Sixcess Quick Start 1.0

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Sixcess Quick Start Rule-set These are the bare-bones details needed to play the game. All the examples and the “bells and whistles” are detailed in the full rule-set. There is enough presented here to provide a basic run-through of the game mechanic, but does not showcase the full diversity and capability of the rules. The Sixcess Dice System What the Dice Do The very essence of Sixcess (6S) as a game mechanic is "keep it simple". The basic premise of the mechanic is to count the number of successes, called “sixcesses”, generated in a given throw of the dice. Some sixcesses provide more influence over the action than others depending on the Target Number (TN) the player was trying to beat. Almost always, however, the more high rolls, the better the sixcess. Resolving Dice Rolls In Sixcess dice rolls are resolved by a Mark test where each die is examined individually and compared to the Target. The Target is set by the Game Master (GM). Mark tests typically involve a skill used by the character. Players roll a number of dice equal to their skill rank added to the relevant attribute rank that makes the most sense to use in the situation. Each skill has a default attribute that is most commonly used for Mark tests. However, in some situations, the GM may choose to substitute other attributes. Target Number The Target Number (TN) determines how challenging an action is. The Target Number is often simply referred to as the “Target”. The GM determines the base TN for each action based on guidelines and any other relevant modifiers to the action and calculates the final TN. The player rolls the dice with a desire for each die to be equal to or greater than the TN. Once rolled, each die that shows a value equal to or higher than the Target is a sixcess. A sixcess is either a Mark or a Tick. The Tick The number of Ticks indicates the degree of sixcess achieved. The Tick is a basic sixcess. Any die value that is rolled equal to or higher than the TN is a Tick. The Mark The Mark is always a “6”. A Mark is what the player wants to roll. This is the best result that can be rolled. Each die that rolls a six is a Mark and counted as five (5) Ticks. When the TN is set beyond 6, each subsequent level of difficulty requires multiple Marks (6s) to equal a single sixcess. In order to achieve a Heroic TN, the player needs to roll no fewer than 4 Marks (6s) to get only one sixcess. Whenever a die rolls a Mark, it earns the player another die to roll in the Mark test. This re-roll is often referred to as an “exploding” die. If the additional die rolls a Mark or Tick it is also counted toward the Mark test otherwise its value is ignored. If the re-rolled die rolls another Mark it continues to generate another die to roll. There is no limit to the number of dice that can be re-rolled, so long as they result in a 6. The Pip When a die rolls a one (1) it is called a Pip. Pips are always failures. No matter how the modifiers affect the roll a Pip can never be counted positively toward the Mark test. This means that the lowest TN is 2. Sometimes Pips can have specific effects. Certain elements of the Magic system use the Pip to determine whether using magic affects the environment or those nearby. Optional rules for the use of the Pip are detailed in the full rule-set. Strikes Strikes are extra dice that can be awarded to the players, usually for good roleplaying. A Strike die may also be retained from a Drive test (see below) if it goes unused in combat. Strike dice may be added to augment any role as the player sees fit and there is no limit to the number a player may accumulate. There is, however, a limit on how many may be spent on a single roll. Mark Test Mark tests happen when the player rolls a number of dice equal to the sum of the character's skill rank plus attribute rank against the determined TN and counts the Marks and Ticks to decide the final sixcess or failure. Whenever a character attempts to perform an action that

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Transcript of Sixcess Quick Start 1.0

Page 1: Sixcess Quick Start 1.0

Sixcess Quick Start Rule-set

These are the bare-bones details needed to play the game. All the examples and the “bells and whistles” are detailed in the full rule-set. There is enough presented here to provide a basic run-through of the game mechanic, but does not showcase the full diversity and capability of the rules.

The Sixcess Dice System

What the Dice Do

The very essence of Sixcess (6S) as a game mechanic is "keep it simple". The basic premise of the mechanic is to count the number of successes, called “sixcesses”, generated in a given throw of the dice. Some sixcesses provide more influence over the action than others depending on the Target Number (TN) the player was trying to beat. Almost always, however, the more high rolls, the better the sixcess.

Resolving Dice Rolls

In Sixcess dice rolls are resolved by a Mark test where each die is examined individually and compared to the Target. The Target is set by the Game Master (GM). Mark tests typically involve a skill used by the character. Players roll a number of dice equal to their skill rank added to the relevant attribute rank that makes the most sense to use in the situation. Each skill has a default attribute that is most commonly used for Mark tests. However, in some situations, the GM may choose to substitute other attributes.

Target Number

The Target Number (TN) determines how challenging an action is. The Target Number is often simply referred to as the “Target”. The GM determines the base TN for each action based on guidelines and any other relevant modifiers to the action and calculates the final TN. The player rolls the dice with a desire for each die to be equal to or greater than the TN.

Once rolled, each die that shows a value equal to or higher than the Target is a sixcess. A sixcess is either a Mark or a Tick.

The Tick

The number of Ticks indicates the degree of sixcess achieved. The Tick is a basic sixcess. Any die value that is rolled equal to or higher than the TN is a Tick.

The Mark

The Mark is always a “6”. A Mark is what the player wants to roll. This is the best result that can be rolled. Each die that rolls a six is a Mark and counted as five (5) Ticks. When the TN is set beyond 6, each subsequent level of difficulty requires multiple Marks (6s) to equal a single sixcess. In order to achieve a Heroic TN, the player needs to roll no fewer than 4 Marks (6s) to get only one sixcess.

Whenever a die rolls a Mark, it earns the player another die to roll in the Mark test. This re-roll is often referred to as an “exploding” die. If the additional die rolls a Mark or Tick it is also counted toward the Mark test otherwise its value is ignored. If the re-rolled die rolls another Mark it continues to generate another die to roll. There is no limit to the number of dice that can be re-rolled, so long as they result in a 6.

The Pip

When a die rolls a one (1) it is called a Pip. Pips are always failures. No matter how the modifiers affect the roll a Pip can never be counted positively toward the Mark test. This means that the lowest TN is 2.

Sometimes Pips can have specific effects. Certain elements of the Magic system use the Pip to determine whether using magic affects the environment or those nearby.

Optional rules for the use of the Pip are detailed in the full rule-set.

Strikes

Strikes are extra dice that can be awarded to the players, usually for good roleplaying. A Strike die may also be retained from a Drive test (see below) if it goes unused in combat. Strike dice may be added to augment any role as the player sees fit and there is no limit to the number a player may accumulate. There is, however, a limit on how many may be spent on a single roll.

Mark Test

Mark tests happen when the player rolls a number of dice equal to the sum of the character's skill rank plus attribute rank against the determined TN and counts the Marks and Ticks to decide the final sixcess or failure. Whenever a character attempts to perform an action that

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has a chance of success or failure a Mark test is required. Some Mark tests, such as in combat, are rolled against other characters (referred to as a “Resisted test”) and some Mark tests use an attribute rank against a defined TN.

Fumble

A fumble occurs when all the dice thrown are Pips. It is the worst possible outcome. Anything is possible in a fumble and the GM is within his rights to bring death to the characters. This is sometimes referred to as a “critical failure”. A particularly nasty use of the fumble is to make it affect everyone else in the group of players except for the one who rolled it!

Opposed Test

An Opposed test is when two Mark tests are made in opposition to one another and the results are compared. Each player (or GM) rolls against a common TN. Circumstances requiring an Opposed test include, but are not limited to: an archery contest, long jumping, or any variety of other races or competitions. The Mark in an Opposed test is always fixed.

Opposed tests can be substituted for simplified combat situations, especially for novice level players new to Sixcess. Fixing a default TN 4 to hit all enemies is a good way to grow comfortable with the system before adding complexity.

Resisted Test

A Resisted test is when a player rolls against a TN determined by a skill and/or an attribute rank from their opponent, and then the two sides compare the results. This is the most typical form of Mark test since it is used in combat situations. Resisted tests can also be used to haggle, fast-talk, in many social situations, and various forms of attack including Powers.

Cumulative Test, Reaction Test, Cooperation Tasks are detailed in the full rule-set.

Attributes Attributes are ranked between 1 and 5 for typical characters. A normal rank is 2. A rank of 3 or more indicates someone “above normal” and anything over a rank of 5 is “super human”. No starting character should ever have more than a rank of 5 in any one attribute, and only significantly superior characters can ever have an attribute above a 5. Species (racial) differences, magic and Items may enhance an attribute, or creatures may have higher attributes, but the normal range for human characters is 1-5.

In most cases, an attribute is tied to a skill to resolve a situation of game play. The rank of the attribute plus the rank of the skill determines the total number of dice to be rolled for a Mark test. An attribute and/or skill can be the TN for others to beat when they perform a Mark test.

Attributes can also be ranked at zero or below. This is usually due to events that occur during game play. A negative attribute is referred to as “marked”. Anytime a marked attribute is used, the negative rank is subtracted from the total dice rolled. If the marked attribute is used to resist, then the resistance automatically fails and the rank of the marked attribute is treated as an extra Mark against the resisting character.

Charisma (CHA)

Charismatic people are likeable, friendly, cooperative, personable and captivating. They may be perceived as attractive because of these qualities, but Charisma has nothing to do with appearance. This is not a sign of beauty or good looks, but rather a measure of how well people respond to the character. The higher the rank, the more likeable the character is.

Intellect (INT)

People with a high Intellect have a lot of raw processing power. They can figure things out, retain lots of details and store gobs of memory. Intellect has nothing to do with wit, nor is it a sign of a quick thinker. The higher the rank, the more intellectual the character is.

Perception (PER)

People who are perceptive are able to process the sensory information quickly. They figure out what's going on. They do more than see, they notice. Perception incorporates an element of wits and instinct. The higher the rank, the more aware and observant the character is.

Willpower (WIL)

Determination, steadfastness, single-mindedly focused, and all around fortitude are traits that exemplify Willpower. It is the ability to resist temptation. It is the strength of will not to get sucked into the magical vortex when casting Powers, and the raw grit to take a hit without flinching. Willpower measures the ability of the character to avoid fleeing, fighting or succumbing when his emotions are raging.

Spending Willpower and Burning Willpower are detailed in the full rule-set. These are special rules that allow the user to achieve success even in the face of failure—but at a price!

Reflexes (REF)

Dexterous, lithe, agile and quick, people with high Reflexes display a grace in every motion. In very general terms, a higher Reflexes rating usually indicates a trim, lithe and graceful individual.

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Fitness (FIT)

Much more than strength, Fitness is also a measure of endurance and stamina. Those who are fit are strong, enduring and rugged. In very general terms, a higher Fitness rank also indicates a larger individual.

Derived Attributes Based upon the Attributes of the character, derived attributes can be combinations of multiple attributes or modified by Edges and Flaws.

Drive (DRV)

Drive is the number of dice used to determine the order of combat for each character. DRV is derived by taking the average of PER and REF or (PER + REF)/2 (round down). A character's DRV may never be lower than 1. Edges may enhance a character's DRV.

Visage (VIS)

Everyone has a “first impression” of others. Visage is used to determine the initial impression someone has of the character. A character’s Visage is related to his Charisma attribute.

Special Attributes Powers are based on a special attribute, usually centered on supernatural ability. Every gameworld has a defined “Special”—some examples include: Magic (MAG), Psionics (PSI), Miracles (MIR), or Superpowers (SUP). There can also be more than one Special attribute. Special attributes are treated exactly the same as other attributes like FIT or PER or CHA.

Powers

The powers that work with Special attributes function much the same as skills. Whether they are called Powers, Spells, Superpowers, Miracles or Abilities. Each Power is ranked like a skill. The Power rank is added to the special attribute rank to determine how many dice to roll when the Power is used. Some edges may enhance a character's special attribute or Power use.

Multiple types of Powers are detailed in the full rule-set.

Combat Some live for it, some tolerate it, others strive to avoid it. Eventually there is combat in a roleplaying game.

Finding the Target: Close Combat

Close combat is always a Resisted test. Each roll represents several combat strikes, parries, ripostes, feints, jabs, etc. Over the course of the Combat Round (CR), one of the two tires, weakens, makes a mistake, or scores a successful strike. The weapon damage the losing character takes is enhanced by the sixcesses remaining and is modified by armor rating. One character resists the attack of the other using the appropriate combat skill (e.g. Brawl or Melee). If the target does not have a close combat skill, then default to the REF attribute. Unskilled combatants suffer a +2TN modifier to their rolls. The defender’s skill rank is the base TN for the attacker (in the case of a creature or device, the GM determines the TN).

To this base number, the GM adds any combat modifiers—which may increase or decrease the TN depending on gameworld events and circumstances. The final TN is used for the Mark test.

The same steps are taken for the defender. The attacker’s skill rank is the base TN for the defender. The GM adds (or subtracts) any applicable combat modifiers to obtain the final TN for defense.

Both characters roll against their respective TNs and calculate their results. The results are compared and the combatant with the most overall sixcesses (Marks and Ticks) wins the contest. Damage is applied based upon the final result. In the event of “All Out Defense” the defender simply takes no damage, even if his sixcesses versus his opponent are significant.

Finding the Target: Ranged Combat

Ranged combat attack TNs depend primarily on how close the attacker is to his target. Each ranged weapon is rated on its base effective range. If the target is within the range of the attack then an attack can be made. If the target is further away then the base range of the weapon then the TN is increased to reflect the longer range.

Ranged weapons are designed to reach their targets within specific range increments. A short ranged weapon is most effective in short range attacks. A long range weapon is most effecting at long range, but faces increased difficulty when used in extremely close situations. Consult Table 1.5 to determine the base TN for a ranged weapon. Match the range category of the weapon with the actual range to the target to determine the base TN. Situational modifiers also apply.

Melee weapons may not strike beyond their reach, unless thrown or otherwise turned into a missile weapon.

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Ranged combat is usually an standard Mark test. (“Did the attacker hit the target?”) If the target is aware of the attack, they may resist the attack (Resisted Mark test). This is dependent on the situation and the skill of the target. The target may choose to use his Dodge skill to avoid the shot. The ranged attack is determined normally. The base TN for the Dodge roll is the same as the base TN for the attacker. (Ticks are not considered when dodging a ranged attack.) If the number of Marks generated by the Dodge equals or exceeds the Marks generated in the attack then the attack fails (i.e. the attack missed). Even if the shot is not completely dodged, any Marks generated by the Dodge attempt reduce the number of Marks in the attack for damage resolution. Only one Dodge attempt may be made per CP and the results of the attempt apply to all Ranged attacks for that CP.

Attack Damage

The point of attacking something is to cause damage. In Sixcess, damage is indicated using a code. The damage code is shorthand for how much and to what severity the damage is, including how to resist it. Damage codes are read as follows:

(Force) (Wound Level) (Damage Amount)

Force is always a number. It is the TN to resist the damage. Ranged weapons usually have a fixed, constant Force for the damage code. Melee weapons typically use the FIT of the attacker to deal damage.

Wound level is always a letter. It represents the base level of wound. S = Slight. M = Major. L = Lethal. F = Fatal.

Damage amount is always a number. It is the base number of wound boxes to be shaded when the character takes damage.

Each Mark rolled by the attacker scales up the wound level. Each Tick rolled by the attacker increases the damage amount. Conversely, when the defender resists the damage, each Mark scales down the wound Level and each Tick decreases the damage amount.

Weapons are detailed in the full rule-set.

Wounds

Wounds represent how much physical damage the character has sustained. There are two classes of wounds: Vitality, representing physical wounds, and Fatigue, representing mental wounds. They affect the character both through distraction (“Holy crap that hurts!”) and inability to concentrate (“This migraine is making any kind of focus nearly impossible…”). For example, driving is really easy. Driving after being awake for 24 hours is much more difficult.

Vitality

Vitality wounds are broken into four categories: Slight, Major, Lethal and Fatal. The FIT attribute and some edges modify the character's number of Vitality wound boxes.

Fatigue

Fatigue wounds are broken into four categories: Slight, Major, Exhausted, and Unconscious. The WIL attribute and some edges modify the character’s number of Fatigue wound boxes. Fatigue is calculated similarly to Vitality but does not kill the character when the highest level is reached. Instead, it overflows into vitality damage.

Soaking Damage

After an attacker’s damage is resolved, the character is allowed a resistance to the damage called a “soak roll”. This is his ability to absorb and shrug off damage. In addition, characters can try to zig when the attack zags, Rather than make two separate rolls, they are combined with a FIT + Dodge roll to “soak” the damage.

The TN to soak is equal to the Force of the attack (the first number of the damage code). Each Mark scales down the attack by one wound level. Each Tick reduces the amount of damage taken. If the amount of damage soaked (Ticks) equals or exceeds the damage of the attack, the wound level is scaled down, the damage value is back to full value and any additional Ticks continue to reduce the damage.

Damage Resolution

The process for resolving damage is as follows:

1. The character is attacked. Attacker Marks and Ticks modify the damage up. 2. The defender’s armor ratings reduce the damage and the Marks and Ticks from the defender’s soak roll modify the damage down. 3. Remaining damage is tabulated against the defender by shading in the appropriate wound boxes on the character sheet. 4. If a wound box is already shaded the next highest, unshaded wound box is shaded.

If any wound boxes at the Fatal level are shaded then the character is dying. There are an additional number of overflow boxes that indicate how many 15-minute increments of time the character can survive before they are dead beyond resuscitation. Overflow boxes are also eliminated at a rate of 1 Mark of vitality wounds per box in excess of Fatal if the damage sustained is greater than the character's vitality. Additional Ticks reduce the time till death by three minutes each.

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Combat Rounds and Combat Phases

Every Combat Round (CR) consists of five Combat Phases (CP) of action. The entire CR is approximately 15 seconds in duration and each CP is roughly equivalent to three seconds of time. CRs are used whenever a character's interaction with another character requires the use of Mark tests. Once dice are called into play the group is typically in CR until the encounter is resolved. Actions within a CP are restricted to a movement and a single action typically, although multiple actions are allowed for a price (detailed in the full rule-set).

Order of Combat

The order of combat is determined by DRV. DRV can never be less than 1 or more than 5. When a CR begins DRV is rolled for each PC or NPC that may act. This is the one die roll in Sixcess that is not a Mark test. In rolling DRV the numeric value of the dice are simply read at face value and recorded. The CR begins when all players roll their character's DRV and ends when the last character acts in the last CP, which either ends the combat or requires another DRV roll for the next CR.

Combat Phases

The value of each die represents the CP in which the character acts. If two dice come up with the same value the character acts in that CP but the additional dice are discarded. If the player wishes to act twice multiple actions rules are available below.

While the higher DRV rank provides more chances to act it also becomes statistically more likely that the player rolls dice that have the same value. The loss of a potential action simulates the momentary hesitation experienced by everyone when in a stressful situation. It also helps to balance and offset characters with high DRV ranks from dominating every CR.

When two characters act in the same CP the one with the highest REF goes first. If their REF attributes are equal the one with the highest PER goes first. If their PER attributes are equal they roll-off with a single die. The higher of the two goes first. Continue rolling until someone goes first. Characters always go before NPCs in any given CP.

Strike Actions

There are five CPs but six sides to a die. Rolling a six on DRV it is called a strike action. A strike action may be taken at any time. They can be used to interrupt the actions of others, in combination with other actions without the penalty for multiple actions, or they can also be used at the end of the CR after every other character has acted in their CPs.

Strike actions may be held back and used in the subsequent CR. A strike action can only be held indefinitely. If the combat ends and the player still holds strike actions, they are translated into a Strike dice for later use.

Movement

Human-sized characters always have the same move rate. Some edges and flaws or other abilities may modify move. Characters may walk a number of meters equals their REF ranks per CP. Characters may run REF x3 in meters per CP. Running skill rolls add one meter for each Mark rolled.

During a CP a character may walk and attack. The character's CP ends as soon as his attack is made even if he has not used his full move. Characters may run during a CP but may not attack without taking multiple actions.

Changing the character's stance (going from a prone position to upright, or vice-versa) uses up his entire move. He may change stance and attack or may attack and change stance, but cannot move, change stance and attack without taking multiple actions.

Skill based movement such as Climbing and Jumping requires a Mark test. In very general terms the Marks rolled provide one additional meter of distance traveled. Ticks are discarded in these particular tests unless they can be traded in for Marks.

Additional Mechanics

There are many nuances of the mechanic that are available in the full rule-set. For sake of space, we’ve omitted them. But here is a little taste of what’s available:

• Anti-Tick

No, not a new TV show with a new villain for the Tick… It’s more like a nuance that can really increase the difficulty of the setting. It may be constant or a fluctuating element (like trying to use Magic in a world torn asunder with the grief of a billion lives cut short.)

• Automatic Success

Some things are just a snap, like hitting a moving vehicle a mile away with a snub-nose revolver. Or maybe that was just a movie… (Tango and Cash)

• Called Shots

A sniper making headshots is the best example.

• Combat Modifiers

Your target is running, through a haze, with a big shield on his arm, dodging from light-pole to light-pole and you’re snapping off a shot with an unfamiliar derringer beyond the optimum range while also moving on difficult terrain. Yes, we have modifiers for that!

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• Critical Success

Did I mention headshots with a sniper rifle?

• Dissonance (DIS)

This allows the player to affect how the game works in a number of ways and is, in a way, a sort of “meta power” that the player has over the game system. It can be used to:

o Aggravate someone while they are doing something o Alter the setting in a small way that provides a specific benefit to the character o Assist another in doing something o Initiate an action o Interrupt an action

• Extended Ranges

This one is a tad more complex, but we made it simple. A bullet *can* travel for upwards of 5 miles. It loses accuracy at various distances depending on powder charge, etc. But if you want to play that uber sniper who can hit a target 5 miles away, you need a rule-set that can accommodate. (Man, you’d think we had a thing for snipers…)

• Multiple Actions

Three zombies are closing the distance and you have your pump-shotgun—the wind driven tumbleweed blows past you as you squint at your brain-starved adversaries and prepare to belch shrapnel at three targets in quick succession.

• Panic Rules

Sixcess includes additional rules (basically a sub-mechanic) for dealing with the situations that may affect (or afflict) the characters. Panic has many different affects and can drive a character to fight, flee or freeze—along with a myriad of other reactions. The panic rules come into play most often when the character faces a horrific or phobic situation.

• Powers (Multiple Types)

Magic. Psionics. Miracles. Oh my! What about my inner Chi? Can I channel the life-force of my ancestors? Would you like to draw upon the energies of the molten core of the planet and unleash it at your enemies?

• Round Robin Combat

It has nothing to do with the Boy Wonder. It’s a simpler, faster method of combat resolution.

• Scaling Damage

What happens when a Giant hits a Halfling with a club? Is it the same as when a human does it? No? That’s called “scaling”.

• Size

Differences in size can have an impact – just ask that Giant making guacamole out of the Halfling…

• Sliding the Difficulty

Provides the player the ability to adjust how difficult the action is for the character at any given moment.

• Surprise and Ambush

Did you see the way that shadow seemed to flicker and then melt into the other shadows? Is this really a safe part of town?

• Spending and Burning Willpower

Your character absolutely *must* succeed at something. He pours everything he has into the action. This is a way for making those last-ditch, must succeed moments—but it’s gonna hurt!

• Staying Awake

What gamer isn’t familiar with insomnia and pushing the body to the breaking point of exhaustion? We provide details that help quantify exactly how the character experiences that desire to sleep while on watch, on the long trips between worlds, sitting in the crow’s nest or on stakeout.

• Strike Action Modifiers

So, you saved up all your actions from that last combat and now you want to get a bunch of freebies? Sorry!

• Three Strikes and You’re Out

A good method of capping intensely powerful capabilities.

Items Nearly every character needs some kind of equipment or gear, even if it's just a simple walking stick and a set of clothing. Before venturing out into the world, the character should be outfitted with the things he needs.

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Item Ratings

Item ratings common to every category are cost and weight. Other ratings are specific to particular categories.

Cost

Everything has a value. The cost of an item is the monetary value rated in coins.

Weight

Every item has a weight, listed in kilograms.

Weapon Ratings

Weapons are rated on a few more points than merely cost and weight.

Reach

The length of a weapon is very important. When opponents face-off, compare the reach between the two. The one with the highest reach gains a -1TN for each point of difference.

Range

This is the estimated distance between two combatants. Most close combat weapons are rated at touch.

Thrown weapons, missile weapons or firearms use range to define their base range.

Conceal

There are times when you want to hide your weaponThe conceal rating is the TN for an observation test to notice the weapon visually.

Damage Type

There are two types of damage: Impact and Piercing. In general, Piercing attacks have significant velocity or are “pointy”. Narrow blades, spears, arrows, and bullets are Piercing weapons, while swords, axes, clubs, and staves are Impact weapons.

Damage

This is the base damage rating of the weapon. The attack roll, armor, and soak rolls all relate to the damage rating. The damage rating listed represents the Force of the attack, the base wound level and the base amount of damage to the target.

Reload

It takes time to reload a weapon. This is especially true for Archery, Crossbows and muzzle loading firearms. The reload of a weapon is the number of CPs required for reload.

Melee Weapons

These are a variety of close combat weapons used by the Melee skill for attack actions.

Weapon Materials and Quality

Not all weapons are made equal; some have better material or finer craftsmanship. These factors influence value on the market and capability in the field. The average item is assumed created from wood, bone, iron, bronze or other common material. Some items are crafted from finer materials like Hemeron and cold steel. This is detailed in the full rule-set.

Bladed Weapons

Blades are edged weapons, other than axes, used to stab and cut. Blades can be one or two handed and can be single or double edged. The primary damage from a bladed weapon is slashing or stabbing, though it is possible with some weapons to make a bludgeoning attack with the side of the blade or the pommel.

Knife/Dagger: A simple cutting or stabbing weapon. It is one handed with a short blade and can be single or double-edged. Knives can be from a few centimeters to about 25 centimeters, while daggers can reach lengths of 45 centimeters. Knives and daggers can be created from almost any material.

Short Sword/Cutlass: A lightweight, fairly quick bladed weapon that serves well as a sailor's sword or a secondary weapon for a pikeman. Short swords can be double or single-edged, while a cutlass is typically single edged and slightly curved. Some are crafted with a basket hand guard as well.

Axes

Axes are a category of edged weapon all to themselves. The true difference between an axe and the other bladed weapons is mostly cultural. Axes are tools first and foremost. They were carried into battle as make-shift weapons. Hewing people is about the same as hewing trees

Battleaxe: A single or double-bladed weapon of great variety in both size and shape. Some are narrow-bladed while others are heavy bladed. The battleaxe is designed for combat. It is not effective at felling trees for lumber. the battleaxe is larger and heavier than a normal axe.

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Ranged Weapons

Ranged weapons allow the character to attack at a distance. These are sometimes referred to as missile weapons.

Bows

Bows come in a variety of sizes and makes, but they all operate in the same basic fashion. Most are crafted of a strong, flexible wood, bone, or other similar material and strung with a tensile twine, stretched gut, or silk and fire arrows. Arrowheads can be made from a wide variety of materials including stone, bone, sap, and metal.

Recurve Bow: A medium-sized bow too large for mounted shots. It uses direct fire and stands about 1.5 meters tall when unstrung.

Thrown Weapons

Thrown weapons are tossed instead of launched by some other mechanism. The character's FIT is the sole source of power behind the weapon's damage.

Knife: The knife (or dagger), can also be thrown.

Gunpowder Weapons

The advent of man-portable firearms was the deathknell for armor until the advent of modern materials which absorb the energy of the projectiles. No longer did a heavy, bulky steel breastplate provide protection from a trained swordsman, any peasant with decent eyesight could level a gun at an armored foe and aerate him.

Firearms

Usually referred to simply as “guns”, firearms have fixed damage codes.

Muzzle Load: The firearm requires cramming gunpowder and projectile down the barrel. It is time-consuming to reload. Most muzzle-loading long-guns were not rifled, so they were highly inaccurate at range. Rifling is when the barrel is grooved in a spiral pattern causing the projectile to twist as it passes through the barrel. The spin on the projectile helps to keep it on a consistent trajectory.

Powers The power of magic is detailed as a “force of nature” and not something that is obtained from supernatural force or connection. It is no different than “gravity” or “electricity” as far as the gameworld is concerned.

What’s in the full rule-set?

Character Generation Custom characters are the lifeblood of a roleplaying game. We provide comprehensive and detailed character creation rules and guidelines for the development of customized characters for the game. The generic system provides a “priority” system that gives the player a pool of points to be spent in various areas as they see fit. Some settings also use a “life path” generation system, though the priority based method is always available.

• Backgrounds

Allows the player to pull aspects of the character’s history into the gameplay to earn additional XP.

• Edges

Advantages that provide the character with their own, unique set of abilities or enhancements to bring them to life and make them more than just “numbers on a page”.

• Flaws

Primarily roleplaying points, though some have a bite! The flaws are more than just “free points for character generation” and allow the character to be fleshed out and made more real, with their own faults and hindrances.

• Gifts

Special abilities given to a select few from God. Keep to the path or lose your presents!

• Resources

Not just money—but power, status, prestige, reputation. The world is much more than just “Me strong. Me hit with club.” There are social graces, interpersonal interactions and downright social combat available to the characters as well.

• Skills

Detailed enough to provide a framework to understand what the character can do, yet flexible enough to be used in many different ways. For instance, the Pistol skill coupled with Perception is how you shoot it. Couple it with Intellect and you know how it works.

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Couple it with Reflexes and Fitness and use it as a bludgeoning tool. Couple it with Willpower and intimidate others as you wave it about.

Species/Races Nearly every game has variant species or races. Speaking as gamers ourselves, this was one of our favorite elements of the gameworlds—what races do they have? We have developed a number of typical species for the various genres, but we’ve also messed around with our own imagination and presented some that are unique to our worlds.

• Dwarf: Short, tough, strong, surly. Penchant for mining and craftwork.

• Elf: Can be tall, can be short. Can be friendly or aloof. Typically slender, pointy eared and lovers of art.

• Half Elf: Yes, apparently human genetics are compatible with the elves.

• Kague: Intelligent plague rats. ‘Nuff said.

• Krektysk: Scaly, cold-blooded, jagged teeth, hates it when you create a makeshift cannon using bamboo and diamonds.

• Lykan: Oh, it’s a beautiful night, the stars are out, the full moon is… AWWWWOOOOO!

• Mechana: “Sir! The odds of successfully navigating a gaming convention in costume without getting your picture taken are…”

• Numid: Boneheads, the whole lot of them! Nothing but boneheads! Oh, and they seem to do well in desert climates.

• Orc: Where there’s a whip, there’s a way!

• Quatch: “I’m swinging across to the other ship. I have my pistol in one hand, my cutlass in another, and I’m tossing a grenade while I swing…”

• Taurim: Why, yes, it is an anthropomorphic minotaur.

Items and Weapons This is a detailed listing of mundane items that fit many different settings, as well as the more interesting weapons and “adventuring gear”, with all the appropriate stats for use in the game. Since the mechanic is designed to cover any genre, there are some interesting things in there…

• Armor

• Axes

• Bludgeoning Weapons

• Edged Weapons

• Entangling Weapons

• Polearms

• Thrown Weapons

• Missile Weapons:

• Firearms

• Energy Weapons

• Grenades and Explosives

Armor and Barrier Rules In a large number of settings the ability to resist damage—or blow through that protection—can be a significant element of game play. The Quickstart rule-set omits rules regarding the following:

• Armor, Armor Stacking, Armor Realism, Armor Degradation, Armor Encumbrance, Armor and Powers

Oh, yes. There is armor! And you can make it as real or cinematic as you prefer.

• Barriers

Hide behind stuff! Blow through stuff! Shoot a hole in the back of a giant bug to toss in a grenade!

• Encumbrance

The average load that a soldier has carried throughout history has remained almost constant—even if the specifics of his load have changed over the centuries. It’s not just about how much gear you carry in—but how much loot you can lug out…

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Action Rules Enhancements For space consideration, many of the more interesting nuances to the mechanic are not listed in the Quickstart rule-set. The designers believe that these enhancements are what really set the mechanic apart and give players and GMs more flexibility in how the game is played.

• Anti-Tick

No, not a new TV show with a new villain for the Tick… It’s more like a nuance that can really increase the difficulty of the setting. It may be constant or a fluctuating element (like trying to use Magic in a world torn asunder with the grief of a billion lives cut short.)

• Extended Ranges

This one is a tad more complex, but we made it simple. A bullet *can* travel for upwards of 5 miles. It loses accuracy at various distances depending on powder charge, etc. But if you want to play that uber sniper who can hit a target 5 miles away, you need a rule-set that can accommodate. (Man, you’d think we had a thing for snipers…)

• Round Robin Combat

It has nothing to do with the Boy Wonder. It’s a simpler, faster method of combat resolution.

• Scaling Damage

What happens when a Giant hits a Halfling with a club? Is it the same as when a human does it? No? That’s called “scaling”.

• Strike Action Modifiers

So, you saved up all your actions from that last combat and now you want to get a bunch of freebies? Sorry!

• Three Strikes and You’re Out

A good method of capping intensely powerful capabilities.

Flesh Out the Character Your character is more than a set of numbers on the paper and a listing of items and damage codes. This section helps to bring your character to life. Some characters may not need the full-blown details (“I’m an orc. Raised on slaughter. I like to hit things with my club.”) But some people may want more depth to their character. (“I may be an orc, but I also like to skip and jump. I like to press wild flowers…”)

How the Character Interacts with the Gameworld There are many ways that the character is part of his world and his interaction with it are not based solely on his choices, but other elements about his world. Additionally, the character learns and grows in his world and develops over time. These elements are also included in the main rule-set.

• Healing Wounds

It’s a roleplaying game. You’re gonna need healing. Maybe not in a one-shot at a convention, but in a campaign, it’s critical.

• Multiple Types of Powers

Magic. Psionics. Miracles. Oh my! What about my inner Chi? Can I channel the life-force of my ancestors? Would you like to draw upon the energies of the molten core of the planet and unleash it at your enemies?

Did you see the way that shadow seemed to flicker and then melt into the other shadows? Is this really a safe part of town?

• Experience Points (XP)

What’s a character doing it all for? Money? Glory? No! He wants to increase his skill points and attributes!

Social Interaction The world is made up of far more than just swords and sorcery—guile, wit and charm all fit into the world as well. The following are detailed in the main rule-set:

• Reputation

“You’ve never heard of the Century Vulture? It’s the ship that made the Castle Run in less than a lightyear.”

“Isn’t a lightyear a measure of distance and not time?”

“Yeah, well, we’ll fix bad writing from guys who know nothing about science later when the RPG comes out…”

• Social Combat

There is more combat that takes place in the halls of power with a smile and a nod than is imagined in your physical combat philosophies.

• Status

Where are you on the totem pole—and what can you do with the social power that you wield?

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How Powers Work Every gameworld is unique. Powers may work slightly differently in each world. The mechanic is flexible and powerful enough to provide many different kinds of powers, using a similar mechanic. The powers can be customized, nuanced and detailed very uniquely—yet used in a cross-genre style if desired. Customized elements include:

• Charging-Up

Build up the power over time and unleash a devastating assault…

• Backlash

…and face the consequences of channeling that much power so quickly.

• Intensify

Build more slowly, creating a foundation of strength and power…

• Power Storms

…that may get away from you and drift into a life-draining storm attracted to the nearest farmer’s daughter.

• Multiple Power Activation

Defend the maiden, while healing her wound and summoning a fireball. Don’t get distracted by her bodice!

• Simultaneous Activation

Why, yes, you can let off three stunbolts at three different targets at the same time. You may need a bit of rest afterwards, however.

• Power Types

Out of the box, there are multiple powers in various categories that include: Offensive, Defensive, Healing, Illusion, Detection, Control, Summon, and Manipulate

• Enchanting

Would you like that health spell here? Or to go?

Vehicles The rule system for vehicles is an abstract that can be used for everything from mounted combat, carriages, chariots, motorcycles, cars, aircraft or spacecraft. Additionally, the rules describe the following:

• Vehicles as Characters

In some worlds, the vehicle is every bit as important as the characters—Firefly/Serenity, Dukes of Hazard, Star Trek, Lexx, Knight Rider, Herbie the Love Bug, etc. You can’t have watched these shows and not realized that the vehicle was every bit a character in the world.

• Vehicle Backgrounds, Edges, Flaws

A character has them, so should the vehicle-as-a-character!

• Maneuvers

Abstract enough to scale to different types of vehicles, flexible enough to handle any situation, simple enough not to require a bunch of counters, measuring sticks, and expensive tabletop figures (though you can do that if you enjoy it!)

• Mounted Combat, Aerial Combat, Marine Combat

Yes, you can fight in any environment.

Bestiary The bestiary covers critters and creatures that are common to the roleplaying environments. Some are from myth and legend. Some are from our fevered imaginations. Some are merely the dangers you’d meet if you explored the deep dark woods where lots of hungry creatures live. And some are … well, in a word, “wonky”.

• Animals

Everything from Lions and Tigers and Bears to Jackalopes.

• Undead

What would an RPG be without Zombies, Mummies, and Vampires? (And, no, ours don’t sparkle in the sunlight…)

• Were-beings

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I once asked my wife to help me come up with a “new were-creature”. Without missing a beat, she said, “A were-sheep.” I imagined him changing and saying, “Oh, no! The curse! Get ba-a-a-a-a-ck!” Okay, it was funny at the time. Guess you had to be there…

Villains Every level of villain is detailed with various examples of how they can be used.

• Galactic Overlord Soldiers

• Henchmen

• Killer Robots

• Mooks

• Minions

• Psycho Killers

• Thugs

• Bosses

Game Mastering Suggestions Everyone has a GM section. We tried to tailor ours to cater to the newer GMs without pandering to the experienced GMs. We talk about the various roles that the GM fulfills (the “hats” that he wears). For instance, he is a Writer, Mediator, and Storyteller. And he has a number of “jobs” that are expected of him by the players. The biggest is Setting the Mood and Tone for his players and providing Expanded Play when they want to continue with their characters in the setting.

We also detail the various Player Archetypes that we have encountered and give tips and suggestions on how to integrate these Player Archetypes into the game. The goal is always to have fun, to provide entertainment and bring these friends and fellow gamers back to the table for the next session. That was our focus on this section—how to keep the games rolling and everyone having a good time with it. Some of the details we cover include:

• Gaming Widow/er

• GM’s Significant Other

• Hack and Slasher

• Instigator

• Investigator

• Lion (combat-monger)

• Mouse (timid)

• Natural Leader

• Newbie

• Role-player vs Roll-player

• Rules Lawyer

• Showboat

• Socialite

GM Tools Between all the developers and contributors on the project, we represent over 100 years of gaming experience amongst diverse crowds and each with unique experiences. We brought it all to the table and provide some insight on how to keep groups together, playing, enjoying time together and enjoying the experience that we love so much that we took the time to write up books to share it with others!

We also provide some GM tools to help the game play, for instance:

• Character Death

It’s going to happen and sometimes it can be traumatic. We’ve dealt with it many times and share some ways to help make it both more meaningful and even uplifting.

• Optional Character Generation

Another method of generating characters that is just as fast, but may provide more flexibility.

• Minion Rules

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Methods of handling minions who are not as critical to the dramatic elements of the story.

Adventures Once you understand your group dynamic, you have your game system, you’ve developed (or purchased) your setting, it’s time to set off and play! We give some of our ideas and experience with regard to these elements. The topics we address include:

• Story Seeds

• Story

• The Hook

• Acts

• Drama and Conflict

• Scenes

• Scope

• Combat Rounds

• The Climax

• The Epic / Campaign

Awarding Experience Players want their characters to change and grow over time. This is the way it is done. Experience (XP).

Individual Awards: Players like to be individually rewarded

Team Awards: Sometimes the team achievements are divided amongst the group

Character Advancement: And here is what you can do with that precious experience so entertainingly earned.

World Building We provide suggestions and advice on how to DIY a world for yourself. You’ll find everything from tweaks and changes to existing worlds to building a new one from the foundations up. We are not of the opinion that “only professionals should do this”—otherwise we’d be excluded, too! Some of the best worlds we’ve played were homebrews. We encourage everyone to create a world! It looks good on a resume, too! (Just kidding about that, don’t put it on a resume unless you’re applying to Pinnacle or Gear Box…)

Settings

The following settings are in development and shall soon make their debut. Be on the lookout for them. Our ideas are always bigger than the space available in a book, so we’re constantly trimming back and saying, “We’ll make a sourcebook…” However, that is only true if the setting is popular. Bear that in mind as you look through a setting. If we find that it’s popular and people are clamoring for more, we’ll definitely produce a sourcebook for it.

On the Horizon These are the settings that we have nearly ready for production. In fact, by the time you read this, they may already be out.

Promised Sands A dark, desert fantasy blending the appeal of fantasy gameplay with the horrors of a devastated world. There is a strong post-apocalyptic feel to the world. This property was originally released in 2003 using a different mechanic. We have lovingly restored it and tied it into the Sixcess mechanic. The world-feel and flavor are vibrant and unique with cultures, societies, religions and species not seen anywhere else. Although the technology is firmly centered in the medieval, occasional “otec” devices make their appearance—most particularly with the Dry Denizens. From the Drachen-riders in the north and the Ch’ak warriors of the wastelands, the world of T’nah is soon to be shaken to its foundation when the Wet Denizens rise from their slumber in the depths of the sea.

ElfWood The world of Lakates is strong with life and full of energy and vibrancy, but has its share of dark corners and hidden secrets. The dominant culture in this world is that of the Vyrdon—the forest elves. Humans have been nearly devastated due to a magical virus that swept through their

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communities centuries ago, reducing them to wandering tribes and drift-colonies on the Scalding Sea. Recent contact between the Vyrdon and the Dwarg has lead to conflict and the world hangs on the precipice of open war. Fragmented from within, the Vyrdon struggle with the Stygion, their dark-elf brethren and the more recently numerous Sanguine—the blood elves. The purity and cultural power of the Vyrdon is under assault as their living ElfWood ships ply the seas, occasionally clashing with the metal and steam Kapukka ships of the Dwarg. All the while, the Drey prey upon ElfWood children and the Kague scheme in their warrens.

Extraordinary Voyages In a world of striated society, brimming with new technologies, steam powered engines, and the discovery of Liftgas, the strong and powerful Vektran nation has risen to dominate the world of Thal, and spread to the surrounding worlds and moons. Giant, flying battleships ply the winds and the aether that separates the worlds. Colonizing and spreading out, the Vektrans spread their culture, their religion and their way of life—sometimes at gun point. Menticians and great thinkers, afflicted with the strange eddies and currents of Dark Aether, expand their technological brilliance. But at what sacrifice? What darkness pervades between the worlds? What evils did the Anish try to warn about before they collapsed to insular squabbling? While the cultures and peoples come to terms with their new technologies, what awaits them in the Dark Aether?

StarDust Star travel is truly the final frontier. Homesteaders and colonists have crossed the ‘Byss and spread throughout the Fringe—a vast arm of the galaxy with an astounding number of habitable planets and moons. Many cultures have discovered this region and begun to carve out their niches into the rich wilderness. Nations have risen, though too feeble to control all that they claim, giving rise to the Medjai who travel the worlds meting out justice. No one is completely pure, however, and the Medjai sometimes succumb to their own selfishness. Those who oppose the Medjai, with equal powers, are the Ayjem. Caught between these two polarities of power are the simple folk who go about their days. Yet lurking in the darkness of the Coal-sack stars, deep in the ‘Byss, truly on the fringe of reality, are the dark and menacing things that hunger for life. The ‘Byss-riders know of them, and their stories pervade every civilized culture throughout the Fringe.

Tribulum Every day the world darkens a bit more. When you go to work, when you pay your taxes, when you pass the cameras on the street-lights, you feel it. Something wicked this way comes. You close your eyes and it tears at your eyelids. You sleep and it seeps into your dreams. You feel the rage as you sit in traffic. You feel your life sucking into your monitor, your videogame, your cellphone. Life dulls, your heart diminishes and you become a part of the Great Machine. Then there is a knock on your door. A package. Inside, a cellphone. You turn it on, “I know how you can break free,” says the voice. You had never put it into words before. But in that moment, there is hope—and the world shatters around you. The walls of your house bleed, an otherworldly screech emanates from all around you—and then you realize that you are the one screaming! Hands grab you and whisk you away. You awaken in a barn, a cool breeze and sunshine. The woman beside you smiles as you awaken. “Where am I?” Your throat hurts and your voice is hoarse. “You’re awake.” She responds. And you feel it. You’re awake. Finally awake. With the realization, you have a stronger, more pressing urge, “I need to help others wakeup!” She smiles. “Then let me introduce you to those woke you…”

Mytharia Dreams are the fabric of myth and legend—but there is a place where all dreams come together. It is a world ripe with adventure, intrigue, danger, and riches. If only there were souls courageous enough to venture after such things... Since The Opening, nothing has been as it once was. The Eye of Onswa gave way to new bodies and new ways. Crossbloods became the common folk, and Purebloods retreated into bitter prejudices and power grabs, The Higher Powers chose to engage in an ages-long war (The Faction Wars) that rage on to this very day. The already muddy lines between good and evil, right and wrong, and friend and enemy, became more gray than ever before. Still, the world turns. Just as the Sea of Myst floats ships (trade and myst pirate) and isles alike, so life continues. Strings of bones are made and lost daily, just as fortune and favor shift with the winds, and dreams... and we all have dreams.

Darkness Visible They came when no one saw. Moving silently. Carefully. Insinuating themselves into the places of power. Royalty. The Church. Slowly, yet inexorably, they moved. New teachings slowly included them into the religion, into the documents, into the histories. The peasants accepted it. Some priests rebelled—and disappeared. Trees started disappearing. Whole forests gone. Denuded landscape everywhere. On the outskirts of the Church’s power, however, some clamored for reformation. When he nailed his 95 theses to the church door, Luther had no idea what he had set in motion. As he preached to those listening, the Thun burst into the church. Ravening weapons flashed into the air with a sizzle and crack of power. Luther was sundered and the Thun withdrew. Then one rose and said, “He was my father.” And another. And another. The Sons of Luther were born that day, sworn to vengeance against the Church of the Overlords. It is 1525 and the Earth was invaded by the Overlords over 150 years ago.

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Sample Characters

Vletta: Hellion Archer Attributes:

Charisma (CHA): 2

Intellect (INT): 2

Perception (PER): 4

Willpower (WIL): 1 □

Fitness (FIT): 3

Reflexes (REF): 3

Drive (DRV): 3

Visage (VIS): 2

DIS: 1

Move:

Walk: 3

Run: 9

Fly: 4

Skills:

Archery: 3

Pistols (Flintlock) 1(2)

Dodge 2

Observation 3

Melee 2

Throwing (Knife) 1 (2)

Brawl 1

Etiquette (Streets) 1(2)

Aerial Combat 1

Fatigue:

Slight: □□□□

Major: □□□

Exhausted: □□

Unconscious: □

Wounds:

Slight: □□□□□□□

Major: □□□□□□

Lethal: □□□□□

Fatal: □

Equipment:

Recurve Bow (4M4)

Flintlock Pistol (5M3)

Knife (4S3)

Knife, throwing (4) (4S3)

Threadbare jerkin and pants

Hooded cloth cloak (also threadbare)

Cloth shoes with leather soles, worn

Quiver

20 arrows

Pouch: 3 silver and 28 coppers

Hellion:

Sometimes mistaken for demons by those unfamiliar with them, Hellions are lithe and willowy with leathery, bony wings sprouting from their backs. They are swift and have excellent senses. Coloration tends toward darker tones with brightly colored eyes: red, yellow, green, blue.

Background: Hunted

The character is a wanted. There should be at least one bounty hunter after him at all times. Vletta has a low, 10 silver bounty on his head.

Edge: Winged Flight Vletta has physical wings that sprout from his back. The wings are flapped to produce lift allowing the character to fly at the walking Move rate.

Edge: Steady Shot

Vletta may move and fire freely in combat situations. He can ignore all Move penalties for his own movement.

Edge: Hard to Hit

Vletta is more difficult to hit when moving. Anyone attacking Vletta using a ranged weapon is +1TN to hit.

Flaw: Hollow Bones

Any close combat damage is particularly troublesome. He takes an additional box of damage for all Impact. Even if all damage is soaked, he takes a single box of Slight damage just for being hit. Any impact damage (close combat, falling, hit by a truck) causes bone injuries: Slight cracks bones. Major breaks bones. Lethal causes serious compound fractures. Fatal causes crippling bone injuries. Damage from ranged weapons typically does not cause additional damage.

Flaw: Arrogant

Vletta truly believes he is better than others. He suffers a +1TN to all CHA tests.

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Chica: Human Pirate Captain Attributes:

Charisma (CHA): 2

Intellect (INT): 2

Perception (PER): 2

Willpower (WIL): 3 □|□□|□□□

Fitness (FIT): 2

Reflexes (REF): 2

Drive (DRV): 2

Visage (VIS): 2

DIS: 1

Move:

Walk: 3

Run: 8

Skills: (15)

Melee (Cutlass) 2 (3)

Pistols (Flintlock) 1(2) (+1TN)

Dodge 1

Observation 1

Leadership 3

Throwing (Knife) 1 (2)

Bluff 3

Etiquette (Streets) 1(2)

Sailing 2

Fatigue:

Slight: □□□□□□

Major: □□□□□

Exhausted: □□□□

Unconscious: □

Wounds:

Slight: □□□□□

Major: □□□□

Lethal: □□□

Fatal: □

Equipment:

Cutlass (3S2)

Knife, throwing (4) (3S3)

Flintlock Pistol (5M3)

Piratey Captain’s cloak (threadbare)

Chemise with lacy cuffs (threadbare)

Pants with stripe down the leg (threadbare)

Leather gloves with lace trim (brand new)

Leather knee boots (worn); Leather belt (worn)

Eye patch with secret pouch

A beautiful ruby hides in the pouch worth 250gold

Pouch: 22 silver and 137 coppers

Human

Background: Dispossessed

Chica was kicked out of her homeland and fled with the ship she currently possesses. This is what forced her into a life of piracy.

Edge: Contacts: 2 (Associates, Rank: 1)

Contacts may provide information or services to the character when called upon. Contacts don’t give free information, materials, or services, and if treated poorly can cut ties.

Associate: An Associate is familiar with the character, but has little additional association. (Chica has two Associate-level contacts)

Edge: Determined

Chica is strong willed—she will not give up. She may run into a brick wall, but she stills continues to force her way. Not much deters Chia once her mind is set. All WIL tests are made at -1TN.

Edge: Followers 5 (Officers, Rank: 1)

Chica has attracted some admirers. These are younger and less experienced NPCs, who to learn from her. She is expected to teach and provide for her followers. Followers must be treated well or they lose heart and leave. Followers prefer to stick by the character's side at all times. Treat the followers as Associates per the Contact edge.

Edge: Rich

Chica owns a small, rickety ship, crewed with her loyal officers, and utilizing a press-ganged crew whose loyalties are questionable.

Flaw: Susceptible

Resistance against any powers (or superstition) suffers a -1TN.

Flaw: One Eye

Chica has only one eye. This impairs her depth perception and peripheral vision. She suffers +1TN to any test that involves depth perception (including ranged combat). Chica lost her eye in a “cat-fight” with another woman—the one she fought about is one of her contacts (who doesn’t know that’s how she lost her eye).

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Nisha: Halfling Thief Attributes:

Charisma (CHA): 2

Intellect (INT): 2

Perception (PER): 3

Willpower (WIL): 2 □|□□

Fitness (FIT): 2

Reflexes (REF): 4

Drive (DRV): 3

Visage (VIS): 2

DIS: 1

Move:

Walk: 3

Run: 8

Skills:

Melee (Knife) 2 (3)

Climb 2

Dodge 2

Observation 1

Stealth 2

Throwing (Knife) 2 (3)

Bluff 1

Etiquette (Streets) 1(2)

Shadow 1

Fatigue:

Slight: □□□□□

Major: □□□□

Exhausted: □□□

Unconscious: □

Wounds:

Slight: □□□□□

Major: □□□□

Lethal: □□□

Fatal: □

Equipment:

Knife, curved, belt (3S2)

Knife, throwing (4) (3S3)

Plain clothing, somewhat threadbare and worn

Leather shoes, good condition, but worn

Hooded cloak (has secret pockets)

Shoulder satchel

Purse: 3 silver and 117 coppers

Halfling:

Halflings are short, like dwarves, but are more agile and light-hearted. They tend to be optimistic, even happy-go-lucky. They rely less on strength and tend to be more personable. Halflings are reputed to have an affinity for craftsmanship and farming. Halflings have nearly all the color variation of Humans and sport slightly pointed ears.

Background: Curious

The character just can't help it. He just has to look, touch, or know. He feels compelled to explore … everything! It may be shiny, have lots of buttons and switches, or just anything rare or fantastic. He has a hard time controlling what his hands touch and often asks a lot of questions.

Edge: Contacts: 2 (Associates, Rank: 1)

Contacts may provide information or services to the character when called upon. Contacts don’t give free information, materials, or services, and if treated poorly can cut ties.

Associate: An Associate is familiar with the character, but has little additional association. (Nisha has one Associate-level contact)

Edge: Direction Sense

The character has a firm grasp on cardinal directions and knows his relative position as long as he can see the sky, keep track of twists and turns, follow the moss on the trees, or otherwise keep track of his position. If there is ever a question, an INT test at TN: 5 may be made. If one Sixcess is scored then cardinal north is located successfully. Any test to determine if the character can tell their current position gains a -1TN.

Edge: Lucky

Once per scene the player may re-rolls all failed dice that are not Pips.

Flaw: Stocky

The race has short legs and a squarish body. Stocky characters Move at REF-1 and run modifier at x2 instead of x3.

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Torque: Human Barbarian Attributes:

Charisma (CHA): 1

Intellect (INT): 2

Perception (PER): 3

Willpower (WIL): 3 □|□□|□□□

Fitness (FIT): 4

Reflexes (REF): 3

Drive (DRV): 3

Visage (VIS): 2

DIS: 1

Move:

Walk: 3

Run: 9

Skills:

Melee 3

Brawl 3

Dodge 1

Observation 2

Etiquette (Streets) 1(2)

Intimidation 2

Fatigue:

Slight: □□□□□□

Major: □□□□□

Exhausted: □□□□

Unconscious: □

Wounds:

Slight: □□□□□□

Major: □□□□□

Lethal: □□□□

Fatal: □

Equipment:

Broadsword (7M6)

Battle Axe (6M6)

Knife (5S4)

Mace (6M6)

Clothing: Leather Pants, roughly-made tunic, fur cloak

Leather boots w/fur lining

Backpack: Basic First Aid, Canteen, 100’ rope

Purse: 1 silver, 57 coppers

Human

Background: Vendetta

Torque is bent on settling a score. His honor was besmirched by a fellow clansman—Narak—who sailed the seas to find glory and riches. Until Torque bests him in single combat, his honor shall not be avenged. He must return with the necklace worn by his nemesis to satisfy honor amongst his clan.

Edge: Military Training

The character has spent time in a military. He received the basic training needed to survive in combat situations. He gains -1TN to all combat modifiers, including Soak and panic tests. This edge stacks with Battle Hardened.

Edge: Combat Reflexes

A character with Combat Reflexes is art in motion. They are swift, intentional, and deadly. He gains -1TN to close combat attacks.

Flaw: Stubborn

The character is bull-headed. He doesn’t want to change his mind even if he knows he is not doing the right thing. He must to do it his way. He won't willingly give up on a task once it is started. He gains a rank of WIL if sticking to his actions, but sacrifices a rank of PER to notice his stubbornness. This is not a permanent shift. After the event, task, or argument is over the attributes return to normal until next time…and there will be a next time. Stubborn characters tend to annoy others. Everyone around the stubborn character must make a TN(6-CHA ) roll against WIL to avoid a +1TN modifier between the two characters for the duration of the scene.

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Sample Scenario: The Lighthouse

Scene 1: The Fortune Teller If the characters do not know each other, they feel an inexorable urge to visit this particular fortune teller. If the characters know each other, this makes things easy—they follow their captain to the fortune teller’s shop in a “pirate harbor” with all the trappings of Tortuga. The shop is on a dark alley, off the main road. Inside it is fairly cheery, in a dark, gothic way. There are no other customers when the characters arrive. Eventually Helga, the Seer steps out of a back room, through a layered curtain of beads and cloth. She greets the captain by name—even though they have never met.

Helga is old, yet once must have been very beautiful. Her beauty shines through her old, wrinkled skin and sunken eyes. Though she smiles, the weight of the universe seems to rest on her shoulders and the smile is never complete, like there is some hidden horror sucking away a little of the joy.

She tells them of the curse of the lighthouse. The light is given off by a single candle that is focused through a large gem into a configuration of smaller gems. The large emerald, she says, is for the Captain. The smaller gems are for Vletta and Nisha. Torque has another reward awaiting him. When the light shines out, it seems to “linger” on ships with stolen wares. The Indiamen patrol ships use the light to locate pirate vessels. It is in the best interest to Chica to disable the lighthouse apparatus.

Unfortunately, such a place is not left unattended. And this is why Torque may be interested. The curse of the lighthouse forces anyone who fails to dismantle the apparatus into becoming a caretaker of the lighthouse. Many have attempted to steal the gems. And they all now guard the lighthouse. The leader of these guards is Narak—a rival that Torque should know well. Do not, however, expect the same man that fled his homeland. He has been … changed.

It is import, she says—looking pointedly at Nisha—that each of you return with exactly what was intended for you. Else the curse could fall upon you. If you fail in your task, you shall become part of the curse and join those who currently guard the lighthouse. It is just as important that only those who she blesses have joined them on this effort. Anyone else they bring will surely succumb to the curse. She gives each of them a medallion made of beads and shells as she mumbles strange words.

Then she sends them off. They must accomplish their goal on the night of the new moon—two nights hence.

Encounters: Hang a Lantern Aloft in the Green Dragon Inn

What scenario is complete without a tavern/inn setting? The PCs could need a place to stay for the night, or just want to gather some information. The Green Dragon Inn plays host to a number of characters that the PCs may interact with:

John Barrow: Lost his brother to the lighthouse. He is sullen and morose. Occasionally he visits and drops off meals and items he thinks his brother would like. He believes that his brother could be saved if the curse could he lifted. “He’s not like them other Lighters. He responds to me! I even seen him smile once when I told him a joke!”

Tom Green, Bartender/Owner: Any questions about the lighthouse and he’ll tell the PCs: “If you folks be messin’ with the Lighters, beware. The Indiamen like that cursed thing and use it to hunt pirates.”

Big Tim Hinkleschmidt: Buying him a drink will get him to open his mouth: He tried to sneak into the lighthouse to get the treasure with some friends years ago. He is haunted by the fact that his friends are still there, with hollow eyes, devoid of the light of life. “I don’t go near them Lighters. It freaks me out to see Tom and Bill shambling around like they’s still livin.”

Willem Macrow: Keeps to himself, in the corner. Not unfriendly, but not reaching out to anyone either. If the PCs talk to him, he’ll respond politely, but somewhat curt. If the PCs offer to buy him a drink, he’ll open up a bit more. After two drinks, he’ll lean in close to one of the PCs (the friendliest or the one who bought the most drinks for him) and share, “The only way to stop one of those Lighters is a clean shot through the heart. Oh, sure, some say you can lop off their heads—but it’s the heart where the curse lives and the heart has to die.”

Encounters: Meanwhile, through alley and street…

Cutpurse gang of back-alley kids. They aren’t violent, but they try to steal the purses of the PCs. An Observation (5) check is required to notice them and when they attempt to cut a purse, make an opposed roll of Observation + PER vs the kids’ PickPocket skill (2) and their REF (3) for a total of 5 dice for the kids. If the kids win, the purse is gone. They flee into the night as soon as one purse is stolen—or they are discovered.

Encounters: To Arms!

If the PCs have made it known that they are going to the Lighthouse – or any indication that they want to end the curse – then the Indiamen will come looking for them. There is one Leader. There are two Toughs for each of the PCs. Indiamen act like they are the “law” in this area, though they have no actual jurisdiction. In fact, they’ll prey upon pirate vessels, though they have no actual jurisdiction or authority on the seas, either. They do it to protect their “West Indies” corporate interests. They’re basically “corporate security”. They will attempt to discourage the PCs. This is an act of intimidation, not a life-threatening action. However, if the PCs attack them, they will defend themselves.

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Leader

CHA: 2, INT: 2, PER: 2, WIL: 3, FIT: 2, REF: 2, DRV: 2, Move: 2/6, Leadership: 1, Melee: 2, Pistol: 2. Damage: 10. Carries a Cutlass (3S2) and a Flintlock Pistol (5M3), Purse: 2 silver, 25 copper

Toughs

CHA: 1, INT: 1, PER: 2, WIL: 2, FIT: 3, REF: 3, DRV: 2, Move: 3/9, Melee: 2, Brawl: 3. Damage: 15. Carries a Cutlass (3S2), Fists (3M3-Fatigue), Purse: 10 copper

Scene 2: Storm the Light House The lighthouse is located a day’s travel up the coast. Whether taking the captain’s ship or traveling on land, it takes a day to travel. This leaves the characters a day to explore the town, purchase items, investigate the curse, etc.

Encounters: One if by Land…

The land route is guarded by a contingent of ten (10) Indiamen Toughs. They are more belligerent than those encountered in town—and they have no leader. However, a smooth talker may get past them more effectively than a fight. A Bluff (5) test is required. Each Tick convinces one Tough to let the PCs through. Each Mark convinces 5 of them. A Leadership (6) test can be made instead—but requires two Marks to be successful at all. The successful Leadership roll makes the PC the “de facto” leader in the minds of the Toughs and they will obey any reasonable order that does not contradict their orders to stay and guard the road. An order telling them to leave their post or disarm or anything unreasonable nullifies the success of the Leadership roll and may break down into a fight unless a successful Bluff (6) test can convince them that it was a test to be sure they were loyal to their orders (2 Marks needed).

Encounters: …and Two if by Sea…

The first encounter on the sea is passing the West Indies Trader vessel. This is best accomplished with a stealthy maneuver requiring silence and a solid Leadership roll by the Captain. Leadership (6) with one Mark is needed in a succession of three specific points: 1) Crossing the harbor, 2) Passing through the harbor mouth and 3) Unfurling the sails (making the ship much more visible in the moonlight) once on the high seas. Failure in any of those points causes the Indiaman Trader to give chase. To make this more exciting, toss in some elements with the crew being belligerent about the mission and needing to be placated with offers of wealth. Noises that could happen—a dropped spar, the buzz of a rope released to quickly, something splashing in the water. However, all this is just suspense and drama. It is the Captain issuing orders that matters (the Leadership rolls).

Fleeing the Indiaman requires Sailing+INT (5) on the part of the Captain. If successful, she knows she can make a tight turn around the reef and her smaller ship is better capable of the turn. However, it also requires a Leadership+CHA (5) test to convince the crew to make the dangerous maneuver. Failure means that the Indiaman chases them all the way to the Lighthouse and the PCs have a more difficult effort on the next encounter.

Encounters: …and I on the opposite shore shall be…

Putting out the Captain’s “yacht” (it’s a dinghy, but he calls it a “yacht”) is easy (no roll required) unless under full sail (failed in the previous encounter to get away from the Indiaman Trader). A Sailing+FIT (5) test is required to get the dinghy … er … “yacht” into the water while under sail. Failure capsizes the di… yacht and forces the PCs to swim for shore. Swimming is a FIT test against 4S5-Fatigue (need 1 Mark or 5 Ticks to avoid all Fatigue). Vletta may opt to fly—but still faces a FIT test against 4S5-Fatigue for the long flight over the water.

Encounters: …The sound of arms and the tramp of feet…

The Indiaman Trader puts out a landing party who need to be fought on shore. There are 8 Toughs with intent to “capture or kill if necessary”.

Encounter: …Then he climbed to the tower…

The Lighthouse is located on the promontory overlooking the ocean. There is a steep, vertical drop on one side of the tower and a single pathway approaches from the opposite side. It is a long, steep climb. If taken slowly, there is no Fatigue. If under chase, make a FIT test against 4S3-Fatigue (need 1 Mark or 3 Ticks to avoid all Fatigue). Vletta may fly up the hill but faces the same FIT test.

When facing the Lighters, this needs to be played like a zombie movie. At first there are only one or two, then more show up, then more and more until there is an overwhelming crowd. The Lighters cut off escape down the road and force the PCs into the Lighthouse. If the PCs choose to be sneaky, they can creep past the Lighters into the Lighthouse and avoid a fight. Any loud noise—like a flintlock or a shout—draw out more Lighters. Once the PCs are inside, they are “out of sight, out of mind”. The Lighters who are not in direct line of sight stop pursuit. Sounds inside the Lighthouse do not attract the Lighters outside.

All Lighters attempt a Grapple+REF (4) maneuver if within range. This is an opposed test against Melee+REF or Brawl+REF on the part of the PCs. Whoever has the most sixcesses wins the test. If the Lighter wins, its next action is to make a Bite+REF attack. This is also opposed by the PCs, with REF+FIT. A successful bite causes the PC to become infected with the curse. The change is almost immediate. They shudder for a moment, then slump and become a “Shambler” or a “Sprinter” – GMs discretion.

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The only way to save the Lighters is to stop the curse.

If the PCs choose to make a “called shot” to the neck (to sever the head) or the heart (with a ranged weapon) the attack TN is 6. If it is successful, then the Lighter is dead (and cannot come back when the curse is lifted).

Lighters – Creeper

CHA: 0, INT: 0, PER: 1, WIL: 0, FIT: 2, REF: 1, DRV: 1, Move: 1/-, Grapple: 2, Brawl (Bite): 4. Damage: 10. TN to hit: 4

Creepers either have no legs or they are broken/rotten off. They drag themselves along the ground. They are harder to hit (+1TN) and slower.

Lighters – Shambler

CHA: 0, INT: 0, PER: 1, WIL: 0, FIT: 2, REF: 2, DRV: 1, Move: 1/3, Grapple: 3, Brawl (Bite): 4. Damage: 20. TN to hit: 3

Shamblers move slowly, but they are more substantial than the Creepers.

Lighters – Sprinter

CHA: 0, INT: 0, PER: 2, WIL: 0, FIT: 2, REF: 3, DRV: 2, Move: 3/9, Grapple: 3, Brawl (Nails): 4, Brawl (Bite): 4. Damage: 30. Nails: 3S4. TN to hit: 5

Sprinters faster and harder to kill, they also sport claws-like nails on their fingers. A wound inflicted by the nails hurts (+1TN for all actions) and festers. Eventually it will kill the PC and turn him into a Lighter—if the curse is not lifted—it is not immediate (like the bite).

Encounters: On a shadowy something…

On the first level of the tower is the old living quarters of the lighthouse keeper. It is in shambles and disarray. There is nothing of value here. The bedding is shredded and moth-eaten. The furniture is broken. Any Lighters who chased the PCs to the doorway must be dealt with here. There is a staircase that leads up to the next level. The shadows and swishing curtains in the wind, the recent fight or flight through the lighters, play on these elements and make the PCs spooked by every little shadow. WIL (5) rolls to avoid startling or crying out are appropriate.

Encounters: …Up the wooden stairs with a stealthy tread…

The best method of climbing the stairs is with stealth. Stealth+REF (4) allows the PC to sneak up and determine what is up the stairs.

This is where Narak lives. He is surrounded by 10 Lighters (6 Shamblers, 4 Sprinters). If the PCs were successful in sneaking up the stairs, they may continue to sneak up the stairs to the top. If they failed, then they are immediately noticed by the Lighters.

Narak

CHA: 1, INT: 2, PER: 3, WIL: 2, FIT: 4, REF: 3, DRV: 3, Move: 4/12, Grapple: 4, Brawl (Bite): 4. Damage: 50. TN to hit: 5

Narak still has some of his mind left. He can be talked to for some social drama. However, any mention of disabling the device sends him into a rage and he immediately attacks. If Torque mentions details of his home, Narak is distracted by old memories and won’t notice if PCs run up the stairs. While distracted, the Lighters around Narak won’t attack. Torque should notice the necklace around Narak’s rotting throat.

Scene 3: Disable the Device Disabling the device is impossible as long as it is lit. There is an invisible barrier that blocks all solid objects from reaching or touching the candle. Water cannot pass through the barrier. (The intent is that no obvious method of dousing the flame can work.) Some possible solutions include:

1) Vletta can create a wind that blows out the candle. Blowing it out cannot work.

2) An arm from one of the Lighters can pass through the barrier and knock the candle over (or douse it). (The dead flesh of the Lighters is the only solid material that can pass through the barrier.)

3) The floor under the device can be hacked out.

Once the candle is out, the device stops working and stops generating a barrier. It can then be dismantled with ease. As soon as the emerald is removed, the glass in the lighthouse windows explodes causing 4M4 damage to anyone in the upper level (this cannot be dodged). All the Lighters who can be released from the curse are released (some are too far gone to survive—GM discretion based upon encounters in the town as to which people might be saved.)

The emerald is hot to the touch—and causes burns—for anyone except the Captain. There are 15 gems around the emerald.

Scene 4: Return with Loot Leaving the Lighthouse the PCs find some (many?) Lighters who are disoriented and released from the curse. They have only vague, “fever-dream” type memories of their experiences. The PCs can take them home and attempt to negotiate rewards for their rescue—or leave them to their own fate.

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Encounter: The measured tread of the Indiamen

The Indiamen Trader returns to town looking for information on who disabled their precious (accursed) Lighthouse. The outcome of the encounter(s) is heavily dependent on the manner in which the PCs handled the scenario.

Epilogue The PCs gain notoriety for their actions. Positive reputation with the townsfolk—especially if they brought back the Lighters whose curse was lifted. Negative reputation with the West Indies Corporation—though how bad the reputation is depends on how the PCs handled the scenario. Torque can return to his homeland with Narak’s necklace to clear his honor. The Captain has loot (the emerald) which she can sell and distribute the proceeds amongst his crew—it is worth thousands of gold pieces. Helga is nowhere to be found. Her shop is closed and looks like it has been closed for decades—anyone in town who are asked about the shop tells the PCs that Helga died 12 years ago. She was the widow of the original caretaker of the Lighthouse. (Narak killed him before succumbing to the curse.)

This is the end of the Quick Start Rule-set for Sixcess. For additional information, please visit:

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