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rulebook
antasy
DESIGN
Nikola Vrtis
COVER ART
Chris Dien
BASED ON MATERIAL BY &
WITH SPECIAL THANKS TO
Greg Farshtey, Douglas Kaufman, Fred Jandt, Peter
Schweighofer, Bill Slavicsek, Bill Smith, Ed Stark,
George R. Strayton, Teeuwynn Woodruff,
and other D6 System, MasterBook,
Shatterzone, and Torg contributors
INTERIOR ILLUSTRATIONS
Thomas M. Baxa (p. 109), Talon Dunning (p. 48, 101,
123), Tim Eldred (p. 110), Fil Kerney (p. 50), Jaime
Lombardo & Ron Hill (pp. 7, 40, 46, 52), John Paul
Lona (p. 55), Christopher Martinez (pp. 18, 20, 26,
29, 31, 43, 107), Aaron Nakahara (p. 3, 33, 62, 68,
77, 79), Allen Nunis (p. 9, 71), Daniel Schenström
(pp. 25, 39, 65, 74, 81, 83, 119, 121, 123), Lee Smith
(pp. 128, 129, 130, 131, 132, 133, 134, 135, 136,
137), Karl Waller (p. 5), Chris Watkins (p. 117), Tyson
Wintibaugh (pp. 34, 66, 80, 97, 124), Adobe Illustrator
Creative Suite Premium (acorns, flowers, feathers,
leaves, mushrooms, nuts, shells)
EDITOR
Steven Marsh
COVER GRAPHIC DESIGN
Eric Gibson
INTERIOR GRAPHIC DESIGN
Nikola Vrtis
D6 FANTASY PLAYTEST TEAM
Aaron Deskins, Gar Francis, Ron Fricke,
Max Hattuer, François Letarte (with Olivier Comeau,
Ugo Ducharme), Kevin MacGregor (with Shari
MacGregor, Greg Nagler, Chuck Walle), Scott Palter,
German E. Vargas Ramos (with Gilbert López Arroyo,
Eddie Cepeda, Roberto Ponce, Gerardo Rachumi),
Tom Zunder, the D6-WEG mailing list
(d6-weg-subscribe@yahoogroups.com),
the Torg mailing list (torg-request@roadkill.com)
… and their groups, friends, and accomplices. Thank
you for the use of your imaginations and your time.
PUBLISHER
Eric Gibson
SPECIAL THANKS TO
Gar Francis (for additional sailing ship information);
Rachel Gibson; Steve Long; Pyramid magazine (www.
sjgames.com/pyramid) Spell Measures benchmark
respondents (Michael Bloss, Frederick Brackin,
Joe Chaparro, Anthony Jackson, Dustin Tranberg,
Roger Burton West)
For free support, information about books for this game system and
other WEG systems, links to fan sites, details on licensing this system,
and much more, visit our Web site at www.westendgames.com!
WEG 51013 • Version 1.3 • ISBN 1-932867-02-3 • First Printing July 2004 • Last Change June 15, 2006
WEST END GAMES • www.westendgames.com
© 2004 Purgatory Publishing Inc. All Rights Reserved. West End Games, WEG, and D6 System are trademarks and properties of Purgatory Publishing Inc.
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• Contents •
Introduction ............................................................................ 3
Introductory Adventure .............................................................................................4
Key Terms .................................................................................... 8
Chapter I: Character Basics ................................................. 9
Character Creation ......................................................................................................9
Attributes ..................................................................................................................10
Skills ..........................................................................................................................11
Advantages, Disadvantages, & Special Abilities ......................................................11
Move ..........................................................................................................................13
Special Points ...........................................................................................................13
Body Points & Wounds .............................................................................................13
Strength Damage ......................................................................................................14
Funds .........................................................................................................................14
Equipment .................................................................................................................14
Character Features & Other Details ........................................................................14
Chapter II: Character Options ..........................................15
Costs at Character Creation .....................................................................................16
Disadvantages ...........................................................................................................17
Advantages ................................................................................................................27
Special Abilities .........................................................................................................32
Special Ability Enhancements ........................................................................40
Special Ability Limitations ..............................................................................40
Chapter III: Non-Human Races ..........................................42
Chapter IV: Improving Characters ..................................44
Chapter V: Game Basics ........................................................47
Rolling Dice ...............................................................................................................47
Wild Die ...........................................................................................................47
Improving a Roll ..............................................................................................47
Using Skills ................................................................................................................49
Untrained Skill Use .........................................................................................49
Game Time ................................................................................................................49
Initiative ..........................................................................................................49
Performing Actions in Rounds .......................................................................50
Actions that Take Time ...................................................................................51
Related Skills ...................................................................................................52
Preparing .........................................................................................................52
Rushing ............................................................................................................52
Groups ..............................................................................................................52
Choosing Difficulties ................................................................................................52
Standard Difficulties .......................................................................................52
Opposed Difficulties ........................................................................................53
Special Difficulties ...........................................................................................53
Generic Modifiers ............................................................................................54
Determining Success ................................................................................................54
Result Points ....................................................................................................54
Chapter VI: Movement .........................................................55
Chapter VII: Combat ..............................................................60
Attacking & Defending .............................................................................................60
Base Combat Difficulty ....................................................................................60
Determining Success .......................................................................................61
Determining Damage ...............................................................................................61
Determining Strength Damage ......................................................................62
Optional Damage Bonus .................................................................................62
Combat Example .......................................................................................................62
Chapter VIII: Damage ............................................................63
Damage & Body Points .............................................................................................63
Damage & Wound Levels ..........................................................................................63
Chapter IX: Healing ..............................................................66
Body Points ...............................................................................................................66
Wound Levels ............................................................................................................66
Chapter X: Combat Options ................................................68
Chapter XI: Example Skill Difficulties .............................72
Using the Difficulties & Modifiers ...........................................................................72
Information Skills (Intellect) ..................................................................................72
Interaction Skills (Charisma) ...................................................................................72
Mental Defenses ..............................................................................................73
Observation Skills (Acumen) ..................................................................................73
Chapter XII: Magic ................................................................83
Obtaining Access to Magic .......................................................................................83
Learning & Improving Magic Skills .........................................................................83
Magic Skills ...............................................................................................................83
Characteristics of a Spell ..........................................................................................84
Using Spells & heir Effects .....................................................................................84
Designing the Spell ...................................................................................................85
Basic Aspects ...................................................................................................86
Spell Measures Table .......................................................................................87
Optional Aspects .............................................................................................89
Final Spell Total & Spell Difficulty ..................................................................94
Design Time ..............................................................................................................94
Spell Design in Action ..............................................................................................95
Blank Spell Worksheet ..............................................................................................96
Chapter XIII: Precalculated Spells ...................................97
Chapter XIV: Miracles .......................................................103
Obtaining Access to Miracles .................................................................................104
Learning & Improving Miracles Skills ...................................................................105
Miracles Skills .........................................................................................................105
Using Invocations & heir Effects ..........................................................................105
Designing Invocations ............................................................................................106
Required Aspects ...........................................................................................106
Disallowed Aspects ........................................................................................106
Aspect Specifics .............................................................................................106
Minimum Difficulty .......................................................................................108
Sample Invocations .................................................................................................108
Chapter XV: Equipment .....................................................113
Purchasing Equipment ...........................................................................................113
Coins ..............................................................................................................113
Gear ........................................................................................................................114
Mystical Artifacts ....................................................................................................115
Holy Items ...............................................................................................................115
Armor & Shields ......................................................................................................115
Gunpowder Weapons .............................................................................................117
Missile & hrown Weapons ....................................................................................117
Melee Weapons .......................................................................................................118
Improvised Weapons ..............................................................................................118
Vehicles ....................................................................................................................118
Chapter XVI: Gamemaster Tips ........................................120
Chapter XVII: Adventure Tips .........................................121
Creating Adventures ...............................................................................................121
Running Adventures ...............................................................................................123
Rewarding the Players ............................................................................................125
Generic People ........................................................................................................125
Generic Animals ......................................................................................................126
Generic Monsters ...................................................................................................126
Character templates .........................................................128
Blank Character Sheet .....................................................138
D6 Reference Sheet .............................................................140
Die Code Simplification .....................................................142
Index .......................................................................................143
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• Introduction •
his book provides the fundamentals necessary to play in nearly
any fantasy setting — low, high, and pseudo-historical — using West
End Games’ famous D6 System roleplaying game rules.
If you’re reading this book, you probably already know what a role-
playing game is. In case you need a refresher or to explain it to your
friends, we suggest telling them that this is an interactive storytelling
game wherein they play the part of major characters in the story. If
they’re still interested, let them read this introduction.
You might also want to start with this introduction if you’ve role-
played before getting this book but it wasn’t with the D6 System.
What Is a Roleplaying Game?
A roleplaying game is very much like improvisational acting or
interactive storytelling — but with rules. Many video games are like
this, and there are plenty of online interactive worlds, so chances are
good that you know what a roleplaying game is about. his roleplaying
game, however, doesn’t need any expensive equipment, special soft-
ware or cartridges, or a connection to the Internet.
What Do I Need to Play?
To play this game, you need this book, some paper, something
to write with, some six-sided dice, a lot of imagination, and a group
of people, one of whom is willing to act as the guiding force in the
game. his person is called many things, but “gamemaster” serves
well as shorthand for someone who presents information about the
game setting, creates obstacles for the other players to overcome,
takes the part of the people the players encounter, and adjudicates
the rules. he rest of the group, simply called “the players,” take on
roles of major characters in the story that they and the gamemaster
create together.
he stories are called “adventures” or “scenarios.” Very short
adventures, usually encompassing only one or two obstacles to a
simple goal, are referred to as “encounters.” A series of encounters
can become an adventure, while a series of adventures can turn into
a campaign. his book contains a chapter (called “Adventure Tips”)
on how to come up with adventures.
Where Do I Go Next?
Will you be you joining a game where everyone else knows
how to play, and you don’t have a lot of time to learn the rules?
Read Chapter 1, “Character Basics,” and then flip to the character tem-
plates on pages 128–137 of this book. Ask the gamemaster which one
or ones you can use. (hese are also available for downloading from the
West End Games Web site.) Fill in the template as you learned from
Chapter 1, then take the sheet to the game session and start playing.
he rest of the players will teach the details as you go along.
Do you have some time to learn the rules, but you don’t
want to be the gamemaster? Read all of the chapters up through
the “Healing” chapter. In this introduction is a solitaire adventure
that will get you started on the basics; the rest of the chapters fill
in more details. hen skip to the “Equipment” chapter. If you’ll also
play someone with magical or miraculous abilities, you’ll also need
to read those chapters.
Do you want to be the gamemaster, with all its responsi-
bilities and privileges? You’ll need to read this entire book, or at
least through the “Healing” chapter and skim the rest. hen use the
“Adventure Tips” chapter to design your own scenario. After that,
invite some friends over, introduce them to creating characters,
and have fun!
System Overview
his overview provides basic concepts germane to roleplaying with
the D6 System . he concepts presented herein are further explained
in the rest of this book, and an introductory adventure will give you
a chance to try out what you’ve learned here.
Performing Actions
Each player has a character with attributes and skills that describe
how well he or she can perform various actions. Attributes represent
a character’s innate abilities, while skills are specific applications of
those abilities.
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Introduction Page 4
Introduction Page 4
Most game mechanics in D6 Fantasy involve rolling some six-sided
dice. A die code associated with each attribute and skill represents
how good the character is in that area. A die code associated with a
weapon shows how much harm it can cause. he larger the number,
the more experienced, trained, or naturally adept your character is,
or the more deadly the weapon, or the more useful the equipment.
Each die code indicates the number of six-sided dice you roll
when you want your character to do something (1D, 2D, 3D, 4D, 5D,
etc.), and sometimes an amount (called pips) of “+1” or “+2,” which
is added to the total result you roll on the dice.
Example: If your character’s Physique attribute is 3D+1, when
you have her try to lift a ale barrel, you would roll three dice and add
1 to the total to get her result.
To represent the randomness of life (and the tons of little modifiers
that go along with it), every time you roll dice, make sure that one
of them is of a different color than the others. his special die is the
Wild Die, and it can have some interesting effects on your dice total.
(If you only have one die to roll, then that die is the Wild Die.)
If the Wild Die comes up as a 2, 3, 4, or 5, add the result to the
other dice normally. If the Wild Die comes up as a 6, this is a Critical
Success. Add the 6 to your other dice results and roll the Wild Die
again. As long as you roll a 6, you keep adding the 6 and you keep
rolling. If you roll anything else, you add that number to the total and
stop rolling. If the Wild Die comes up as a 1 on the first roll, this is a
Critical Failure. Tell the gamemaster, who will let you know whether
or not to add it to your total.
he higher you roll, the better your character accomplishes the
task at hand. When your character tries doing something, the game-
master decides on the required skill and a difficulty based on the
task’s complexity. he gamemaster doesn’t usually tell you the dif-
ficulty number you need to equal or beat to succeed. He often won’t
inform you which tasks are easier and which are harder, though he
might give you hints. (“Hmmm, jumping over a narrow ravine with
a raging river below is going to be pretty hard.…”) he gamemaster
then uses the rules to interpret the die roll and determine the results
of the action.
particularly difficult and heroic situations.
When you spend a Character Point, you get to roll one extra Wild
Die when you character tries to complete a task. You may choose to
spend a Character Point after you’ve made a roll (in case you want
to improve your result).
When you spend a Fate Point, that means your character is using
all of her concentration to try to succeed. You may spend a Fate Point
only before any die rolls are made. Doing so doubles the number of
dice you’d normally roll, usually for one round and one action only,
though the gamemaster may allow players to spend more Fate Points
in particularly challenging moments. his allows the character to do
one action really well.
Once a Character Point or Fate Point is used, it’s gone. You gain
more Character Points at the end of a game for completing goals and
playing well. You may get back Fate Points at the end of the game if
they were used at a brave, heroic, or climactic moment.
Try It Out!
Now that you have the basics down, let’s try out a short scenario.
First, you’ll need a character. On the next page, you’ll find a template.
Most of the game characteristic information is filled in. he attributes
and skills are listed in two columns on the left-hand side of the page.
he attributes names — Agility, Coordination, Physique, Charisma,
Intellect, Acumen, and Extranormal — are printed in bold above the
lighter skill names. here are more skills in the game than the ones
listed on this sheet, but these are the ones commonly associated with
the type of profession this template is supposed to represent.
In the center column, below the chain line, are some more char-
acteristics. Fate Points and Character Points show the number of
these special roll-improving bonuses your character currently has.
Funds and silver are measures of how much wealth your character
can usually get at.
In the far right column, you’ll see Advantages, Disadvantages,
Special Abilities, and a description of your character. hese give you
an idea about the kind of character that you’re playing. he equipment
paragraph lists the items your character can use during the game.
Below that, you’ll find “Strength Damage.” his shows how much
harm your character can cause with brute force. Underneath this is
“Move.” his characteristic lists the number of meters your character
can easily walk in five seconds.
After those, you’ll see the Body Points, Wound levels, and the
related Body Point ranges for your character. Each of these represents
how much injury your character can take. his short adventure won’t
use Wounds or the Body Points range, so you can ignore them. Instead,
you only need to keep in mind the Body Points number.
Getting Hurt
To describe how much injury a character can sustain, the game-
master decides on one of two ways of determining how much damage
a character can take: Body Points or Wounds.
With the Body Points system, each character has a certain number
of Body Points (which are figured out when you create your character).
You subtract the amount of damage the attacker rolls for his weapon
from the total number of Body Points your character has.
With the Wounds system, each character has a certain number
of Wounds. You roll your character’s Physique while the attacker
rolls damage. Compare the difference between the damage and the
Physique roll the Wounds level chart; the chart lets you know how
many Wounds your character gets from the attack.
In either system, when your character has no more Body Points
or Wounds left, she’s toast.
Have a Character?
If you already have a D6 System character — from another
D6 System game or because you created a new one using
the rules in this book — you can still play this adventure.
Simply skip to the “A Typical Tavern” section and follow the
directions.
Improving Rolls
In addition to scores for a character’s attributes and skills, she
has Fate Points and Character Points. You can spend these points in
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