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QUICK START-UP RULES

Prepare yourself to enter the exciting universe of Metabarons:


The Roleplaying Game. This hand-out will help you learn to play
the game in only a few minutes. Read it, then ask the gamemaster
any questions you might have about roleplaying or how this game works.
By Peter Schweighofer

Roleplaying Basics

In roleplaying games, the action takes place in every-ones imagination. You dont use a board
or move tokens around. Instead, a person called the gamemaster leads the story, describing
each scene and setting to the players, who visualize the situation themselves. The players imagine what the scene looks like and how theircharacters would respond to the situations they
encounter. Thenthe players tell the gamemaster how they want to react.
Example: The gamemaster explains, Youre walking through a sub-level of Arcol 271, down grimy, garbage-strewn corridors caked with the humid odor of stale breath and machinery. A rather dapper looking
fellow emerges from a dark alley and asks if youd like to make a few extra kublars. He beckons you down
the alley. You followyou can always use some extra moneyand you quickly find yourself surrounded
by several tough-looking thugs. Its obvious your characters walked into some sort of trap. You might
try persuading or fast-talking the dapper looking fellow to let you go. You could try intimidating the thugs
by drawing a weapon and coolly threatening them. Or perhaps you just want to pull your sidearm and
start shooting awayand hope your character survives this encounter.

The players and gamemaster work together to create their own story, with the players characters as the
heroes. The game rules help determine what your character is capable of doing, while the gamemasters
plot creates settings, adversaries, and incidents to propel you along toward the storys exciting climax.
Everyones A Winner. Nobody wins or loses in a roleplaying game. Youre not competing against the other
players or the gamemaster. The characters must work together as a team to accomplish their goals, using
their various strengths and expertise to everyones benefit. The players work with the gamemaster to create an entertaining story.
Immerse Yourself in Your Character. You must rely on your imagination to fully enjoy the game. You
might adopt your characters accent and mannerisms while speaking in the game. You should only act
out scenes when they are non-threatening (for example, if your character tries conning someone, you
could have fun fast-talking him while playing your part). Remember, this is just a gamenever act out
violent scenes or make any physical actions others might consider dangerous or threatening.
Use Your Imagination. In the game your character can do whatever you can imagine someone like him
doing in that situation. If you can imagine it in the real world, or in the Metabarons universe, it can happen
in the game. Dont worry about going off the board, because there isnt one. Your gamemaster knows
how to keep the game story focused toward your goal.
Keep Things Moving. A good story doesnt slow down, it just accelerates toward the exciting climax. Dont
worry about the rules. Just tell the gamemaster what youd like your character to do, and the gamemaster will tell you what skills youll need and when to roll them.

How the Game Works

Each player gets a sheet that describes their character (the character sheet). This sheet shows your
characters strengths and skills. The gamemaster tells you when to roll the dice for certain skills
depending on what you want your character to do during the game. The gamemaster uses the rules to
interpret these die rolls to see which actions succeed and which fail. Die codes define your characters abilities and skills. Each die code represents the number of six-sided dice you roll when your character uses an attribute or skill (1D, 2D, 3D, 4D, 5D, etc.), and sometimes an added bonus of +1 or +2
you add to the entire roll.
Example: The scout Martius has an Agility die code of 2D+2, so if he tried juggling four balls at once,
hed roll 2 dice and add 2 to the total to get his score.

You follow this same procedure for skills, which are more specific rolls for certain tasks associated
with each attribute. For instance, the astrography skill is a more specific use of your characters
Knowledge attribute. All skills beneath a given attribute begin at that attributes die code. Some skills
are marked with higher die codes, representing areas the character improved through training or experience. If the gamemaster asks you to roll a skill you havent improved (youll see it has no new die code
next to it), just look up the associated attribute and roll that attributes die code. The higher you roll, the
better your character accomplishes the task at hand. When your character tries doing something, the
gamemaster chooses a difficulty number based on the tasks complexity. When competing against a
gamemaster-controlled character, you must beat this opposing characters skill roll. The gamemaster doesnt usually tell you the difficulty number you need to equal or beat to succeed. He wont
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usually tell you which tasks are easier and which are harder, though he might give you hints
(Hmmm, hitting that passing aircar with the magna-line is going to be pretty hard.).
Difficulty Number Example: Martius the scout is on his way to Klovat, a remote planet he
intends to explore. He wants to find some specific information about this world. Since Klovats a
remote planet, the gamemaster decides the player running Martius must roll 20 or higher to find
the information he needs. Since Martius has an astrography skill of 6D (pretty good!), he rolls 6 dice
and adds them up. He gets a 25 and beats the difficulty number. The gamemaster fills Martius in on
the information he remembers about Klovat.

Metabarons Task Difficulties


Difficulty Level
Very Easy
Easy
Moderate
Difficult
Very Difficult
Heroic

Difficulty #
15
610
1115
1620
2130
31+

Firearms Range
Point Blank
Close
Medium
Long

Opposed Roll Example: While exploring Klovat, Martius


encounters a strange and rather angry creature in its nest.
The glossglok lashes out at Martius with a barbed claw.
Although the creatures attack takes him almost by surprise,
Martius has just enough time to try avoiding the blow. The
glossglok makes a brawling roll of 11 to attack Martius: this
is the difficulty number he must equal or beat to dodge the
attack. Martius has a dodge skill of 3D+2, so his player rolls 3
dice and adds 2 to the total. He rolls a total of 16 and
manages to avoid the blow. The glossgloks barbed claw narrowly misses crushing Martius into shredded pulp.

Dont worry if this seems confusing right nowitll all become more clear one you start playing. The gamemaster keeps track of whos taking what actions and what skills everyones rolling. Dont be shy about
asking the gamemaster questions while you play.

Actions In A Round
For most actions and roleplaying, its not always important to keep track of how much time passes in
the game (game time, as opposed to real time). In certain situations like combat, however, game
time is broken into several turns, or rounds. One round represents about five seconds in game time.
Example: When the glossglok lashes out at Martius and the scout dodges, that action takes one round
(or about five seconds) in the imaginary game world, but in real time, it might take the player and
gamemaster three or four minutes to figure which skills to use, roll all the dice, and resolve the action.
Characters can make one action per round and roll the regular number of dice for the skill or attribute
they use. Characters can try performing more than one action in a round, depending on what the
player wants to do in a given situation. But the more your character tries doing, the more difficult
every action becomes. Each time your character tries accomplishing an additional task past the one
she can normally make in a round, she loses 1D from all her rolls that round.
Example: Martius just leaped back from the glossglok and wants to shoot back before it can attack
him again. To make sure he hits with his defense pistol, he decides to take two shots. His firearms skill
is 3D+2since hes taking two shots this round, he rolls 2D+2 for each shot (two actions, 1D per roll).

Just to make sure he doesnt get hit with that barbed claw, Martius decides hes going to take only one
shot at the glossglok and then dodge in the same round. His firearms skill is 3D+2, and his dodge is 3D+2.
Since hes taking two actions in one round, he has a 1D penalty to both rollshe rolls his firearms at
2D+2 and his dodge at 2D+2. If he decided to take two shots and dodge (three actions with a 2D penalty
to all rolls), hed make two firearms rolls at 1D+2 and his dodge roll at 1D+2.
The gamemaster will remind you about penalties for multiple actions during the game as you describe what your character wants to do each round (Youre shooting twice at the glossglok and dodging, so youll have a 2D penalty to all your rolls.).
Your character can also suffer from other penalties to his die codes to represent damage taken
during combat. Characters who are wounded suffer a 1D penalty to all die rolls until healed. If
wounded twice, the penalty rises to 2D. Characters who sustain enough damage to incapacitate
them pass out unless they can make a Moderate (15) willpower roll: those who make this roll act
with a 3D penalty to all rolls, can barely manage themselves, and need assistance from others.
Mortally wounded characters are on deaths doorstep and require serious medical help; they
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can do little on their own. The gamemasters helps keep track of damage your character sustains
and the various penalties involved with injuries.

Wound Levels
Stunned: 1D for all remaining actions this round and next round; a second stun moves the injury
status to wounded.
Wounded: 1D to all actions until healed; a second wound or stun on top of this makes the character wounded twice for a total of 2D on all actions.
Incapacitated: The character is injured and knocked out for 10D minutes, but may try to stay conscious
with a Moderate (15) willpower roll, making all actions with a 3D penalty.
Mortally Wounded: The character is near death; roll 2D each round, the
character finally dying if the roll is less than the number of rounds a characters been mortally wounded.
Character Damage Chart
Killed: The character is toast. Sorry.
Damage Roll Greater
Than Strength Roll By:
Effect:
First Aid
05
Stunned
Characters can heal others or themselves with some basic field proce610
Wounded
dures for treating wounds. Such attempts dont require a medbox (which
1115
Incapacitated
usually adds +2D to first aid rolls). Simply roll first aid (or Technical) to
1620
Mortally Wounded
treat wounds in the field:
21+
Killed
Injury Level

Difficulty

Stunned, unconscious
Wounded, wounded twice
Incapacitated
Mortally Wounded

Easy (10)
Moderate (15)
Difficult (20)
Very Difficult (30)

A successful roll heals the character up one level: for instance, a successful first aid roll on someone whos wounded would bring them back to stunned. A character using up a medbox adds +2D to her first aid roll. Characters
with any dice in medicine (adv.) may also add those dice to their first aid roll.

Character and Amarax Points


Each character starts out with a few possessions, plus 5 Character Points and 1 Amarax Points. You can
spend these points to improve your chances of success in really challenging and heroic situations.
Character Points: When you spend a Character Point, you get one extra die to roll when your character
tries to successfully accomplish a task. You may choose to spend this Character Point after youve rolled
(in case its a very important roll and you roll low, or you want to improve a total youve already rolled to
make sure its high). For example, if Martius needs a 10 to dodge that glossglock and only rolls a 7, he can
spend a Character Point and roll one more die, adding the result to his dodge total. You can use up to 3
Character Points to improve a rollas long as you have enough points to spend. You gain more Character
Points at the end of a game for completing goals and playing well. You can use them to improve your characters skills, and, if using psionics, use them to activate these amazing powers.
Amarax Points: When you use an Amarax Point, your character draws on his inner strength and spirit to
try and succeed. Hes risking part of his soul to do what he feels needs to be done according to his honor
code. If you decide to spend an Amarax Point, you must do so before making any die rolls. This doubles
the number of dice youd normally roll for one round only. Players usually save their Amarax Points to
accomplish particularly heroic feats. Once used, you lose the Amarax Pointbut you may earn it back at
the end of the game if you followed your code of honor.
Necro-Dream Point: Necro-Dream Points represent the negative influence in the Metabarons universe.

The Metabarons Roleplaying Game is available now at comic and hobby shops.
For more information check out our web sites or e-mail us at westendgames@mail.com
westendgames.com / metabarons.com
TM

D6 Legend - RR 5 Box 2345, Honesdale, PA 18431 - tel: (570)251-1550


2001 Les Humanodes Associs S.A. Geneva The Metabaron character was created by Alexandro Jodorowsky & Mbius.
The Metabarons and the Metabarons logo are trademarks of Les Humanodes Associs S.A., Geneva (Switzerland).
TM

Metabarons Skill List


AGILITY: A measure of how
physically articulate your
character is.
archaic weapons: Wielding
unpowered melee and ranged
weapons no longer widely used
in the universe. Its not just a skill,
its a way of life. It allows the user to roll 2
dice for every Character Point spent to
boost an archaic weapons roll against those
using melee or dodge to defend.
brawling: Competence in unarmed combat.
dodge: Slipping out of dangers way, whether avoiding an attack or a sprung booby
trap.
firearms: Shooting any gun one can carry,
even if it requires a tripod set-up to fire.
Covers everything from small Vipers to
shoulder-launched rockets.
martial arts: Proficiency in a more refined
hand-to-hand combat technique than brawling, it allows the user to roll 2 dice for every
Character Point spent to boost a martial arts
roll against those using brawling or dodge to
defend.
melee combat: Wielding modern handto-hand weapons (those using a power
source).
riding: Controlling and riding domesticated
mounts.
running: Running quickly while avoiding
obstacles and keeping from stumbling.
sleight of hand: Nimbleness with the fingers, including picking pockets and palming
items.
throwing: Hitting a target accurately with a
thrown item, including grenades, stones and
knives. (Using or modifying grenades as
explosives for special destructive effects
requires the demolitions skill.)
0-G maneuver: Maneuvering on ones own
in zero-gravity environments, including drifting through space in a vacuum suit, or
flying under ones own power.
KNOWLEDGE: Measure of a characters
intelligence.
aliens: Understanding of aliens not of the
characters own species and their physiology, customs, and history.
astrography: Familiarity with astrographic
features (planets, star systems, nebulae),
and general knowledge of any civilized elements present (settlements, industry,
government, orbital installations).
bureaucracy: Knowledge of and ability to
use a bureaucracys intricate procedures to
gain information, favors, or attain other
goals.
business: Comprehension of business practices and the monetary value of goods and
opportunities.
cultures: Understanding of the manners,
customs, and social expectations of different cultures.
intimidation: Using physical presence, verbal threats, and fear to influence others.
languages: Familiarity with and ability
to use various forms of communication, written, spoken, and non-verbal.
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scholar: Expert learning in a specific

area of study, though not a practical proficiency in that subject (a scholar of archaic
weapons would know details of them, but
couldnt wield them effectively without that
particular skill).
security regulations: Understanding of
how law enforcement organizations, regulations and personnel operate.
streetwise: Familiarity with criminal organizations, black markets, and other illicit operations.
survival: Knowledge of techniques for surviving in hostile, uncivilized environments.
tactics: Familiarity with deploying military
forces and maneuvering them to the best
advantage.

willpower: Personal ability to withstand


stress and temptation.
MECHANICAL: Aptitude for operating
mechanical equipment.
astro-nav: Plotting courses through space
using a vessels navigational computer interface.
comm: Effectively using communication
devices and arrays.
exoskeleton operation: Using personal
exoskeletons which augment ones performance with mechanical aids.
gunnery: Accurately firing weapons mounted on vehicles, space ships or within fortresses.
piloting: Flying air- or space-borne craft,
from aircars and fighters to transports and
battleships.
sensors: Operating scanner arrays to gather
information about ones surroundings.
shields: Deploying and redirecting shields
aboard vehicles and vessels.
vehicle operation: Operating non-flying
vehicles traveling on or through the ground
or a liquid medium.
PERCEPTION: A characters awareness of
himself and things around him, including the
ability to interact successfully with others.
bargain: Haggling for prices for goods and
services being bought or sold.
command: Effectively ordering and coordinating others in team situations (such as
commanding a battleship crew).

con: Bluffing, lying and deceiving others.


forgery: Creating and noticing false or altered documentation in various media (paper,
electronic, plastic card).
gaming: Winning and cheating at games of
strategy and luck.
hide: Concealing objects, both on oneself
and using camouflage.
investigation: Gathering evidence and drawing a conclusion from it.
persuasion: Influencing others through
honest discussion.
search: Spotting hidden objects or people.
sneak: Moving silently, avoiding detection
and hiding oneself.
STRENGTH: Measure of a characters physical power.
climb/jump: Climbing or jumping over obstacles.
lift: Moving or lifting heavy objects.
stamina: Physical endurance and resistance to disease and poison.
swim: Moving and surviving in a liquid
medium
TECHNICAL: Characters ability to manipulate, repair and modify complex mechanical
systems.
armor repair: Fixing damaged armor.
computer interface/repair: Programming,
interfacing with and fixing computer systems.
demolitions: Setting explosives to achieve
particular destructive effects.
engineering (adv.): Practical and in-depth
understanding of a particular technical field.
exoskeleton repair: Repairing and modifying exoskeletons.
firearms repair: Repairing and modifying
firearms.
first aid: Using basic field medicine to treat
injuries.
flight systems repair: Fixing damaged systems aboard flying vehicles and spaceships.
gunnery repair: Fixing weapons mounted
on vehicles, space ships or within fortresses.
medicine (adv.): Detailed understanding and
application of medical procedures, including
surgery and cybernetic implantation.
personal equipment repair: Fixing small,
electronic equipment, including damaged
cybernetics.
robot interface/repair: Programming,
interfacing with and fixing robots and their
systems.
security: Installing, altering and bypassing
electronic security and surveillance systems.
vehicle repair: Fixing ground- and oceanbased vehicles that do not fly.
PSIONICS: Measure of a characters psionic
ability. Can have a score of 0D.
energy: Sensing and manipulating various
forms of energy through psionics.
self-control: Manipulating ones own body
and mind from within.
influence: Using psionics to bend others to
your will, including hyp-notic control.

The Vice-Patricians Blue Box


A Short Metabarons Encounter By Peter Schweighofer
Begin the adventure by handing out the quickstart rules and let everyone read them over.
Remind players that the Metabarons Roleplaying
Game uses the same rules as other D6 System
games.
Hand out the sample characters. If you dont have
six players, allow them to choose from among the
six characters provided. Give them a moment to
read over their characters and ask any questions
about the game stats or mechanics. You might
take a minute to explain some of the skills. (Note:
None of these characters have any dice in
Psionics, and therefore cannot use those skills.
Theyll appear in the game rules, but just not in
this demo.) Now allow everyone to briefly
introduce themselves in-character.
To begin the adventure, set the
scene by reading this boldfaced text aloud:
Your travels have brought you
all to a planet called Dreer
Arcol 271 to be exact, one of
hundreds of massive city
constructs littering the planets
surface. These arcologies
contain the homes, factories,
and offices controlled by one of
the
powerful
industrial
magnates who long ago stripped this planet of its natural resources. Now
the strip mines have filled with waste sludge from
the arcologies, and the skies are darkened by the
exhaust of countless factories.
Youve all been approached by a sub-executive
representing the vice-patrician for the planets
Imperial Merchants Guild offices. Sub-Exec
Hallofer seemed like a friendly sort of fellow, offering each of you five kublars for doing his boss a
service. A particular cargo box was stolen while
being transferred between a freighter landing
platform and the guilds secure warehouse.
Hallofer described it as a blue, hard-plastic box
less than one square meter, with a ribbed surface
for added strength, and a white label scanned on
each side reading Universal Con/Past.
Should the characters ask what the box contained,
the sub-executive admits rather bashfully that even
he doesnt know. His superior simply told him the
crate had quite a high value.
After several delays, clues, and dead-ends, your
group tracked the thieves to an abandoned waste

processing station on Arcol 271s sublevel 88. You survey the scene from a
dark corridor leading into the station:
foul-smelling processing pools, pump
machinery, disused control panels, rickety catwalks, and a small clearing amidst all of it with
several thieves all lounging around your valuable
blue crate. Theyre grumbling among themselves,
idling away the time.
There are a number of thieves equal to the number of characters, plus two for good measure.
The characters can make Perception rolls to notice anything unusual. Everyone figures
out the thieves are armed with
Viper pistols, though
they look like a rag-tag
group with no clear-cut
organization or leadership. Anyone making an
Easy (10) Perception roll
realizes the thieves
seem to be waiting
impatiently for someone to show up. Anyone
making a Moderate (15)
Perception roll notices the
crate is sealed with an expensive electronic combination
lockthe thieves seem dismayed
that they cant break open the lock
without damaging it.
Show the players the map of the waste processing station. The crate and thieves sit in the center, with the low pools of sludge giving them good
visibility of the immediate vicinity. The walls,
however, have plenty of shadows where characters might try sneaking up on the thieves (a sneak
roll opposed by the thieves Perception dice of
3D). Give the players a minute or two to formulate some strategy for attacking the thieves and
retrieving the blue box.
Allow them to execute their plan. If they intentionally wait, a new figure appears from one of the
shadowy entrances: a tall, spindly fellow wrapped in a fine long coat and speaking in a snooty
accent. It seems hes here to purchase the blue
box from them.
The characters wont discover whats truly
going on until they step in to take the box by
force.

Blue Box Thieves. All stats are 2D except: Agility 3D, brawling 4D, dodge 4D,
firearms 4D, streetwise 3D, Mechanical 3D, Perception 3D, bargain 4D, con 4D,
sneak 4D, Strength 3D, Psionics 0D. Move 10. Character Points 2. Tech vests, Viper
pistols (4D damage).
If the characters move once the snooty fellows revealed himself, he tries escaping as quickly as
possible. If the characters attack before he appears, he holds back, waiting for a clear chance to
step in and grab the box himself, or escape before hes discovered.
Snooty Fellow. All stats are 2D except: Agility 3D, dodge 4D+2, Knowledge 4D, business 5D,
cultures 5D, Perception 4D, bargain 5D+1, con 5D, sneak 5D, Psionics 0D. Move 10. Character
Points 4. Defense pistol (5 shots, 3D damage), fine long coat, pouch with 20 kublars.
If the characters seem reluctant to move even after the snooty fellow appears, allow one of
the thieves (or even the snooty fellow) to notice them. The snooty fellow might do this simply to distract
the thieves into attacking the characters while he makes off with the box.
Once the characters defeat the thieves, they can take possession of the valuable blue box. They can easily
blow off the electronic combination lock, but their client will definitely know they looked inside. To peek
without damaging the lock requires someone to make a Difficult (20) security roll. Inside the now-unsealed box
they find several tightly wrapped trays of delicious lupium, a culinary confection only the ultra-rich can afford.
If they apprehend the snooty fellow, he admits to managing an upscale restaurant in Arcol 271s higher
levels which caters to aristocrats and the corporate elite. He head the Merchants Guild vice-patrician had
a weakness for lupium, and decided to intercept one of his regular shipments.
For returning the lupium to Sub-Exec Hallofer, they each receive 5 kublars (more than most folks make in one day
around here). For their actions in defeating the thieves and recovering the blue box, they each get 3 Character
Points (4 if they successfully looked inside the box without breaking the electronic combination lock).

Equipment Information

Weapons
Cogan rifle: combat rifle often used by military forces (variable damage, 5D to 6D).
Combat shock-knife: large combat knife whose damage is enhanced by an energy discharge on contact
(STR+1D+2 damage).
Defense pistol: small, easily concealed gun firing only 5 shots, often used for personal defense (5 shots, 3D
damage).
Suprapistol: standard military sidearm firing an enhanced round (5D damage).
Sword: archaic blade weapon still used by the galaxysprimitive peoples (variable damage based on craftsmanship, usually STR+2D).
Viper pistol: standard firearm, and one of a few people can legally carry (4D damage).
Personal Equipment
Hand vid-comm: hand-held device allowing audio and visual communication via a punch pad and vid-screen.
Io board: interface board used for taking notes and running basic computer programs; io is short for
input/output
Kublars: standard form of galactic currency, 5 kublars equals what one hard-working corporate drone earns
in a day.
Range goggles: goggles worn over the eyes to magnify objects at a distance (provide +3D to long-range
Perception and search rolls).

Game-Play Tips

Character Points: To help players keep track of their character points in a quick demo, ask each to set aside
one die with the 5 side up. When they use a Character Point, they can turn this die to the next lower number. Once theyve gone past 1 theyve used up all their Character Points.
Wild Die: Dont worry about using the Wild Die. If players ask, yes, the Metabarons RPG will include rules for
using the Wild Die, but dont bother using it during the demo.

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