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II. The Basics
This game is based on West End Game's D6 system. Pick up one of West End's many games to fill in the gaps of these rules. If you have any questions or comments, please email me and I'll try to answer them for you. GAME MECHANICS The Dice
Example: Vern is trying to walk along a thin ledge without falling. He has a Body of 3D. The GM sets a difficulty number and then the player controlling Vern will roll 3 dice and sum the results to see if he is successful.The Wild Die Each player should designate one of his or her dice to be the Wild Die (it is helpful if it's a different color or shape). Whenever the the Wild Die comes up with a 2,3,4, or 5, add the result to the other dice as normal. But, if the Die comes up with a 6, add 6 to the dice total and roll the Wild Die again and add the new value to the dice total. If another 6 comes up, roll and add again. This continues as long as the player continues to roll 6's on the Wild Die. Example: Vern has a Shooting Stuff skill of 4D. When he fires, he rolls 4 dice. His values are 2,5,3 and on the Wild Die, a 6, resulting in 16. He rolls the Wild Die again and gets another 6! The total is now 22 and he gets to roll again. This time, he gets a 1 and adds that to the sum to get a 23 for his shot.If the Wild Die comes up with a 1 when a character is first rolling a Skill or Attribute Check, roll the Wild Die again. If the value is 1 through 5, remove the Wild Die and the die with the highest value from the dice to be added. Example: Vern is shooting again. He rolls a 2,5,6 and on the Wild Die a 1. He rerolls the Wild Die and gets a 2. He removes the Wild Die and the die that came up 6 and adds the remaining two dice together to get 7.If the second Wild Die roll comes up to be a 6, then the character has Complicated. He or she has screwed up in a particularly bad way....perhaps jamming his weapon or tripping over his own feet. Complications should make a character's life more difficult, often humorously so, but never kill them outright. Example: Vern is stuck in the basement of his house, locking in combat with a deadite attacker. He grabs his power drill, intent on driving a 1 inch bit into the deadite's skull. The GM tells him to make a role using his Stabbing, Slashing and Bludgeoning skill. Vern, with a skill of 4D rolls 4 dice. He gets a 2, 3, 4, and on the Wild Die a 1. He rerolls the Wild Die and gets a 6 and Complicate! The GM tells Vern's player that as he attempted to plunge the drill into the deadite's head, he yanked the cord from the wall. The drill slows to a useless stop as the deadite lunges...The GM could have just as well said that Vern accidentally stabbed himself with the drill, or that it flew out of his hands at the last minute. Anything that makes Vern's life a little more scary. Difficulty Numbers
Opposed Rolls
Example: One character tries to shoot another. The first makes a Shooting Stuff roll while the other makes a Getting Out of the Way roll. If the attacker's roll is higher than the others' defensive roll, then he hits.Character Points A character may spend his or her Character Points to gain additional dice during an action. They receive an additional die for each point spent. A character may spend up to 3 CP's per action or attack, and up to 5 CP's for any defensive action (Getting Out of the Way, resisting damage or possession, etc.). If the die purchased with a CP comes up a 6, the player may re-roll it and add the new value to the total (as for the Wild Die, though there is no penalty for rolling a 1). Though CP's may be used to augment an attack, they may not be used to increase damage. Example: Vern gets punched by a demon for for 23 points of damage. He rolls his Body of 3D and gets a 10. That's 13 points below the damage level, which is Mortally Wounded. Vern's player decides to spend some Character Points. He spend one for an additional die and gets a 5, reducing the difference to 8, meaning Vern's Wounded. The player decides to spend an additional CP and rolls a 6! He gets to roll again and gets a 4, which means his Body roll is 2 over the damage roll. Vern suffers no damage from the attack!Character Points may not be used the same around that Mojo is used. Mojo Points
Example 1: Vern is armed with a sword and is in melee combat with an deadite skeleton. He decides to spend a Mojo point one round. His Stabbing, Slashing & Bludgeoning: Sword skill is normally 4D. This round, it will be 8D. He would normally do 4D+2 points of damage with the sword (3D for his Body + 1D+2 for the sword). This round, his Body will be doubled, for D6 damage, and then added to the damage for the sword, 1D+2, for a total of 7D+2.See Characters: Mojo for rules about using and regaining Mojo. Remember, Mojo may not be used the same round Character Points are spent. Effect Value
Example 1: Vern is firing his pistol at a zombie again. The Difficulty is 10. The player rolls Vern's Shooting Stuff skill and ends up with a 31 (nice shooting). Because that is at least 20 over the Difficulty, he has an Effect Value of 2 and adds 2D to the damage roll from the pistol.RETURN TO TABLE OF CONTENTS |