession!
35 Shortcut!
36 Split up!
17
STEAMPUNK
Steaming with the machines
RELATIONSHIPS
The characters establish relationships with a variety of people. Each relationship
is either a single named person or an organization, with associated dice somewhat
like a skill.
A relationship must be described in a few words – its name, occupation, links to
the character.
When the character needs the help of the relationship – physical help, mate-
rials, resources, information, etc. – the player can roll the relationship dice pool
and an attribute that reflects the nature of the relationship: Might to intimidate
and shake, Agility to charm and beguile, Cunning to deceive and manipulate,
Composure to negotiate or call to reason.
Service requested TN
Simple and fast 12
Demanding in time or energy 18
Dangerous to reputation or difficult to accomplish 24
Very dangerous or unethical 30
If the roll fails, the relationship suffers a cumulative -1D disadvantage until the
character has had a chance to apologize, make amends, or help in turn.
Qualities may assess the reaction of a relationship and the scope of its interven-
tion or help.
The Game master should offer a special budget during the character creation
so that the players create some relationships. Developing or opening relation-
ships may require the expenditure of experience points or can simply be played
out by the table.
WEALTH
The characters are well enough off to embark on adventures around the world.
To avoid managing expenses like an accountant, the character has an additional
skill, Wealth, which is not associated with any attribute. It costs twice as much
in experience as a normal skill – during character’s creation, one must invest 2D
to add 1D to the skill.
When the character wants to buy or rent something out of the ordinary, they
roll an attribute (Wealth) with a TN depending on the purchase. The choice of the
attribute depends on the market:
Might (Wealth). The purchase involves strict negotiations and lawful contracts.
Agility (Wealth). The purchase involves haggles and endless discussions.
Cunning (Wealth). The purchase involves black market goods and circumval-
lated contacts.
Composure (Wealth). The purchase involves negotiating with very shady or dan-
gerous people.
18
The TN depends on the object or service to be purchased. The qualities obtained
indicate the quantity, availability or aspect of the products.
Goods and Services TN
Very common 8
Common 12
Uncommon or expensive 18
Rare and expensive 24
Very rare and expensive 30
Isolated Region -1D
Important market place +1D
If the roll fails, the skill suffers a cumulative -1D disadvantage until the next
opportunity to manage one’s finances (at a bank, exchanging telegrams, etc.).
When characters are paid for a service or sale, they get the XP equivalent that they
can only invest in Wealth (including opening the skill). When the XP is sufficient, the
skill increases. It is also possible to spend one of these XP to get +1D on a Wealth roll.
Revenues XP equivalents
One month’s pay for a proletarian... 1
One month’s pay for an employee or mercenary... 2
One month’s pay from a recognized craftsman or artist 3
The contents of a safe box 5
The value of a caravan or merchant ship 10
The ransom of a prince 15
PULP
Boarding a zeppelin over jungle ruins
SHOCK FACTOR
Monstrous and non-euclidean creatures, mass graves left by serial killers, bomb-
ings and explosions are all moments when a character’s mental health can waver,
when instinct takes precedence over reason.
Each of these situations is associated with a shock factor, which is the TN to be
reached with a Might (Courage) or Composure (Willpower) roll. If the roll fails, at
the player’s choice:
1/The character runs away until they can feel safe, physically or emotionally.
Sometimes it’s enough to just be out until the next scene; other times, one has
to run for a while.
Or 2/The character remains paralyzed. They are under duress and lose one
action per round for 1d6 rounds or more.
Shock factor (TN) Example
8 Bloody crime scene, strange little monster.
12 Sudden violent event, strange and aggressive creature
18 Mass grave, terrifying monstrous predator
24 Incomprehensible xenoid creature, venerable dragon
30 Great Elder, divine avatar
TWIST GENERATOR
Characters will travel long distances, explore unknown areas, break into well-pro-
tected places or endure the events of a social gathering while waiting the right
opportunity to open a safe-box – each time they have an objective to reach and
the content of the associated adventure is important for the story, but the Game
master has neither the time nor the need to develop it. The following mechanics
place the invention and creation of these special moments in the hands of the
players, entrusting them with some of the narrative authority.
Player’s preparations. The Game master sets the general conditions and
atmosphere for the journey, the intrusion, the exploration, the adventure – climate,
landscapes, architecture, people, politics, cultures, significant elements that allow
the players to immerse themselves. Each player gives a rumor or information that
their characters might have heard about those, adding to the environment. When
the characters have very specific goals to achieve (find a place, steal an object,
etc.), the players write them down carefully and in detail. For a journey, the Game
master writes down for herself the number of milestones the characters will have
to go through.
Game master’s preparation. The game master prepares a small list num-
bered from 1 to 6 for each milestone or each objective to be achieved. The 1 is
simply named Milestone/Objective. The game master associates, for each other
number, a key-word of her choice, taken from the following list: Opposition,
Obstacle, Danger, Surprise, Encounter, Timeout, Mystery, Disaster.
She can ignore certain key-words and repeat others as she sees fit. These are the
twists of the adventure!
20
The Game master can let the players dealing with these simple key words (it’s
the classic way and the quickest for experimented players), or she can quickly
write a more evocative sentence on a post-it to serve as a starting point for the
twist, as in the examples given below.
1 Milestone/Objective
2 Encounter (Alliance) Hidden in the shadows
3 Obstacle (Door) Strange old mechanisms
4 Obstacle (Sentinels) Angry and frustrated
5 Disaster (Separation) Calls for help
6 Timeout (Resources) A cluttered closet
Making up a twist. In turn, each player rolls in the table prepared by the game
master. Using the key-word, she imagines a situation, the beginning of a scene, in
relation to the adventure and the present circumstances. It’s an important moment
of the journey or the intrusion, something significant enough to dwell on for a
moment. The player develops her ideas, evokes problems leading to choices and
brings the situation to a dramatic node.
Resolving a twist. This dramatic node is the moment when the Game master
usually asks, “What are you doing?” And that’s when she actually takes over – she
can clarify certain points, change small things to keep it consistent with the overall
story. Then she invites the players, including the one who set up the scene, to get their
characters to act. Once the scene has been resolved, the next player can roll for a twist.
Milestones. Each time the twist die gives a result of 1, the story reaches a
milestone:
In a journey or during an exploration, the Game master places a scene that she
has (more or less) prepared and which moves the story forward – e.g. the discov-
ery of the villain’s secret machines, then later his confrontation with the charac-
ters, and finally the explosion of the base. The Game master sets the number of
key scenes in advance – she can prepare something precise or just improvise to
suit the flow of the adventure. For a short journey, the first milestone may simply
be the arrival...
In an intrusion, a 1 indicates that the characters have achieved one of the goals
they set out to achieve – or, most often, are in position to do so…
Once a milestone or key scene is resolved, the adventure continue until the jour-
ney comes to an end, all objectives have been achieved or the characters abandon
their mission.
Some examples of possible twists...
Opposition Encounter Danger Mystery
Acknowledgement Alliance Confusion Blur
Alarm Defection Error Dark
Competition Doubt Explosion Empty
Contact Enigmatic Paralysis Machines
Discretion Exchange Reaction Mistake
Emergency Quiproquo Trap Noises
Obstacle Timeout Surprise Disaster
Choice Absence Ambush Disappearance
Detour Complicity Betrayal Failure
Disorientation Heal Coincidences Fatal blow
Door Information Ignorance Fumble
Impasse Refuge Oversight Leak
Sentinels Resources Revelations Separation
21
MODERN
Night clubbing monsters
THE GIFT
Only a few people possess “the Gift”. Some use it to do good; others use it to gain
power and influence. Those of the White Gift and those of the Black Gift have been
fighting each other for an eternity – even in galaxies far far away.
Such a character has an additional skill, the Gift, which is not associated with
any attribute. It costs three times more in experience than a normal skill – during
character’s creation, one must invest 3D to add 1D to the skill.
Prowess. The character adds their skill dice to all their physical actions (move-
ment, dodge, force, etc.) which allows them to perform incredible feats.
Blade summoning. The character has an ancient blade, a sword that they can
make appear or disappear at will from under his mantle. He adds his skill dice in
melee combat with this blade.
Telekinesis. The character can manipulate objects remotely. They can perform
ranged attacks as if they were handling a medium weapon. They add their skill’s
dice to their defense against ranged attacks. Some characters know how to use this
power to heal, but it’s a trick to acquire from a master.
Manipulation. The character can manipulate the mind or senses of a target. It
is an opposing roll (usually with Cunning or Composure). The character adds their
skill dice to all their Stealth or Eloquence rolls.
DEVISING PLANS
There is nothing more annoying than watching players spend hours of a game
session making inane plans that won’t survive the first few moments of the mis-
sion. As a matter of principle, it’s the characters who know what they have to do
and devise the plans, not the players. The following mechanics allow to impro-
vise plans that have a high chance of success, based on special preparations and
explanatory flash-backs.
Preparation. Characters take time to prepare a mission and build a plan. For
each player, this essentially consists of making skill rolls, TN12, and trying to
accumulate qualities. Each roll consumes a portion of the time before the mission
– usually this time is counted: there’s an important deadline to meet, otherwise it
all falls apart. E.g. the Game master may ask for one roll per character per half day
of preparation for two days max.
The characters gather intelligence, activate contacts and relationships, engage in
social engineering and phishing, manipulate and corrupt people, buy tickets, obtain
or manufacture specific materials, etc. Each in their own way. Their actions are
roughly played out, without much detail. The players will take care, a posteriori, to
justify or explain this preparation time. Of course, the characters can help each other.
The qualities obtained by the characters are materialized by tokens in a bowl in
the middle of the table. It is a common reserve that symbolizes the preparation.
22
Realization. It’s time for action. Whenever the characters face an obstacle,
players can try to overcome it by using their wits or the abilities of their characters.
Or they can spend plan tokens. This expenditure must always be justified by a
story, a more or less coherent explanation, a flashback related to the characters’
abilities and prior preparations. Remember Ocean11 ?
The evil security guard who surprises the characters in the middle of the cor-
porate lobby will turn out to be the cousin of one of the characters (2 tokens).
The digicode of the elevator will have been obtained thanks to a discreet camera
installed in the lobby (1 token). The surveillance cameras will have been neutral-
ized by a pre-recorded loop inserted in the main computer room (3 tokens). The
cops, warned by the silent alarm, who will surprise the team on its exit, will not
find anything compromising on the characters because, from the start, the exfil-
trated scientist had to take another way out (5 tokens).
Assessing the expenditure Tokens
Getting around an obstacle 1
Minor barrier (involves only one extra or local system) +0
Medium barrier (involves a team of extras or an overall system) +1
Major obstacle (involves the authorities, an elite team +2
of extras, or a particularly tough system)
Obstacle capable of triggering bloodshed +1
Obstacle allowing the authorities or the target to trace +1
back to the characters or their employer
CYBERPUNK
Texting twenty minutes in the future
CYBERNETICS
Cybernetics involves replacing a creature’s limbs and organs or strengthening
their body using very high-tech equipment.
Each installed cyberware is associated with a dice pool: this score represents
the advantages and bonuses it gives to one or more skills or special abilities of the
implants. The dice may be split or spread among multiple skills or abilities (1D per
ability). Splitting 1D give three +1 or a +1 and a +2. Cybernetic abilities are mainly
narratives, allowing the character to perform exceptional task.
E.g. a 3D cybernetic legs can grant +1D in Movement, +2 in Dodge and +1 in
Force, as well as the Acceleration ability (or any other appropriate distribution at
the player’s discretion).
The cost and availability of cyberware depends on each universe – it even can
be paid with Wealth XP (see Steampunk) according to the same rules, in order to
acquire or increase the dice pool of a particular hardware.
However, a character is limited in the amount of cybernetic transformations they
can undergo. The total dice of their material cannot be greater than the sum of
their Might and Composure.
Upper limbs
The replacement of a limb or limbs, in whole or in part, from the hand to the shoulder.
Skills: Melee, Force, Dexterity, Movement (climbing,
swimming), Marksmanship, Machines, Healing.
Abilities: Ambidextrous, Dermal display, Dermal-flash, Dermo-painting,
Fractal hand, Hand tools, Integrated light/medium weapon, Motion
sensor, Photoderm, Subdermal pocket, Superior tactile sense.
Lower limbs
The replacement of a limb or limbs, in whole or in part, from foot to hip.
Skills: Melee, Stamina, Force, Dodge, Movement, Survival, Stealth.
Abilities: Acceleration, Dermal display, Dermal-flash, Dermo-painting,
Docking hooks, Fins, Integrated light/medium weapon, Kinetic assistance,
Motion sensor, Photoderm, Subdermal pocket, Superior tactile sense.
Woven skin
Complete body coverage with ultra-resistant materials.
Skills: Courage, Stamina, Intimidation, Survival, Stealth.
Abilities: Automatic sutures, Dermal display, Dermal plates, Dermo-painting,
Dermal-flash, Movement sensors, Nictitating membranes, Photoderm,
Protective seals, Radiation protection, Special textures, Sun protection,
Tactile sensitivity, Thermal regulation, Thermo-optical camouflage.
Internal organs
The replacement of all or part of the internal organs.
Skills: Stamina, Elegance, Survival, Healing, Willpower.
Abilities: Adaptive Digestion, Automatic Cardiac Stimulation, Blood Filters, Dual
Heart, Electric Shock Absorber, Emetic Control, Gills, Hidden Compartment, Internal
Seals, Metabolic Control, Metabolic Reservoirs, Nasal Filters, Oxygen Reservoir,
Pathogen Barrier, Pheromone Generator, Pulse Control, Sexual enhancement.
24
Bone replacements
Changing all or part of the skeleton, with additions or replacements of materials.
Skills: Melee, Stamina, Intimidation, Force, Dodge, Movement, Survival, Stealth.
Abilities: Ceramic teeth, Diamond nails, Dynamic facial modification, Mandibles,
Prehensile tail, Reinforced spine, Sonar implants, X-ray invisibility.
Panoptic
The replacement or augmentation of sensory organs.
Skills: Dodge, Marksmanship, Eloquence, Vigilance, Etiquette.
Abilities: Chemical Analyzer, Electromagnetic Reader, Enhanced balance,
High Definition Vision, Infrared, Isothermal Probe, Light Amplifiers,
Microcanon, Motion Sensor, Nictitating membranes, Photographic Memory,
Radar Probe, Radiation Detector, Sensory Dampers, Sound Amplifier, Sound
Editor, Synesthetic Recorder, Ultraviolet, Wide Bandwidth, Zoom.
Neuronic
Interfacing nervous system with machines.
Skills: Dexterity, Dodge, Elegance, Marksmanship, Eloquence,
Machines, Erudition, Etiquette, Healing, Willpower.
Abilities: Automatic Wiring, Cortical Redundancy, Emotion Control, Emotion Reader,
Emotional Stabilizer, Ethnological Bank, Hidden Memory, Knowledge Bank, Linguistic
Bank, Logic Processor, Machine Interface, Pain Inhibitor, Stress Reducer, Wired Reflexes.
Nanogenetics
The use of genegeering and nanomachinery to keep the body working.
Skills: Courage, Stamina, Elegance, Survival, Healing, Willpower.
Abilities: Body Adjustment, Endocrine Modifications, Hydra-Regenerative
Genoblasts, Metabolic Screen, Nanoconductor, Oncological Screen,
Pyrokinesis, Toxin Cleansing, Traumatic Shock Absorber.
AUGMENTED REALITY
Everyone is plugged into the matrix and see through augmented reality. All the
time. People don’t turn off their Nexus any more, for fear of missing messages,
information, commercial promotion, viral synevid, scandals, anything. Everything
is displayed in their field of vision: people’s name above them with their public
profile and reputation score, local announcements, legal warnings. Machines can’t
escape this madness. Every computer, every camera, every chip is connected. Of
course, everything is protected by passwords and firewalls.
And of course, there are pirating programs to ignore them.
Pirating programs are illegal applications that people install on their Nexus,
alongside their gaming or social network applications. An icon appears in the char-
acter’s field of vision, which they simply activate by dragging it over connected
elements: machines, people, etc.
Skill. The character has an additional skill, Hacking, which is not associated
with any attribute. All characters start with 1D in this skill. However, because it is
a measure of the quality of the character’s hardware and programs, it can only be
improved with Wealth XP (see Steampunk).
25
Hacking. When a character wants to hack telematic equipment or access, the
player rolls Attribute (Hacking) TN 12, and spend the qualities to set the parame-
ters in the table below.
Might. To hack machines.
Agility. To hack user interfaces and personal nexus.
Cunning. To hack security systems.
Composure. To hack data management systems.
Qualities 0 1 2 3 4
Firewall Inexistent Basic Solid Superior Tailored
Duration Instant/D rnds Scene Next dawn Session Indefinite
Targets or area 1 or lift 2 or truck 4 or apartment 8 or house 16 or mall
Effects Ride Read Control Edit Delete
Firewall indicates the number of qualities needed to pass the system’s pro-
tections. The numbers given are for civilian firewalls; double the number for a
corporate firewall and triple it for a military firewall.
If a character can’t devote enough qualities to get through the firewall (or
decides not to), they trigger an alarm. That alarm can activate a proportionate
human reaction (security guards, corpo agents, police, etc.) and/or activate
telematic countermeasures (tracking, tagging, attacking and destroying equip-
ment, even biofeedback attacks – ICE style). The reaction depends on the target
and its importance.
Duration indicates the time during which a hacking program is in effect. A
character can maintain at the same time a maximum number of programs equal to
his skill dice. He can launch as many instant programs as he wants.
Targets indicate how many different systems the character can hack into with
the same action. Access points to the systems must be in sight. Area indicates
the hack’s extent if the targeted system is connected to a multiple locations (e.g.
camera network).
Effects are as follows:
Ride. The character can read incoming and outgoing signals or transmitted
information, but does not have access to the contents of the memories.
Read. The character has access to the information contained in the targeted
memories.
Control. The character can control machines or programs linked to a nexus.
Edit. The character can modify the contents of the memories or the program
codes.
Delete. The character can erase the contents of the memories or reset the
programs.
All more ambitious hacking operations involving complex code writing require
hours or days of work and specialists’ involvment. Any person or machine that is
not connected is completely immune to programs’effects.
26
POST-APO
Surviving in a scorched earth
MUTANT-FU FIGHTING
Warriors throwing punches at each other like Swedish tennis players from the back
of the court are not particularly exciting in the long run. Whenever the creatures get
the chance, they can spend 2 qualities from an attack and roll in the following table.
Anything is possible with those mutants and everything is explainable – from a new
member suddenly sprouting to the stench of an unexpected flatulence.
1d66 Event!
11 Lucky break! A character out of combat returns to the game!
12 Lucky break: a character can act immediately!
13 A creature’s defense increases by 2 until the next round!
14 The set breaks, collapses, crumbles!
15 The creatures take initiative next round!
16 There’s a fire on the battlefield!
A terrible scream is heard from which nobody knows the
21 origin (shock factor 18, including for the opponents)!
22 A quick move divides the fight into two separate and distinct groups!
23 A character attacks another character by mistake!
24 A character is jostled and suddenly knock prone!
25 A character is projected several steps away and ends up prone!
26 A character is grabbed and carried away!
31 A character loses 1d6 Body points!
32 A character loses their weapon flying at 1d6 yards!
33 A character loses their armor, torn off by a creature!
34 A character loses a precious item in the middle of the melee and can’t find it!
35 A creature attacks two characters at once!
36 A creature blocks or immobilize a character who loses his next action!
41 A creature becomes immaterial while under attack!
A creature suddenly disappears and will reappear
42 behind the characters on the next round!
43 A creature completely dodges the next attack.
44 A creature gains +2D on their next attack!
45 A creature out of combat is back in the game!
46 A creature inflicts their damage twice on two different characters!
51 A creature lets a strange object escape!
52 A creature can act immediately!
53 A creature can reroll all or part of their dice!
54 A creature regains 5 Body points!
55 A creature regains half their Body points!
56 A creature regains all their Body points!
61 A creature grabs a character’s weapon and uses it immediately!
62 A creature steals important material from a character and runs away!
63 An explosion shakes the battlefield! Who’s caught in the blast?
64 A new creature, attracted by the noise, gets into the fight!
65 A foul smell invades the premises (shock factor 12)!
66 Damn! Make two rolls on the table!
28
NOISE
The most dangerous creatures, mutants and zombies, are inevitably attracted by
noise. Most have extraordinary hearing, which allows them to pick up conversa-
tions inside houses or hear the sound of an engine several miles away – they are
particularly sensitive to low frequencies and continuous vibrations, much like sand
worms in Arrakis dunes, so to speak.
This mechanics place a great deal of stress on the characters (and players) who
must constantly pay attention to their every action and tactical choice.
The Game master prepares an opaque bag filled with touch-identical d6 – one
red d6 for every five white d6 (or any other color of her choice). Each time the
characters make a noise, the players blindly draw a number of d6. As long as they
draw white d6, they accumulate them in a bowl.
When a red die appears, a player rolls all the dice in the bowl: if the total result is
equal to or higher than the alarm threshold, creatures quickly appear, individually
or in groups depending on the density of hostiles in the area. Once the dice have
been rolled, the reserve is emptied and the dice are put back in the bag.
Noise source Dice from the bag
A call or a shout 2
An engine noise 3
A quick move 1 per person
A heavy smash (broken dishes, broken glass) 3
A light crash (knocked over objects, clumsiness) 1
A short conversation out loud 1
A slight detonation (.22) 2
A strong detonation (9 mm) 4
A very strong detonation (.45) 6
A loud argument 4
A brutal break-in 3
Gentle breaking and entering 2
An explosion 8
A radio on 2
The alert threshold depends on the density of hostile creatures in the area.
Hostile presence Alarm threshold
Very high concentration 8
Significant 12
Proven 18
Low 24
Very low to non-existent 30
29
SUPER
Battling villains in four colors
SUPERHEROES
Some creatures have abilities that far exceed those of mere human mortals.
This is particularly the case with Superheroes and Super Villains. Such a character
receives an extra budget when they are created – from 5D for Street Level Heroes
to 15D or more for Galactic Legends. The player can spend these dice in two ways:
by developing super-abilities or by buying super-talents.
Super-abilities. These are additional skills, which are not associated with any
attribute. They cost the same experience than a normal skill. The player simply
adds super-abilities dice to all appropriate rolls. The super-abilities are: Super-
Agility; Super-Combat; Super-Influence; Super-Intelligence; Super-Perception;
Super-Resistance*; Super-Speed; Super-Strength. (* works, in combat, like armor)
The table of Target Number is extended to allow for non-standard actions:
Difficulty TN Examples
Easy 8
Moderate 12
Hard 18
Very Hard 24
Human Maximum 30
Street Level Hero 36 Pushing a car away, running as fast…
Local superhero 42 Lifting a car, calculating like a personal computer…
Lifting a plane, stopping a train, jumping
Regional superhero 48 from building to building…
World Superhero 54 Lift a liner, Ignore deadly radiation…
Moving at a significant fraction of the speed of
Galactic Legend 60 light, changing the trajectory of a meteorite…
30
origins. The history of superhero’s powers is at least as important as the pow-
ers themselves. With each origin, one can associate a particular weakness.
Origin Weakness
Personal training The character can spend the super-power budget on normal skills and add
1D in an attribute, but they cannot develop any super-ability or super-talent.
Equipment All the character’s superpowers come from their equipment.
Stripped down, they’re just a normal human.
The character is a human born with superpowers. Their
Star weakness lies in their family circle and their friends,
who are numerous and so very often in danger.
The character is not native to the earth and is eminently
Extraterrestrial allergic to something not found in his original environment.
Subject to the influence of the allergen, they can no longer
use any superpowers and they are under duress!
The character was physically transformed at the moment they acquired
Mutant their powers. Their mutant nature cannot be hidden and they still
bear its stigma even when the transformation was not complete.
Note. This general principle allows to create not only superheroes, but also all
kinds of supernatural creatures with unique mystical abilities (vampires, fairies,
mythological monsters, etc.) or heroic semi-gods from mythological ages.
SCENERY
Environment can greatly influence a fight. Each zone of the battlefield has one
or more particular aspects. It takes an action to move from one zone to another,
provided there is a way through (i.e. this is where Super-Speed is useful, providing
additional dice to deal with multiple actions disadvantages).
Zone aspect Effects
Cluttered Ranged attacks are impossible.
Melee damage is limited to Medium weapons
Cramped regardless of the weapon used.
Dangerous Combatants suffer automatic damage each round
in the zone (fire, bombing, toxic gas, etc.)
Any failed attack destroys the setting and changes the
Fragile configuration of the premises by opening or closing
passages or affecting new aspects to the zones.
Open Melee attacks are impossible unless both opponents accept the fray.
Every failed attack hits an innocent bystander
Public (whether from a bad guy or a good guy!).
Each action has a chance to set off a trap, explosion,
Trapped etc. in the area. Use the noise rules (Post-Apo).
Unstable All movements require a roll against a variable TN.
31
MECHA
Piloting giant robots and strange homunculus
BIG BEAUTIFUL ROBOTS
Mechas are individual vehicles that are used in an industrial, civil or military
context. Depending on the universe, it can also be a giant totoro (with the teen
pilot well hidden in the fur) or a slightly schizoid block of alien jelly. A mecha is an
extension of the character’s body and the character acts as they would normally
do, while enjoying various advantages.
A mecha has four abilities, associated with dice, which are advantages to the pilot’s
rolls depending on the situation. A mecha is also equipped with a variety of equip-
ment, including weapons, tools and sensors. Depending on its type, a mech is limited
in the number of dice the player can invest in the different abilities, as follows :
Body Maximum D
Mecha type points Soak
Combat Motion Perception Durability
Civil/Sports 10 5 2D 5D 5D 2D
Industrial 15 15 2D 2D 4D 5D
Military 20 10 5D 4D 3D 2D
Note. The Mecha rules are particularly useful to represent characters’ meta-
morphosis into various monsters (werewolves, draconic creatures, Hulk, etc.)
by giving them various bonuses or special abilities when they are transformed.
32
MISSILES
Missiles are semi-autonomous remote weapons. A missile is defined by its accu-
racy (between 2D and 5D depending on the model), its autonomy (between 2
and 5 rounds) and its lethality (from medium to monstrous).
When a character fires a missile, the player rolls Agility (Marksmanship) or
Cunning (Machines) against the target’s defense.
If the roll is not enough to hit, the missile remains active and the player records
this first result.
On the next round, the missile automatically rolls its accuracy (Wild die included).
If the cumulative result (the character’s first roll plus the missile roll) is sufficient
to hit, the missile inflicts the damage corresponding to the qualities produced by
its last roll.
As long as the missile does not hit and has remaining autonomy, it can continue
to add the result of its rolls until it passes the target’s defense. Damage always
depends on the qualities of the last roll.
Depending on its nature, a missile can spend 2 qualities to inflict a particular
effect: EMP, incendiary, blowing, stunning, etc.
Countermeasures. If a missile target benefits from physical or electronic
countermeasures, she may attempt a Dodge against the missile’s first attack roll to
completely cancel the lock.
SPACE
Reaching for the stars
WEAPONS
The technologies of the future allow for the design of increasingly complex
weapons – energy weapons, special munitions, etc. – and for the development of
new weapons.
Weapons capacities. Some weapons have specific capacities related to their
design or associated accessories.
Target locking. After one complete aiming round, the weapon locks on to
up to three different targets. The character can then perform up to three separate
attacks without the multiple-action malus.
Discreet. The weapon is discreet and eludes most detection systems or quick
examination.
IFF. If the character’s allies have an IFF (Identification Friend or Foe) interface
on their protections, it is impossible to target them by mistake. The weapon
automatically blocks fire, even during a burst.
Interface. The weapon is interfaced with the character’s senses and gives
him a +2D advantage to Marksmanship (Neuronic required).
Voice multicharger. This option allows the character to fire different
ammunition during the same round. Voice sensitivity is adjustable for infiltration
missions and reacts only to the character’s voice.
Accuracy. The weapon offers a +1D advantage to attack roll thanks to its
aiming systems (scope, laser, etc.).
Burst/discharge. The weapon can target all creatures in an area, TN12 (or
the highest defense if lower). Damage is of a lower category (e.g. medium instead
of heavy) and is divided between the targets at the player’s discretion.
Fast. The weapon can perform two attacks without the disadvantage of mul-
tiple actions.
Quiet. The weapon makes no sound.
Special ammunition and energy effects. Depending on their settings or
ammunition, weapons can inflict all kinds of special damage.
Acid. The weapon inflicts acid damage. The target loses one armor level or an
important piece of material.
Shocker. Some weapons (club, stun ray, etc.) do not reduce Body points but
stun its target. The target of such an attack must roll Might (Stamina) with an TN
equal to the damage inflicted. If the roll fails, the target falls unconscious for a
few minutes. In all cases, the target does not lose any Body points.
Electrical. The weapon inflicts electrical damage. The target is under duress
for their next round.
EMP. The weapon is particularly effective against machines. The damage
category is increased by one against electronic equipment (vehicles, droids,
computers, etc.) – e.g. medium becomes heavy.
34
Expanding. The weapon is particularly effective against living creatures. The
damage category is increased by one against those, but decreased by one against
scenery, vehicles, machines, etc.
Cold. The weapon inflicts cold damage. The target can’t move the next round.
Plasma. The weapon inflicts fire damage. The target takes 1d6 additional fire
damage at the beginning of the next round.
Space combat. Space combat follows the same rules as personal combat.
The pilot can perform one action per round (or reduce his dice pool for multiple
actions). If they have a crew, each of their members can also perform actions in
their lieu.
Help. Non-offensive action. Helping a fellow crew member.
Calculate a route. Composure (Erudition) TN27. To go into hyperspace.
Each round spent calculating the route reduces the TN by 3.
Shield. Non-offensive action, open-roll. Cunning (Vigilance) TN12 (+1d6
armor until next round), TN18 (+2d6 armor) or TN24 (+3d6 armor).
Stealth/Sensors. Non-offensive action. Composure (Stealth) in opposition.
To conceal their ship’s signature or spot opposing ships.
Steering. Offensive action. Agility (Dodge) TN18. Each quality increases the
vehicle defense by 1 until the next round.
Repairs. Offensive action. Cunning (Machines) TN12. Each quality restores 1
Body point to the vehicle.
Shoot. Offensive action. Agility (Marksmanship). Use vehicle weapons.
35
Incidents. Characters’ opponents can spend 2 qualities from an attack roll to
roll an incident to the ship in the following table (4 qualities to choose the order
of the dice). When a piece of equipment stops functioning, roll for repair (Cunning
(Machines) TN12) and accumulate the number of qualities requested on each round.
1d36 Incident!
11 The pilot spills his cup of coffee on his lap!
12 The ship’s going into a spin. Everything’s flying around and everyone loses an action!
13 The controls no longer respond (4-quality repairs)!
14 All lights go out (4-quality repairs)!
15 A character gets hurt and loses 1d6 Body points!
16 Minor equipment stops functioning, but it inflicts a -1D
disadvantage to everyone (4-quality repairs)!
21 All doors close and prevent movement (6-quality repairs)!
22 Two characters get hurt and lose 1D Body points!
23 A weapon stops functioning (6-quality repairs)!
24 All the sensors go crazy and display anything (8-quality repairs)!
25 Displays turn off (8-quality repairs)! All actions under duress!
26 A character gets hurt and loses 2d6 Body points!
31 A fire breaks out in the cargo-hold and inflicts 1d6 damage
per round to the ship (6-quality repairs)!
32 Something’s leaking somewhere and it’s leaking everywhere. Roll one
more incident per round until it is repaired (6-quality repairs)!
33 Atmosphere leakage (8-quality repairs). Each crew
member loses 1d3 Body points per round!
34 The hyperdrive is about to go down (12-quality repairs)!
35 Two characters get hurt and lose 2d6 Body points!
36 Everyone loses 1d6 Body points !
TRANSHUMAN
Discovering a new eco-sociosystem
SLEEVES
The consciousness and memory of the characters are charged on cortical chips.
They can easily change from cybersleeves to biosleeves, or even graft themselves
onto particular machines (mechas, spaceship, etc.)
Upon creation, the character receives 7D to be divided between their Cunning
and Composure. The sleeve they wear defines Might and Agility dice.
The Game master may set each of these attributes according to the needs or
nature of the sleeve; or simply roll 1d6+3 to determine the potential of the host
and the number of dice to be distributed between the two attributes.
In addition, some sleeves may possess special abilities (see Super).
PSI
Psi abilities allow the character to manipulate residual or active psychic energies.
Skill. The character has an additional skill, Psi, which is not associated with
any attribute. It costs thrice as much in experience as a normal skill – during char-
acter’s creation, one must invest 3D to add 1D to the skill.
The use of a psi power is never an action.
Passive powers. The character adds his skill dice to social, perception and
stealth rolls. They add their dice pool to all Body recovery rolls (rest, healing,
magic, etc.)
Active powers. After a long rest, the character roll their skill dice. The result is
the number of active powers they can trigger before the next long rest.
Alteration. The character rolls Agility (Psi) TN12. Each quality is a 1D
advantage they can use to improve their physical or combat actions during next
scene.
Psi defense. The character rolls Might (Psi) TN12. Each quality is a 1D armor
to be used once in the next scene.
Psychometry. The character reads the residual psychic emanations of a
place or an object. He rolls Cunning (Psi) with a variable TN. Each quality allows
them to ask one question about the history, events or people related to the object
or place under examination. Only one reading can be made per place or object.
Healing. The character restores 1D Body point per skill dice to an ally they
can touch.
Mind probe. The character tries to read surface thoughts or memories of
a target in sight. They roll Composure (Psi) vs. Composure (Willpower). Each
quality provides one relevant information.
Telepathy. The character establishes mental communication with an ally.
The communication can last up to ten minutes per skill dice.
Note. By renaming the skill Faith, Psi make excellent divine powers for
priests of bygone eras.
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FREQUENTLYGamedesign
ASKED and notes
QUESTIONS
Lil6, where did that come from?
Lil6 is a simplification of another hack of the Opend6 that powered one of our
campaigns a few years ago. The first version was great in game, but not so simple
on paper, nor very versatile. Too many pages, too many small mechanical warts. The
idea had been there for a long time to cut to the bone, to clear out the essentials, to
work on the wording and make it light and fun. So Lil6 started as a text that would
fit on a double-sided A4 and was self-sufficient. And then there was demand for
the Spaceships option and then other options were grafted on top of that. But the
basic remains the same and the options are variations, without any real additional
mechanics. It seems to me that any new proposal for Lil6 should keep this idea in
mind: expanding without complicating things.
Explanations and examples are missing! Why not a description of
the skills?
No doubt, but it would certainly go against the intended goal: cut words and
write tight (a job that is never totally accomplished, in fact). On the one hand,
the mechanics are simple and unambiguous. On the other hand, the skills are
self-explanatory – the terms have been chosen quite carefully to avoid the slightest
doubt. Well, you can claim Eloquence and Etiquette – skills that are quite similar,
but whose origin can be found in another one of my games. They are social skills
(like Intimidation and Elegance); one is active and the other passive. Etiquette is used
to blend into a socio-environment, to understand its dynamics and to grasp the
psychological subtleties of its members. A character also uses this skill to hide in a
crowd. That’s about all that might require some explanation – not enough to lose
two pages in the book with an endless, sleepy list.
Yes, but Dodge, for example, it’s super unclear!
Dodging is indeed a good example of the application, plain and simple, of almost
all the rules at the same time. From there, one can easily understand all the princi-
ples underlying the mechanics of the game.
Dodge is a non-offensive action. So it’s an action. So it must be declared at the
beginning of the round in order to define the number of actions that the character
wants to accomplish and fix the overall disadvantage imposed on all of them. If
my character wants to attack once, move once, and dodge once (to represent how
they jump when firing to take cover behind a car), they receive a -2D disadvantage
to their three actions.
I may not have to use their dodge at all – if no one targets them or if their normal
defense is sufficient. But let’s say an enemy manage to hit my character. They have
defense 12 and the opponent gets a 25 with three qualities on the roll and, therefore,
two qualities for the margin (since it’s 13). I decide to use Dodge at this point.
If I roll 18, it’s not enough to beat the attack, but it reduces the margin and the
foe inflicts four qualities instead of five. That being said, I also have four qualities
on my roll, which I can turn into a +8 bonus! My final result is 26. The opponent
has to spend one quality to improve their roll and still hit my character. They have
lost all their margin and one quality on the initials three. Instead of dealing damage
for five qualities, they now have only two qualities in total.
And there you have it: you’re always exchanging results for qualities or qualities
for results. It’s subtle, tactical and it goes a long way.
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There’s a lot of missing themes that we could still develop, right?
Not really, actually. You just have to mix and match the present tools and adapt
some of them. For a monstrous-modern universe, just use the super-abilities rules
for Vampires, the mecha rules for Werewolves and the magic rules for Mages (with a
twist of paradox for anything beyond the realm of the believable)! Don’t forget rela-
tionships and wealth to add the character’s background. It’s really a simple reskin...
Likewise, for Wuxia, the swashbuckler curses will do the trick as long as they
are renamed with the right style: “Little dragon goes to the fields”, “The monkey
has drunk too much”, “The crane leaves the silver rice field”, “Three pigs blow on a
wolf ”, “The frog licks the scorpion to make it move forward” and so on... Can you
feel the Shaw Brothers’ spirit?
What about a spaceship for the party to customize? Or an
organization?
Again, the rules already exist. For the characters’ spaceship, take the architec-
ture and the description of the vehicles and add the mecha rules. The spaceship
receives dice to be distributed among the four mecha abilities and the charac-
ters share them or use them in action. You can, of course, replace Durability by
Resources: this is the artificial intelligence on board for Erudition rolls, the size of
the holds for Preparation rolls and so on. You can do the same thing with just about
any organization you can think of.
Why not add talents or feats to better differentiate the
characters?
It’s true that it’s so great to have extended lists with circumstantial talents that
give you super-bonuses when you’re out at night, in the rain and dressed in green!
No kidding, skills get the job done: if a character wants to be better at something,
they invest their XPs in it rather than looking for shortcuts. That doesn’t mean it’s
unthinkable. However, talents should not be mechanical bonuses, but only histor-
ical narrative advantages, open possibilities rather than mandatories (it is obvious
that any worthy fighter would have the obligation to buy THE talent offering a 5D
advantage in melee). The super-abilities exist for those situations if the Game master
allows it. A good talent is the one that explains why the character speaks such a
forbidden language, knows the properties of ancient plants or communicates with
turtles. And the game master can perfectly treat this as a skill specialization, at 10XP
the shot, by adapting it precisely to her campaign and the demands of her players.
All those dice pool, that’s a lot of math! And for me to make sums
and calculate margins! It’s complicated, isn’t it?
ICertainly, Lil6 requires to know how to add a few simple numbers, but there is
no complicated calculation since everything is done with dice and fingers! It’s a
very tactile system when you think about it. You put together a pool of dice; with
your fingers, you put aside the dice that allow you to beat the Target Number; if
need be, you count the even dice for the qualities and you sort everything that
exceeds the difficulty by packs of 5 pips to see if you get extra qualities. No mental
arithmetic if you choose so.
Plus, it’s really fun to roll a lot of dice. And even when you don’t have a lot of dice,
you can still do some exceptional things: with the principle of spending qualities
to win a +2 bonus on the roll, it’s finally quite easy to reach an TN12 with only 2D
or even 18 or 24 with 3D.
By the way, small practical application: during an opposition roll, each opponent
gets a result and qualities. To beat the other one, each one can spend their qualities
to increase the result of the roll, until they run out of qualities or wins! That’s all!
39
What about the bestiary? How do we do that?
Creating creatures is very simple. Let’s take goblins.
Wasteland goblins
Talents Small and clever; Fierce.
Specialties Sharp blades; Unlikely mechanics; Eat anything; Running fast.
Or, as needed:
Deep Forest Goblins
Talents Small and clever; Hunting bow.
Specialties Silence and discretion; Vicious traps; Long cutlass; Running fast.
The village’s goblins are weak; the soldiers are average; the chief is strong – but
the old weathered chief (and strong) will have 10 Body points and Defense 9 while
the young dynamic warlord (and strong) will have 40 body points and Defense 15.
Same thing with the dragon?
Dragon
Talents Breath fire; watch over their treasure.
Specialties Acrobatic flight; Sleight of claws; Human politics; Seduce princesses.