Simple d6 reference page:
[
https://1d4chan.org/wiki/Simple_D6_-_Third_Edition ]
General
In Simple d6, you use standard six-sided dice (but the Dice Roller will handle that, so you don't even need real dice). When you attempt an action that has an uncertain outcome/chance of failure, you roll the die, and the result decides if you succeed or not, and to what degree.
Your character will have a list of skills. For every skill that applies to a situation, you may add 1 die to the roll, which improves your chances of success. Some items and equipment may give a bonus to rolls as well.
For more information about the base system, see the Simple d6 page.
My setup for a BIONICLE game in Simple d6 will be as follows:
* The
Aspects used will be
Physical,
Social,
Willpower, and
Combat. You start with
5 hit points in each Aspect, and
1 defense for each. Aspect points are gradually lost during play, and refill after your character rests for a while.
* A Quality is a very broad descriptor of your character's abilities. In this campaign,
Element and
Profession take the place of having a Quality.
* Any element
except Light, Shadow, and Psionics are available.
* Any profession that's not too out there is fine.
Details
Your Aspects
-
Physical is used when you do arduous labor, make agile movements, use raw strength, or excert your body in other ways. Run out of Physical points and you will become tired and fatigued.
- When you argue, debate, haggle, propose daring plans, try to win favor with someone, etc., you are using the
Social aspect. If you have no Social points left, people pretty much stop listening to you.
- When you put your mind to the test, attempt to meditate, resist mind-affecting powers, etc., you are using
Willpower. Run out of Willpower and your head spins, or you succumb to whatever effect you were trying to resist.
-
Combat is about straight-up fighting, naturally. This aspect applies when swinging weapons around. If your Combat points fall to zero, you may sustain an injury or fall unconscious.
Your Element
You were created with elemental energy in your body. While you cannot access it directly, it still grants a small boon. Choose your element, and your associated colors. You have the skill listed next to your element.
Element | Skill | Common colors |
---|
Water | Excellent swimmer | Blue, dark blue, pale blue, white |
Fire | Heat resistant | Red, orange, yellow, black |
Ice | Cold resistant | White, grey, pale blue, black |
Air | Light-foot and agile | Green, yellow-green, teal |
Earth | Physically strong | Black, dark gray, purple, orange |
Stone | Heavy and sturdy | Brown, orange, tan, sand yellow |
Lightning | Shock resistant | Blue, white |
Magnetism | Inner compass | Silver, black, grey |
Plasma | Heat resistant | Orange, white |
Gravity | Pressure resistant | Purple, black |
Sonics | Sensitive hearing | Grey, silver, black |
Plant Life | Understanding of flora | Green, blue, teal |
Iron | Physical endurance | Rusted red, silver, brown |
Your Profession
As a Matoran, you have a profession, such as being a miner, merchant, fisherman, pilot, village guard, etc. Your profession counts as a broad set of skills, and therefore grants a bonus to any roll where experience would come in handy.
Example: If trying to calm down a wild Rahi, having worked as a Rahi Tamer would be relevant experience.
Your Skills
In addition to the one granted by your element, you have a set of 5 skills. These are the things you know how to do well. Every relevant skill grants a bonus to rolls you make. Skills should be general, but not too broad. New skills can be obtained during play, to add new fields of expertise or to specialize within an existing skill.
On character creation you may sacrifice a Skill in order to boost an Aspect instead. Each skill lost adds either 2 HP to a single aspect, or 1 defense. You may exchange a maximum of 2 skills.
Example: A Po-Matoran is haggling the price of a statuette he wishes to buy from a stonecarver. He has listed the skills [carver] and [art knowledge]. Thus, through his work experience and knowledge, he knows exactly what the statuette is worth, and gains a bonus on his roll from both those skills.
A few suggestions are listed below, but you may name any skills you want.
Example skills:
- Knowledge of a topic, such as 'history' or 'Rahi'.
- Researcher within a field of knowledge.
- A craft, such as stone carving or metalworking.
- Weapon training (choose a type of weapon, e.g. knife, polearm, disk launcher)
- Skill in a social task, such as diplomacy, bluffing, local customs
- Physical abilities, such as being a swift runner.
Starting items
You have a set of basic items you brought along. Choose 3 from the table below. You may pick the same item multiple times if you feel like it.
Starting items |
---|
Lightstone | Sea chart and sextant | Welding gear and blowtorch |
Heatstone | Tools for recordkeeping | Extra armor |
Hammer and chisel | Collapsible tent | Bundle of rope |
Hatchet | Pocket money | Drill |
Knife or short sword | Pickaxe | Air tank |
Carrying sack | Cool visor | Lava surfboard |
Spear | Bucket and shovel | Spare Kanohi mask |
Shield | A simple musical instrument | Sundial |
Throwing disk | Map sketch and compass | Length of chain |
Construction scrap metal | Telescope or binoculars | Claws |
Disk launcher | Trident | Saw |
Helmet | Kolhii ball | Kolhii staff |
Madu Cabolo fruit | Amana Volo sphere | Grappling hook |
Carved figurine | Marker flags | Club, mace, or hammer |
Fishing tool | | |
In total
Aspects (stats), element, profession, a set of skills, some items, plus a name and visual appearance. That's all!
This message was last edited by the GM at 08:16, Wed 20 Dec 2017.