Typically used Special/Optional Rules from Md6

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This is a module for the RPG MiniSix (Md6), to go along with the base rules for the sake of playing tabletop adventure games in an age of fantasy inspired by the Mesolithic and Neolithic ages, and “Stone Punk ,” ficon such as Far Cry Primal . Typically used Special/Oponal Rules from Md6 > Aributes may be purchased up to 5D, but all pips/dice over 4D cost double. This is more to keep to feel of what it is to be human in an inherently dangerous and wild world where the simplest animals—to us—are to these characters dangerous demons and manifestaons of the cruelty of nature. Man does not oſten rise above in this seng, and aribute purchasing should, to some degree, reflect that. > A modified version of Tradional OpenD6 Might Damage (½ Might or Liſting—whichever is higher— aſter ignoring pips; even-numbered Might/Liſting scores result in half-die plus one pip; no lower than 1D Might Damage). This provides lethal and tense combat with weapons, but does not mean that each strike is an exceponally harmful one unless proper dangerous weapons are in use. It may effect one's ability to defeat a foe with unarmed strikes—and that might mean something important in a stone-age seng—but it means that instead of trying to simply pound someone to death with your fists, you're more encouraged to grapple and do things like snapping necks to kill in a brawl. it is relavely well-tested and does not oſten provide a gameplay issue. See the table below for the exact formula on d6 Stone Might Damage. If Might or Liſting Skill is… ...then Might Damage is… 1D 1D 2D 1D+1

Transcript of Typically used Special/Optional Rules from Md6

This is a module for the RPG MiniSix (Md6), to go along with the base rules for the sake of playing tabletop adventure games in an age of fantasy inspired by the Mesolithic and Neolithic ages, and “Stone Punk,” fiction such as Far Cry Primal.

Typically used Special/Optional Rules from Md6> Attributes may be purchased up to 5D, but all pips/dice over 4D cost double. This is more to keep to feel of what it is to be human in an inherently dangerous and wild world where the simplest animals—to us—are to these characters dangerous demons and manifestations of the cruelty of nature. Man does not often rise above in this setting, and attribute purchasing should, to some degree, reflect that.

> A modified version of Traditional OpenD6 Might Damage (½ Might or Lifting—whichever is higher—after ignoring pips; even-numbered Might/Lifting scores result in half-die plus one pip; no lower than 1D Might Damage). This provides lethal and tense combat with weapons, but does not mean that each strike is an exceptionally harmful one unless proper dangerous weapons are in use.

It may effect one's ability to defeat a foe with unarmed strikes—and that might mean something important in a stone-age setting—but it means that instead of trying to simply pound someone to death with your fists, you're more encouraged to grapple and do things like snapping necks to kill in a brawl. it is relatively well-tested and does not often provide a gameplay issue. See the table below for the exact formula on d6 Stone Might Damage.

If Might or Lifting Skill is… ...then Might Damage is…

1D 1D

2D 1D+1

3D 2D

4D 2D+1

5D 3D

6D 3D+1

And so on...

In some d6 modules—like d6 Bushido—where the “high skill rolls increase damage,” rule is not only active, but expected to fit the tone of the setting, this rule is more necessary. As for where d6 Stone stands, this might be different: d6 Bushido is about exceptionally skilled larger-than-life characters using deadly steel and iron weapons as extensions of their own body for maximum effect.

There is little room for graceful cleaves of singing steelblades in an era of clubs, slings, spears, and stone axeswhere cunning and stealth followed by overwhelmingforce was the order of the day. As such, you mightdecide that this rule is not appropriate, as this d6Might Damage rule works best when paired with highskill rolls increasing damage; that just might not feelright in stone-age fantasy. For the writer of thismodule, this rule will only be used upon agreement bythe group as a whole

> High rolls increase damage: for every full three (3) orfour (4) points—to be chosen by the GM or groupbefore the game—an attack roll succeeds by, add +1 tothe damage of the attack. This is best used whenpaired with the d6 Might Damage as listed above, butit might not fit with the simple cold brutality of combatin d6 Stone: manuscripts and fighting schools were notyet developed, and any skill came through trial-and-error; both at home, on the hunt, and on thebattlefield; and only one of those three environmentsallowed room for error. If you do not use this rule, wesuggest also doing away with the above Might Damagerule. The writers of this module do truly feel that pairof rules work best when put together. If your group wants to use this rule without Might Damage, then prepare for an inherently more lethal game.

> Characters who wish to purchase perks spend ten (10) character points to do so, and discuss it with theGM; who will either come up with a minor plot or quest to justify it. Characters wishing to “buy off,” one of their complications must do the same, but with twenty (20) character points instead. It is suggested that the plot or quest in question be of more significance than one that would allow for a perk.

> Characters dual-wielding melee weapons may choose from the following: to strike with both weapons in a sort of hammer-blow, adding +1D to damage of striking with a single of the weapons, but incurring a

starting -2D Multiple Action Penalty (MAP) instead of -1D for the following actions of that round; or being able to strike with both weapons in separate strikes, but doing so incurs a starting -3D MAP insteadof -1D. This particular rule is in testing, and subject to change.

> Mounted character charging enemies add their mounts Move (Agility or Running skill, if the mount is a creature) to their attack and damage rolls. This is not counting attacks made by the mounts, which act ontheir own statistics. Mounted characters that are not charging still add +1D to their attack and damage rolls when fighting someone who is not mounted, to in some way show the benefit of attacking a foe from such an advantageous position.

> Aside from the two points above, d6 Stone games will also use the All-Out, Lunge, Knockdown/Push, Tackle, Blind/Blinded modifiers, Attacked When Blind or From Blind Spot modifiers, and various Grab rules from OpenD6 Fantasy, pages 68-69. They also use the Break Things, Disarm, Escape, Hit Location Called Shots, Knockout, Prone & Crouching, and Quick Draw rules from OpenD6 Fantasy, pages 69-70, and the Surprise rule from page 71.

> See the Martial Arts section below for the custom rules on universal martial arts moves. These are available to anyone with training in Unarmed Combat—provided their skill level meet the requirement for the move in question, noted in parentheses next to the move in question.

> Characters with access to sorcery may cast as many spells per period between full rests as they have dice in their Magic skill; without penalty, as written in the Md6 rules. Any castings past this number—butbefore a period of appropriate rest, hereafter referred to as a Stressed Spell—must be resisted in the following way: a Stamina check that must beat the TN of the Stressed Spell being cast (if the spell is successful) or the Magic roll made by the caster (if the spell failed). Upon a failed Stamina roll, the caster takes a Wound Level (to be added to any already on the character).

Sorcerers may use Stressed Spells (such as Heal) to try and cure these Wounds if they so choose. Spells cast and sustained through a single continuous Concentration count as a single casting for the sake of spells allowed before they become Stressed.

> Maintaining a Concentration on a spell adds a MAP as normal, but the die penalty is not a blanket -1D. Instead, please consult the number in parentheses following the keyword Concentration in the spell description (in the attached Spellbook document).

Attributes and Skillsd6 Stone relies mostly on the skills presented in Md6, though a few have been shuffled around to different “parent,” attributes—all weapon skills acting under Agility, for example—and a few new ones have been added.

>> Might> Climbing, Lifting, Running, Stamina, Swimming

>> Agility> Acrobatics, Axe/Club, Bow, Dodge, Knife, Pole Weapons, Riding, Sleight of Hand, Slings, Stealth, Sword,

Throwing, Unarmed Combat

>> Wit> Artist, Building, Crafting, Cultural Scholar, Gambling, Geology, Healing, History, Magic, Navigation, Reading/Writing, Religion/Occult, Search, Survival Scholar, Tracking, Traps

>> Charm> Animal Handling, Bluff/Con, Command, Disguise, Intimidation, Local Knowledge, Persuasion, Trading

PerksAny of the Md6 perks should theoretically work perfectly fine, though we suggest the Esoteric Perks be left out of this game with the exception of Sorcerer (to be covered below). Adding too much superhero-level outrageousness may take away from the general simple, yet elegant, tone of man against nature.

There is one new perk. “Rapid Casting: the sorcerer may now attempt to cast spells as a Reaction, while still incurring traditional Multiple Action Penalties. The target number of the spell being cast as a Reaction increases by five (5) or ten (10) based on GM's discretion of the spell's power unless otherwise stated in the spell's description. Rule Zero also grants the GM final say on what spells may be used as a Reaction; even those spells that have Reaction clauses in their descriptions.”

ComplicationsAs with perks, most complications should be perfectly fine. However, Gremlins is one that should likely be left out. Most technology in d6 Stone will be very, very simple; having someone with bad luck as far astechnology goes in a setting like this is somewhat nonsensical.

MagicSorcery in d6 Stone should likely be treated as it is in more stereotypically dark-themed “sword and sorcery,” styled games. Magic is a part of the primal and natural world after all, something not to be trifled with lightly—if at all. In d6 Stone, magic should be treated with a near-religious quality. It's the work of medicine men, witches, people who are either pillars of the community or vagabonds that the everyone else sees as dangerous and vicious.

If possible, many cultures should likely do spells through spirit trafficking. This keeps in with the theme ofwild animism being the law of the day in a Mesolithic- and Neolithic-inspired world. Maybe your character doesn't just bless others when casting Bless. Maybe they call upon a spirit of the wild to give their friends aid, and that spirit decides to intervene on their behalf.

For taste, it's also suggested that even the simplest spells require an actual ritual unless the caster's Magic skill is above a certain score (5D or 6D). This is by no means a blanket rule, but it does help maintain the feeling of the world in question; making the idea of man struggling to bring to bear the forces of nature in an era where we aren't past stone tools very clear-cut and crisp.

Sorcerer's Tools from the Md6 book would also work differently. Maybe the Cloak is instead a mantle of raptor feathers or the cloak of a saber-tooth tiger. Maybe the Crystal Ball is instead a set of carved bones

or stones. Maybe the Magic Wand is a heavily-engraved pipe or club. The Spell Staff can likely stay the same; after all, even prehistoric peoples found out how a walking stick worked.

Please see the attached Spellbook document for the list of spells in d6 Stone. Keep in mind that the GM has final say on exactly what spells may be used.

Martial ArtsAs strange as it sounds, advanced martial techniques are a thing in a world as primal as d6 Stone. There are multiple Stone Age/Tribal cultures with their own specific martial arts—the ancient Hawai'ian art lua or okichitaw, based on the Plains Cree Native American's fighting style, come to mind—and this section will cover some of the universal techniques that can be used by anyone proficient enough (skill dice requirement is noted in parentheses next to the move in question; moves noted as “Any,” can be attempted by anyone, whether or not they have the Unarmed Combat skill). Keep in mind that these moves are universal because they can be self-taught by anyone with sufficient skill or talent. Cultures in your game might have very specific moves that grant mechanical bonuses, and as GM you are free to create those as you see fit.

First, we should determine exactly how grapples work; as many of these moves rely on them. A grapple is instigated by an opposed Unarmed Combat test: to the victor goes control of the grapple. Someone who is subject to a controlled grapple has limited options. Those are almost exclusively attempting to break free or gain control of the grapple (both of which require an opposed Unarmed Combat or Might test) or an attempt at trying to gouge or harm the character in control (an Unarmed Combat or appropriate weapon use skill at -2D to hit and -1D to damage). Characters in control can keep control, tryto use any weapons on hand (at -1D to hit), try to use a martial arts maneuver, or of course, choose to release the grapple at any time. As always, feel free to discuss with your GM if an option not covered by these—admittedly, loose—rules presents itself.

> Arm Pin (5D)> Upon a successful Unarmed Combat opposed test, the instigator grabs his target's arm and forces it

around behind them, pinning it there. After the first round, if the pinner still has control of the resulting grapple (the pinee suffers a -2D to breaking the grapple attempt) the instigator has three choices in how to further act with the arm pin:> Option 1 – The character does his Might in damage for each round he has the arm pinned.> Option 2 – The character tries to break the opponent's arm. Upon a successful Might opposed test (thecharacter in the arm pin does this at -2D), the arm is broken (this is usually expressed as at least one Wound level alongside the character being unable to use the arm until it is fixed).> Option 3 – The character may attempt to force the opponent to the ground or in a direction they choose, using the pinned arm as leverage. Upon a successful Unarmed Combat or Might (user's choice) opposed test (the character in the arm pin does this at -2D), the pinner may chose to move the pinee as desired.

> Choke (3D)> Upon a successful Unarmed Combat opposed test, the instigator is in a controlled grapple against their foe, and is using ropes or their body to cut off their target's source of air. Damage done as long as this controlled grapple is maintained is Might plus any modifiers (or weapon damage, when appropriate), once per round.

> Disarm (4D)> Upon a successful Unarmed Combat test against their opponent (who uses their appropriate weapon skill), the target has been disarmed of one weapon or item they are holding. If the attempt won by ten (10) points or more, the instigator gains possession of the weapon. If won by below ten (10) points, the weapon or object falls 1D meters away.

> Elbow or Knee Smash (3D)> Upon a successful Unarmed Combat attack, the strike in question does Might plus 1D damage.

> Flip/Throw (3D)> Upon a successful Unarmed Combat opposed test, the instigator reaches out, grabs his opponent by the wrist, arm, leg, similar body part, or clothing/equipment and jerks violently, causing the opponent to fall to the ground or onto a piece of the set. The opponent takes 3D Damage from slamming into the ground/set, and is prone. Getting up from prone takes an action.

> Head Butt (Any/3D)> This move works as Elbow or Knee Smash, but may be done when bound or held at no penalty. If the character has less than 3D in Unarmed Combat, they must also soak 3D damage.

> Multiple Strikes (4D)> Upon a successful Moderate (11-15) Unarmed Combat test, the user may take a second Unarmed Combat strike at no Multiple Action Penalty.

> Neck Snap (5D)> Upon a successful Unarmed Combat opposed test when in a controlled grapple (or upon an unsuspecting target), the target must soak damage equal to the user's Might plus 3D.

> Power Block (5D)> Upon a successful Moderate (11-15) Unarmed Combat test, the user rolls Unarmed Combat to block

(even if using static defenses in your game) and does Might plus 1D damage if the block is successful.

> Reversal (4D)> Upon a successful Moderate (11-15) Unarmed Combat test, the user not only ignores any penalty when in a grapple they do not have control of, but gain +2D to their next attempt to take control or breakfree of the grapple in question.

> Slam/Pile Driver (Any)> Upon a successful Unarmed Combat opposed test, the instigator grabs or picks up his opponent and hurls him into the ground, a wall, a bus, or another obstacle. Lifting the opponent up counts as an action (using the Lifting skill), as does slamming or throwing the target (which uses the Throwing skill). The character must be strong enough to pick his opponent up to use this maneuver. Once slammed into an object, the target takes damage equal to the Toughness of the object plus the thrower's Might. The object being slammed into takes the Might of the throwee. If the throwee is thrown into the ground, they take the thrower's Might plus 2D.

EquipmentOne of the things to remember about equipment in d6 Stone is not only how difficult it was to get actual “adventurer's equipment,” but also how pretty much everything in a Mesolithic/Neolithic-inspired setting would rely upon either: getting the ingredients for whatever you want yourself and making them, or trading something to someone else so that they'll give you what you want.

Melee Weapons> Axe; Boomerang; Hatchet; Tomahawk +2D (Axe/Club Skill)> Club; Mere +1D+2 (Axe/Club Skill)> Fixed-Ball Club; Shillelagh; Stone-Headed Mace +2D (Axe/Club Skill)> Garrote; Olona Stangle-Cord +3D* (Unarmed Combat Skill)> Great Club; Taiaha; War Oar/Hoa +3D (Pole Weapons Skill)> Knife; Hand Spike +1D (Knife Skill)> Macuahuitl; Lei-o-Mano; Stone Pick; Nifo'oti/Fa'alaufa'i +2D+2 (Sword Skill)> Net; Hook; Tripping Weapons +1D** (Pole Weapons or Throwing Skill)> Spear; Tepoztopilli; Pololu +2D+1 (Pole Weapons Skill)> Staff; Long Knot Club; Walking Stick +1D+1 (Pole Weapons Skill)> Stone, Fist-Sized +1D (Unarmed Combat Skill)

*Only when applied in a grapple that the user has control of or to a surprised foe.** Upon a successful attack, nets, hooks and other tripping weapons not only do +1D damage, but they also entangle the target hit, causing an inherent -2D penalty to any actions taken and their movement is cut in half until the target frees itself. If the weapon user still maintains hold of the weapon in an effort tokeep their target trapped, the target cannot free themselves unless they win an opposed Might test.

Ranged Weapons> Atlatl; Spear Caster +2D+2 (0-10/70/140) (Throwing Skill)> Blowpipe 1D* (0-10/20/40) (Throwing Skill)> Bolas +1D** (0-10/25/50) (Sling Skill)

> Boomerang; Olo Moe; Rungu Club; Tomahawk +2D (0-10/60/120) (Throwing Skill)> Bow, Hunting +2D (0-10/100/200) (Bow Skill)> Bow, War +3D (0-15/120/240) (Bow Skill)> Dart +1D (0-10/30/60) (Throwing Skill)> Sling +1D+2 (0-10/110/220) (Sling Skill)> Spear (Throwing); Javelin +2D+1 (0-10/20/40) (Throwing Skill)> Stone (Throwing) +2 (0-10/25/50) (Throwing Skill)

*Blowpipes were barely ever used to kill by themselves: they were more often used for the application ofpoisons and venoms. Upon a hit, if the skin is breached, then apply the appropriate toxin. Use of the Throwing skill is to mimic needing to aim appropriately.**Upon a successful attack, bolas not only do +1D damage, but they also entangle the target hit, causing an inherent -2D penalty to any actions taken and their movement is cut in half until the target frees itself.

ArmorPersonal protection in stone-age-inspired fiction is primarily built around historical models, but there is a degree of fantastical inspiration.

There are historical examples of body armor made of quilted cloth (the Aztec examples are cotton), bone(the Cheyenne Native Americans were known for their bone cuirasses), hide and leather, wood (another Native American implement), and wicker or woven tree/plant fibers (commonly used in Central America and the Polynesian Triangle). Helmets are typically made of some kind of hardwood, bone, or—in some instances—hollowed gourds like the Hawai'ian ikaika. Certain instances, like the stone armor, are purely fantastical; to the author's knowledge. Considering it gives a benefit similar to a full set of chainmaille in MiniSix (using a much heavier material) certain penalties are applied to keep its use grounded and internally consistent.

Armor cannot be layered; if wearing multiple kinds of armor, use the one with the highest value; unless ahelmet is added, in which case its value is added.

The primary reason is historical precedence and the sense of realism that is based within. Yes, d6 Stone is a game meant to accommodate an unrealistic anachronism of spirits, dinosaurs, and Ice Age creatures alongside homo sapiens, but there is a basis in historical consistency. Frankly speaking, there are no

outstanding examples of the below armors being combined in a fashion that would justify a combination.

The other smaller reason is game balance, and how this goes along with the tone of the game. d6 Stone is an age where weapons trumped armor in near every way. Either cultures couldn't wear enough due to weight, they couldn't find a proper material, or what they did find wasn't effective enough; when men fought, it was brutal unless there was a cultural concept—counting coup, for example—that prevented bloodshed. There's a tone of fights putting emphasis on primal skill and strength, not putting emphasis on who's better at combining his sets of armor.

Say your warrior wears armor in the Cheyenne Dog Soldier style: a bone cuirass with leather leggings. Because his bone armor is the highest armor value, +3 (or +1D, depending on your party's style of play) iswhat your character uses. Your champion wear leather under his stone armor to prevent chafing? Then +6 (+2D) is used. If the former warrior has a helmet, his armor is increased to +5 (+1D+2). The latter would increase his armor to +8 (+2D+2) with a helmet—a formidable defense indeed, if he's strong enough to bear the burden!

The kind of armors to be found, and their respective scored to add to soak (with alternate die codes in parentheses), are:> Hide +1> Leather +2> Bone; Wood +3 (+1D)> Quilted Cloth +4 (+1D+1)> Woven Fibers +5 (+1D+2)> Stone* +6 (+2D)> Helmets +2

*If someone with Might less than 3D+2 tries to use this armor, they suffer -2D to Agility and all Agility-based skills. Those with Might between 3D+2 and 4D+2 suffer -1D to Agility and all Agility-based skills.

ShieldsHand-held protection in stone-age-inspired fiction is primarily built around historical models, just like body armor. Some of the greatest examples are of layers (or a layer) of hide built around a wooden frame, but there are examples of wicker, wood, and woven fiber shields. The Hawai'ians in particular are famous for using woven coconut and tree fiber cloaks decorated with bird feathers are protection againstprojectiles and other incoming blows. For a more fantasy bend, don't be afraid to use things that are conceivable, if not historically used: why wouldn't your plains people champion use a horse skull with a wooden frame for easier holding? Why wouldn't your island people use the shells of hunted or found-dead sea turtles? Or hollowed sections of half-trunk from banana trees?

When used, shields offer anywhere from a +2 to +4 (+2 to +1D+1) bonus to the Parry defense (or to skill checks at parrying, if using Traditional Od6 combat). For calculations, use Unarmed Combat as the skill in question for Parry if wielding only a shield. Shields may also be used in Block defense instead, relying on their ability to simply take any incoming damage instead of deflecting it, as most people tend to instinctually use shields.

Shields also allow warriors to use their Block (and Parry, at GM's discretion) defenses against incoming projectiles instead of just their Dodge defense, making them far more valuable to slower-moving

fighters; or anyone who is simply not good at dodging.

Miscellaneous Equipment of the d6 StoneThe following list is not a shopping list of Mesolithic/Neolithic- or Ice Age-inspired goods available from the local trader. Generally speaking in d6 Stone, every adult can manufacture all of the items on this list, given time. The Crafting skill is there to represent the idea of how some people are able to place more artistry into their work, or how some can do it faster and more deftly than others, but at the end of the day any clansman can make a baseline variant of these items with adequate raw materials and time. No one can afford not to learn the skills of stone-knapping, bone- and wood-working, and basic weaving.

This being the case, there is typically no real currency in basic d6 Stone. Items may be bartered for other items, for food, or for favors, but only on an ad hoc system based on the needs and generosity of the individuals involved. All of that should be handled in-game. For more “advanced,” stone-punk cultures inspired by the larger historical empires, precious stones or specialized carved or natural tokens might suffice. Some PNG peoples traded with shells, for example. The Aztecs used cacao beans and Quachtli.

To assess the relative value of every-day items, consider how long it takes to make them. Each item will have a general time frame of how long a normal “untrained,” (in the sense that they do nothave Crafting) person can craft them—taking into consideration things like time taken to eat, sleep, and relax/socialize with the clan, things that are allimportant—to give a sense of scale. If the person devotes all of their waking hours to getting this done, then cut the time listed in half.

Crafting obviously makes it easier, and someone who can pass a Moderate to Difficult test (depending on the complexity of the item being made) will typically cut that time down to half or even to a quarter; or perhaps they will add an

entirely new layer of artistic quality, if they choose to keep taking their time.

Keep in mind that the clan supports each other. If you need something that the clan or tribe may already have in abundance (flint cores for creating tools, animal bones and cured hide for weapons) then you cantrade for what you need. Only a reputation as an unreliable layabout, a personal squabble, or some other bad quality should prevent fellow clansmen from trading with you.

Special thanks goes to the roleplaying game Totem: Ice Age Roleplaying in a World of Spirits for filling in some of the miscellaneous item blanks and providing excellent inspiration for this module as a whole.

Miscellaneous items and equipment that can be found and made in d6 Stone include:> Animal Hide (2-4 days)> Armors and Helmets (4-12 days)> Arrows (10) (6-12 hours)> Bag, Leather (2 days)> Belt, Leather (2 days)> Blowing Horn, Wood, Shell, or Bone (2 days)> Boots/Foot Wrappings (3 days)> Cap/Bonnet, Fur (2 days)> Carved Eating and Drinking Ware (8-24 hours per)> Cloak, Sheepskin/Fur (4 days)> Cloak, Textile (5 days)> Comb, Bone (2-10 days)> Coracle, Wood & Hide (15 days)> Dugout Canoe, 3-Man (1-2 months)> Fire Bow, Wood & Sinew (6-12 hours)> Fish-hook, Bone (4 days)> Flint Sparker (2-6 hours)> Flint Tools: Borer, Chopper, Hammer, Scraper, Slicer (8-16 hours per)> Frame Pack, Wood or Bone (1 day)> Grappling Hook/Claw (2-3 days)> Healing Herb Remedy (1-4 hours)> Leather Strips (2 hours if leather is available)> Leggings, Pants (3 days)> Mittens, Fur (2-3 days)> Needle, Wood or Bone (2-6 days)> Pack, Leather (3 days)> Paints & Pigments (8-24 hours)> Paints & Pigments “Set,” (10 days)> Pick, Deer Antler (2 hours)> Rations, Dried (1 day per day of rations food preparation; only moments to assemble per day)> Rope, Plant Fibers (8 hours per meter)> Shields (2-4 days)> Shovel, Shoulder-Blade (6 hours)> Sledge, Wooden (2 days)> Sleeping Furs (3 days)> Tent, Leather and/or Furs, 1-Man (4 days)> Thread, Sinew or Plant Fibers (8 hours per meter)> Torch, Wooden, Lasts One Hour (1 hours if strips are available)> Trinkets (6-24 hours)> Tunic, Fur/Hide or Leather (3 days)> Waterskin, Leather (2 days)> Weapons (2-10 days)

Example Characters

Here are a handful of heroic level PC or NPC examples—some with experience under their belts compared to typical starting PCs; already relatively slightly above-average people. If using this section fora human bestiary, keep in mind that trimming some dice/pips from Attributes or Skills would yield more common opponents: each of these characters are either the same as or a bit above a starting Md6 PC (12D distributed to Attributes and 7D separated amongst skills and perks) in their skill and perk dice.

>> A Serious Hunter (12D Attribute Dice; 7D Skill Dice+ 4D Perks Skill Dice)> Might 3D+2, Agility 3D+1, Wit 2D+2, Charm 2D+1> Skills: Lifting 4D, Running 4D, Stamina 4D, Bow 4D+1, Dodge 4D, Knife 3D+2, Stealth 4D+1, Crafting 3D, Search 3D+2, Survival Scholar 3D, Tracking 3D+2, Traps 3D> Perks: Daredevil, Perceptive> Complications: Personal Code> Might Damage: 2D+1> Static Defenses: Dodge 12; Block 10; Parry 11(Knife), 10(Spear); Soak 11(12)> Equipment: Hide (+1), Knife (+1D), Spear (+2D+1), Hunting Bow (+2D) (x20 arrows), Cloak (Sheepskin), Clothes, Flint Sparker, Pack (Leather), Rations (x4 days), Sleeping Furs, Waterskin

>> A Respected Medicine Man (12D Attribute Dice; 7D+2 Skill Dice+ 3D Perks Skill Dice)> Might 2D+1, Agility 2D, Wit 4D, Charm 3D+2> Skills: Knife 2D+2, Sleight of Hand 3D, Artist 4D+2, Crafting 4D+1, Cultural Scholar 4D+2, Healing 5D, History 4D+1, Magic 5D, Religion/Occult 4D+2, Bluff/Con 4D, Command 4D, Persuasion 4D+1> Perks: Sorcerer> Complications: None> Might Damage: 1D+1> Static Defenses: Dodge 6; Block 6; Parry 8; Soak 7> Equipment: Knife (+1D), Feather Mantle (the Cloak), Seeing Stones (the Crystal Ball), Carved Staff (the Spell Staff), Clothes, Fire Bow, Healing Herb Remedy (x3), Paints & Pigments Set, Tent (Leather & Furs), Waterskin> Spells: Banish, Beast Tongue, Bless, Clairvoyance, Curse, Dart, Dispel Magic, Divination, Heal, Summon Creature

>> A Wandering Tradesman “Adventurer,” (12D Attribute Dice; 7D Skill Dice+ 2D Perks Skill Dice)> Might 2D+2, Agility 2D+2, Wit 3D+2, Charm 3D> Skills: Stamina 3D, Axe/Club 3D+2, Dodge 3D+2, Sleight of Hand 3D, Artist 4D, Crafting 4D, Gambling

4D, History 4D, Navigation 4D, Search 4D+1, Animal Handling 3D+1, Bluff/Con 3D+1, Local Knowledge 3D+1, Persuasion 3D+1, Trading 3D+2> Perks: Lucky> Complications: None> Might Damage: 1D+1> Static Defenses: Dodge 11; Block 8; Parry 11; Soak 8> Equipment: Wood Armor (+3), Club (+1D+2), Cloak (Sheepskin), Clothes, Flint Sparker, Flint Tools (Hammer, Slicer), Frame Pack (Wood), Needle (Bone), Pack (Leather), Rations (x4 days), Shovel (ShoulderBlade), Tent (Leather and Furs), Thread (Sinew), Torch (x2), Waterskin

>> A Dangerous Veteran/Champion Warrior (12D Attribute Dice; 7D Skill Dice+ 0D Perks Skill Dice)> Might 4D, Agility 3D+1, Wit 2D, Charm 2D+2> Skills: Lifting 5D, Running 4D+1, Stamina 4D+1, Axe/Club 4D+1, Dodge 4D, Pole Weapons 3D+2, Stealth 3D+2, Throwing 4D+1, Unarmed Combat 4D, Healing 2D+2, Command 3D, Intimidation 3D> Perks: None> Complications: Enemies> Might Damage: 3D> Static Defenses: Dodge 12; Block 12(14 with just shield); Parry 13 OR 15(Axe/Club OR Axe/Club, & Shield), 11 OR 13(Pole Weapons OR Pole Weapons & Shield); Soak 12(17)> Equipment: Woven Fibers Armor (+5), Leather & Wood Frame Shield (+2), Boomerang (x2) (+2D Melee and Thrown), Spear (+2D+1 Melee and Thrown), Knife (+1D), Clothes, Flint Sparker, Flint Tools (Hammer),Needle (Bone), Pack (Leather), Rations (x4 days), Sleeping Furs, Thread (Sinew), Waterskin

BestiaryHere are stat blocks for a few classic and supernatural foes that some might face in d6 Stone. Keep in mind that the Md6 book has a fair amount of animals like elephants, bears, and wolves in its own bestiary. This should be considered when crafting adventures, as most of the foes your PCs are likely to face in d6 Stone are going to be flora and fauna. Most of the time, people are willing to work together against the greater nature—unless the motherless dogs are from a rival tribe and/or are untrustworthy or dishonorable people!

Also remember, that when creating your own creatures or spirits for d6 Stone, don't be afraid to create your own perks and complications that allow your creature to feel more genuine in the context of the world you are putting together. Many of these perks may be attacks, but don't let that be the only attack.If a mammoth is striking out behind with its legs, those do not use its Tusk Maul perk, for example.

>> Elk (+0D Scale)> Might 4D+2, Agility 1D+2, Wit 0D, Charm 1D> Skills: None> Perks: Antler Maul (+2D Damage)> Complications: None> Might Damage: 2D+1> Static Defenses: Dodge 5, Block 5, Parry 5, Soak 14

>> Horse (+0D Scale)

> Might 4D+1, Agility 3D, Wit 0D, Charm 1D> Skills: Running 5D, Stamina 5D+2> Perks: Hoof Kick (+2D Damage), Trample (+3D Damage, must be used against targets under Horse)> Complications: None> Might Damage: 2D+1> Static Defenses: Dodge 9, Block 9, Parry 9, Soak 13

>> Saber-Tooth Tiger (+0D Scale)> Might 5D, Agility 3D+2, Wit 0D, Charm 1D> Skills: Unarmed Combat 5D+2, Stealth 4D+2, Tracking 4D> Perks: Tiger Fang Maul (+3D Damage)> Complications: None> Might Damage: 3D> Static Defenses: Dodge 11, Block 16, Parry 11, Soak 13

>> Mammoth (+2D Scale)> Might 5D, Agility 1D, Wit 0D, Charm 1D> Skills: Stamina 5D> Perks: Tusk Maul (+3D Damage)> Complications: None> Might Damage: 3D (+5D against 0D creatures)> Static Defenses: Dodge 3, Block 3, Parry 3, Soak 15(21 against 0D creatures)

>> Spirit of the Wind (0D Scale)> Might 5D+1, Agility 3D+2, Wit 2D+2, Charm 3D> Skills: Dodge 6D+2, Unarmed Combat 5D+1> Perks: Regeneration, Whirlwind (Targets hit by an Unarmed Combat attack must make a Might check TN15 or be launched into the air, taking 2D falling damage. If this happens, make an Agility check TN20 or drop items in hand), Fly (Movement 30)> Complications: Weakness to Earth (+2D damage from magical or otherwise earth-based attacks)> Might Damage: 3D> Static Defenses: Dodge 20, Block 16, Parry 11, Soak 16

>> Minor Spirit of Malevolence or Trickery (0D Scale)> Might 3D, Agility 2D+2, Wit 3D+1, Charm 5D> Skills: Dodge 4D+2, Unarmed Combat 5D, Persuasion 7D> Perks: Regeneration, Speaks All Languages> Complications: None> Might Damage: 2D> Static Defenses: Dodge 14, Block 15, Parry 8, Soak 9

Adventure Seeds> One of the clans is upset and has fallen out with the other clans in the tribe. It has moved to another campsite nearby, and you are chosen as ambassadors to sort out the grievance. While on the way, you stumble upon the dead body of one of the upset clan, and they've decided not only to meet you half

way, but they just discovered you with their dead!

> There is an evil spirit preying on the tribe, a monster or werewolf that appears as a friendly stranger by day, but who—at night—stalks the land, killing the unwary. Can you unmask him before your tribe is wiped out; either by the monster, or by enemy tribes taking advantage of your dwindling numbers and bad fortune?

> A child from the tribe has run away, and is trapped in a cave. The occupants of the cave—a family of lions—have arrived to spend a day or so there. Can you get to the child before it is noticed? Remember, harming one lion is like to bring the pride upon you.

> Invasion! Upon a hunt, your party sees a massive group of men, all armed for war. Upon just escaping and mobilizing your clan, thegreater tribe meets and you hearstories from all over: these men,all claiming to serve the samechief, are slaughtering andburning everywhere they go!What will you do in the face ofsuch imposing opposition? Willyou let your tribe be driven fromits home, seek an audience withthis so-called “emperor,” or willyou find another option in themire of uncertainty?

> Mysterious thefts plague thetribe, and important membersare finding themselves struckwith sickness. An outcast or exileis preying on the families, andmisfortune is running rife. Is hejust trying to survive? Or is he something more ominous—the rumored missing witch doctor from a rival tribe?

> An albino deer, a holy spirit, has been spotted in a high valley. At the request of the medicine man, you have been sent to get some of the fallen antlers the spirit has shed. Beware, however—a failed or overly clumsy excursion will not only attract the foul attention of the spirit, but also that of the rival tribe who claims the valley!

> The clan is being stalked by a solitary saber-tooth tiger who attacks when it finds a straggler or undefended member. It seems to be intelligent. Is it the wrath of Fang, the Guardian Spirit of Predators? Communing with Fang at a special sacred spot may reveal the case for this terrible fate: the machinations of an exiled witch doctor from many years ago. He is seeking revenge on his home clan, and has a hidden lair that is protected by magic and his enthralled tiger.

> The river has turned red, and is undrinkable. You must discover the reason for this cosmic aberration

by journeying upstream. There, they find that the river flows from a cave in a gorge, a sacred grotto; and it has been infected by evil spirits! Your local medicine man does not know how to fix it, but he does know of a local witch who is feared by all. Perhaps—for the right price—she may be convinced to help.

> The weather and land turns bad; because of spirits or some storyteller's magic, no one knows. All they do know is that enemies of the tribe draw near, the chief is dead, and his heir—while a strapping, promising young boy—has no idea what to do or how to lead. He needs help. Will you maintain his line and help a young prince in need, or will you make a power play and try to lead the tribe yourself? Can you keep your people safe from those who mean harm? And, in the midst of all this purely human interaction, can anything be done—spirits appeased, magic cast—to make your land clean and healthy again?

> A tribeswoman is in a perpetual sleep, and the holy man says that her spirit has wandered away during her dreams. In fact, it has been captured! The holy man gives you a magical amulet to “sniff out,” the spirit of the woman, and points you out to the great hollow tree at the center of the Mist Maker's wood. Can you brave the homeland of this great spirit to bring this woman's soul back?