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D6xD6
Role-Playing Game
EXPANDED EDITION

by

Lester Smith
Copyright © 2015 by Popcorn Press
Individual settings copyright of their respective authors identified in those chapters

D6×D6 Game Design: Lester Smith


Cover and Graphic Design: Katheryn Smith
Consulting: Jennifer Smith
Editing: Dale A. Donovan
Project Evangelist: Christopher Reed
Proofreading: Winifred Lewis
Typesetting: Ralph Faraday
Play-Testing: James R. Brooks, Aramas Brooks, Travis Clay,
Keith Darron, Katie Davis, Tammie Davis, Julian DeLaRosa, Raymond Deppen, Tim Deppen, Dale Donovan,
Danielle Donovan, Henry Dunsirn, Ralph Faraday, Marty Forbeck, Matt Forbeck, Ernie Givens, Richard Hayden,
Raymond Heatherly, Mark Hoskins, Amelia Iliff, Bob Iliff, Nick Karbasi, Nick Karbassi, Aimee Kelsey, Chase Kelsey,
Doug Kilmer, Drew Kilmer, Aaron Klein, Ted Kocot, Matthew Bryan Laube, Kevin Lemens, Andy Magnusson,
Kyle Mayhugh, Scott McClenaghan, Steven Muhow, Stephanie Newbrough, Scott Nickell, Christine Niles,
Douglas Niles, Christopher Reed, Daniel Retzloff, Candace Smith, Tim Ryan, Jennifer Smith, Karalyn Smith,
Katheryn Smith, Chris Stegner, Stephen D. Sullivan, Lora Tangman, John F. Watson, Alex Williamson, David Wolfe

All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means,
electronic or mechanical, including photocopy, recording, or any information storage and retrieval system,
without permission in writing from the publisher.

Requests for permission to make copies of any part of the work should be emailed to
contact@popcornpress.com or mailed to Popcorn Press at the address listed on www.PopcornPress.com.
Publication of the D6×D6™ role-playing game was made possible by these generous Kickstarter backers.
Castle Perilous Games & Books Chimera Hobby Shop Colosseum Games North Coast Roleplaying
207 W Main St, Carbondale, IL 62901, 808C W. Wisconsin Ave., Appleton, WI 5719 75th St. Kenosha, WI 53142-3603 1846 Broadway, Eureka,
castleperilous.com 54914, chimerahobby.com colosseumgamesofwi.com CA 95501

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Andrew Cherry Simon Germany Aaron Klein Owen Meldrim Moore Sean Sherman Kyle Wynter
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Vincent L. Cleaver Shawn Goff Frederik Kühl Daniel Murphy Rob Skutinsky Mark Ziff
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James Close Deane Goodwin Jake Kuska Fabiano Neme Karalyn Smith Sander van Zuidam
John Cmar Glen Green Justin Kutch Craig Neumeier “Filkertom” Tom Smith Joshua Zusme

i
CONTENTS
Preface -1- Dark Fagara: Age of the Orc - 95 -
Introduction -3- Special Rules: Fagaran Magics - 97 -
Dice and Tasks -4- Sample Adventure: The Temple of Sir Valdar - 100 -
Dice Rolls & Focus Number -4- The World of Eolan - 101 -
Task Difficulty Levels -5- Special Rule: Dark Secret - 105 -
Dice: An Aside -6- Sample Adventure: Chemical 52 - 105 -
Character Creation -8- The World of Esfah - 107 -
Occupations -9- Special Rules: Adapting Dragon Dice - 108 -
Basic Skills - 11 - Sample Adventure: Trail of the Dragonsword - 110 -
Conflict and Damage - 13 - The World of Fear the Light - 113 -
Combat Time - 13 - Skills: Vampiric - 114 -
Round Sequence - 13 - Special Rules: Age, Abilities, & Weaknesses - 114 -
Combat Distances - 14 - Sample Adventure: Vampires on Ice - 115 -
Damage Ratings - 14 - The World of Gargoyle Knight - 119 -
Defenses - 16 - Skills: Of Gargoyles - 120 -
Optional Rules - 17 - Special Rules: Gargoyle Strengths & Weaknesses - 120 -
Rest and Healing - 18 - Sample Adventure: Blood from Stone - 121 -
Recovery Options - 18 - Ghost of a Chance - 125 -
Medical Equipment - 18 - Skills: Ghostly Powers - 125 -
Character Growth - 19 - Special Rules: Ghosts & the Real World - 126 -
Gaining & Spending Experience - 19 - Sample Adventure: The Tragic Schoolbus - 128 -
The Game Host - 20 - The World of Jessie Shimmer - 131 -
Sources of Adventure - 20 - Modern Magical Occupations, Skills, & Special Rules - 131 -
Preparing an Adventure - 20 - Sample Adventure: Dinner With Rufus - 135 -
Enemies - 22 - Khitus—The World of Dragon Kings - 137 -
Equipment & Vehicles - 28 - Special Rules: Sorcery’s Wrath, Harmonious Magic,
Running Sessions & Campaigns - 31 - Distant Gods, & Iron Virus - 138 -
Final Thoughts - 33 - Sample Adventure: The Krikis Wanderer - 141 -
Settings - 34 - The World of Peter and the Monsters - 143 -
L’Académie des Arcanes - 35 - Sample Adventure: Peter And The Scarecrows - 147 -
Special Rules: Magical Formula & Schools - 36 - The World of The Psionic Pentalogy - 149 -
The World of The Ancient - 41 - Skills: Psionic Powers - 150 -
Denizens: The Ancient & The Fallen - 42 - Special Rules:
Sample Adventure: Psionic Experience, Sensing, & Vulnerabilities - 152 -
Interview with (Another) Vampire - 45 - Sample Adventure:
The World of Athena Voltaire - 47 - Mr. X’s School for Gifted Youth - 153 -
Special Rules: MacGuffins - 49 - The World of The Seventh Crown - 155 -
Sample Adventure: The Devil’s Sea - 50 - Skills: Divine & Magical - 157 -
The Baker Street Irregulars - 53 - Special Rules: Crowns of Leadership - 157 -
Sample Adventure: Another Greek Tragedy - 56 - Sample Adventure: A Dark Ship Sails - 160 -
The World of Big Trouble in Little Canton - 59 - The World of Shotguns & Sorcery - 161 -
Special Rules: Pressure Points & Motivations - 60 - Special Rules: Spells, Races, & Magical Drugs - 162 -
Sample Adventure: It Will Never Die - 62 - Sample Adventure: The Dragon’s Claw - 166 -
Blood Type - 65 - The Empires of Steam & Rust - 167 -
Special Rules: Effects of Blood Types - 66 - Skills: Psionic & Magical - 168 -
Sample Adventure: “Mene, Mene, Tekel, Upharsin” - 69 - Sample Adventure: Of Rats and Rust - 171 -
The Code Breakers World - 71 - The World of The Touchstone - 173 -
Special Rules: Cyberspace Distances & Actions - 74 - Background: The Worlds & Spaces - 173 -
Sample Adventure: Into the Hornet’s Nest - 75 - Skills: Psychic Talents - 176 -
A Cowboy on Mars - 77 - Denizens: Ionoth & Others - 178 -
Earthling & Shalbatanan Occupations - 78 - The World of the Watershed - 179 -
Sample Adventure: Heroes Of Argon - 81 - Special Rules: Water, Aura, & Darkblood - 180 -
The World of Critical Dawn - 83 - Sample Adventure: Toxic Valley - 182 -
Denizens: Terran & Croatoan - 85 - The World of Zero - 185 -
Sample Adventure: A Little Bird Told Me - 87 - Skills: Psychic & Other - 186 -
The World of the Dark Angel - 89 - Equipment: Weapons of the Hive - 188 -
Special Rules: Bloodink, Flight, & Seraphic Magic - 90 - Sample Adventure: Severance Package - 190 -
Sample Adventure: The Threads of Dusk - 93 - Appendix: Bonus Characters - 191 -
D6XD6 ™ RPG

PREFACE
The story of how the D6×D6™ role-playing
game (RPG) came to be is a series of happy
accidents.
HAPPY ACCIDENT #1 was in January of
1997, when Archangel Entertainment asked
me to work with artist Steve Stone on a role-
playing game based on his artwork. The result
was Zero, an underground, telepathic dystopia
ruled by an eternal, body-swapping queen.
(This was well before the Borg queen of Star
Trek: Next Generation, by the way.)
HAPPY ACCIDENT #2 was a challenge at
the time, by another Archangel game designer,
Tony Lee, to design an RPG with as few
attributes as possible. Tony suggested Body
and Mind. I wanted to “one-down” that and
came up with a single attribute: Focus. The
Zero RPG would be my first experiment with
that mechanic.
HAPPY ACCIDENT #3 was meeting author
Bill Bodden a few years later, and him saying
how much he had liked Zero and wished there
were a new edition. That encouragement got
me cogitating. Turns out I did. So it was time to
The thing was, I already had a different experiment with publishing a role-playing
role-playing project planned. Since about game. I wrestled with my desire to finish the
1999, I’d been working on a d13 horror d13 game, balancing it against time available,
game. (See d13rpg.com.) But with a full-time and against a desire to revisit the Focus system.
job in educational publishing, involvement in The latter was less of a commitment in pages,
the Wisconsin Fellowship of Poets, and a so it won (for now).
family, it wasn’t easy finding time to write I stripped the game mechanics down to
something long. barest bones and began writing from ground
HAPPY ACCIDENT #4 was the opening of up, keeping things as trim as possible,
DriveThruCards.com in 2013. It allowed me to incorporating a few innovations, and making
apply a burgeoning knowledge of electronic something adaptable to any genre. In July of
publishing and print-on-demand books to 2013, I tried it out at Quincon with a setting
game design. I’d already designed rules for called “Ghost of a Chance,” and the feedback
several poker-deck games; DriveThruCards was extremely encouraging! So I began listing
allowed me to publish illustrated versions. So all the settings I’d need to create for a good
2013 became the year of Kickstarting card multi-genre book, and figuring out how to
games, promoting them online and at schedule the writing.
conventions, and discovering if a former HAPPY ACCIDENT #5 was when Doug
professional game designer still had any fans. Niles asked if Popcorn Press would like to

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LESTER SMITH
publish his Watershed trilogy in ebook format. Lake Geneva, now in Seattle and elsewhere as
Reading the first novel, I was so impressed well.) As luck would have it, in packing light
with its inventiveness that I asked Doug, “Can for the session, I’d forgotten to bring along the
I use this as a fantasy setting for the D6×D6 notebook I normally used for character sheets.
game?” (Why reinvent the wheel, right?) Doug The only paper I had available was Popcorn
readily agreed. Press business cards, so we used the back for
With that, something clicked in my head, character stats, et voilà, the D6×D6 RPG
and I wondered, “How many other authors business-card character sheets now standard
might be willing to have their worlds for the game were born.
represented in this project?” HAPPY ACCIDENT #7 was sort of an
I started making a list of writers whose inevitable result of #5. It was realizing what a
works I admired—authors I know, and those I great cross-pollination opportunity this project
didn’t. Many of my friends had works they had become. Not only would it benefit from a
were happy to have represented. That was wealth of worlds, each bringing its own twists
great! and additions to the core rules, it would also
But the real turning point was writing a cross-promote each author’s work.
carefully crafted letter to four complete strangers: In effect, this D6×D6 RPG is not only an
Adrian Howell, Andrea K. Höst, Matthew Bryan opportunity for me to get involved again in
Laube, and Hanna Peach. role-playing publishing, it is also a venue for
Howell’s Psionic Pentalogy had not only kept acting as the ultimate fan—pointing friends to
me up at night reading past my bedtime, it also noteworthy novels, comics, and videos, sharing
filled a niche for a modern psionic setting. things that bring me joy.
Höst’s Touchstone trilogy had left me breathless All of which is to say that working on this
with its visualization of alien worlds and project has been tons o’ fun! And that joy
cultures, as well as its strong characters. promises to continue well into the future.
Laube’s The Ancient series was such a As I prepare this preface, plans are falling
powerhouse of horror action that I had waited into place for more settings in the coming
anxiously for each new release. And Peach’s years, and for expanded visits to specific
Dark Angel series both touched a nerve in my settings—such as a full book devoted to
Biblical background and my fondness for a exploring the world of the Watershed trilogy,
good love story. and several other such titles. Samples of
I sent off those emails and waited, hoping specialty “doubledice” (a d6 inside a d6) landed
against hope that one of them might say yes. on my desk just today. Plans for mobile apps
Happily, they all did! And that gave me are being worked out. A distribution deal is in
encouragement to contact more authors. As the offing. And by the time you read this, the
the list of acceptances grew, the task became d6xd6.com Web site should include wording
easier. It’s one thing to say, “I’m starting a new for open licensing and for affiliate possibilities.
role-playing game,” and quite another to add, Thank you for helping to make this
“A couple dozen other authors are already on possible. Whether by offering words of
board.” encouragement online or at conventions over
HAPPY ACCIDENT #6 involved a playtest the years, or backing one of Popcorn Press’s
session with Doug Niles and Steve Sullivan at Kickstarter projects, or purchasing this book,
the Alliterates’ Wisconsin watering hole. (The or simply visiting our Web site, you have
Alliterates is a group of authors, spawned in played a part in bringing this game to life. And
the days of TSR, who meet monthly for that is much appreciated.
dinner, drinks, and discussion—originally in
Sincerely,
Lester Smith

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D6XD6 ™ RPG

INTRODUCTION

Chances are if you’re reading this, you’re These D6×D6™ role-playing game rules lie
already familiar with the topic of tabletop role- somewhere in the middle. They are designed
playing games. But just in case you’re not, let’s with three purposes in mind:
cover a few basic ideas.  To create distinctive characters quickly;
This sort of role-playing is a form of  To provide fun, simple dice mechanics
collective storytelling. Most often, it’s a social that cover a wide range of skills and
gathering rather than online. Each player action situations―including, if you like,
invents a character to portray in a fictional tale; combat using miniature figures;
one player―whom we’ll call the Game  To serve as the backbone for countless
Host―portrays all the villains and extras and adventure settings, from high fantasy to
adjudicates the game rules. Those rules involve gritty modern to other, quirky worlds.
some definitions of character abilities and a way As the author of these rules, I’ve had
of rolling dice to simulate the uncertainty of considerable professional experience in game
characters’ success at their efforts. publishing. I’ve also long been a fan of what
Some role-playing games are massive was once considered “small press” but has
tomes, with countless expansions to cover all since evolved into print-on-demand (POD)
sorts of situations, to add new character and publishing. These D6×D6 rules draw equally
creature types, to define new types of on my professional experience and love of
equipment or magic spells. Other games are innovation.
“rules light,” serving merely as a springboard Welcome to the many worlds of the
for the players’ imaginations. D6×D6 role-playing game!

The “Fantasy Battle” photo by Rhea C. is licensed under CC BY ND-2.0 and has been cropped for focus.

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LESTER SMITH

DICE AND TASKS

Some things a character wants to do are easy: higher this number, which affects the
cross a street, climb a ladder, or dial a phone character’s chance of success at attempted
number. For these, a player simply makes a tasks. Ability rolls fall into three categories:
declaration and the Game Host okays it. FOCUSED: For abilities the character is familiar
Others are more difficult or uncertain: jump with, roll the Focus number or higher to
from the path of an onrushing truck, climb an succeed. Exceptionally high rolls can add bonus
icy cliff face, or crack a safe’s combination. levels of success. (See the Conflict and Damage
For these, a player must roll dice and chapter for examples of bonus effects.)
compare the results to the character’s abilities.  0–9 points above the Focus number is
The Game Host may apply special modifiers one Success Level;
for more difficult tasks, time-consuming ones,
 10–19 points above is two Success Levels;
and so on. This chapter explains those rules.
 20–29 points above is three Success Levels;
DICE ROLLS  30 or more points above is four Success
Levels.
Dice rolls in this game use two standard six-
sided dice. Multiply the result of one die by the UNFOCUSED: For abilities the character is
other to generate a total between 1 and 36. newly learning, or which were practiced but
have grown rusty, roll less than or equal to the
FOCUS NUMBER Focus number to succeed. Additionally,
exceptionally low rolls can add a bonus level of
Every dice roll in the game is compared to a
success.
character’s Focus number, which is that
character’s total number of primary abilities.  0–4 points below is one Success Level;
(See the “Character Creation” chapter.) The  5 or more points below is two Success
more abilities a character is familiar with, the Levels.

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D6XD6 ™ RPG
UNFAMILIAR: For abilities the character never range of difficulties, the Game Host can
possessed, roll less than the Focus number to declare a die penalty of 1 to 3 points before
succeed. (For dramatic purposes, these D6×D6 dice are rolled.
rules allow characters to attempt skills they do not
possess, though success is much more difficult.) DIFFICULTY RATINGS
DIFFICULTY MODIFIER
ROLLING VS. OCCUPATION
A character’s occupation is a sort of “super skill” Average: No penalty
representing a body of related knowledges and
abilities. (See the Occupations chapter for a fuller Difficult: 1
definition.) For task rolls, occupation is treated as
a Focused ability. Formidable: 2

ROLLING VS. A SKILL Impossible: 3


Besides an occupation, characters each have a
list of skills to round out their abilities. (See the This penalty always applies to the higher die
Basic Skills chapter for a fuller definition.) The result of the d6×d6 roll and applies before the
exact skills available will vary from setting to dice are multiplied. For Focused attempts, the
setting. For task rolls, skills fall into Focused, penalty is subtracted from the die roll; for
Unfocused, and Unfamiliar categories, as Unfocused and Unfamiliar attempts, it is
explained above. added.
EXAMPLES: The Game Host declares a 2-
REACTIVE ROLLING VS. AN ATTRIBUTE point penalty on a Focused skill, and the d6×d6
Characters each also possess four innate dice results are 4 and 5. This adjusts the higher
attributes that further define them: Brawn, die down to a 3, so instead of a final effect of 20
Grace, Will, and Wits. Each character has one (4×5), the effect is 12 (4×3). If the penalty were
attribute treated as Focused, two as applied to an Unfocused or Unfamiliar skill, the
Unfocused, and one as Unfamiliar. (See the higher die would be adjusted upward from a 5
Character Creation chapter.) While to a 7, for a final effect of 28 (4×7).
occupations and skills are rolled for as active
abilities, an attribute check is rolled only as a POST-ROLL PENALTIES
reaction to a situation. Some things―such as wounds and armor―slow
EXAMPLE: Spotting a trap in ancient tomb characters and make them slightly less effective.
might call for a roll versus an occupation of These penalties apply to the roll result after the
Archaeologist or of Tomb Robber. Disarming dice are multiplied. (See the Conflict and
that trap might involve one of those Damage chapter for details.)
occupations or the Lockpicking skill. If the EXAMPLE: A character with two levels of
trap is triggered, however, the Game Host may damage, who achieves a Focused roll of 6×4,
allow a roll versus Grace or Wits to avoid it (or would reduce the 24 result to a 22. For an
to reduce the damage). Similarly, a Game Host Unfocused or Unfamiliar roll of 3×2, that
may allow a Will roll to avoid a vampire’s character would increase the result from 6 to 8.
mesmeric gaze, or a Brawn roll to avoid the
poisonous effects of tainted food. DRAMATIC EXERTION
At the beginning of every adventure session,
TASK DIFFICULTY LEVELS characters each receive 6 Drama Points to use for
Not every task is equally easy or difficult. A storytelling effect. One or more of these points
school locker is easier to break into than a can be spent on any dice roll to help with its
bank vault. Lifting a bookshelf off someone is success. After the dice are rolled for a character’s
easier than doing the same with a car. action and the results seen, any player may spend
Patching a simple cut is easier than treating a up to 3 Drama Points to add or subtract from one
large-caliber bullet wound. To represent this of the dice before they are multiplied.

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LESTER SMITH
Each point spent changes the target die’s first character to accumulate that many Success
result by one. Each player may affect only one Levels crosses the finish line first. In the case
die, and each die can receive a maximum of 3 of defusing a bomb, the Game Host might say
points. the character must accumulate five Success
Usually, Drama Points are spent by the Levels before the timer reaches zero.
player whose character is performing the
action. However, they may be spent by another UNCERTAIN TASKS
player’s character instead, as direct assistance Not every situation in life has a yes/no
or simple encouragement. answer. A police officer might be trying to
EXAMPLE: A character is trying to bulls-eye discern, for instance, whether a suspect is
a swamp cat from a moving sand speeder. The telling the truth. Although training and
character has Shooting as a Focused skill and psychology can do a lot in this regard,
possesses a Focus rating of 7; the Game Host sometimes a character must act without being
decides the task is Formidable (a moving vehicle absolutely sure. The D6×D6 rules simulate
and a small target) and applies a 2-point penalty. this by having the character’s player roll 1d6
The player rolls a 2 and a 5, and the 5 is and the Game Host roll the other 1d6 in
adjusted downward to 3, for a result of 6 (2×3). secret. Based on the result of the visible die,
This would barely miss, since it’s less than the the player has some idea of success or failure,
character’s Focus of 7. However, the player but is not certain of the outcome.
really wants the character to succeed, so the NOTE: In the case of Uncertain tasks,
player spends one Drama Point and chooses to penalties for Difficulty levels and bonuses for
apply it to the lower die, bringing that up to a 3. Drama Points are applied to the visible die,
With a 3×3 result, the character scores a 9, well regardless of whether it is the high or low die.
above the Focus rating.

MINIMUMS AND MAXIMUMS


DICE: AN ASIDE
It’s our opinion that dice ought to clack
The minimum result of d6×d6 is 0 and the
together in your hand. This means rolling at
maximum is 36. (Some settings may impose a
least two at a time (no single d20 attack rolls in
“Special Rule” to supersede this. See the
this game). Rolls should also have some
Settings chapter.)
excitement, which rules out the dry, linear
COOPERATIVE TASKS nature of percentile dice.
Characters may wish to cooperate on a task: These D6×D6 rules rely on two standard 6-
lift a heavy table to barricade a door, persuade sided dice, with the result of one die multiplied
a murder suspect to confess, lure a by the result of the other. This generates a
gorgosaurus into a trap, etc. In game terms, the quasi-logarithmic scale from 1 to 36, as shown
involved players each roll for their own in the graphics on the next page.
character, and the Success Levels are totaled. The Roman numerals show the number of
NOTE: If timing is an issue (as during ways each total can be rolled of 36 possible
combat, see the Conflict and Damage chapter), dice combinations. (Example: A 4 can result
the combined action takes place at the lowest from a 1×4, a 4×1, or a 2×2.)
rolled result. (“Wait. Wait. Let me get a good Notice that a Focus rating of 6 to 10 is
grip. Okay, go!”) optimal for most characters.
A 6 yields a 72% base chance of success on
EXTENDED TASKS a Focused ability, with three possible bonus
Some tasks, such as running a race, translating Success Levels (at 16, 30, and 36). It yields a
an ancient tome, or defusing a bomb, are not 39% chance of success with Unfocused
the work of an instant. In game terms, these abilities, and 28% with Unfamiliar abilities. It
require an accumulation of Success Levels. The allows a possible bonus Success Level for
Game Host may declare, for example, that Unfocused abilities on a roll of 1 (a roughly
finishing a race requires 20 Success Levels. The 3% chance).

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D6XD6 ™ RPG
D6×D6 1 2 3 4 5 6

1 1 2 3 4 5 6

2 2 4 6 8 10 12

3 3 6 9 12 15 18

4 4 8 12 16 20 24

5 5 10 15 20 25 30

6 6 12 18 24 30 36

A 7 yields a 61% base chance of success on Levels at 20 and 30. It yields a 47% chance of
a Focused roll, with bonus Success Levels at 18 success on Unfocused rolls, and a 44% chance
and 30. It yields a nearly 39% chance of success on Unfamiliar ones—as well as a bonus
on both Unfocused and Unfamiliar rolls—as Success Level on Unfocused rolls of 4 or less
well as a bonus Success Level for Unfocused (a 22% chance).
rolls of 1 or 2 (an 8% chance). The reason for 10 being the maximum
An 8 yields the same 61% base chance of Focus rating is that it is the break-even point
success on a Focused roll as a 7, with bonus for Focused and Unfocused abilities, making a
Success Levels at 18 and 30. It yields a 44% character a true jack–of–all–trades. Focused
chance of success on Unfocused rolls, and an and Unfocused rolls are even at a roughly 53%
almost 39% chance on Unfamiliar ones—as chance of success; Unfamiliar have a 47%
well as a bonus Success Level on Unfocused chance. A 10 also provides bonus Success
rolls of 3 or less (a 14% chance). Levels for Focused rolls at 20 and 30, and a
A 9 yields a roughly 56% base chance of bonus Success Level on Unfocused rolls of 5
success on a Focused roll, with bonus Success or less (a nearly 28% chance).

“Crow Peak summit. Chugach Mountains, Alaska” photo by Paxson Woelber is licensed under CC BY 2.0 and has been edited for contrast.

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LESTER SMITH

CHARACTER CREATION
To create a character for any D6×D6 setting, follow these seven steps.
1. NAME: Choose something appropriate to 6. SKILLS: Every setting chapter will list 15 to
the setting and your character conception. 20 skills that are most important to that milieu.
(Although Name is listed first, you may prefer In some cases, they are skills unique to that
to decide it last, to fit your other choices. You setting―such as the supernatural powers in
may also choose to use the name randomizer “Ghost of a Chance.” Choose up to 9 of these
at d6xd6.com/names.) skills for your character, remembering that the
2. GENDER: Choose a gender for your more you choose, the higher the character’s
character―any gender you wish. (Some settings Focus number. This has an effect on the
may even include alien genders or genderless character’s chance to succeed with any
options such as “Robot.”) particular skill, as explained in the Dice and
Tasks chapter. Also choose 3 skills from the
3. AGE: Decide on an appropriate age for your setting list or from the Basic Skills chapter as
character. In some cases, the Game Host may Unfocused abilities―things your character is
specify a particular range. Otherwise it’s learning or once knew but is currently rusty at.
entirely up to you.
7. FOCUS: Total your number of Focus skills,
4. ATTRIBUTES: Attributes serve as ratings to then add 1 point for your occupation. The
roll against when occupation and skills do not total is your character’s Focus rating. Minimum
apply. Choose one of the following to be your is 2 (your occupation and 1 skill); maximum is
character’s primary (Focused) attribute and 10 (your occupation and 9 skills).
circle it. Choose another to be your character’s
weakness (Unfamiliar) and draw a line through
it. The remaining attributes are neither strengths
nor weaknesses (Unfocused).
 BRAWN is your character’s strength and
stamina.
 GRACE is your character’s overall agility
and dexterity.
 WILL is your character’s self-control and
strength of personality.
 WITS is your character’s intelligence and
mental quickness.
5. OCCUPATION: In effect, your character’s
occupation serves as a super-skill, identifying
the field of knowledge the character is most
familiar with. Choose something appropriate
to the setting you are playing in. Your Game
Host may provide a list of possible careers to
choose from; the Game Host always has final
say as to what careers are appropriate and what
they can accomplish in the setting. (See the
Occupations chapter for more insights.)

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D6XD6 ™ RPG

OCCUPATIONS

“All work is honorable. Always do your best, because someone is watching.” —Colin Powell

In the D6×D6 game, your character can have ARTISAN: An artisan is someone with a skilled
any occupation you can imagine for the setting trade. That is to say, the main difference
your Game Host has chosen. between an artisan and a laborer (see below) is
As a spur to your imagination, this chapter one of formal training or apprenticeship.
describes a dozen broad categories of
Examples: Architect, Blacksmith,
occupations found in pretty much every
Brewmaster, Carpenter, Glassblower.
civilization. The specifics of what each can do
depends upon the individual, the culture, and COUNSELOR: Everyone needs a good listener
the level of technology. from time to time. The more advanced a
Whether you use these general categories as civilization, the more likely it is to have people
a springboard or conceive of something on whose career is just that.
your own, your goal is to bring your character
Examples: Advice Columnist, Bartender,
to life and give the Game Host enough to
Geisha, Jester, Priest, Psychologist.
work with for making task decisions.

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LESTER SMITH
HEALER: Not all the difference between a Examples: Armed Forces Personnel, Police
Stone Age shaman and a modern physician is Officer, Private Detective, Spy.
the tools, but equipment certainly makes a big
PERFORMER: Without the arts, a civilization
difference. That, and scientific knowledge.
is little more than an ant colony. Performers
(Better to take your chances with a 21st century
offer entertainment, while also exploring and
physician who has lost her medical kit than a
conveying a society’s myths and mores.
Stone Age shaman who has found it.)
Examples: Actor, Football Quarterback,
Examples: Anesthesiologist, Chiropractor,
Game Designer, Musician, Painter, Puppet
Dentist, Neurosurgeon, Stone Age Shaman.
Master, Sculptor.
LABORER: Throughout history, someone has
SCHOLAR: When humankind transitioned
had to do the heavy lifting. This sort of work
from a hunter/gatherer existence to an
requires little skill, other than perhaps a
agrarian society, one of the first benefits was
tolerance for tedium and/or pain.
being able to maintain a class of scholar
Examples: Factory Worker, Field Hand, priests. Over the centuries, secular and
School Janitor, Wal*Mart Greeter. religious studies separated, and countless fields
LEADER: Whether duly elected or reigning by of study and research developed.
terror, a leader makes the big decisions for a Examples: Chemistry Professor, Marxist
civilization. Of course, as War and Peace points Literary Theorist, Necromancer, Pharmaceutical
out, those decisions are largely constrained by the Researcher.
nature of the civilization itself.
SERVANT: Without butlers, cooks, drivers,
Examples: Baronet, Chieftain, King, Mayor, and scullery maids to take care of mundane
School Principal, Senator. chores, the movers and shakers of the world
MERCHANT: Only the earliest, simplest would have no time to move and shake. High
societies could survive without some form of society depends upon this serving class.
money. And with money comes long-distance Examples: Butler, Cook, Driver, Scullery Maid.
trade, advertising, insurance, and banking.
STUDENT: The occupation of young people is
Further, new monetary inventions are
learning. Sometimes this gives them ready
constantly being developed, a tribute to
familiarity with obscure bits of knowledge that
humanity’s fascination with wealth.
most adults have forgotten―such as quadratic
Examples: Banker, Insurance Adjuster, equations and the diameter of Pluto―or trivia
Marketing Manager, Salesperson, Store Owner. of comic-book storylines.
OUTCAST: Civilization is based on order. Examples: Grade School, Middle School,
While some people profit from that order, High School, Undergrad with a Fine Arts
others survive by subverting it through crime. Major, Tech School Student for Web Design,
Still others have no choice but to dwell on the Doctoral Student of Narratology in the
fringes as the homeless, the transient, or the Kennedy Presidency.
fugitive.
Examples: Beggars, Grifters, Gypsies, Use one of the example occupations above or
Hackers, Smugglers, Thieves. invent your own. Consider how your character
PEACEKEEPER: While leaders make the became involved in that occupation, and what
laws, someone must enforce them. While the character likes most and least about it. The
merchants accumulate wealth, someone must more fully you can envision your character in
protect it for them. These peacekeepers risk the occupation, the better you’ll be able to play
life and limb to maintain (or restore) order. the character in the game.

The “offerings” photo by Istolethetv is licensed under CC BY 2.0.

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D6XD6 ™ RPG

BASIC SKILLS

For modern settings, the following skills will ATHLETICS: For purposes of these rules, this
supplement occupations to round out characters’ term includes running, jumping, and feats of
abilities. Other settings may use some of these balance by a physically fit person. As an
skills but not others, or add new ones. occupation, an athlete would fall under
Keep in mind that an occupation may Performer and would mean professional-level
cover one or more of these skills without a abilities. Sample occupations include pro sports
player specifically listing them. For example, a player, body builder, Olympic decathlete,
race-car driver could drive an auto without triathlon runner, or personal trainer.
specifically owning the Vehicle: Auto skill.
BARGAINING: From finding the best value
Even an auto mechanic would likely know how
online to haggling in an Old World
to drive. Similarly, a medical doctor could
marketplace, to negotiating contractual details,
perform First Aid without listing it, just as a
this skill covers them all. Occupations
sniper would not need a separate Shooting
involving this skill include retailer, lawyer, and
skill.
arbitrator.
Also, players may suggest other specialized
skills to further distinguish their characters, with COMPUTERS: This is basic computer
the Game Host’s approval. For instance, while operation, perhaps with some secrets such as
one character might have an occupation of hot keys and taskbar manipulation. Computer
paratrooper, another might request Skydiving as Programmer, Repair, and Hacker are
a skill, even though it isn’t listed in this chapter. occupations with much deeper knowledge.

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LESTER SMITH
FIRST AID: More than applying bandages, but SECOND LANGUAGE: A character with this
less than a medical occupation, the First Aid skill has some fluency with the second
skill is useful for treating dangerous wounds on language but still speaks it with a noticeable
the job, in the woods, and in combat. Sample accent and has difficulty reading technical
occupations involving this skill include documents. True fluency requires either that
emergency medical technician and combat the character grew up speaking both his or her
medic. native language and the second one, or that the
character is a translator (Scholar) by
LOCKPICKING: Although not that common in
occupation. Note: This skill can be purchased
the real world, this skill shows up a lot in
more than once to represent multiple
fiction, making it a virtual necessity on this list.
languages.
Occupations such as locksmith and burglar
would include the ability without needing the SHOOTING: This is training with a one- or
specific skill. two-handed firearm; it is also part of many
occupations—often with weapons unavailable
MARTIAL ARTS: Anybody can brawl. (In game
to civilians. Occupations such as soldier, law
terms, use your choice of Brawn or Grace.) But
enforcement, and bodyguard all involve the
martial artists benefit from specific training in
Shooting skill.
hand-to-hand combat. Depending upon the
setting, this may mean boxing, sword fighting, SNEAKING: Using cover to move and
wrestling, or something different. Shooting and avoiding making noise can be useful in many
throwing are separate skills, below. Sample situations. That is why this skill is also part of
occupations involving this skill include Olympic many clandestine occupations, such as cat
wrestler, fencer, boxer, etc. burglar and ninja.
NAVIGATION: Finding one’s way across SWIMMING: At its most basic, this is a skill of
country using a map, a compass, the stars, how not to drown in water, and maybe even
and/or basic clues of nature requires some move across it. Depending upon the historical
training. This knowledge is also part of many setting, an occupation such as sailor might
outdoorsy occupations. More advanced, long- include knowledge of swimming (though some
distance navigation is part of piloting aircraft, cultures viewed it as just delaying an inevitable
naval ships, starships, etc. death).
PERSUASION: More than natural wits, this is THROWING: To accurately (and forcefully)
the ability to lie or reason convincingly. Many project something by hand takes much skill
influential or nefarious occupations include the and practice. Occupations with this ability
ability as well. could range from baseball pitcher to ninja.
PICKPOCKETING: Perhaps more common in TRACKING: This is the ability to follow a
the real world than Lockpicking (above), creature by the evidence it left behind. Many
picking pockets is still a relatively rare skill. It occupations possess this skill, from hunter to
is, however, a part of the stage magician’s and forest ranger to private investigator.
street thief’s repertoire.
VEHICLE: This is the basic operating skill for
RIDE ANIMAL: Unlike mechanical devices, cars, motorcycles, and motorboats (each is a
which just need basic maintenance, riding separate skill, as with Second Language, above).
animals have personalities and feelings. To ride Stunt driving, racing, semi-truck driving,
one effectively means knowing how to get construction equipment, aircraft piloting, and
along with and care for it. Occupations that spacecraft piloting are all occupations involving
involve this knowledge would include cowboy, this skill.
jockey, and circus trainer.

“One Giant Leap” by Charlie Marshall is licensed under CC BY 2.0. Armor and sword added in edit.

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D6XD6 ™ RPG

CONFLICT AND DAMAGE

“The greatest victory is that which requires no battle.” —Sun Tzu, The Art of War
Sun Tzu’s advice aside, sometimes one must
accept less than the greatest victory. When ROUND SEQUENCE
combat is inevitable in a D6×D6 adventure, To determine what happens when, each round
the following rules apply. begins with declaration, followed by dice
rolling and resolution.
COMBAT TIME 1. The Game Host secretly decides what
Combat in the D6×D6 rules is designed to be actions the enemy forces intend.
fast and furious: 2. The Game Host asks the players one at a
 Each combat round represents 2 seconds time what action their character intends.
of real time. (Decisions must be made quickly. If a
 During each round, a character can player pauses too long, the Game Host
perform one action. may declare, “Your character hesitates
 Some special actions may require more this round and takes no action.”)
than one round to complete. 3. The players all roll their dice.

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LESTER SMITH
4. The Game Host rolls all the enemy (mortars, aerial bombing, etc.). The
forces’ dice together and assigns them. accuracy of such attacks is limited by the
5. Actions then take place, starting at 36 and Focus of the forward observer or the
counting downward to 0. attacker, whichever is lower.
Notice that your dice roll each turn determines Note: For combat on US soil, in Liberia, and in
not only whether your character succeeds, but Myanmar, use yards instead of meters, and
how well, and how quickly. Successful Focused round off 2 km to 1 mile.
actions tend to happen sooner than Unfocused
and Unfamiliar ones. MOVEMENT ACTIONS
During a round of combat, a character can
COMBAT DISTANCES freely move up to 2 meters and still take an
action (or vice versa).
Concepts of distance and movement in these To move more than 2 meters requires a
D6×D6 rules are relatively simple, and are Movement action. The player uses the
playable either abstractly or by use of Athletics skill or an appropriate occupation.
miniatures. Each level of success adds 2 meters to the
RANGES character’s movement. While a Movement
action starts at the character’s rolled number in
For purposes of personal combat, combat
the round sequence, it is considered to
distances fall into five ranges:
progress through the rest of the round. So the
1. BRAWLING: Within 2 meters. Characters Game Host will decide whether any enemies
within this range can strike one another along the way have a chance to attack the
barehanded or with handheld weapons character as planned.
such as clubs and swords. It is generally
not an effective range for throwing or ATTACK ACTIONS
shooting. (The Game Host may make an Attacking an opponent is an action. To attack,
exception for short firearms such as a character must be within range of the target,
pistols and sawed-off shotguns.) as determined by the type of weapon used.
2. THROWING: Up to 20 meters away. (See Weapons, below.)
Characters within this range can attack Drawing a weapon is considered a free
with thrown rocks, spears, shuriken, action, as is reloading.
throwing knives, throwing axes, etc. They
can also use shooting weapons or
Viewing attacks (see below).
DAMAGE RATINGS
Human characters in these D6×D6 rules can
3. SHOOTING: Up to 200 meters away. suffer six levels of damage: Graze, Stun, Hit,
Characters within this range can use Wound, Knockout, or Kill. Each of those
bows, firearms, lasers, and such, as well as terms represents a different degree on a sliding
Viewing attacks (see below). scale of damage.
4. VIEWING: Up to 2 km distant. Specially
trained snipers with long-range rifles can GRAZE: This is the most basic level of
reliably hit at about 1.5 km; these rules damage―a punch or kick, a bruise or abrasion.
round up to 2 km for the sake of A Grazed character suffers a 1-point penalty to
convenience. Characters within this range all dice rolls. (E.g. for Focused rolls, a result of
can also attack with magic spells or 8 becomes 7; for Unfocused or Unfamiliar
psychic powers, if the game setting rolls, an 8 becomes a 9.)
includes those. STUN: This is a more serious level of
5. LOST: Beyond 2 km in distance, a target damage―a breathtaking gut punch, a dazing
is effectively out of sight. Still, a trained blow to the head, or even just a stinging cut. A
forward observer within sight of the Stunned character suffers a 2-point penalty to
target can call in remote fire upon it all dice rolls.

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D6XD6 ™ RPG
HIT: This is a solidly landed attack―a bruising minutes. (Exactly how long is the Game Host’s
blow, a deep cut, or even a flesh wound from a call, based on the circumstances.)
gunshot. A Hit character suffers a 3-point
penalty to all dice rolls. ACCUMULATING DAMAGE
Damage levels in combat follow two rules:
WOUND: This level of damage indicates Add and Supersede.
cracked or broken bones, serious cuts or
gunshots, and so on. A Wounded character ADDED DAMAGE: A successful attack that
suffers a 4-point penalty to all dice rolls. causes less than its target’s current damage
(Grazed, Stunned, Hit, etc.) increases the
KNOCKOUT: This level of damage renders a target’s damage by one stage. (A Hit character
character unconscious. who receives a Graze is now Wounded.)
KILL: A character who suffers this level of SUPERSEDED DAMAGE: A successful attack
damage is unconscious and dying. Unless that causes more than its target’s current
treatment is given to reduce the damage, or to damage becomes the target’s new damage. (A
at least stabilize the character, the character Grazed character who receives a Stun is now
will perish within roughly three to five Stunned.)
WEAPON DAMAGE TYPE COMMENTS

Brawling Attacks Attack: Brawn, Grace, Martial Arts, or Combat career / Defense: Brawn, Grace, Martial Arts, or Combat career

Fist or foot Graze

Club, skillet, chair Stun

Small blade Hit

Spear Hit Requires Martial Arts skill or Combat career.

Large blade, two blades Wound Requires Martial Arts skill or Combat career.

Throwing Attacks Attack: Throwing, Martial Arts, or Combat career / Defense: Grace or Wits

Taser (no skill needed) Knockout If Kill results, a successful Brawn or Will check reduces it to Knockout.

Stone Graze

Throwing blade Hit

Spear Wound

Shooting Attacks Attack: Shooting, or Combat career / Defense: Brawn or Will

Small bow or sling Stun Unusable at Brawl range

Small pistol Stun

Bow, crossbow Hit Unusable at Brawl range

Large pistol Hit

Shotgun Stun Increase damage one level at Throw range, two levels at Brawl range

Rifle Wound 2-point attack penalty at Brawl range

Hand laser Wound

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LESTER SMITH

Graze, etc.). In most settings, a character


WEAPON TYPES cannot reduce damage more than one step in
Different weapons have different default this way.
damage ratings, as shown on the previous
table. If an attacker rolls bonus levels of PASSIVE DEFENSE
success, each bonus Success Level increases While reactive defense helps either to avoid
the damage done by one step. (Note: A Kill being hit or to withstand damage, armor helps
increases to a Kill+1, a Kill+2, and so on, to either absorb or deflect damage. The armor
making defense more difficult.) table below lists reduction to damage based on
Some settings may provide additional the type worn. This rating is used instead of
weapons or further details. the wearer’s reactive defense; it does not add
to it. Note also that armor imposes a slight
DEFENSES penalty on its wearer’s actions: Use the
character’s armor rating to adjust the calculated
To keep combat moving quickly, most D6×D6 result of all rolls that character makes. (E.g. A
settings treat defense as an automatic rating, character wearing a Kevlar jacket would
based on a character attribute or protective subtract 2 points from all Focus
clothing. rolls―meaning a roll of 5×6 would result in 28
instead of 30.)
REACTIVE DEFENSE
Innate abilities and training alike help to avoid DRAMATIC DEFENSE
damage or to resist its effects. In the D6×D6 Players may spend any number of Drama
game, each attack type or weapon type lists the Points to reduce an attack on their characters
occupation, skill, or attributes that can defend on a one-to-one basis. (One Drama Point
against it. If a target character has Focused any reduces a Hit to a Stun; two reduce a Hit to a
of the listed defenses for that attack, the Graze; three reduce a Hit to a miss.) Dramatic
character reduces the damage by a single step Defense can be used in addition to Reactive or
(Graze becomes a miss, a Stun becomes a Passive Defense.

ARMOR CATEGORY DAMAGE / DICE PENALTY EXAMPLES

Light 1 Leather coat; small shield

Medium 2 Kevlar jacket; Roman cuirass & helmet

Heavy 3 Military ballistic vest & helmet; plate mail

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D6XD6 ™ RPG
OPTIONAL RULES
While the above rules cover most combat situations, the Game Host may include any or all of the
following rules for special situations.
to punch an alien, but the creature teleports
SECOND WIND away before the blow lands.) In such cases, the
Even in the heat of combat, it can help to take a Game Host may allow a character to choose a
moment to catch your breath. In game terms, a different target for the same action―at one
character who has not suffered a Knockout or Success Level less than the dice result. If this
Kill can spend an action once per combat to reduction drops the Success Levels below one
recover from damage. If either Brawn or Will is level, that character’s action is lost.
a Focused attribute, the character recovers two
damage levels; otherwise the character recovers AIMED ATTACKS
one damage level. A character who spends consecutive rounds
preparing an attack may add to its effect. When
HELD ACTIONS the attack occurs, if the roll is successful, each
Sometimes a character may want to delay round spent aiming adds one level to the
taking an action until another character has damage dealt. If the roll fails, however, the
acted. The character with the higher dice roll rounds spent aiming are simply wasted.
determines whether his or her action occurs
immediately before or immediately after the EXCEPTIONAL ATTACKS
action of the other characters. A character who achieves more than one
Example 1: The character wants to leap Success Level with an attack may choose to
onto the running board of a getaway car that is split those successes among several targets
coming for her. She holds her action until just rather than apply them all on one target. (A
after the driver’s action (which is when the car character using a Small Pistol with a Shooting
arrives at the spot desired by the driver), and skill and a Focus of 5, on a roll of 25 could hit
then makes the leap. one target for a Wound, or three targets for a
Stun each, or one target for a Hit and another
Example 2: The character is waiting for an for a Stun, for example.) Note that bonus
alien carnivore to attack her (and expose itself) Success Levels gained from Aimed attacks (see
before she shoots it. She shoots just as it above) also may be split this way.
reveals itself, before it attacks.
COMBAT TEAM
COMBINED ACTIONS Just as the Game Host rolls all dice for the
As explained in the Dice and Tasks chapter, enemy forces and then chooses where to
characters can combine their efforts on a single assign them, players may pool their dice in
task. When timing is an issue―moving a heavy order to apportion them to best effect. To do
table to barricade a door, for example―the this, those players must choose as team leader
action takes place on the lowest roll. When a character with tactical experience (such as a
timing is not an issue―holding an already Peacekeeper occupation; see the Occupations
barricaded door against an onslaught of chapter). That character’s player then rolls all
zombies, for instance―the action is considered their dice together and assigns them to each
to last the whole round, from 36 to 0. character for best effect.
While this strategy can be very effective,
MISSED ACTIONS players are never obligated to join the team or
Sometimes players may roll successfully, only to
to remain in it from turn to turn. If they do
have their characters’ actions countered by a
join, however, they are obligated to use the
faster action. (For example, a character intends
dice assigned to them that turn.
“060702-F-5964B-111” photo by The U.S. Army is licensed under CC BY 2.0.

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LESTER SMITH

REST AND HEALING

Any good story, like any good roller coaster, characters die; others recover one level per week
intersperses periods of high action with of rest. Note that Killed characters cannot treat
recovery. The Game Host can choose from themselves; though other damaged characters
several options for recuperation. can (with the appropriate dice penalties for their
damage levels). Note: Bonus Success Levels on a
RECOVERY OPTIONS medical-care roll speed healing to 12 hours (one
ABSTRACT HEALING: Whenever characters bonus Success Level), 8 hours (two bonus
have at least several hours of down time between Success Levels), or 6 hours (three Bonus Success
encounters to recuperate, they heal entirely. levels)―at which time a new roll can be made.
DRAMATIC HEALING: At the end of each
game day, each characters’ damage improves by MEDICAL EQUIPMENT
one level. Additionally, characters may benefit The rules above assume appropriate medical
from the optional Second Wind rule in the supplies are available.
Conflict and Damage chapter.  For poor equipment, the Game Host may
“REALISTIC” HEALING: Whenever characters apply a penalty to dice rolls for medical care.
spend 24 hours resting under successful medical
 For exceptional equipment, the Game
care (a roll against the First Aid skill or a medical
Host may apply bonus Success Levels to
occupation), they automatically recover from one
successful healing rolls.
level of damage. Without medical care, Killed
“Pixie Dreams” photo by psyberartist is licensed under CC BY 2.0 and has been edited.

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D6XD6 ™ RPG

CHARACTER GROWTH
While these D6×D6 rules were originally
designed for quick games at conventions and
other such one-shot settings, they can easily
support full-fledged campaigns.

GAINING EXPERIENCE
Gaining experience in the D6×D6 game is
simple: As mentioned in the Dice and Tasks
chapter, a character begins each session with 6
Drama Points to use during play. At the end of
each game session, each 3 unspent Drama
Points become 1 point of Experience.
Note: Up to 2 Drama Points can be carried
over to the next adventure session. This
prevents characters from losing points when
they don’t have enough to convert to
Experience. (It also means a character may
begin a session with up to 8 Drama Points—
the 6 usual plus 2 carried over.)
that skill is rolled successfully. For each
SPENDING EXPERIENCE additional +, the skill gains an additional bonus
Success Level.
A character may spend an Experience Point to
Note: Pluses remain with a skill that lapses
do any one of the following:
from Focused to Unfocused or returns to
 Change a skill from Unfamiliar to Focused. (“Rusty” doesn’t mean “novice.”
Unfocused (meaning the character is Hence the expression, “It’s like riding a bike;
beginning to train for that skill); you never really forget how.”)
 Change a skill from Unfocused to
Focused (gaining mastery―to the IMPROVING OCCUPATION
maximum of 9 Focused skills); The easiest way to improve occupational
 Change a skill from Focused to effectiveness is to become more focused—
Unfocused (letting it become rusty); changing skills from Focused to Unfocused.
 Add a + to a Focused skill, to a maximum The less time devoted to other interests, the
of 3 +s. more characters can concentrate on nuances of
Note: Any skill can receive only one their occupation.
Experience effect after each game session. (For Another, more costly but more permanent
example, a skill cannot be raised from improvement is for characters to “plus” their
Unfamiliar to Unfocused to Focused after a occupation. To accomplish this, at session’s
single session. Nor could it go from end a character may convert 6 unspent Drama
Unfocused to Focused and also gain a +.) Points to a single + on occupation. As with
plussed skills, an occupation can have a
PLUSSED SKILLS maximum of 3 plusses, and each adds a bonus
A Focused or Unfocused skill with a + gains Success Level to successful dice rolls for that
an automatic bonus Success Level whenever occupation.
“1907 Cubs World Series Championship Medal” photo by Dan Gaken is licensed under CC BY 2.0 and has been cropped.

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LESTER SMITH

THE GAME HOST

At its core, the Game Host’s job is largely the


same as any other host’s: to make sure guests PREPARING AN ADVENTURE
have the best time possible. And just as there To prepare for play, a Game Host need only
are certain rules and tricks for hosting a 1. choose a setting;
successful party, the tips in this chapter will help 2. decide on a plot;
you to host a successful adventure session. 3. flesh things out using the guidelines below.
I. CHOOSING A SETTING
SOURCES OF ADVENTURE Maybe you’ve recently read one of the books
covered in a setting chapter of the D6×D6
Often, role-players are inspired by the plot or
game, and you’d like to introduce your friends
setting of a novel or a movie. They want to
to the concept. Maybe you’ve just finished
face a similar situation and discover how their
watching a movie that inspired an idea for a
actions would affect events. Or they simply
great villain. Or maybe you just know that your
want to experience the action firsthand.
players are fans of 1930s pulp adventure. Any
This is why the D6×D6 rules represent
one of those things can be a reason for
such a range of settings. With this set of
choosing a setting.
guidelines, players can adventure in any of
their favorite worlds of film and fiction. And II. DECIDING ON A PLOT
the plots in those worlds can serve as With your main idea in mind, it’s time to lay
inspiration for the Game Host. out a plot. Note, however, that plotting an

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D6XD6 ™ RPG
adventure doesn’t mean deciding ahead of time the heroes are often the sort who keep feelers
everything that will happen. Even professional out for possible villainous activities. In horror
authors say they’re often unsure how things genres, someone the heroes know personally
will turn out until their characters actually enter may run afoul of the threat and either ask for
a scene. That’s even more the case in a role- help or perish in a suspicious fashion (often
playing session, where different people control both). In fantasy settings, the heroes may be
different characters. troubleshooters or adventurers for hire. In
When we talk of deciding on a plot, then, super-powered campaigns, a villain may
we really mean actually send a challenge (perhaps intending to
A. establishing a specific threat; do away with the heroes).
B. predicting how that plot would unfold if Let the conventions of your genre be your
the players’ characters never interfered; guide, but also consider the personalities of
and your heroes, and of your players. The more
you can personalize these hooks that draw
C. imagining ways the heroes could become
your heroes in, the more your players will be
aware of the unfolding threat. Once the
invested in the story, and the more satisfying
heroes begin responding to the plot, it
your adventure will be overall.
responds to them in turn, and we have
our adventure session! III. FLESHING THINGS OUT
A. ESTABLISHING THE THREAT: Whether You’ll notice that in our example adventure
it’s an asteroid tumbling toward the Earth, a synopsis for each setting chapter, we follow a
dragon plundering a town, an infestation of linear, three-act formula.
zombies, or a gangster demanding protection ACT ONE introduces the heroes to the
money, the threat is the central problem to be threat in some way, getting them involved. If
resolved in an adventure. Once that threat is the heroes don’t already know one another,
dealt with, the adventure is concluded this act also serves as an introduction that
(although loose ends may lead to a new, related brings the group together.
threat later). ACT TWO presents a series of escalating
Many threats involve more than a single problems, ratcheting up the tension while also
enemy. For purposes of the D6×D6 rules, revealing more information the heroes may
enemies fall into four main categories: beasts, need.
minions, villains, and monsters. See the ACT THREE opens with the climactic
Enemies section later in this chapter for details challenge, brings about its resolution, and
of each. provides any rewards the heroes may have
B. PROJECTING EVENTS: Once you have earned. Depending on the grimness of the
your threat in mind, imagine what would setting, it may also focus on losses the heroes
happen if the heroes never became aware of it. have suffered.
Sketch out a timeline. What order of actions We recommend you follow a similar
will the threat pursue? If the threat involves format, at least for your first few adventures.
more than one enemy, which subordinates will As you gain experience, and as your players
be involved in each step? As people fall victim provide more and more inventive responses,
to the threat, what actions would they or their you may become comfortable straying from
friends take in response? At what point might this linear plan, extemporizing your threat’s
the authorities become alerted, and how would reaction to the heroes’ actions as well. To
they respond? What about the news media? paraphrase German military strategist Helmuth
How will the threat deal with each of these von Moltke, no Game Host’s plan survives
reactions? contact with the players. The foes you portray
will need to revise their plot in response to
C. INVOLVING THE HEROES: Different your heroes’ actions.
settings have different conventions for drawing Note: For mystery settings in particular, you
its heroes into the action. In mystery genres, can make the world seem more open-ended by

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LESTER SMITH
plotting out multiple threats ahead of time, GENDER: A beast’s gender often dictates the
dropping clues from each, and letting your creature’s behavior (for example, a female black
heroes decide which clues to follow up on. As widow spider eats the male after mating). For
the group theorizes what they suspect is some beasts, however, gender may not be
happening from clues they’ve gathered, they’ll immediately obvious to the observer.
likely give you ideas you hadn’t considered
before, enriching the game even more. This AGE: In most cases, a beast’s age will not matter
sort of approach gives the players the greatest in an adventure. If it does, use the terms Young,
sense of freedom, while still allowing you to be Mature, or Old instead of actual years.
prepared ahead of time. ATTRIBUTES: As per regular characters, circle
one attribute and cross out one, to indicate a
ENEMIES beast’s strongest and weakest aspects. For
some beasts, you may circle or cross out
As mentioned above, the D6×D6 rules multiple attributes.
categorize the living threats heroes face as
beasts, minions, villains, or monsters. Each is OCCUPATION: The type of beast—snake,
detailed here, but let’s open with a word about polar bear, turkey buzzard—is its occupation.
impersonal natural threats. It defines most of the beast’s capabilities.
Earlier, we mentioned the threat of an SKILLS: Most of a beast’s abilities are directly
asteroid tumbling toward Earth. Other such related to its nature (its “occupation”). The
threats include avalanches, volcanic eruptions, skills list serves two purposes: (1) it allows you
hurricanes, outbreaks of disease, and nuclear to generate the Focus number you wish for the
disasters. Any of these things can serve as the creature, and (2) for trainable beasts such as
major danger in an adventure, but without an dogs, it provides a space for tricks specific to
intelligent agency behind them, they do not that individual beast. Also, Unfocused skills
offer a satisfying threat. provide a place to give the creature deadly
Imagine, for example, that your heroes are attacks that succeed only occasionally.
caught in an avalanche on a mountainside. FOCUS: Most beasts have a low Focus rating, a
Assuming they survive, they may feel some sense 2, 3, or 4. Fortunately, in combat, their attack
of accomplishment. But consider how much range is usually limited to Brawling, and most
deeper that feeling would be if a villain abandoned would prefer to avoid combat completely and
them on that mountainside to die of exposure, or escape instead.
even triggered the avalanche itself! Now not only
have they survived, they have thwarted the villain’s NOTES: Beasts come in all sizes and varieties.
plans—they have overcome! To adapt these rules for different types,
So even in the case of an asteroid tumbling consider the following adjustments.
toward Earth, give your heroes some inimical LIFE: Small, fragile creatures can survive less
agent to defeat, whether a treacherous harm than humans can. Some are killed with a
corporate CEO who provides them with mere Graze result, some with Stun, and so on.
substandard equipment, or a jealous enemy Other, larger beasts can survive more damage
who wants them to perish in the course of than humans can. To reflect this, allow them to
their mission. Your players will become that accumulate two or more Graze results before
much more involved in the story. proceeding with the usual damage track.

BEASTS SPEED: Some beasts are exceptionally fast. To


represent this, you might either give them more
These are natural creatures that can pose a than one action per round (with the usual two
danger to the heroes. To design a beast, adapt meters of free movement each time), or add 1 to
the usual character creation rules as follows: 3 points to their lower die roll each round. If you
NAME: Unless it is someone’s pet, it’s unlikely allow more than one action in a round, roll each
to have a name. action with a separate pair of dice (few

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D6XD6 ™ RPG
beasts are crafty enough to coordinate their Focused; Wits Unfamiliar. Skills: Focused
attacks for best effect). Bite, Trample; Unfocused None. Focus: 3.
TOUGHNESS: Many beasts have thick hides or Life: Graze ×5. Speed: normal. Toughness: 2.
fur to protect against injury. Consider giving Number: Typically 1 to 6.
them an armor bonus—typically without a dice
penalty. Be sure to apply this armor bonus MINIONS
before taking into account size and fragility (as These are servants or henchmen of the main
described under Life above). enemy. They come in two types: thugs and
lieutenants.
NUMBER: Some beasts are solitary; others
travel in packs. Take care to balance your THUGS
beasts’ numbers and abilities with those of These are rank-and-file enemies. Relatively
your heroes. unskilled, they rely on their numbers to create a
threat. Follow these character creation guidelines:
SAMPLE BEASTS NAME doesn’t usually matter; GENDER is
RAT: Name, Gender, and Age unimportant. whatever seems appropriate for the setting;
Attributes: Grace Focused; Brawn Unfamiliar. and AGE is most often simply adult.
Skills: Focused Bite, Claw, Dig, Evade; ATTRIBUTES tend to Focus on Brawn, with
Unfocused Climb. Focus: 5. Life: Stun kills. Wits rated Unfamiliar.
Speed: 2 actions. Toughness: N/A. Number:
Typically a dozen. OCCUPATION tends to fall under Outcast,
though some may be Servants.
POISONOUS SNAKE: Name, Gender,
and Age unimportant. Attributes:
Grace Focused; Brawn Unfamiliar.
Skills: Focused Bite, Flee; Unfocused
Poison (treat as Graze damage,
accumulating for two or more
rounds, depending on lethality).
Focus: 3. Life: Stun kills. Speed: 3
actions. Toughness: N/A. Number:
Typically 1.
DOG: Name, Gender, and Age—ask
owner. Attributes: Any Focused; Any
Unfamiliar. Skills: Focused Bite, Hold,
Track, Sneak, Run, Leap; Unfocused
any number of Tricks. Focus: 7. Life:
Dependent on breed (from Hit kills to
normal Kill). Speed: 2 actions.
Toughness: 1. Number: 1 or more; can
coordinate attacks.
TIGER: Name, Gender, and Age
unimportant. Attributes: Grace and
Brawn Focused; None Unfamiliar.
Skills: Focused Bite, Claw, Run;
Unfocused None. Focus: 4. Life:
normal. Speed: 2 actions. Toughness:
1. Number: Typically 1.
HIPPOPOTAMUS: Name, Gender, and
Age unimportant. Attributes: Brawn

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LESTER SMITH
SKILLS focus on noncombat abilities such as GUNSEL: Name: Unimportant. Gender:
persuade and sneak. Thugs’ combat skills are Dependent on the setting. Age: Adult to
usually Unfocused, which means that even middle aged. Attributes: Grace Focused; Wits or
when they succeed, it is late in a combat round Will Unfamiliar. Skills: Focused Carjack,
and limited to only one or two Success Levels. Intimidate, Pistol, Shotgun, Sneak, Steal,
(Brawling is the exception, given their usual Streetwise, Torture; Unfocused Bookkeeping,
Brawn Focus.) Drive, Tire Iron. Focus: 9.
FOCUS rating is usually 8 or 9.
EQUIPMENT generally includes small, easily
LIEUTENANTS
concealed weapons (things that coincidentally These are a greater threat than thugs. Follow
do less damage). Thugs are not generally these character creation guidelines:
armored. Other equipment is left to the Game NAME, GENDER, and AGE can be whatever
Host’s judgment, as needed. the Game Host wishes. While lieutenants may
Note 1: Dice for unsupervised thugs are not come to the heroes’ attention immediately,
rolled all together, and the Game Host then they may become important during the course
pairs the highest result with the lowest, next- of play.
highest with next-lowest, and so on. This
ATTRIBUTES are Focused, Unfocused, and
tends to average the results, making for lots
Unfamiliar, usually following the rules for
of failed actions and few, if any, bonus
players’ characters. The Game Host may
Success Levels.
choose to change this for particularly
Note 2: The Game Host can increase one or experienced lieutenants, however.
more thugs’ effectiveness slightly by adding a
plus or two to a combat skill, allowing them OCCUPATION tends to fall under Outcast or
armor, and/or giving them a Focused combat Peacekeeper.
skill. Without someone to guide them, SKILLS often focus on combat specialties.
however, even these are generally wasted,
given the usual dice rules for thugs. FOCUS rating is usually 6 or 7.
EQUIPMENT may be anything the Game Host
SAMPLE THUGS desires. Many lieutenant minions specialize in
GANGBANGER: Name: Unimportant. Gender: combat weapons.
Dependent on the setting. Age: Young and
ignorant. Attributes: Brawn or Grace Focused; Note 1: Dice for all minions—when a
Both Wits and Will Unfamiliar. Skills: Focused lieutenant is guiding their actions—are rolled
Carjack, Chug, Doin’ the Dozens, Graffiti, Roll together and then matched as the Game
Joints, Shoplift, Streetwise, Swagger; Host sees fit. Generally this means highest
Unfocused Switchblade, Tire Iron, Zip Gun. dice are matched to highest and lowest to
Focus: 9. lowest, then each pair is assigned to a foe for
best effect. Often, lieutenants will take the
BLADE: Name: Unimportant. Gender: best results for themselves, assign failures to
Dependent on the setting. Age: Young. less important thugs, and reserve the lowest
Attributes: Grace Focused; Wits Unfamiliar. results for thugs using ranged weapons from
Skills: Focused Carjack, Chug, Graffiti, Shoplift, cover. Depending on the circumstances, the
Streetwise, Swagger, Switchblade; Unfocused heroes may not immediately recognize which
First Aid, Pistol, Tire Iron. Focus: 8. figure is a lieutenant (especially if the thugs
BRUISER: Name: Unimportant. Gender: have some means of secret communication:
Dependent on the setting. Age: Young to adult. radio headsets, hand signals, psychic
Attributes: Brawn Focused; Wits Unfamiliar. connection, etc.). Once any lieutenants are
Skills: Focused Carjack, Chug, Intimidate, incapacitated, however, the remaining
Steal, Streetwise, Tire Iron; Unfocused Drive, minions will revert to the thug dice rules
First Aid, Shotgun. Focus: 7. explained above.

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D6XD6 ™ RPG
Note 2: The one ability separating
heroes from lieutenants is that
lieutenants have no Drama Points to
spend. With a large enough group of
thugs, however, lieutenants’ ability to
assign dice makes them formidable
opponents, especially early in a battle.
As the number of minions falls,
however, a lieutenant’s threat falters as
the dice pool reduces.

SAMPLE LIEUTENANTS
RIGHT-HAND MAN: Name: Brutus,
Igor, Jasper, Jeeves, etc. Gender:
Dependent on the villainous master.
Age: Adult to middle aged. Attributes:
Will Focused; Any other Unfamiliar.
Skills: Focused Fetch, Intimidate,
Sneak, Streetwise, Toady, Torture;
Unfocused Bookkeeping, Vehicle
(Auto, Boat, and/or Plane). Focus: 7.
TEAM LEADER: Name: Major,
Captain, Lieutenant, Sergeant,
Corporal. Gender: Dependent on the
villainous master. Age: Adult.
Attributes: Wits Focused; No
Unfamiliar. Skills: Focused
Command, Explosives, Martial Arts,
Shoot, Throw; Unfocused Torture,
Vehicle (Auto, Boat, and/or Plane).
Focus: 6.

VILLAINS GENDER can be whatever the Game Host


These are human or humanoid enemies with chooses.
abilities on a level with the heroes, and a few AGE can vary considerably. Some villains are
other advantages. Villains serve as the tragically young, others old and bitter; some
motivators behind most plots the heroes will are unnaturally ancient. Specific years may not
face. A villain is created using the rules in matter, but the Game Host should choose an
Chapter 4 and may well have one or more skills age that somehow enhances the villain’s impact
normally unavailable to the setting (borrowed on the story.
from a different setting). Like the players’ ATTRIBUTES for a villain often follow the
characters, a villain does have Drama Points to guidelines for players’ characters: Most villains
spend in an adventure. (See the Dice and Tasks will have one attribute circled and one crossed
chapter.) A particularly dangerous villain may out, to indicate strongest and weakest ratings.
even have more than 6 Drama Points. Most However, the Game Host may choose to
villains have no combat skills, or very few. break the rules by assigning more than one
(That’s what they employ minions for.) strength or weakness, or none at all.
NAME is often something invented by a villain OCCUPATION for many villains will fall under
to impress or strike fear into the hearts of the same sorts of categories as the heroes.
victims. However, some may have an unusual or even

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LESTER SMITH
unique occupation such as “Sapient computer” MONOMANIAC: Name: Marcel the Merciless.
or “Living mummy.” The Game Host should Gender: Male. Age: Middle aged. Attributes: Wits
choose something that reflects the villain’s Focused; Brawn Unfamiliar. Skills: Focused
relation to the threat of the adventure and that Arcane Science, Computers, Persuasion,
provides that villain with any needed abilities. Second Language (French), Second Language
(Russian); Unfocused Command, Shoot,
SKILLS for villains may include combat-specific
Vehicle (any appropriate). Special Abilities:
abilities, but many villains prefer to let their
Construct Doomsday Device, Hypnotism.
minions do the fighting. Even villains without
Focus: 6.
specific combat skills may have a strategic and
tactical sense allowing them to direct their SERIAL KILLER: Name: Unknown. Gender:
minions in combat (often part of their Male. Age: Adult. Attributes: Wits Focused; Any
occupation rather than a specific skill), though Unfamiliar. Skills: Focused Set Traps,
many rely on lieutenants even for that. Give your Shooting, Throwing, Tracking; Unfocused
villain whatever skills seem appropriate, but rely Explosives, History, Martial Arts, Small Talk,
on occupation for most rolls. Torture. Special Abilities: Signature Weapon +1
damage level. Focus: 5.
FOCUS for most villains reflects a sense of
purpose bordering on mania. A rating of 2 or 3 MONSTERS
is not unreasonable, though a Focus as high as These are creatures that break the natural laws
6 is also possible. of whatever setting they occupy, presenting an
EQUIPMENT for many villains is specialized, incredible danger to the heroes and their world.
including weapons smaller and more powerful NAME: A monster’s name is often given to it
than usual for the setting. Part of the benefit of by its victims as a term describing its origins,
defeating a villain may be capturing that its history, or the danger it represents.
equipment and pressing it into service against GENDER, AGE, and ATTRIBUTES: The
later threats. concept of gender may or may not apply to a
Note 1: Dice rules for villains are similar to monster. Likewise, its age may range from
those for lieutenants. eternal to mere seconds of existence. Monsters
may or may not have character attributes of
Note 2: In addition to generally being able to Brawn, Grace, Will, or Wits. Even those with
choose the best results from their minions’ attributes may, like villains, have more than
pool of dice, villains can also use Drama Points one Focused. Other monsters are simply too
just as heroes can. For a particularly dangerous large or otherworldly for such attributes to
villain, the Game Host may even allow two or apply.
three times the number of Drama Points
available to a single hero, especially if that OCCUPATION: The very nature of a monster
villain does not have great numbers of is its occupation—elder god, dragon, kaiju,
minions. global AI, sentient slime, etc.
SKILLS: A monster’s skills tend to be special
SAMPLE VILLAINS abilities outside the normal bonds of the
EVIL PRIESTESS: Name: Maladonna. Gender: setting—Cause Madness, Gaze Of
Female. Age: Ancient. Attributes: Wits Focused; Disintegration, Deadly Radiation, Turn
Brawn Unfamiliar. Skills: Focused Arcane Invisible, Telepathic Control, etc. By choosing
Magic, Open Dimensional Portal, Second which abilities are part of its “occupation,”
Language (Atlantean), Summon Dread God; which are Focused skills, and which are
Unfocused Athane, Javelin, Short Bow. Special Unfocused skills, the Game Host can affect
Abilities: Protective Sphere (magical armor), how deadly effective an ability is. (A monster
Steal Life (one damage level per round), with a fatal Unfocused skill will give heroes
Withering Touch (two damage levels per something to worry about, while not ensuring
round). Focus: 5. their demise.)

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D6XD6 ™ RPG
FOCUS: Monsters can have a Focus
rating ranging from a minimum of 2 to
a maximum of 10.
EQUIPMENT: Few monsters depend
on equipment of any sort. Even their
attacks and defenses tend to be an
innate part of their nature.
Note: By adjusting Focus, damage
ratings, innate protection, number of
attacks, and Drama Points, the Game
Host can create a wide range of
monsters.

SAMPLE MONSTERS
ALIEN PREDATOR: Name: N/A.
Gender: N/A. Age: N/A. Attributes:
Grace and Brawn Focused; None
Unfamiliar. Skills: Focused Athletics,
Brawling, Spelunking; Unfocused
Technology Operation. Special Abilities:
two actions per round; claws damage as
two blades; bite does Kill damage;
chitinous shell counts as Medium armor
with no dice penalty; any damage
received of Wound level or more sprays
adjacent characters with caustic blood,
causing Stun damage; can hold breath
for up to 10 minutes submerged or in
vacuum. Focus: 4.
DREAD GOD: Name: The Unspeakable.
Gender: Any. Age: Ancient. Attributes: Will
and Brawn Focused; Grace Unfamiliar.
Skills: Focused Dimension Walk, Dream
Speak, Time Dilation, Unravel Reality,
Vocal Possess, Vocal Smite; Unfocused
None. Special Abilities: Ethereality means only Focused (Grace also Focused in water); Wits
blessed or six-dimensional weapons can strike it, Unfamiliar. Skills: Focused Bite, Claw, Spit,
and only every sixth strike affects it; Kill damage Swim, Tail Strike; Unfocused Leap, Run.
dispels it but does not destroy it; Time Dilation Special abilities: Its hide acts as Heavy armor
allows it to act 1d6 times each round (each with no dice penalty; its bite does Kill damage;
action rolled separately); its shout (Vocal Smite) its tail strike does Wound damage to all targets
causes either physical or psychic damage (at its within Throwing range; its claws can strike
choice) as if a shotgun; its whisper (Vocal twice per round and do Hit damage each time;
Possess) can control a single target within its spit can strike at Throwing range and does
Throwing range for a number of rounds equal Graze damage each round it is in contact with
to The Unspeakable’s Will successes minus the bare flesh; in water its movement rate is double
target’s Will successes. Focus: 7. normal (four meters freely per round, and an
additional four meters per Success Level on a
MUTANT CROCODILE: Name: Big Yeller. Swimming roll). Focus: 6.
Gender: Female. Age: N/A. Attributes: Brawn

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LESTER SMITH
RADIOACTIVE BLOB: Name: Tonkiki. Gender: character to be resurrected. (“Klaatu barada
N/A. Age: Ancient. Attributes: Brawn Focused; nikto.”) Your choice among those options will
Wits Unfamiliar. Skills: Focused Climb, Hide, be influenced by the setting, time period,
Slither, Strike, Track; Unfocused Telepathy character expertise, and so on.
(emotion only). Focus: 6. Special Abilities: Its
radioactive nature causes automatic Graze VEHICLES
damage to anyone within Brawling range each Vehicles are a special category of equipment,
round; it can extend pseudopods to strike at even though they’re still basically props in an
Throwing range, allowing 1d6/2 attacks per adventure. We’ll discuss them separately here,
round (each rolled separately); if it acts before a however, for reasons of scale—specifically (1)
target at Brawling range, it engulfs that target, movement, (2) protection, and (3) armament.
causing acid Hit damage in addition to the We’ll also take a moment to briefly discuss
radiation damage; it can be damaged only by chases. (Note that some settings, in which
fire; a freezing environment renders it immobile vehicles play a major role, may supersede these
(by lowering its Focus rating one point each general guidelines with more specific rules.)
round until zero, which does correspondingly
make its Focus rolls more desperately effective MOVEMENT
each round until that point). The main benefit of a vehicle is speed. Even
EXTRAS something as slow as an ox cart lends speed
Besides the heroes created by your players and over long distances, whether in terms of
the enemies you invent for them, a role-playing allowing a character to move more material
world is populated by secondary characters than by toting it one trip at a time, or by
representing the heroes’ friends and avoiding the exhaustion of a long walk. Of
acquaintances, and any other bystanders not course, a skateboard, bicycle, motorcycle, or jet
directly involved in the plot. You don’t need pack increases that speed even more.
stats for all these people; even those closest to The main sacrifice of speed is
the heroes can often serve as just a name and maneuverability. Which is to say that moving
general description. If some extras end up objects don’t just have speed, they have
appearing in recurring roles, because the velocity—a vector. Changing a vector’s
heroes revisit them, you can generate game direction requires energy, and the greater the
stats for them later, as a TV writer might for speed, the more energy required to change:
an unexpectedly popular secondary character turning an ox cart is relatively simple; turning a
in a series. surface vehicle (land or sea) requires an arc;
turning a jet pack requires thrust. Mass also
EQUIPMENT plays a role, of course: turning a battleship
So far we’ve covered setting, plot, and requires much more energy than turning a jet
characters (the heroes, their enemies, and any ski traveling at the same speed.
extras). Obviously, those characters will also As Game Host, your job will be to translate
often use tools. Basic weapons are discussed in speed in terms of combat rounds, generally
the Conflict and Damage chapter, because so allowing a vehicle’s operator to cover more
much of fictional conflict involves combat. than the standard two meters of foot travel.
You can treat other types of equipment as Additionally, you will have to decide how
either assisting in success (giving a dice bonus quickly a vehicle can turn.
on task rolls), or adding to effect (whether
treated as bonus Success Levels or a specified
PROTECTION
result). For example, a first-aid kit might give a Most vehicles are more durable than the
character a dice bonus of 1 or 2 points when human body (exceptions being Daedalus’
treating an injury, or a futuristic medical bay wings and early WWI planes). Unless a vehicle
might add a bonus level of healing to a encloses its occupants, however, that
doctor’s successful roll, or even allow a slain protection doesn’t much matter.

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D6XD6 ™ RPG
Which is to say, an opponent on a motorcycle COMBAT VEHICLE SCALE: This covers battle
may move faster than one on foot, but a single conditions where armored ground, water, air,
attack can equally damage either. Successfully or space vehicles are involved. Use the same
hitting the faster target may be more difficult, damage and armor rules as in the Conflict and
but the damage may actually be greater, Damage chapter, but treat them as an order of
whether from the added impact of the attack magnitude higher.
or from impact with the ground after a crash. Combat vehicle armor is rated as None,
On the other hand, by partially enclosing its Light (1 point), Medium (2 points), or Heavy
occupants, a carriage, car, speedboat, or light (3 points). Handheld weapons that score
plane protects them with both (a) cover and (b) anything less than a Kill result against an
concealment. Cover acts as armor, reducing the unarmored vehicle cause no damage to it.
damage of an attack; concealment acts as a Handheld weapons that score a Kill or
penalty to an attack roll, making a target more higher against an unarmored vehicle cause
difficult to be seen and be hit. Graze damage to it and no more. Each level
As Game Host, your job will be to translate of armor above None subtracts a level of
both a vehicle’s speed and protection to cover damage from personal weapons that hit the
and concealment. A fast vehicle may impose a vehicle. (A personal weapon would need a
dice penalty on attacks by both its occupants and Kill +3 to even Graze a heavily armored
any figures targeting them. It may also add a dice vehicle.)
penalty on incoming attacks by partially covering Note that an anti-personnel weapon (such
its occupants, effectively making them smaller as a heavy machine gun) mounted on a
targets. And it may additionally reduce damage of vehicle is treated as a handheld weapon for
successful attacks by acting as armor. these rules.
As Graze damage accumulates against a
ARMAMENT vehicle, the vehicle suffers the same sort of dice
So far, we’ve focused on attacks using standard penalties as described in the Conflict and
weapons involving figures in vehicles or to Damage chapter. The Game Host should
target vehicle occupants. The trouble is, some translate these results as damaging a tire,
vehicles, such as armored personnel carriers breaking a tread, holing a radiator, rendering an
(APCs) provide enough cover and anti-personnel weapon useless, or damaging
concealment to be virtually impervious to vehicle crew, depending on the scene.
handheld weapons. While some specialty Combat vehicle weapons are rated as doing
handheld weapons have been developed for Graze, Stun, Hit, Wound, Knockout, or Kill
use against them—such as the bazooka of damage against other vehicles, depending on
WWII, or the later LAW (Light Anti-Tank the size and nature of the specific weapon.
Weapon) rocket—their effectiveness is limited A combat vehicle weapon that hits a
partly because, while aiming, the user remains character treats a Graze as a Kill. Personal
vulnerable to weapons fire from the vehicle armor does not reduce this damage, and
itself. More typically then, anti-vehicle though immediate medical treatment may save
weapons are mounted on other vehicles. the character’s life, the result is generally
This is where issues of scale escalate. For permanent maiming. A combat vehicle weapon
purposes of this game, combat involving vehicles that scores higher than a Graze against a
can be divided into the following scales. character destroys that target.
PERSONAL SCALE: Most combat situations in GRAND COMBAT VEHICLE SCALE: For
the game will fall into this category and can be battleships on sea or in space, raise the damage
handled with the rules in the Conflict and scale another stage. Individual characters are
Damage chapter. Where day-to-day vehicles incapable of damaging such vehicles, and if
are involved, the Game Host will have to weapons of such vehicles somehow target a
adjust attacks for speed, maneuverability, character, the result of a successful strike is
cover, and concealment, as described above. obliteration.

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LESTER SMITH
EXAMPLE VEHICLES
TYPE ACCEL.* MANEUV. SPEED* COVER CONCEAL† ARMAMENT

Foot Athletics×2 Athletics 10 — — Personal

Beast Brawn×2 Grace 20–50 — — Personal

Wagon Brawn×1 Vehicle 10–30 0–1 0–1 Personal

Skateboard Athletics×1 Athletics 10–20 — — Personal

Bicycle Athletics×2 Athletics 30–50 — — Personal

Motorcycle Vehicle×5 Vehicle 90 — 1–2‡ Personal

Auto Vehicle×3–10 Vehicle 50–200 0–2 1–2 Personal

APC Vehicle×2–5 Vehicle 30–60 1–2 3 HMG, Lt AT

Tank Vehicle×2–4 Vehicle 25–45 2–3 3 HMG, Hvy AT

Canoe Brawn×1 Vehicle 3–5 — 1 Personal

Jet Ski Vehicle×3–5 Vehicle 50–80 — 1–2‡ Personal

Sailboat Vehicle×1–5 Vehicle 20–45 0–1 0–2 Personal

Motorboat Vehicle×2–6 Vehicle 20–60 0–2 0–2 Personal, HMG

Jet Pack Vehicle×3 Vehicle 45 — 0–1‡ Personal

Light Aircraft Vehicle×5–10 Vehicle 50–400 0–1 1–2 Personal, HMG

Fighter jet Vehicle×100–400 Vehicle 1000–4000 1–2 2–3 HMG, Missile

Starfighter Vehicle×500–4k Vehicle 50k–400k 2–3 2–3 Photon Cannon


*Meters per combat round; †Occupant protection only; ‡Against hand weapons, due to speed.

Smaller combat vehicles damage grand FOOT CHASES


combat vehicles—and are damaged by them— In a flat-out race over a straight distance, have
using similar rules to the step up from personal contestants make skill rolls versus Athletics.
scale to combat vehicle scale. Obviously, the character who first
Of course, the Game Host will also need to accumulates enough Success Levels to cover
portray dramatic effects such as the vacuum of the distance first wins. If one character has
space, the impact of flying vehicles falling from Brawn Focused, you might allow that
great height or at great speed, the pressure of character a 1-point bonus on a die for sheer
ocean water, and so on. power. Likewise, if a hero has Brawn marked
CHASE SCENES as Unfamiliar, you might impose a 1-point
Where vehicles are involved, chases often penalty on a die for frailty.
ensue. Chases may also take place on foot, of When one character is chasing another over
course. For chase scenes, speed and open ground, determine how distant from each
maneuverability remain crucial concerns. other they are at the beginning, and again have

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D6XD6 ™ RPG
each make Athletics skill rolls. The chase GIVE EVERYONE EQUAL ATTENTION
continues until either the trailing character It’s a simple fact that some people are more
narrows the gap to nothing or the fleeing outgoing than others. In a role-playing session,
character gains enough distance to escape (into a some people will speak more, get more excited,
crowd, over a fence, or whatever suits the scene). and draw more attention to themselves than
Again, Brawn might be allowed to give a 1-point other players will. That’s only natural. If you’re
bonus or penalty to the rolls. not careful, however, some quieter players may
When one character is chasing another feel left out.
through rough terrain or down crowded city A great way of balancing things is to make
streets, where maneuverability becomes more sure you frequently go in sequence around the
important, apply a bonus or penalty for Grace table, asking questions or inviting responses.
instead. You might also rate each figure’s This is especially important during action
knowledge of the specific terrain as Focused, scenes. Start with the player immediately to
Unfocused, or Unfamiliar, and have them roll your left, then move to the next in line, and the
versus that instead of Athletics. next, until you’ve gone all around the table.
Next time, start with the player immediately to
VEHICLE CHASES your right, and go one person at a time the
In a flat-out vehicle race over a straight
other way around the table. As you practice
distance, have each operator roll against
this, it will become easier.
Vehicle skill. If one vehicle is clearly more
Note: During action scenes, where turn
powerful than the other, give that operator
sequence becomes essential, it can help to
bonus Success Levels (instead of a dice
count by tens: “Anyone in the 30s? My villain
modifier).
has a 36”; followed by “Anyone in the 20s?
When one vehicle is chasing another over
One enemy has a 24”; then, “Anyone in the
open ground, determine how distant they are
teens? I have a thug acting at 18, and another
from each other at the beginning, and again
at 12”; and finally, “Anyone in the tens? I have
have each operator make Vehicle skill rolls
two acting at a 4, and one at a 2.”
(with possible bonus Success Levels for vehicle
power). The chase continues until either the VALUE ROLE-PLAYING AND
fleeing vehicle escapes somehow or one
vehicle gives up (possibly due to damage, STORYTELLING EQUALLY
running out of fuel, etc.). Some people like to portray their characters
When one vehicle is chasing another like actors on stage, taking on accents,
through terrain where maneuverability speaking in actual dialog, gesturing in
becomes paramount, the operators still roll character, possibly even dressing the part.
against Vehicle skill, but give the more That’s great. Other people prefer to describe
maneuverable vehicle (if any) one or more what their characters are doing like novelists
bonus Success Levels each time. Again, you writing a scene, and that’s great, too.
might also rate each figure’s knowledge of the Encourage your players to do whichever they
specific terrain as Focused, Unfocused, or prefer. Again, the point is for everyone to have
Unfamiliar, and have them roll versus that a good time.
instead of Vehicle. Remember, it’s a role-playing session, not a
board game. Chess is fine, with its fixed, clear-
RUNNING A SESSION cut rules. But no one pretends that it feels like
actually being a king, queen, knight, or such.
Most of what you’ve read so far involves
Children playing cops-and-robbers in the
translating story into game mechanics and
backyard is fine, too, but no one expects a
translating dice rolls back into story effects.
definitive answer to the “Bang, I got you,”
But your most important job will be making
“No, you missed!” debate.
sure everyone has the best time possible
A role-playing game should be neither about
(yourself included). Here are a few tips for
arguing fine points of rules, nor about ignoring
accomplishing that.

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LESTER SMITH
dice rolls. It’s about portraying a story with the most enjoyed and best remember about the
improvisational assistance of random numbers story so far, so that you can provide more of
measured against a few statistics. the same. And during their recap, their
For the D6×D6 rules to work best, make commentary and guesswork about events may
sure to set Task difficulties and/or declare spark ideas you hadn’t considered before. Your
your Game Host characters’ actions first, then plots will be the richer for it.
have the heroes declare their actions, then have
everyone roll dice, and finally, translate those FOLLOW YOUR PLAYERS’ LEAD
results. Stick with that procedure, and you’ll By this, we mean adapting your game session
best balance rules and story. to the recap described above. But also
recognize that sometimes people just need to
RUNNING A CAMPAIGN let off some steam after a hard week of real
life. So if you have a deep mystery planned, but
An ongoing, episodic campaign can be an your players are simply spoiling for a fight, why
amazing experience, cherished from session to not indulge them? Your planned mystery can
session and building lasting memories. To give probably hold until the next session. Perhaps
your campaign the best chance of success, as a result of the fight scene the heroes gain
keep the following things in mind. additional clues, contacts, or insight into the
PLAN IT LIKE A WEDDING upcoming mystery.
The best wedding planners know not to put
some people together at the same table. By the CONSIDER AWARDING BONUS
same token, not all friends get along together EXPERIENCE POINTS
equally well. A one-time party can handle pretty Some role-playing games are designed to award
much anyone, and they come and go as they specific points for monsters killed and treasure
please. For a longstanding campaign, however, gained. In effect, players compete with one
you’ll need to pick and choose who to invite. another for those points. Other role-playing
Start with just a few, and consult with them games leave it to the person running the game
before adding anyone else. to award points based on how impressed she or
he is with specific character actions.
COMMIT TO THE GAME The D6×D6 game is designed to make
Again, a one-time session is a fine thing, and experience a personal decision of each player,
these rules handle adventures like that well. to avoid either of those problems. Players who
But if you want a campaign, everyone has to use Drama Points during play gain the
be committed to it. Find the best time and immediate benefit of those points; players who
place for everyone to meet, and stick with it. save those points for Experience later gain a
Another way to enhance commitment to more long-term effect. Of course, the threats
the game is to involve the players beforehand. presented in your adventures will have much
Ask them for input. For example, if you want to say about how necessary Drama Points are
to run a Space Opera campaign set a long time to character survival.
ago in a galaxy far, far away, describe some One option to consider is to present the
basics of the setting to them and ask the players with one or two Experience Points as a
players what they like about it, what they don’t group, and then let them decide how to award
like, and what kind of heroes can they seem them, based on who sacrificed the most, needs
themselves playing. the most help, role-played the best, or succeeded
START EACH SESSION WITH A RECAP at some daring ploy that advanced the story in an
Hosting a game can be a lot of work. Let awesome way. A good way to do this is by secret
others share part of that work by having your ballot, with players each writing down names of
players give you a recap of the previous two people they think most deserving. As Game
session. Not only will this most quickly get Host, you can then tally those results and award
them involved, it also lets you know what they the points to the winner.

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D6XD6 ™ RPG
ENJOY YOURSELF AS WELL
A role-playing game isn’t just about
the players. It’s about the Game
Host having fun, too. With
experience, you’ll gain the best
balance of mechanics and story. But
don’t be afraid to trade off Game
Host duties with someone else from
time to time. Simply playing a
character for a few sessions is a great
break from the duties of being a
Game Host.

FINAL THOUGHTS
So far, we’ve worked to prepare you
for your coming adventure. We’ve
explained how the D6×D6 game
came about; we’ve introduced you to
the basics of tabletop role-playing;
and we’ve covered the unique nature
of dice mechanics that multiply a
pair of six-sided dice, with difficulty
modifiers, Drama Points, and bonus
Success Levels. We’ve walked you
through one of the quickest, most
flexible character-generation systems
in existence, then went into a bit
more depth about occupations and
skills. We’ve explained how to
handle action and combat, how rules can take to fit countless worlds—from
characters can heal afterward, and how they horror to humor, from high fantasy to hard
can benefit from experience. We’ve advised science fiction.
you on preparing adventures, casting them, Feel free to mix, match, and adapt those
and equipping your cast, as well as running expanded rules as suits your needs. And use
extended campaigns. them as examples to build your own. We’d
Don’t think of this as an ending, however. love to see what you come up with!
Rather, this is a turning point. What follows Besides visiting the www.d6xd6.com Web
are example settings that build upon this site, you can always contact us with
foundational work, taking it in new directions. comments, suggestions, questions, and
Each shows you ways that these core rules can requests at www.popcornpress.com, where
be adapted to suit specific needs. In the next you can find the latest news about our books
four settings, you’ll find adaptations for and other projects. Or talk to us at a game
psychic skills, for horrific mutant abilities, for convention some time. We look forward to
supernatural powers, and for elemental fantasy hearing from you.
magic. Later settings and expansion books will —Lester Smith
show other twists and turns these basic

“Jump” photo by brett jordan is licensed under CC BY 2.0. “Flying Polyp” illustration by Dagonweb is licensed under CC BY 3.0.

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LESTER SMITH

SETTINGS

Setting chapters expand on the D6×D6 rules by EQUIPMENT


providing places to adventure and new twists on While the D6×D6 rules list basic modern
the game mechanics. Many are based on equipment, including combat gear, some
popular novels or other creative works. (Visit settings may feature more specific items.
d6xd6.com for an ongoing list.) Each setting
chapter follows the outline on this page. DENIZENS
Beasts, minions, villains, monsters, and extras
BACKGROUND needed for a setting are found in this section.
This section summarizes the setting for those
new to it, identifying source material where SAMPLE ADVENTURE
Game Hosts and players can learn more. Most setting chapters provide a three-act plot
to help the Game Host usher players into that
OCCUPATIONS world. Players should stop reading the setting
Some settings involve unique occupations at that point, to avoid spoiling any surprises for
(wizard, space navigator, demigod), or twists on themselves!
them particular to the world.
ADVENTURE SEEDS
SKILLS Short adventure suggestions follow the sample
For many settings, the default list in the Basic
adventure, to further spark the Game Host’s
Skills chapter will serve. For others, added
imagination.
skills (dimensional folding, resurrection, xeno-
pharmacology) may be called for. CAMPAIGN IDEAS
This section presents any final words the
SPECIAL RULES setting author may have for maintaining a
Any new rules not covered by occupation or
long-term series of adventures in the world.
skills are covered in this section.

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D6XD6 ™ RPG

L’ACADÉMIE DES ARCANES


Lester Smith
In a world secretly threatened by fée
magic, one nation dares to guard the
doorway between realms and police
the supernatural. Do you have what
it takes to join them, as a member
of L’Académie des Arcanes?

BACKGROUND
The history of France has been long
and convoluted. Its secret history
even more so.
Stone tools found in the region
place early humans there nearly two
million years ago. Between 400,000
BC to 40,000 BC, Neanderthals
dwelt in the land. They were
followed by the ancestors of modern
humans, who left the world’s oldest
representational art, the 32,000-year-
old Chauvet cave paintings.
By 1,000 BC, Greeks, Romans,
and Carthaginians had established
colonies along the Mediterranean
coast, each leaving their influence on
the evolving French identity. By 50
BC the entire region became part of
the Roman Empire, but druid-
inspired raids by Germanic Franks
eventually broke Rome’s hold, and in the late 400s a republican democracy. What is less well known,
AD, the Frankish king Clovis I ruled most of the though hinted at in French fairy tales, is the truly
area. Frankish rule continued under the empire of inhuman nature of the old French aristocracy.
Charlemagne, from which emerged the medieval Steeped in magical forces since the Stone Age,
Kingdom of France. France had proven impossible for external
From the late 800s until the early 1800s, a empires to hold, for it contained numerous
series of monarchies and dynasties rose and fell portals to the world of the fée. The most human-
in France, as royal houses vied for control. seeming of those beings were also the most
During the last 300 years of this period, a magically powerful, ruling over the multitudinous
tortuous system of dynastic rule and favor other creatures of their realm. Through the
currying known as L’Ancien Régime brought the French portals, they came to seek mastery over
nation to the height of its power, leading to the mortal world as well.
colonization of Western Africa, much of the Fortunately for humankind, some members of
Americas, and Southeast Asia. our race were able to learn the ways of magic and
Eventually, however, a peasant revolt guided oppose the fairy lords. (Some, such as the infamous
by a few independence-minded leaders led much Morgan La Fey, even bore a bit of fée blood in their
of the aristocracy to the guillotine and established veins, from fairy ancestors who had consorted with

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LESTER SMITH
humans.) Thus began the legendary enmity between Characters involved with the academy can
wizards and fée folk, which culminated in the choose a magical profession (one of the six main
French Revolution. During the Reign of Terror, a schools) or any other occupation appropriate to a
convocation of wizards in Paris—scholars known college (from administrator to security to janitor).
as Les Sept (The Seven)—managed to suppress fairy
magic long enough for the guillotine to do its deadly SKILLS
work and largely rid the land of its alien rulers. All skills from Basic Skills chapter are appropriate.
Their work did not go unopposed. Maximilien Also, characters at the academy (even those with
Robespierre, a fée changeling, infiltrated the non-magical occupations) can learn individual
Revolution and nearly succeeded in seizing spells from any number of schools as skills.
ultimate power for himself, before the guillotine (Characters with a magical occupation can cast
claimed his head. And his student Napoleon, spells of their own school—and invent new
through a mix of political cunning and fée magic, spells—without treating them as individual skills.)
even managed to reconquer all the lands As with other settings, the maximum number
Charlemagne had once held, then turned the of Focused skills (including spells) is nine.
democratic revolution on its ear, crowning himself Starting characters may also have up to three
the new Holy Roman Emperor. Even when Unfocused skills (including spells) as usual; and
temporarily defeated by Britain, Prussia, and spells, like other skills, can benefit from
Russia—each bolstered by wizardly machinations Experience Points. Spells cannot be used as
of Les Sept—and banished to the isle of Elba, Unfamiliar skills, however.
Napoleon employed his magic to escape, and to
charm the very Republican soldiers set to guard
him. Les Sept were forced to act again, this time
SPECIAL RULES
L’Académie des Arcanes teaches six schools of
suppressing Napoleon’s magic altogether, to
magic—alchemy, conjuration, elementalism,
utterly defeat France’s last emperor.
illusion, necromancy, and sorcery—each headed
With the Republic now on sounder footing, Les
by a member of Les Sept. (Those schools are
Sept set about warding the Earth from further fée
detailed below. A seventh, “master” school—
incursion. Guided by their Hermetic master,
hermeticism—is also briefly described.)
Eliphas Levi, they inscribed an enormous
Each branch of magic is an occupation with
pentagram of invisible ley lines across France itself,
its own approach to the arcane arts, its own
with points near Lille, Toulon, Quimper, Saint-
advantages, and its own limitations. Within those
Louis, and Bayone, and centered on a small castle
parameters, a character can create any sort of
near La Châtre. Here, at the Château de Sarzay, they
magical effect imaginable, at a cost in Success
anchored the one remaining portal of any size
Levels (see “The Formula” below). To reduce
between our world and the fée realm, and they
this cost, each school employs its own unique
established in secret L’Acédemie des Arcanes to
rituals and materials known as “anchors.”
forever guard it.
Not that temporary breaches between the THE FORMULA
worlds don’t occur elsewhere on Earth. Students Magic changes reality. The more extreme the
from L’Acédemie des Arcanes are often called upon change, the more difficult a spell. In game terms, a
to travel to remote regions of our world, to character must achieve a number of Success Levels
surreptitiously hunt down magical threats that have for a spell to succeed. (Spells may be rolled as
escaped the fée world, and to either execute them Extended Tasks but—except for alchemy and
or drag them back in cold-iron chains to the school hermetics—not as Cooperative Tasks. See the Dice
itself for magical deportation. That this work must and Tasks chapter.) The number of Success Levels
be done clandestinely makes it doubly dangerous. is based on the following formula, rounding up:
OCCUPATIONS SL = D × C × S × R ÷ A
Success Levels = Duration × Consequence × Size × Range ÷ Anchors
Not all characters need be directly involved with
the academy. Those outside it can have any Values for the four multipliers are defined in the
imaginable modern occupation. following table:

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D6XD6 ™ RPG
MULTIPLIER DURATION CONSEQUENCE SIZE RANGE

1 Instant Mental Fist Touch


2 1 minute Physical Goblin Brawling
3 1 hour Graze Human Throwing
4 1 day Stun Horse Shooting
5 1 month Hit Elephant Viewing
6 1 year and a day Wound Dragon Global
7 100 years and a day Knockout Leviathan Extradimensional

Notes: Instant is either immediate or equates to one combat turn. Beast, Thug, and Lieutenant signify abilities as defined in the Game Host chapter;
Character indicates abilities equivalent to a hero or a villain; and Monster grants some preternatural ability as well. Mental can be either emotional
(affecting Will) or intellectual (affecting Wits). Physical implies a non-damaging effect such as shape-change. Dragon is the size of a small house or
sailing vessel; Leviathan is the size of a castle or large ship. Touch affects the caster or a target by touch; Brawling does not require touch. Global
involves any one spot on Earth known to the caster; Extradimensional involves a spot known to the caster anywhere in time or space.

THE SCHOOLS Sleeping: This traditional fairy tale potion puts a


ALCHEMY is the infusion of magic into potions. human-sized target to sleep for 100 years and a
(Legend has it that in ages past, an alchemical day—unless magically woken.
item known as the Philosopher’s Stone could SL6 = D7 × C7 × S3 × R1 ÷ A (3 × 3 × 3)
even transform lead to gold and grant Invulnerability: The name is a bit of an
immortality. But if that item ever existed, it does exaggeration; this potion merely allows a human-
no longer.) Potions can be used by anyone and sized imbiber to ignore any damage less than
are frequently sold to non-alchemists. Anchors Wound for a full day.
for alchemy include ingredients (herbs and such), SL9 = D4 × C6 × S3 × R1 ÷ A (2 × 2 × 2)
equipment (cauldrons, ladles, distilling tubes), and CONJURATION allows mages to summon objects
preparation (heating, stirring, incantations). or creatures through temporary portals between our
world and the fée realm. It is sometimes
DIVISOR INGREDIENTS EQUIPMENT PREPARATION
disparagingly called “demonism,” especially when
1 Common Common Simple (an hour) used to summon and bind genii to service, but these
2 Uncommon Precious Complex (a day) fée spirits are forces of magic, not fallen angels.
3 Rare Priceless Painstaking Because the summoned object or creature
(a fortnight) already exists, with its own capabilities, Consequence
is not included in conjuration calculations.
Notes: Rare ingredients typically require some sort of mission to
gather, and Priceless equipment is usually locked up in the school’s Conjuration always involves incantation,
vaults or jealously guarded by the wealthy and powerful. Preparation which creates a contract between the conjurer
time (which must be undisturbed by anything but sleep) is how
often a task roll can be made to accumulate Success Levels toward
and the thing summoned. Anchors of this
completing the spell. Alchemists can cooperate to combine their incantation are name, purpose, and payment.
Success Levels, but any bonus Success Levels beyond the intended
number are wasted, and a single failed roll ruins the potion. DIVISOR NAME PURPOSE PAYMENT
EXAMPLE POTIONS 1 General Aid Release
Healing: Healing potions come in many strengths; 2 Specific Goal Immunity
this example instantly heals three levels of 3 True Assignment Boon
damage in a human-sized imbiber.
SL2 = D1 × C5 × S3 × R1 ÷ A (2 × 2 × 2) Notes: General means any of a class of things, such as “tiger”; Specific
means one item in particular; True means a specific item for which the
Charm: Often sold as a “love” potion, this simple caster knows the secret name granted by the universe. Aid means
general assistance; Goal means help to achieve an objective; Assignment
elixir makes a human-sized creature who imbibes means a specific task for the thing summoned. Release means the
it utterly devoted to the giver for one minute. summoned thing returns to its origin when the spell ends; Immunity
means release and the item can never be summoned again by the
How the user employs that time will determine caster; Boon means release and the caster owes the summoned item a
consequences after the potion wears off. favor (such as a new gem added to the scabbard of a summoned
SL3 = D2 × C1 × S3 × R1 ÷ A (1 × 1 × 2) sword, or a future service performed for a summoned creature).

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LESTER SMITH
EXAMPLE CONJURATIONS Shield —of Earth: The ground rises as a personal
Conjure Item: This spell summons for one minute, shield, blocking sight and damage from one
from anywhere on Earth, any specific item designed direction; —of Air: A tiny whirlwind reduces the
for one-handed use, at the cost of an owed boon. damage of all ranged attacks against the caster by
SL1 = D2 × S1 × R6 ÷ A (2 × 2 × 3) one level per spell Success Level; —of Flame: A
Summon Genius: This spell can summon a specific circle of flame surrounds the caster, causing one
creature from the fée realm, for one minute, to level of damage per spell Success Level to things
perform a single task for the caster. The caster that touch it; —of Water: A wave strikes all within
need not know the being’s true name but can the caster’s Brawling range, interrupting their
never summon that specific creature again. next action and forcing a Grace check to avoid
SL4 = D2 × S3 × R7 ÷ A (2 × 3 × 2) falling prone.
SL2 = D1 × C2 × R2 ÷ A (2)
Beckon Friend: This spell allows a one-time
summoning for an hour, from anywhere on Earth, Elemental Assistant: The caster conjures a goblin-
someone whose true name the caster knows. sized creature of earth (gnome), air (sylph), fire
SL6 = D3 × S3 × R6 ÷ A (3 × 3 × 1) (salamander), or water (undine), which serves as a
companion and aide. If conjured for a day or
ELEMENTALISM magic focuses on the four longer (by increasing spell duration cost) the
classical Greek elements: earth, air, fire, and being must spend 6 hours of every 24 resting
water. Each student chooses one of those immersed in its native element.
elements to be Focused; its opposite is SL3 = D3 × C2 × R1 ÷ A (2)
considered Unfamiliar (which means the
elementalist cannot cast spells of that type), and HERMETICISM is the highly ritualized magic by
the remaining two are treated as Unfocused. which Les Sept can achieve miraculous effects
(such as the pentagram sealing off the fée world).
Earth opposes air; fire opposes water. Though it is not an occupational option,
The anchors for this school are unusual: (1) characters may learn an Actuate Hermetics spell,
Because its magic draws upon universal elements, allowing use of hermetic constructs—such as
all spell costs are halved; and (2) the Size of an communication and travel via existing ley lines.
effect is dependent on local quantity, so it is not Specific effects and Success Levels required
included in the equation. Size does, however, affect are left to the Game Host’s discretion on a case-
the time required to cast a spell: Subtract the by-case basis. The Game Host is also invited to
caster’s Success Levels from the Size multiplier, use hermeticism as a catch-all for any sort of
and consult the Duration column. Example: A caster magical effect needed for an adventure.
with 3 Success Levels would need a day (and a lake
or river) to raise a Leviathan-sized flood. ILLUSION is the very heart of magic, its masters
argue. They believe that all of existence is merely
EXAMPLE ELEMENTAL SPELLS a well-sustained illusion, and that any being of
Fist —of Stone: The caster’s hand turns to stone sufficient skill and will could create its own
(usable as a club); —of Air: The caster produces a reality. Fortunately for our world, illusion magic
ball of fresh air; —of Flame: The caster produces a is impermanent and often insubstantial. By
ball of fire (which can strike and ignite one object choosing the level of seeming consistency and
within Throwing range); —of Water: The caster authenticity, illusionists can reduce the cost of
produces a double handful of fresh water. their spells.
SL1 = D1 × C2 × R1 ÷ A (2)
Meld —with Earth: The caster can pass through DIVISOR CONSISTENCY AUTHENTICITY
solid materials at walking speed; —with Air: The
caster can travel through air in any direction, as if 1 Solid Detectable to all five senses
2 Grainy All but taste
swimming; —with Fire: The caster can pass
3 Translucent Sight, sound, & touch
through flames unharmed; —with Water: The
4 Transparent Sight & sound
caster can travel through water at walking speed
5 Two-dimensional One sense (caster’s choice)
without breathing or suffering effects of pressure.
SL2 = D2 × C2 × R1 ÷ A (2)

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D6XD6 ™ RPG
EXAMPLE ILLUSIONS Normally, casters rely upon spirits they know and
Passenger Parrot: This ghostly bird appears at a trust. When information must be gained from an
specified location to deliver a spoken message, unfamiliar spirit, a further sacrifice may be
then disappears. negotiated.
SL1 = D2 × C1 × S1 × R6 ÷ A (3 × 4) SL1 = D2 × C1 × S1 × R1 ÷ A (2 × 1)
Fairy Food: More than one mortal has dined Astral Travel: With this spell, the caster’s
sumptuously at a fée table, only to wake famished. consciousness can travel the shadow realm of the
In a pinch, a serving of Fairy Food can keep a dead, to view any place on earth for one minute.
person going; but repeated use can result in sudden Unless the caster is intimately familiar with the
death by starvation when the spells wear off. location to be viewed, a dead spirit must first be
SL3 = D3 × C1 × S1 × R1 ÷ A (1 × 1) invoked and negotiated with to act as guide.
SL3 = D2 × C1 × S1 × R6 ÷ A (2 × 2)
Bogus Beast: This illusory guard dog appears at the
caster’s side and protects its creator for one Summon Familiar: This spell allows the caster to
minute. Being illusory, it cannot be killed (though bind a spirit into a small living animal, to serve as
it appears to take damage), and any damage it a personal assistant for a year and a day. Because
inflicts disappears when the illusion ends. of their personal bond, the caster and familiar can
Attributes: Grace Focused; Wits Unfamiliar. Skills: communicate thoughts and senses telepathically.
Focused bite (base Graze damage, per the spell But if the familiar is slain, the caster suffers
formula), hold, track, sneak, run, leap; Unfocused Knockout damage, which can be healed only by
any number of tricks. Focus: 7. Speed: 2 actions. time—one level per month.
SL4 = D2 × C3 × S2 × R1 ÷ A (1 × 3) SL4 = D6 × C2 × S1 × R1 ÷ A (1 × 3)
Sham Shelter: This small illusory tent offers Reanimate Corpse: This spell infuses a soul into a
protection from the weather, and a bit of privacy. dead body, allowing it to rise and serve the caster.
SL4 = D4 × C2 × S3 × R1 ÷ A (2 × 3) The body continues to decay, however, and once
all muscle tissue is gone, animation is no longer
Formula for a larger, more detailed “Sham Chateau”:
possible. On the other hand, the body is
SL8 = D4 × C2 × S6 × R1 ÷ A (2 × 3).
impervious to pain and suffers no dice penalties
NECROMANCY is often characterized as “The from wounds in combat.
Dark Arts,” just as “goth” is often mistakenly SL6 = D4 × C2 × S3 × R1 ÷ A (1 × 4)
equated with “emo.” It is true that necromancers SORCERY is the ability to charm living creatures,
commune with the dead, which many people find and even to change their forms. A sorcerer may
distasteful. But necromancers revere the dead for use this shape-changing ability to transform an
their wisdom and their otherworldly insights. enemy into a pig, or to personally change into a
Anchors for this school involve both blood and hawk, a wolf, or some other shape.
personal sacrifice. The divisor for blood sacrifice is For shape-changing, conservation of mass
equivalent to the Size modifier from the spell formula requires sorcery to make up or aborb any
table. (For example, sacrificing a horse or bull would difference in Size, so this part of the magical
give a divisor of 4). The divisor for a personal equation involves the difference between shapes
sacrifice is outlined in the table below. (These (to a minimum multiplier of 1). For charms, Size
sacrifices are forever lost to the caster.) is excluded from the formula.
DIVISOR PERSONAL SACRIFICE The weakness of sorcery is that it always
requires a Will test. Charming or shape-changing
1 A simple memory (e.g. this morning’s breakfast) another creature involves an opposed Will test. If
2 A vivid memory (e.g. a double rainbow) the sorcerer scores higher than the victim, the
3 An intimate memory (e.g. a first kiss) spell succeeds; a tie means the spell fails; and if
4 A day of physical possession the victim scores higher, the spell affects the
caster instead. Because of this danger, the Success
EXAMPLE NECROMANCIES Level cost of all sorcery spells is half normal.
Invoke Spirit: This spell raises a spirit of the dead The only anchor for sorcery spells is an item
to counsel the necromancer for one minute. related to the target, as shown in the table below.

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LESTER SMITH
DIVISOR RELATED ITEM BEASTS OF GÉVAUDAN are wolves large as a lion,
armored in magical boar’s hide. Attributes: Grace and
1 Meeting eyes, or telepathic contact Brawn Focused; none Unfamiliar. Skills: Focused
2 Dead cells from the target (often hair) bite, claw, run; Unfocused none. Focus: 4. Life: Graze
3 A prized possession from the target × 3. Speed: 2 actions. Toughness: 3. Number: Typically 1.
4 Living cells from the target (often blood) DAMES BLANCHES are fée ladies who haunt
bridges and paths, demanding a tribute (usually a
EXAMPLE SORCERIES dance or a courtly bow). They are masters of sorcery.
Charm: With a touch, a gaze, and a test of Wills, GARGOUILLE is a water dragon that once plagued
the caster gains the target’s favor (a positive the river Seine, terrorizing boats and causing floods.
emotional reaction) for one minute. Attributes: Brawn and Grace Focused; Will
SL1 = D2 × C1 × R1 ÷ A (2 × 1) Unfamiliar. Skills: Focused bite, claw, elementalism
Shapeshift: For a day, the caster changes to any (water), navigation, swimming. Special abilities: Its hide
animal—from eagle (goblin-sized) to horse—or acts as heavy vehicle armor with no dice penalty; its
assumes the appearance of another person. A bite does vehicle Kill damage; its claws strike twice
hair, feather, or claw from the target is needed, per round and do normal Kill damage; in water its
and a simple Will test. base movement rate is 8 meters. Focus: 6.
SL2 = D4 × C2 × S1 × R1 ÷ A (2 × 2) MORGAN LE FAY is the most infamous of fée,
Transform: Using a person’s living blood, with a despite her human ancestry. Like a trickster god, she
touch and an opposed Will test, the caster turns may aid heroes or hinder them. Some tales say she is
that target to a crow, a cat, or a similarly sized half sister to King Arthur, others his lover. A former
animal for a year and a day. apprentice to Merlin, she is a master hermeticist.
SL3 = D6 × C2 × S2 × R1 ÷ A (2 × 4) OBERON is the current King of the Fairies. Rumor
has it that he is also the son of Morgan le Faye and
MAGICAL BALANCE Julius Caesar. Oberon is unrivaled as an illusionist
Magic is fluid and tends toward balance. In game and sorcerer, by which he holds his crown.
terms, if a player devises a spell that seems too WOODWOSE are savage creatures of human shape
powerful, the Game Host is free to adjust its but bearlike size, covered with a thick pelt of hair,
effect or cost. In story terms, Les Sept constantly who dwell in deep woods. Attributes: Brawn Focused;
police magic use. Anyone abusing its power will Wits Unfamiliar. Skills: Focused athletics, bite
run afoul of them and their many servants. (Wound), camouflage, club (Wound), elementalism
Conversely, if a desired effect seems too (earth); Unfocused none. Focus: 5. Life: normal. Speed:
expensive, the player and Game Host can normal. Toughness: 1. Number: Typically 1.
negotiate added restrictions to justify a lower cost.
ADVENTURE & CAMPAIGN IDEAS
EQUIPMENT Give any legend from anywhere in the world a
Any item appropriate to modern Earth or earlier fée spin, then send the heroes to sort it out.
is suitable for this setting. Items from mythology PALE BANYAN: A British aristocrat is wasting away
or fairy tales also can be justified under the from a mysterious malady. Will the heroes discover
umbrella of hermetic magic. in time that his banyan tree transplanted from
Guam hosts a Taotao Mo’na (ancestor spirit).
DENIZENS THE NEW BEAST OF BRAY ROAD: Legend has
This list focuses on beings from French mythology. it a supernatural beast slaughters farm animals in
Many creatures from other mythologies can be Southern Wisconsin. Now people are dying, too.
imported from other D6×D6 settings. Has some new fée beast slain the old one?
CREDITS
DESIGN: Lester Smith. EDITING: Dale A. Donovan. PROOFREADING: Winifred Lewis. LAYOUT: Ralph Faraday.
COVER: K8 Smith, with “Premade BG 32 a” photo by Brenda Clarke, “Vatican: Guards and Pope’s Guests” photo by
Zheng, “Love those cobble stoned streets!” photo by shankar s, and “Baldcypress (Taxodium distichum) in Heron Pond
in Cache River State Natural Area” photo by Miguel Vieira, all licensed under CC BY 2.0 and edited.

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D6XD6 ™ RPG

THE WORLD OF THE ANCIENT


Matthew Bryan Laube
Every few hundred years, seven
ancient demons known as the Fallen
return to wreak havoc on the earth.
This time, they’ve woken in Newark,
New Jersey. But so has their nemesis,
the Ancient, an eccentric resurrected
demon hunter named Joseph Miller.

BACKGROUND
The Fallen have sought time and again
to enslave the world, with the help of
their offspring, the Cursed. Bent to the
Fallen’s will and twisted in body, these
once-normal humans are the basis of
legends from vampires to werewolves,
from trolls to succubi, and more. While
the Fallen live, the Cursed are bound to
them and draw power from them. But
when the Fallen are vanquished, their
offspring live on, regaining their human
will, yet retaining some small part of the
Fallen’s power. Some liberated Cursed
work against their creators’ return.
Others attempt to resurrect the Fallen
and bend them to their own will.
In each age, when the Fallen return,
so does their enemy, the Ancient.
Armed with his knowledge of these
demons, the Ancient recruits the best
human warriors—or the most readily
available—to aid in his struggle.

OCCUPATIONS With the Game Host’s approval, players


While this setting can be played in any age or might also choose one of the Cursed as an
locale, the novels are set in modern New Jersey, “occupation,” or even possibly one of the
where any modern occupation is possible for Fallen themselves. (See “Denizens” below.) But
players’ characters. (There’s nothing saying a be wary: With great power comes great visibility.
short-order cook couldn’t single-handedly stop
Hell’s legions.) Still some occupations may be SKILLS
better prepared than others, or more likely These skills supplement the Basic Skills chapter.
drawn into the fray. Police officers and federal CHARM: Fallen and vampires can Charm
agents are good candidates, as are doctors, humans, and sometimes even other Cursed. A
EMTs, and possibly “outcast” occupations such successful Charm can make its target forget an
as computer hackers.

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LESTER SMITH
encounter, follow the charmer into battle, or unnoticed in a crowd. It is limited to changes
eat broccoli. Charm cannot force victims to in hair color, eye color, and skin pigmentation,
harm themselves or commit crimes against and to 10% changes in height or weight. Each
their nature. Characters can resist Charm by Success Level allows one such adjustment.
exceeding its Success Levels on a Will roll.
CURSE: Fallen can Curse a human, creating a SPECIAL RULES
new vampire or werewolf hourly. This requires Two special rules apply to this setting.
time to take hold, so the newly Cursed have no
supernatural powers and may revolt against their HOW TO KILL A MONSTER
master using the “resist Charm” rules above. While both the Fallen and the Cursed have
Antibiotics can also counter a Curse if used specific weaknesses, they are resistant to other
within four hours. Within the first hour, they types of damage.
negate the Curse entirely; within the next three  Successful attacks using a Fallen’s or
hours, they break the Fallen’s mental control but vampire’s weakness gain 2 bonus Success
leave the victim physically transformed. Levels against it; all other attacks are
DEMON LORE: Even humans can be versed reduced by 2 Success Levels.
in demon lore. This skill helps characters to  Successful attacks using a werewolf’s
spot disguised Fallen and Cursed among the weakness gain 1 bonus Success Level
general populace and gives insight into their against it; all other attacks are reduced by
weaknesses. (All Fallen have this knowledge as 1 Success Level.
part of their “occupation.”)
PLUSSED AND MINUSED ATTRIBUTES
FEED: Demons and vampires can feed on Each plus next to an attribute (Brawn, Grace,
humans to heal themselves. This is a combined Will, or Wits) shifts that attribute one step
grapple and bite, rolled like a Fist attack (see
upward from its normal rating (Unfamiliar to
the Conflict and Damage chapter). For each
Unfocused, Unfocused to Focused); each
level of damage done, the attacker recovers
minus shifts it one step downward instead.
one level of damage.
Each plus on a Focused attribute adds a
FLIGHT: Most of the Fallen are winged in Success Level to its use; any minus on an
demon form and can fly. Distance is 4 meters Unfamiliar attribute subtracts a Success Level
per Success Level with a Brawn (straight flight) (making success impossible).
or Grace (maneuverability) roll. The Game Host may also apply these
REGENERATE: A conscious Fallen or Cursed pluses or minuses to any rule for which they
character with this skill Focused automatically seem reasonable. For example, a Wits plus
recovers from one level of damage each round might add a level of Reactive Defense against a
as a free action. With the skill Unfocused, the Throwing attack, while a Grace minus would
character can instead perform a Second Wind subtract a level, and a Wits plus might add a
action (see the Conflict and Damage chapter) Success Level to a Bargaining skill roll.
more than once each combat.
SHAPESHIFT: Werewolves and demons can DENIZENS
transform from human to a more powerful Besides normal humans, the world of The
combat form. Three Success Levels are Ancient is peopled by the following creatures.
required to complete the change, during which
time the transformer can take no other action.
THE ANCIENT
The Ancient is humankind’s protector and
SIGHT: This very rare gift allows people to crazy uncle. Like the Fallen, his spirit possesses
track the Fallen and Cursed by the residue of the body of another human, though never an
their aura. Only the Ancient and a very few old unwilling one. As an immortal, while he can be
Cursed possess the Sight. slain, he is immediately reborn in another body
TRANSFORM: The Fallen and vampires use as long as any Fallen survive. His many useful
this skill for minor physical changes to pass abilities are offset with a few limitations.

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D6XD6 ™ RPG
Abilities: Grace++; Will++. Focused Charm, with a base Stun rating. The target can use
Demon Lore, Regenerate, Sight. Brawn or Will as a Passive Defense (see the
Conflict and Damage chapter). Focus: 7
Limitations: The Ancient cannot grasp
modern technology skills. This means he ASMODAI: FIRE DRAGON
cannot operate computers or motor vehicles, The king of the Fallen is known for his polite
and any attacks he makes with modern manners and calm demeanor. Oh yes, he’ll burn
weapons are limited to Unfocused. down your village and rip your arms off, but in
such a polite, proper way you might forgive
Mantle of the Ancient: If the Ancient is
him. His control of other Fallen is mostly
killed, the hero physically nearest him may
through flattery, but do not mistake that for
assume his powers, as long as any Fallen
weakness. His thirst for destruction and lust for
remain alive. This hero becomes the Ancient
world domination know no equal. Asmodai
and gains all his powers and limitations.
always takes possession of a male host. Likes:
THE SEVEN FALLEN Abducting virgins, fire, power, manners.
Are they rebel angels, ancient Babylonian Dislikes: Rudeness, punk rock music.
spirits born to torment humankind, aliens from Demonic Appearance: Human-sized (though
another dimension? Whatever their origin, they large) crimson dragon. Attributes: Will++ (in
are bent on conquering the earth. demon form). Skill: Focused Charm, Curse,
As with the Ancient, each of the Fallen Feed, Flight, Transform, Fire Breath: Once
inhabits one body at a time. (Unlike the every 30 rounds (one minute), Asmodai can
Ancient, a Fallen who is slain doesn’t spit flaming saliva as a Throwing attack with a
immediately return.) The Fallen takes on some Base damage of Wound on the first round. A
of the personality, memories, and skills of the target hit by this attack automatically suffers
person whose body it possesses. However, a continued flame damage each round thereafter
Fallen’s Focused skills are set by its own nature; at one level less. Metal armor protects on the
any skills of its host become permanently first round only; other armor offers continuing
Unfocused (though any pluses are retained). protection. Focus: 7
Fallen have a weakness to fire and electricity. AMON: RAGE DEMON
Amon is a force of implacable fury. Always
LILITH: THE MOTHER OF MONSTERS impatient to cause harm, Amon cannot be
Lilith is renowned not for her might but for trusted to do anything but fight and kill.
her great intellect. Her plots and schemes are Darkness is Amon’s domain, and the demon
legendary, and she has been responsible for uses this to hinder its enemies. Amon will take
destroying many Kingdoms of Man without possession of either a male or female host,
revealing an inch of her scaled skin. Lilith whichever is most easily available. Likes: War,
always takes possession of a female host. smashing things. Dislikes: Peace, anger
Likes: Long walks through the graveyard, management. Demonic Appearance: A
seducing kings, scheming evil schemes. broad-chested, powerfully built, black-scaled
Dislikes: Humankind, the color pink. humanoid with a bull’s head and hooved feet.
Demonic Appearance: Black-scaled, winged Abilities: Brawn++ (in demon form). Skills:
female humanoid with a flat nose, needle-like Charm, Curse, Feed, Flight, Transform, Blind:
teeth, and long fingers. Attributes: Will++ (in Amon can generate darkness, negating nearby
demon form); Wits++. Skills: Focused light sources and reducing vision for all humans
Charm, Curse, Feed, Flight, Transform, Chill: or Cursed in the vicinity. All attack rolls (except
The queen of the Fallen can automatically Amon’s) suffer a 2-point penalty. Blind does
absorb the heat energy of all living beings not work in direct daylight, however. Focus: 7
within Throwing range, slowing their
movement to half, and imposing a 1-point URA: PLAGUE DEMON
penalty on their task rolls. As an action, she An artist of death, Ura likes to take its time in
can focus this Chill on a single target, instantly cleansing the earth of the human scourge. Ura
immobilizing the victim and causing damage exists to spreading disease and misery. Unlike the

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LESTER SMITH
other Fallen, it has no real lust for power or blood, bloated, insectoid figure like a human-sized
viewing death as its own reward. Ura takes either tick walking upright. Abilities: Wits+++ (in
male or female form. Likes: Causing slow, demon form). Skills: Charm, Curse, Feed,
lingering death. Dislikes: Experiencing a slow Flight, Transform, Illusion: Ashakku can cloud
lingering death. Demonic Appearance: A filthy and confuse human minds. With this power,
humanoid figure, raggedly “cloaked” in long he can hide from view or make humans “see”
greasy hair, with insect pincers in place of hands. things that are not there. While there is no
Abilities: Will++ (in demon form). Skills: limit to the number of illusions he can create, a
Charm, Curse, Feed, Flight, Transform, Disease: successful Wits roll allows characters to see
Ura’s mere touch invokes sickness. A successful through them. Focus: 7
Will roll by the victim limits the effect to a nasty GALLU: WIND DEMON
cold. Failing this Will roll, the victim suffers an Though physically the smallest of the Fallen,
incapacitating disease (Game Host’s choice) that Gallu is by far the loudest. Her cry can
lasts while Ura is alive and in the region. Focus: 7 alternately lure sailors to their deaths or level a
ASHAKKU: MIND DEMON building. Vain and cruel, Gallu longs to create
Ashakku is a master manipulator who enjoys an army of worshipful Cursed. She always takes
using others to do his dirty work. Brilliant but a female host. Likes: Luring men to their death,
lazy, he avoids interacting with other Fallen pop music. Dislikes: The Ancient, losing.
unless he can use them for some grand Demonic Appearance: A beautiful, black-
scheme. He does respect Lilith though, as they scaled woman with bat wings and long, braided
employ common techniques. Ashakku hair that moves with a sinuous will of its own.
generally takes male form. Likes: Weak- Abilities: Grace++ (in demon form). Skills:
minded fools. Dislikes: Pretty much Charm, Curse, Feed, Flight, Transform, Scream:
everything else. Demonic Appearance: A This banshee cry can stun or even slay. The skill
has a base damage of Stun. Everyone in
Shooting range is affected, though a
successful Will or Brawn roll can reduce
the damage. (Armor does not protect.)
Unless Gallu’s scream is stopped, it
automatically continues, increasing one
level in intensity each round. Once it
reaches Kill, the Scream takes on
“Vehicle Weapon” scale (see the Game
Host chapter), still growing. In this way,
it can destroy even buildings of concrete
and steel. The only way to interrupt the
Scream is to damage Gallu, in which
case she cannot Scream for a number of
rounds equal to the levels of damage
suffered. Focus: 7
MARDUK, MULTI-HEADED DEMON
Marduk is a band of Demons in one
body, consisting of four serpentine
necks and heads. (As such, it can never
be played as a hero.) Physically the
mightiest of the Fallen, in demon form
it grows to the size of a two-story
house. All four heads must be Killed to
slay it, or it will regenerate even
decapitated parts. Likes/Dislikes:

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D6XD6 ™ RPG
None Marduk’s personalities can agree on. ZOMBIES
Demonic Appearance: Four huge black Shambling corpses animated by the Fallen,
serpent heads and necks joined at the middle, these reanimated dead are slow, weak, and
each serving as a limb or a head for the whole. fragile, but they can be dangerous in groups.
Abilities: Brawn++++ (in demon form). THE INFINITUS
Skills: Feed, Transform. Focus: 3 This powerful organization of free vampires is
THE CURSED working to resurrect the Fallen (to draw on
The Cursed come in many shapes and sizes, their power) and control them (to remain free
but all share some powers and weaknesses. themselves). They own many large shell
Those freed from the Fallen’s mastery can be companies and even government members.
either heroes or enemies. Their original human THE DISCIPLES
occupation remains their main “skill” (though A small group of Cursed working with the
landing a job in their new form may be tough), Catholic Church, their end goals are hidden,
and they may know any typically human skills. but they fight to keep Infinitus in check, as
Each must also possess the skills listed for its well as help the Ancient against the Fallen.
type (whether Focused or Unfocused).
VAMPIRE
SAMPLE ADVENTURE:
These minor demons can be nearly as INTERVIEW WITH (ANOTHER) VAMPIRE
dangerous as the Fallen themselves. They share Following the events of Ancient Revelations, the
the Fallen’s strong resistance to damage other captured bodies of the Fallen have gone
than their weakness, have the ability to Charm, missing. Not trusting his own government,
and can Feed to instantly repair damage. FBI Agent Ted Takahashi takes a band of
Abilities: Brawn+. Required Skills: Charm, agents fresh out of the academy to investigate.
Feed, Transform. Weaknesses: Fire, Electricity SCENE I: THEFT
WEREWOLF Takahashi assembles the team at a secret
These powerful shape-shifters can still pass for location he calls “Warehouse 14.” He explains
human (in poor lighting), although after that the Fallen were sealed in five crates
transforming once, they never completely regain labeled “Bright Steel” in this very building.
their original human form. They are often used Last night the crates vanished, and he thinks
by the Fallen as foot soldiers. Abilities: the Infinitus might be involved.
Brawn+ (Human); Brawn++ (Transformed); The heroes are to track down Abraham, a
Wits– (Transformed). Required Skills: free vampire, and ask for clues to the Infinitus’
Regenerate, Transform. Weakness: Electricity local stronghold. Abraham is known to frequent
scenic downtown Newark, particularly the old
EXTRAS Stanley Theater on Orange Street. Allow the
Heroes may also encounter these creatures. heroes time to get acquainted, do any research
CURSED HUMAN that inspires them, and formulate a plan.
These fresh conscripts have been Cursed but
not yet transformed. (See the Curse skill SCENE II: ARSON
above.) They are each controlled by the The heroes arrive to find the theater on fire.
specific Fallen that Cursed them. Until their Sounds of battle lead them to an alley where
four-hour window has closed, their abilities are Abraham is fighting two other vampires. He is too
as normal humans. badly wounded to defend himself further. If the
heroes rescue him, he reveals that his “playmates”
DEMON BEASTS were from the Infinitus. Although he was not
These are Cursed animals. They bear some aware of the crates’ theft, he does know of an
resemblance to Werewolves and share their Infinitus outpost at an abandoned mall. Abraham
attribute adjustments, required skills, and will not accompany the heroes, explaining he must
weaknesses. Entirely loyal to the Fallen, they feed to recover from his wounds, something he
die immediately when their creator is slain. refuses to do in front of witnesses.

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LESTER SMITH
SCENE III: MAYHEM AND MURDER guards, the other guards and the vampires
The mall is a massive two-story building that come running.
has been closed down for two years. It is If the vampires are slain or the scientists are
currently under lease to Always Sparkle in found, someone triggers an alarm and an auto-
Sunshine Corp, because vampires have a poor destruct sequence. The Orange Julius holds a
sense of humor. Although the stores are closed powerful bomb with a timer set for five minutes.
and empty of product, signs remain for The heroes can learn of it from any scientist or
“Sears”, “Macy’s”, and, of course, “Orange vampire. One minute into the countdown, the
Julius.” A Best Buy on one side has been Demon Beasts’ cages open automatically.
converted to a first-floor office. The entire Examining office paperwork or questioning
second floor has been converted into an open scientists or vampires, the heroes learn that
space with clear plastic walls facing outward. Infinitus did not steal the Fallen’s remains.
The heroes may prepare however they see Their own lab samples date back to the 1500’s.
fit—sneaking, getting a warrant, or rushing in If the building is destroyed, a search of the
with guns blazing. What they encounter is best wreckage reveals the remains of this demon.
divided into “Creatures” and “Events.” If the heroes return to search the ruins of
the Stanley Theater, they find part of a single
CREATURES
crate with the label “Bright Steel.”
Three sets of three human employees patrol
the mall. They are evenly spread through the
facility, so only one team can be engaged at a
ADVENTURE SEEDS
time, unless the heroes split up. The guards are The Pack: A motorcycle gang of werewolves
equipped with handguns, fine suits, and a has recently been causing trouble in South
powerful dislike of federal officers. Jersey. FBI agents are called in to investigate.
Two vampires are in the office section doing A Vampire, a Werewolf, and the Ancient
paperwork. Vampires love paperwork. Walk into a Bar: Joseph Miller and friends
Six human scientists are in the old food court, investigate a series of violent murders in a
which has been converted to a lab. They have small college town. At a local bar, they find a
developed a way to Curse lab animals (including vampire and a werewolf waiting for them.
kittens and puppies leftover from a former pet Spring Break from Hell: The Fallen are
store), turning them into fluffy, super cute, flesh- back!—this time during spring break in Miami
craving monsters. Because they have not devised Beach. They are raising an army of drunk
a way of controlling the creatures, the scientists undead college students to conquer the world.
seem destined to become monster food. If the
heroes arrive before then, the scientists will not CAMPAIGN IDEAS
resist arrest. The rise of the Fallen serves as a good
Dozens of demonic puppies, kitties, hamsters, campaign start, sweeping regular humans up
budgies, and even goldfish line the second floor into the action, perhaps even changing them.
in cages. If released, these Demon Beasts will hunt As Fallen are defeated, the campaign can
down the scientists that created them, unless turn to a search for any remaining demons,
distracted by chew toys first (or anything they bringing the heroes into contact with the free
perceive as chew toys). They will not attack the Cursed, both good and evil.
heroes except to defend themselves. Late in the campaign, the heroes may turn
EVENTS their attention to preparing an “unwelcoming
When the heroes first enter, no alarm has been party” for the next incursion of the Fallen.
triggered. Once they engage any group of Such a campaign can even span centuries.

CREDITS
DESIGN: Matthew Bryan Laube. DEVELOPMENT: Lester Smith. EDITING: Dale A. Donovan.
COVER ILLUSTRATION: Mauro Balcazar. MARDUK ILLUSTRATION: K8 Smith.
PROOFREADING: Winifred Lewis. LAYOUT: Ralph Faraday.
“Homs!!!” photo by Freedom House is licensed under CC BY 2.0 and has been edited.

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D6XD6 ™ RPG

THE WORLD OF
ATHENA VOLTAIRE
Steve Bryant
The Athena Voltaire graphic novel
series follows the adventures of a
globetrotting aviatrix as she takes on
Nazis, monsters, and the occult. In
this setting chapter, you’ll be able to
save the world in your own 1930s
adventures!

BACKGROUND
Earth: The mid-1930s. As tensions
among world powers escalate to the
inevitability of World War II,
another war already rages between
the forces of white and black magic.
Adolph Hitler’s belief in the
occult has led him to send his
agents—members of the Thule
Society—to every corner of the globe
in an effort to acquire mystical
artifacts that can aid him in his quest
for world domination. At the heart
of his quest is Agharta, the mythical
capitol city of the Hollow Earth,
whose twisted denizens, the Vril,
possess powers and artifacts that
blend science and the supernatural.
With the power of the Vril behind
him, Hitler would be unstoppable.
Standing against the Vril is the
Brotherhood of Shambalha, a society of
mystics sworn to prevent the power
of Agharta from being unleashed.
For unknown reasons, the
Brotherhood is prevented from
directly challenging the Vril and the forces that OCCUPATIONS
seek them. Instead, they utilize people from all Much of what distinguishes Athena Voltaire
walks of life to act in their stead. Your from other pulp adventurers is the aviatrix’s
character is one of these proxies. backstory. The daughter of a stage magician,

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LESTER SMITH
Athena picked up many valuable skills while sees it coming, either. And for grifters with
assisting in her family’s act, and in the circuses, vision, running the long con or coordinating an
Wild West shows, and barnstorming air shows elaborate heist can make for a big payday.
that her family toured with. Her talents serve
her well, enabling her to get clients out of MYSTIC/MEDIUM
many a precarious scenario. From tarot reading, speaking with the dead,
This backstory also provides many of her seeing spirits and more, the mystic is privy to
adventuring companions. There are still the usual secrets from beyond the pale. Or maybe it’s just
archeologists, scientists, and soldiers-of-fortune a grifter running an exceptionally long con. The
who need air transport in and out of exotic choice of how to play this occupation is yours.
locales, but Athena’s history allows for a variety
of colorful traveling companions, ranging from OCCULTIST
stage magicians, grifters, cowboys, actors, and Ancient texts in dead languages and mysterious
more. Any one of these characters could be the glyphs that guard abandoned tombs—
lead in equally entertaining adventures—as your someone needs to translate them—not to
own hero will demonstrate. Choose from the mention being versed in the mythologies of
following occupations for your hero. multiple cultures, understanding local customs,
or just recognizing a significant artifact or two.
ACTOR/ACTRESS The occultist is just the person for the job.
Don’t let the good looks fool you. Lon Chaney
was the Man of 1000 Faces, Ralph Faulkner PIRATE
trained many actors in the art of The South China Sea is full of adventure—and
swordsmanship, and Johnny Weissmuller was a Malay Pirates rule the waters! Not every pirate
former Olympic athlete…what hidden abilities is the rape-and-pillaging type, though. Some
does your actor possess? are simple sailors who take on an occasional
smuggling job over earning an honest buck.
AVIATOR/AVIATRIX
With the advent of air travel, explorers and POLICE OFFICER
treasure hunters can traverse the globe in Whether in uniform or plain clothes, they
search of whatever MacGuffin they desire. protect and serve—even when they’re pulled
And a pilot that can lend a hand when it all hits into the weird world of the supernatural.
the fan is worth his weight in gold.
PRIVATE DETECTIVE
CAPTAIN From hardboiled private dicks like Sam Spade
Sometimes the best way to get where you’re to bantering dilettantes like Nick and Nora
going is by sea. The captain (or Cap’n) is to Charles, it doesn’t matter—the private
ships and submarines what the aviator is to detective is on the case.
planes and zeppelins.
SCIENTIST
DILETTANTE Archeologists unearthing ancient civilizations,
Bruce Wayne, Lamont Cranston, Lord anthropologists steeped in esoteric cultures,
Greystoke, and other pulp heroes have used physicists working to split the atom,
their unlimited monetary resources to right cryptozoologists exploring mysterious creatures,
wrongs, fight evil, or seek fortune and glory. and more—scientists peel back the veil of the
GOVERNMENT AGENT pulp universe.
From an S.I.S. agent in His Majesty’s Secret
Service to a G-Man working for J. Edgar
SERVANT OF FAITH
Like the occultist, priests, reverends, pastors,
Hoover, the Government Agent is on the case.
ministers, monks, imams, pandits, and rabbis
GRIFTER are a great source of esoteric knowledge,
There’s always a scam to run, a pocket to pick, ancient information, and even mysterious
or just a bald-faced lie to tell. The mark never rituals sometimes.

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D6XD6 ™ RPG

SOLDIER OF FORTUNE film director Alfred Hitchcock to refer to a


When someone needs a hired gun, the soldier plot device that drives a story’s narrative. A
of fortune is there. It doesn’t matter where the MacGuffin can be an object, a person, or even
training comes from—the merchant marine, a goal, and its specific nature is typically
the French Foreign Legion, or even former unimportant to the overall plot. It serves the
soldiers and government agents—what matters purpose to motivate the characters to action.
is that the soldier of fortune has got your back. THE MACGUFFIN AS AN OBJECT: Within
the context of the world of Athena Voltaire, this
STAGE MAGICIAN is the most common use of the term. The Ark
From simple sleight of hand to elaborate
of the Covenant, the Maltese Falcon, and the
escapes, the stage magician always has
Rocketeer’s jetpack are all examples of
something up the sleeve.
MacGuffins as objects. These objects must be
WILD WEST PERFORMER found—or, at the very least, kept out of the
Sharpshooters, trick riders, knife throwers, or hands of the bad guys.
all of the above—the Wild West performer has THE MACGUFFIN AS A PERSON: Sometimes,
seen better days before all the performing it all comes down to a daring rescue, revenge,
opportunities dried up. But the vista for or self-defense. Private Ryan in Saving Private
adventure remains wide open. Ryan, or Ethan Edwards’ niece in The Searchers
SKILLS are great examples of living MacGuffin rescue
stories. Colonel Kurtz from Apocalypse Now or
All skills from the Basic Skills chapter apply. Bill from Kill Bill demonstrate how the
SPECIAL RULES MacGuffin can be used as a revenge motif.
Unmasking the killer in movies like Clue or
Paranormal powers from other D6×D6 settings Scream show how finding a live MacGuffin is
can be imported into this setting, if desired. an act of self-preservation.
MACGUFFINS THE MACGUFFIN AS A GOAL: This is
A MacGuffin (sometimes referred to as a generally the loosest of the uses of MacGuffin.
McGuffin or a Maguffin) is a term coined by Sure, getting out of French Morocco is the

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LESTER SMITH
goal in Casablanca, but one could also possess the ability to reason, and they operate
extrapolate “finding the Ark of the Covenant” only in their own interest. Treat them as
and “saving Private Ryan” into the MacGuffin humans with all attributes Focused, a base
as a goal, rather than an object or person. damage of Stun, the ability to command bats,
More often than not, if the word MacGuffin wolves, and even weak-willed humans. Garlic
is used in relation to the world of Athena Voltaire, and holy symbols repel them; holy water and
it will be in reference to an object or a person. sunlight Wounds them.

EQUIPMENT SKELETON WARRIORS


Any equipment appropriate to a 1930s setting These mindless drones sometimes guard ruins
is appropriate to the world of Athena Voltaire. or hidden Vril items. Treat them as humans
with Grace Focused, Brawn Unfamiliar, a
DENIZENS Focus number of 9, and immunity to the
The following creatures share the world of normal dice penalties for taking damage.
Athena Voltaire with the players’ characters.
SAMPLE ADVENTURE:
ZOMBIE
Reanimated corpses, Zombies don’t have the THE DEVIL’S SEA
power to infect humans with zombieism, but In which a deadly dull job turns simply deadly.
they’re relentless combatants. Treat them as ACT I: THE FOUR-EYED TURTLE
humans with Brawn and Will Focused, Grace The heroes have been hired to escort
and Wits Unfamiliar, no skills, a Focus number cryptozoologist Ivan Sanderson to an
of 8, and an immunity to the normal dice unnamed island about 100 km south of Tokyo.
penalties of taking damage. Unknown to the group, the region is
NAGA colloquially referred to as the Devil’s Sea—a
Usually enslaved by the Vril as guardians of portion of the Pacific that experiences
access points to the Hollow Earth, these phenomena similar to the Bermuda Triangle,
creatures are fierce warriors. A Naga is a four- including ghost ships, USOs, lapses in time,
armed humanoid with the lower body of a and electronic-equipment malfunctions. The
snake. Treat them as humans, but with two team’s journey and arrival are uneventful, with
coordinated attacks each round. no hints of strange phenomena.
Sanderson is searching for the Sacalia Bealei,
YETI also known as Beal's Four-Eyed Turtle, a species
Fiercely loyal to the Brotherhood of of turtle in the family Geoemydidae. Sacalia
Shambalha, Yetis are the natural enemies of Bealei doesn’t actually have four eyes; the
Nagas. Treat them as humans with 1 point of creature earned that nickname for the two
natural armor (without a dice penalty and white spots on the back of his head.
brawling attacks with a base damage of Stun. It’s dull work, and the group will likely find
WEREWOLVES it boring. However, they were hired for a
Not aligned with the Vril or the Brotherhood of “puddle-jumping milk run.” By comparison,
Shambalha, werewolves are primal creatures that would be an exciting adventure.
that attack both good and evil characters. Treat The heroes’ boredom proves short-lived as
them when transformed as savage humans with Doctor Sanderson mysteriously disappears.
Brawn Focused, Wits Unfamiliar, a base damage ACT II: DANGEROUS JOURNEYS
of Hit, and the ability to heal from one damage There should be tracks and other indicators
level each round, except from silver weapons. where Sanderson was taken (by a large party).
VAMPIRES Tracking Sanderson will lead the heroes
Like werewolves, vampires aren’t a part of the through a series of perils:
war between the Vril and the Brotherhood of CROCODILES: A rickety rope bridge spans a
Shambalha. Unlike werewolves, vampires crocodile-infested river. Heroes failing an Athletics

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D6XD6 ™ RPG
roll fall into the water and must defeat
crocodiles on their way to safety.
CAVE CREATURES: Passing a
beachside cave, the heroes encounter
1–6 Japanese Spider-Crabs. Spider-
Crabs can grow in size to 12 feet
across. Usually gentle (despite their
appearance), these Spider-Crabs attack
the characters. Possibly, something has
driven them from their habitat.
NAZI BEACHHEAD: A small party
of Nazis has established a
beachhead. The heroes must quietly
dispatch them before they can alert
their superiors. After defeating the
Nazis on the beach, the characters
discover a Chinese junk on the
horizon and a couple of speedboats
moored nearby. Night is falling.

ACT III: DEVIL’S SEA DWELLER


Doctor Sanderson has been taken
hostage by a Thule Society team
exploring a different cryptozoological
phenomena in the region. The Nazis
are using the Chinese junk, immune
to the mechanical failures that are
frequent in the region, for their base
of operations.
The backstory for the Nazi
mission can be revealed either by the
heroes eavesdropping when they
arrive on the junk, or piecemeal from
evidence they find lying around (papers in an photos depict a blurry, massive figure
officer’s quarters, etc.), or even through destroying a Nazi ship and terrorizing its
Sanderson himself, once he is rescued. crew. Also recovered in the wreckage,
The Nazis have been sent here because the embedded in a fragment of the ship’s hull,
Third Reich has lost four vessels in The Devil’s was a long, thick claw.
Sea (the Nazis use that term). Until recently, The Nazis are in the Devil’s Sea because
they didn’t know whether it was due to the they feel that whatever creature did that much
strange phenomena associated with the area, or damage must be utilized by the Reich.
to something else. Throughout the time the heroes are aboard
One of their reconnaissance missions the junk, they hear and feel explosions deep
found a camera, unharmed, floating among the below the surface of the water. The Nazis have
flotsam and jetsam of the last lost ship. The been dropping explosives in an effort to draw the
photographs it yielded brought them to the creature out. (As Game Host, use the explosions
unnamed island. to create a sense of dread and foreboding as the
Through Sanderson, the Nazis, or by their characters sneak around the ship.)
own discovery, the heroes see a group of The heroes—with or without Sanderson—
blurry black-and-white photographs. The are startled by a fearsome roar. Heading

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LESTER SMITH
toward the alarm, they come face to face with occultist and kidnapped by Nazi agents. The
the creature. It stands over the remains of two, heroes have to rescue him or her. Alternately, if
maybe three, Nazis—when you’re just dealing a member of the team is an actor, she or he can
with body parts, it’s hard to get a good count of be kidnapped. The player will have to vamp for
how many people they used to be. time until the team comes to the rescue.
The creature stands ten feet tall, with lizard- TONG WAR: While dining in New York City’s
like features, huge claws, and sharp teeth. Guns Chinatown, the heroes are alarmed to hear
and knives won’t harm it, but fire will drive it gunfire, screams, and a battle royale coming
away. A good explosion will either kill it or send from the back of the restaurant. The team
it back to the depths. reaches the kitchen in time to witness a brutal
After defeating the monster and, presumably, gangland slaying as Chinese gangsters kill the
the Nazis, the heroes and Sanderson can travel entire kitchen and wait staff—except one. A
back home however they initially arrived at the beautiful waitress, injured in the attack, tells
island, without any ill effects of the Devil’s Sea. the characters that an underworld Tong has
ADVENTURE SEEDS stolen an heirloom from her family and pleads
with the group to get it back. As the characters
SÉANCE: A member of the team is contacted proceed, they learn that the waitress is actually
by an acquaintance who believes she was a powerful sorcerer and the leader of a rival
scammed by a spiritualist. The team goes Tong. And the family heirloom? A powerful
undercover to investigate the charlatan and is mystical artifact that the tongs have been
surprised to learn that the medium is on the fighting over for a century.
level and dealing with powerful forces. Among
MURDER MOST FOUL: One of the heroes—a
the spiritualist’s possessions is a powerful
performer or aviator—is contacted by a
MacGuffin. The heroes must acquire it from
member of his former troupe. The members of
the spiritualist—by force, purchase, or
the troupe are being murdered one by one, and
deceit—before a team of Thule Society Nazis
only the character and his contact remain alive!
operating stateside do.
The heroes travel to the home of the contact,
THE LOCAL WARLORD: At an oasis in Egypt, who is murdered soon after. The murderer is
a seemingly innocuous exchange between one (1) a vampire who was murdered by members
of the team and a beautiful woman raises the of the troupe years ago, after a tryst with a
ire of her husband—a local warlord. member, or (2) a Thule agent, seeking a
DOUBLE-CROSS DELIVERY: The team is mystical heirloom that the contact possessed,
hired to locate and retrieve a MacGuffin for a and later unleashes a supernatural menace the
Hong Kong businessman. The mission itself heroes and Nazis must defeat together.
goes easier than planned, but when the
characters return to Hong Kong to deliver the CAMPAIGN IDEAS
object and collect their fee, they’re double- An extended adventure, sending the heroes all
crossed. Their client, a power broker with both over the globe for a collection of MacGuffins
government and underworld connections, has (lost volumes from the Library of Alexandria, a
used his influence with local law enforcement to mystical set of swords from the Crusades,
turn the hero team into Public Enemy #1. Can fragments of an ancient stone tablet, etc.) that,
the characters evade mobsters and local law when combined or collected, form a powerful
enforcement long enough to clear their supernatural weapon. Pit the characters against
names—or at least get out of Hong Kong alive? a competing team of adventurers, Nazis, Malay
MISTAKEN IDENTITY: An actor associate of a pirates, and more.
member of the team is mistaken for a famous

CREDITS
DESIGN: Steve Bryant. DEVELOPMENT: Lester Smith. EDITING: Dale A. Donovan.
ILLUSTRATIONS: Steve Bryant. PROOFREADING: Winifred Lewis. LAYOUT: Ralph Faraday.

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D6XD6 ™ RPG

THE BAKER STREET IRREGULARS


J. Robert King, author of The Shadow of Reichenbach Falls
Adventure on the streets of old
London Town, giving aid to the
greatest detective who ever lived—
Sherlock Holmes. The master sleuth
knows the criminal mind like no
other, but he can be in only one place
at a time. That’s where you come in.
Holmes employs a ragtag group of
street urchins for a shilling a day plus
expenses, with a guinea for any who
discover a vital clue. He calls his eyes
and ears the Baker Street Irregulars.

BACKGROUND
In his memoir A Study in Scarlet, Dr.
John Watson gives the following
description of his first encounter with
the Irregulars:
“What on earth is this?” I cried,
for at this moment there came the
pattering of many steps in the hall
and on the stairs, accompanied by
audible expressions of disgust upon
the part of our landlady.
“It’s the Baker Street division of the
detective police force,” said my
companion, gravely; and as he spoke
there rushed into the room half a dozen
of the dirtiest and most ragged street
Arabs that ever I clapped eyes on.
“’Tention!” cried Holmes, in a
sharp tone, and the six dirty little
scoundrels stood in a line like so
many disreputable statuettes. “In He waved his hand, and they scampered away
future you shall send up Wiggins alone to report, downstairs like so many rats, and we heard their
and the rest of you must wait in the street. Have shrill voices next moment in the street.
you found it, Wiggins?” “There’s more work to be got out of one of
“No, sir, we hain’t,” said one of the youths. those little beggars than out of a dozen of the
“I hardly expected you would. You must keep force,” Holmes remarked. “The mere sight of an
on until you do. Here are your wages.” He official-looking person seals men’s lips. These
handed each of them a shilling. youngsters, however, go everywhere and hear
“Now, off you go, and come back with a everything. They are as sharp as needles, too; all
better report next time.” they want is organisation.”

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LESTER SMITH
HISTORICAL BACKGROUND HAWKERS
The stories of Sherlock Holmes span the 1890s These youths sell newspapers, matches, tickets,
through the early 1900s. Under Queen Victoria apples, salves, flowers, toys, watches, and other
and King Edward, the British Empire is at the goods gotten legally or semi-legally.
height of its powers. The empire includes more
than 450 million people, one quarter of the Earth’s LABORERS
population, with key colonies and territories in Whether blacking boots, washing windows,
Canada, South Africa, Iraq, India, and Australia. cleaning chimneys, mucking stalls, carrying
Britain’s maritime dominance makes it the policing luggage, or sweeping pavements, laborers keep
force of the world during the Pax Britannica, and London in operation.
its economic dominance makes it the richest and
most formidable nation prior to the rise of the APPRENTICES
United States in the 20th century. Some Irregulars are learning a trade, working for
blacksmiths, tanners, glassblowers, carpenters,
LONDON millers, shopkeepers, tailors, and others in the city.
The ancient Roman city of Londinium has
become the capital of the world, and the London ASSISTANTS
of Holmes’s time is a mixture of two millennia of These characters aid gentlefolk with their
history and modern innovation. The city centers messages, horses, carriages, bustles, canes, picnic
on the Thames River, with the governmental and baskets, and other accouterments of high society.
banking centers on its north banks and the arts
and common districts to the south. A number of
PERFORMERS
Some entertain the masses with juggling,
bridges span the great river, the most famous of
acrobatics, puppetry, ventriloquism, card tricks,
which are the Tower Bridge (near the Tower of
side-show acts, and innumerable other diversions.
London) and the Westminster Bridge (near the
Houses of Parliament). Numerous parks Other Irregulars make their livings in less-than-legal ways.
provided green space for Londoners, among
them Hyde Park, Regent’s Park, St. James Park, THIEVES
and Victoria Park. A few pick pockets, burgle warehouses, snatch
produce, crack safes, steal horses, rob carriages,
TECHNOLOGY roll drunks, and otherwise prey on the
The world is in the throes of a humanistic unsuspecting.
optimism about technology and the fruits of the
Industrial Revolution, which started in the British SCAM ARTISTS
Midlands. Coal and steam power dominate, and A step up from thieves, scam artists pawn
gas lamps fill the streets. Electricity is known but forgeries, counterfeit money, collect for false
not widely used. Telegraphs are commonplace. charities, panhandle, sell false relics, tell fortunes,
Photography is well established, but motion run séances, and otherwise shake down people
pictures come later. Automobiles are beginning for cash.
to be used in the later period, but most
transportation takes place via train, horse-drawn GAMBLERS
carriage, boat, or foot traffic. Whether holding craps games, handicapping
horses, running rackets, holding cockfights,
OCCUPATIONS keeping betting books, or counting cards, these
youths game the system to survive.
Play as Wiggins—the gawky, scarecrow leader of
band—or as any of the other rapscallions. Some TOUGHS
Irregulars hold honest, if menial, positions, which Holmes sometimes employs those who run street
not only gives them a bit of income, but also gangs, work as body guards or bouncers, extort
useful abilities for their adventures, as well as a money for protection, rough up those who don’t
ready excuse to be out and about in the city. pay debts, and otherwise act as muscle.

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D6XD6 ™ RPG

SCAMPS became a committed spiritualist later in life,


Some urchins eat out of rubbish bins, sneak into conducting séances and seeking mystical answers
theaters, hop rails, pose as reputable citizens, and beyond the grave. As a result, other writers have
otherwise get by without paying. introduced elements of mysticism and magic into
Sherlockian adventures, much to the dismay of
Players should feel free to adopt any of these purists. The Game Host can decide if such
means of making a living or others not mentioned elements are allowed in a given campaign and
here. The uniting factor for all Irregulars is that adopt magic rules from other setting chapters as
they be minors (under the age of 18) and that they appropriate.
make a hardscrabble living on the streets.
DENIZENS: KEY CHARACTERS
SKILLS As adjunct sleuths, the Baker Street Irregulars
Baker Street Irregulars can take any of the report to Sherlock Holmes and Dr. Watson at
following from the Basic Skills chapter: Athletics, their upstairs flat at 221B Baker Street. To reach
Bargaining, First Aid, Lockpicking, Martial Arts, the flat, the Irregulars must inquire with Mrs.
Navigation, Persuasion, Pickpocketing, Ride Hudson, who lives downstairs and is landlady to
Animal, Second Language, Shooting, Sneaking, the crime-fighting pair.
Swimming, Throwing, and Tracking. Characters
may also possess the Literacy skill (reading and MRS. HUDSON
writing), depending on their level of schooling. A middle-aged woman who seeks to run a tidy
establishment, despite the odd hours, disreputable
SPECIAL RULES: MAGIC visitors, chronic squalor, and foul-smelling
No magic exists within the canonical stories of experiments of her famous tenant, Mrs. Hudson
Sherlock Holmes. Indeed, Holmes uses science, puts up with Holmes with long-suffering grace
reason, and rationality to put the lie to semi- because she stands in awe of his abilities, he
magical phenomena such as the ghostly Hound treats her well, he pays her well, and she privately
of the Baskervilles. However, Doyle himself adores him.

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LESTER SMITH
SHERLOCK HOLMES sleuthing that Holmes and Watson do to solve
Holmes is an amateur detective who works as a his cases.
consultant for Scotland Yard. He does not charge PROFESSOR JAMES MORIARTY
for his services, though he may accept rewards This criminal mastermind appears first in “The
offered him by grateful family members or official Final Problem,” in which Holmes describes him
agencies. In 1890, he is approximately 40 years old. thus: “He is the Napoleon of crime, Watson. He is
He is well-versed in many arcane areas of study, all the organizer of half that is evil and of nearly all that
related to solving crimes, though he maintains is undetected in this great city. He is a genius, a
ignorance of general knowledge (such as that the philosopher, an abstract thinker. He has a brain of
earth revolves around the sun), jealous of the the first order. He sits motionless, like a spider in
mental space such trivial matters occupy in his the center of its web, but that web has a thousand
mind. Holmes plays the violin well, often radiations, and he knows well every quiver of each
improvising tunes, smokes pipes and cigars, and is of them. He does little himself. He only plans. But
said to be addicted to cocaine. his agents are numerous and splendidly organized.
Holmes’s methods of deduction are decades Is there a crime to be done, a paper to be
ahead of his time: abstracted, we will say, a house to be rifled, a man
 Analyzing footprints to determine the to be removed—the word is passed to the
height, weight, strength, and physical Professor, the matter is organized and carried out.
condition of a perpetrator The agent may be caught. In that case money is
 Performing thread analysis to link articles of found for his bail or his defence. But the central
clothing to crime scenes power which uses the agent is never caught—never
 Inspecting blood, mud, ash, and other trace so much as suspected. This was the organization
pieces of evidence to deduce all manner of which I deduced, Watson, and which I devoted my
facts whole energy to exposing and breaking up.”
 Disguising himself to work undercover
 Profiling criminal minds using an SAMPLE ADVENTURE:
encyclopedic knowledge of past crimes
ANOTHER GREEK TRAGEDY
DR. JOHN WATSON In which our stalwart band find fakery at the
Watson is a medical doctor who served in the British National Gallery.
British Army during the Second Anglo-Afghan war.
In the Battle of Maiwand in 1880, he suffered a ACT I: ARTFUL DODGING
bullet wound to the shoulder and subsequently On a signal from Holmes, Wiggins gathers the
developed enteric fever, which ended his military Irregulars and leads them to 221B Baker Street,
career. He returned to London to become a where they discover that they must stake out the
flatmate and eventual friend of Sherlock Holmes. In National Gallery art museum. Wiggins asks if there
the 1890s, he is approximately 40 years old. Watson has been a break-in, and Holmes replies, “No, but
is a surgeon, well skilled in medical arts, as well as an there is about to be.”
accomplished brawler. Though often amazed by his That night, the Irregulars catch two thugs
companion’s deductions, Watson is no intellectual breaking into the National Gallery and apprehend
slouch. Nor is he a bumbling coward—but rather a them before they can steal anything. They proudly
courageous, bright, and stalwart companion. drag the perpetrators before Holmes and Watson,
who thank them and give them each a guinea, but
INSPECTOR LESTRADE tell them the crime is not done and they must
The most prominent Scotland Yard detective continue their vigilance. Upon returning to the
during Holmes’s time, Lestrade is described as a National Gallery, the Irregulars discover that a
“little sallow rat-faced dark-eyed fellow” and “a whole room of friezes from the Parthenon has been
lean, ferret-like man, furtive and sly-looking.” vandalized. They wonder how this could have
Lestrade’s detective work is unimaginative and happened because the thugs hadn’t gotten into the
often wrong, but he readily takes credit for the museum proper and the door had been secured by

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D6XD6 ™ RPG

NATIONAL GALLERY KEY


North Vestibule, Early Italian Schools:
I. Tuscan School (15th and 16th centuries). II. Sienese School, &c. III. Tuscan School. IV. Lombard School. V.
Ferrarese and Bolognese Schools. VI. Umbrian School, &c. VII. Venetian and Brescian Schools. VIII. Paduan
and Early Venetian Schools. IX. Later Venetian School. X. Flemish School. XI. Early Dutch and Flemish
Schools. XII. Dutch and Flemish Schools. XIII. Flemish School. XIV. Spanish School. XV. German Schools.
XVI. French School. XVII. French School. XVIII. British School. XIX. Old British School. XX. British School.
XXI. British School. XXII. Turner Collection.
Octagonal Hall: Miscellaneous; East Vestibule: British School; West Vestibule: Italian School.

a special unit from Scotland Yard before the ACT III: FORGING AHEAD
Irregulars left. A message from Holmes tells them The Irregulars must act quickly, creating diversions
they must keep watch for more criminals to make a to prevent Ambassador Gregopolis, his entourage,
try at the compromised door. and the international press from filling the hall.
They must also try to incapacitate the false guards,
ACT II: FRIEZE! which are a Greek terrorist cell intent on killing
The Irregulars continue to stake out the Gallery,
everyone in the room and sparking a Greco-English
but the unit from Scotland Yard has the museum
war. Only after the Irregulars foil the plot do
locked tight. The Irregulars learn that Greek
Holmes and Watson arrive. They are mobbed by
Ambassador Apollo Gregopolis is planning a visit
reporters, who assume the great detective is the one
the next day to survey the damage and to call for
who saved the day. He says the real praise belongs
the friezes to be returned to their rightful
to a group of shadowy crime fighters who must
owners—the Greek government. When the
remain anonymous. Back at 221B Baker Street,
Irregulars get close enough, though, they can hear
Holmes pays the Irregulars equal shares of the
that the supposed Scotland Yard officers are
£1,000 reward the National Gallery has provided.
speaking to each other in Greek. One scamp sees
He then gives them their next assignment.…
the false guards bringing heavy cases into the
museum. Infiltrating the museum, Irregulars see
that the cases are filled with dynamite, which the ADVENTURE IDEAS
guards are lacing throughout the stonework and The works of Sir Arthur Conan Doyle provide a
wiring to explode. The Irregulars are about to plethora of ready adventures, chiefly in the short
rush off to report their findings to Holmes when stories published first in The Strand Magazine and
the Greek ambassador and his entourage arrive. afterward gathered in these volumes:

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LESTER SMITH
 The Adventures of Sherlock Holmes have one of the perpetrators start as a confidante
 The Memoirs of Sherlock Holmes of the players.
 The Return of Sherlock Holmes 3. GIVE EACH PERPETRATOR A MOTIVE.
 His Last Bow Explore why the main villain did what he or she
 The Casebook of Sherlock Holmes did, often to gain something: money, drugs,
The four novels also provide useful material, power, position, revenge, security, fame,
though their complexity and length make them conquest. Consider why other villains
challenging to adapt for short roleplaying contributed, often for very different reasons: fear,
sessions. These works are ideal, however, for loyalty, lust, delusion, or even boredom. These
long, detailed campaigns. To make the adventures motives will drive the actions of the villains and
work in novel format, Doyle removes Holmes will often cause them to work at cross purposes
from the center of each book. If the great as their plot unravels.
detective had stayed present, he would have 4. DECIDE HOW THE CRIME WAS
solved the crimes too quickly. COMMITTED. Determine exact locations, times,
Game Hosts should take a cue from this fact. and methods. These details create the clues that
Successful adventures cannot center on Holmes Irregulars will discover to solve the mystery. Also
and Watson because players will have very little decide what the villains did to cover up their
meaningful contribution. Instead, Holmes and actions: hiding bodies, creating false clues,
Watson should enlist the aid of the Irregulars to establishing alibis and cover stories, creating
gather clues, but the players must go beyond their diversions, paying off investigators, providing
initial directives to piece the clues together, solve false testimony, and so on. These actions create
the crimes themselves, and present their work to other clues that players must sift through to
the detectives afterward. discover the truth.

CAMPAIGN IDEAS 5. DECIDE WHAT PERPETRATORS WILL DO


AFTER THE CRIME. Some simply return to
Game Hosts can also create original adventures their daily lives, hoping to avoid detection. More
by following these five steps: challenging villains actively work to stymie
1. CHOOSE A CRIME. Choose from the vast array investigations and perhaps to kill investigators.
of offenses: murder, assassination, kidnapping, Obviously, the latter type of criminals make for
blackmail, burglary, robbery, treason, espionage, more exciting adventures in which players must
fraud, racketeering, smuggling, human trafficking, match wits with determined foes and must beat
terrorism, and so on. them at their own game with a clock ticking all
the while.
2. DECIDE WHO COMMITTED THE ACT. Create
a single villain, a partnership, or a conspiracy, and
give each perpetrator a name, a physical
ADDITIONAL NOTES
description, and a background. If you have more Arthur Conan Doyle’s many Sherlock Holmes
than one villain, consider having the players stories can be found in the public domain at
slowly discover that the crime was committed by Gutenberg.org, among other places.
more than one person, an unfolding realization For detailed street maps of 1890s London,
that heightens the suspense. You might even visit the Wikimedia Commons at Wikimedia.org.

CREDITS
DESIGN: J. Robert King EDITING: Lester Smith & Dale A. Donovan.
COVER ILLUSTRATION: K8 Smith. PROOFREADING: Winifred Lewis. LAYOUT: Ralph Faraday.
“Fleet Street” photo by James Valentine, Wikimedia Commons, is in the US public domain.
“1911 Britannica - National Gallery” map, Wikimedia Commons, is in the US public domain.

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D6XD6 ™ RPG

THE WORLD OF
BIG TROUBLE IN LITTLE CANTON
Jason Daniel Myers
Nothing ever happens in Ohio.
Nothing good anyway. But the big,
bad stuff? Happens. Every. Day.

BACKGROUND
Strange things skulk the city of
Canton. Ancient Snake Gods run the
strip clubs. Mouseanthropes infest
the city dump. Ghouls consume us,
and only the Amish have the faith to
fight them. As evil reaches to tear
out the heart of it all, who will stand
against the coming darkness?
You? Who are you? And how
long has it been since the veil was
torn from your eyes?
Are you SHAWNEE, remnants of
a people decimated during the
westward expansion and only now
trickling back to your homeland?
Are you one of the CHURCH
PEOPLE who spills supernatural
blood on Saturday night and teaches
Sunday school the next morning?
Do you work for the OHIO
TOURISM BUREAU, busting heads,
cleaning clocks, and sweeping the
mess under the rug to protect life,
liberty, and the tourist trade, though not the first and sometimes only to notice when the
necessarily in that order? weakest of the herd are being culled?
Are you of the Amish, the PLAIN PEOPLE, a Are you a FRINGER, a biker, a stripper, a
black hat defending the old ways with the power thief, a dealer who plays both sides, an original
of light? gangster who suddenly finds yourself up against
Are you a RECEIVER, a schizophrenic, an something bigger and badder, or an anarchist
artist, an electric kool-aid acid tester, tuned in, who’ll fight all comers no matter who, or what,
whether you want to be or not, to the ripples that they are?
predators leave in the pond of your city when Are you an ARCANE, a broker of knowledge,
they emerge to feed? a bookworm, a lawyer, a museum curator, a
Are you a SAFETY NET, a social worker, a historian, a collector of rare objects?
beat cop, a runner of late-night support meetings, Or do you suck?

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LESTER SMITH
Answer the question! Are you a SUCKER? damage of a Brawling range attack or mental
Because a vampire with a heart of gold has an assault by a supernatural enemy. It can be used
empty stomach, and a frog who carries a for either personal defense or defense of a
scorpion on his back winds up dead more often companion within Brawling range, though if that
than not. So if you suck, you’d best say so right companion’s Motivations (see Special Rules) are
now, so we can part ways before I’m obliged to known to be less than honorable, skill roll drops
kill you. a category (Focused becoming Unfocused, and
Okay, then. Follow me. Let’s get into trouble. Unfocused becoming Unfamiliar).
Sincere as Death, QUICKNESS: This skill, for Suckers only, allows
—Geezer Hammond the character to move 10 times the normal
movement rate. The Sucker can move 20 meters
OCCUPATIONS as a free action, or take a Quickness action and
move that distance plus an additional 20 meters
Choose something suited to any of the
highlighted categories in the Background section, per Success Level rolled.
or any modern-era suggestions in the D6×D6 RECEIVE: This skill, for Receivers only, allows the
Occupations chapter. character to acquire an extrasensory insight. It is
With the exception of an employee of the not at the beck and call of the character, however.
Ohio Tourism Bureau, you can invent additional Instead, the Game Host can call for a roll at any
types suited to each of the categories above. For time and take control of the character for a
example, a Receiver might as easily be a fortune number of rounds equal to the Success Levels
teller or medium. One of the Plain People, on the gained, using this to deliver cues that advance the
other hand, is not likely to be a computer hacker. adventure. The form of guidance depends largely
upon the type of character but may include spirit
SKILLS writing, sleepwalking, sudden clairvoyance, or even
Anything from the Basic Skills chapter is fair (in extreme cases) astral projection.
game, though Persuasion may be of particular SPIRITUAL GUIDANCE: In some ways similar to
interest (as explained in the Special Rules below). the Receive skill, Spiritual Guidance is available to
Additionally the following skills apply specifically Shawnee, Church People, the Plain People, or any
to the world of Big Trouble in Little Canton: character with a religious occupation. Less dramatic
COMMUNITY: Available to Shawnee, Church than Receive, it delivers insights as gut instincts or
People, the Plain People, and Safety Net convictions of faith. It may also be called upon
characters, this skill represents the ability of voluntarily by the character through prayer, in
people with roots and connections to draw on which case the Game Host makes the character’s
those for assistance, assets, or information. skill roll in secret and lies if the roll is a failure.
Exactly what assistance is available is up to the
Game Host, depending on the current situation, SPECIAL RULES
what a player asks for, and the number of Success During character creation, players must
Levels rolled. determine the following:
COMPANY RESOURCES: Similar to the above, HOW THE VEIL WAS LIFTED FROM MY EYES:
but available to Ohio Tourism Bureau employees This is a brief summation of the character’s first
only, this represents possible equipment, encounter with the supernatural.
information, and assistance at the disposal of an PRESSURE POINT: This is something for which
agent of the OTB. the character will forsake Primary, Secondary, and
MAGNETISM: This skill is available for Suckers Tertiary Motivations (see below). The Game Host
only. It acts as Persuasion on people with no is invited to make judicious use of this to properly
supernatural blood, though each roll is treated as motivate players and enhance the story.
if a Drama Point were spent on it. Pressure Points could include but are not
PROTECTION: This skill is available to the Plain limited to: family members, friends, job security,
People only. It may be rolled to reduce the and dangerous or shameful secrets.

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MOTIVATIONS: Noted in each
character’s description as PM
(Primary Motivation), SM (Secondary
Motivation), and TM (Tertiary
Motivation), these help to promote
role-playing and intra-party friction.
Motivations could include but are
not limited to protecting the
innocent, protecting one’s own,
acquiring power or money, self-
preservation, pleasure, justice, thrill-
seeking, destroying evil, or even a
specific political, religious, or
philosophical ideology.
In any given scenario, characters
will not act against their TM unless it
is overridden by their SM, will not act
against their SM unless it is
overridden by their PM, and will not
act against their PM unless their
Pressure Point is brought into play.
Ideally, the Game Host should
keep a record of each character’s
Motivations and Pressure Points, while
players will keep those things a closely
guarded secret from each other.

APPLYING MOTIVATIONS
Interest in and focus on these rules will
vary from group to group, but here are
a few suggestions for their use.
When it seems a player is ignoring an the dice. In such cases, the character must
applicable motivation (or pressure point), the convince the Game Host that the Motivation is
Game Host can pass notes or call for a quick properly satisfied.
private chat. This could result in the player either Note: While some players might chafe at not
clarifying a description (from “pleasure” to “sexual always having absolute control of their character,
pleasure,” for example) or assuring the Game Host that which is pleasant or convenient is not
that the character is merely waiting for an necessarily interesting.
opportune moment to act on the motivation.
If a player wishes to take an action the Game SKILL-BASED MOTIVATIONS
Host believes is against a character’s motivations, Characters with the following skills must take the
the character must make a successful Will roll. following as either their PM (for Focused skills)
The difficulty rating for this roll is Average for or SM (for Unfocused skills).
TM, Difficult for SM, and Formidable for PM. COMMUNITY: “Protecting my community.”
Characters who know (or correctly suspect) COMPANY RESOURCES: “Preserving the
another character’s motivations may gain free public’s ignorance of the supernatural.”
Drama Points on rolls to Persuade that character: Additionally, if the character brings Company
1 point for TM, 2 for SM, and 3 for PM. Before Resources to bear on a particular supernatural
the roll, the player of the character affected can problem, “Preserving the public’s ignorance…”
appeal to the Game Host to role-play the becomes the character’s PM, pushing other
situation rather than leaving it to the whims of Motivations one tier lower, for as long as the

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LESTER SMITH
especially if no great action is
occurring. An idle Sucker is a hungry
Sucker.)

EQUIPMENT
In most cases, equipment described
in the D6×D6 core rules will serve.
The Game Host is welcome to
introduce other items inspired by the
Big Trouble in Little Canton fiction or
other settings. While supernatural
weapons and items do exist, they
should be used sparingly so as to not
disrupt the suspense and balance of
the game world.

DENIZENS
The background section of this
chapter and the following sample
adventure provide examples of
creatures currently infesting Canton,
Ohio. Again, the Game Host is
pointed to the Big Trouble in Little
Canton fiction for more ideas.

SAMPLE ADVENTURE:
IT WILL NEVER DIE
In which the characters are sent on
some rather esoteric errands.
Game Host specifies (likely as long as that
particular supernatural problem could be seen as ACT I: AN OLD DEBT
a threat to Ohio’s tourism industry). The characters all arrive at the Canton Club, each
PROTECTION: “Protecting the innocent.” having received a similar letter:
RECEIVE: Choose either “Solving the riddle” or It was my pleasure some time ago to assist you in
“Making it stop.” extricating yourself from a particularly unfortunate
SPIRITUAL GUIDANCE: The applicable spiritual circumstance, for which I received no monetary reward.
ideology is the character’s Motivation. Instead, I asked for a favor, to be repaid at a time of my
choosing. That time is now. Do as I ask, and you may
HUNGER MOTIVATION consider your debt paid. Thank you in advance for your
If at any point, a Sucker has 4 or fewer Drama efforts and discretion in this matter.
Points remaining, “Sating hunger” temporarily
becomes that character’s SM, pushing other Yours,
motivations one tier lower. If a Sucker has 2 or Ms. Carol Christmas, Esq.
fewer Drama Points remaining, “Sating hunger”
temporarily becomes the PM. Once fed, the hunger (An illustration of Ms. Christmas, Esq. can be
is abated for the rest of the adventure session. (For found in the appendix of the D6×D6 rules.)
adventure sessions representing many days of Meeting at the club, the characters receive
activity, the Game Host is free to apply the Hunger further written instruction to retrieve the
Motivation rule whenever it seems appropriate— following items:

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 A hand crank from the McKinley Memorial. THE ROCK AND ROLL HALL OF FAME: The
 A horn from the “Special Collections” area following is not to be read to the players, but to
of The Rock and Roll Hall of Fame give the Game Host the setting thumbnail.
 A needle from Molly Stark Hospital Elvis is alive and well, and he resides at Cleveland’s
They are not given any particular order in Rock and Roll Hall of Fame. Okay, so maybe “alive”
which to accomplish these tasks. isn’t the proper term, but if you are there near closing, and
To prepare, the Game Host is advised to do a know someone who can direct you down a dark corridor
Web (and image) search of each location, and to marked “Special Collections”, you might witness a jam
refer to them for scene setting, location building, session to end all jam sessions: Morrison, Cobain, Paul
and logistical questions. McCartney (the original one), and a host of others make
the kind of music you’d die to hear. And you probably
ACT II: RUNNING ERRANDS will. See, they like an audience, but they don’t like
Visiting the various locations on their list, the publicity. Your parents and grandparents always said it
characters encounter the following. was the devil’s music. Turns out they were right.
THE MCKINLEY MEMORIAL: Inside a central Your Pal,
monument is a double sarcophagus, encircled by
manicured grounds, surrounded by an extensive Geezer
cemetery. Exploration during the day reveals little, Alan Freed is keeper of “Special Collections,”
though inside the central monument the characters and the characters find him nearby, holding what
may hear strains of a dissonant melody with an resembles an ornate metal ear horn up to his ear,
uneven cadence, as might come from a music box, listening as if he can hear the whole universe
though they’ll be unable to find a source. If they through it. He has PM: Keep the horn. While
somehow manage to open the massive sarcophagi, physically unable keep strong characters from
they’ll find them both to be empty. taking the horn, if he knows they want it, he will
Visiting after dusk requires evading or pretend to consider and meantime casually ask
subduing local security. Inside the chamber of the them if they’d like to be guided to “Special
monument at night, the characters find, sitting on Collections.” The characters hear strains of some
the marble floor, a young girl, operating the crank extraordinary rock music, and if they don’t take
of a large music box. Her name is Katie, she is 145 the bait, they will have to pass a Will roll to resist.
years old, and she will reveal as much if asked. Characters failing the roll are compelled to see
She is also a ghoul, with PM: Eat flesh and “Special Collections” regardless of group
SM: Keep toy. She’s polite, is well-spoken, and consensus.
will wait until someone is close up before trying The rock musicians in this area have PM: No
to eat his face off. If at any time Katie feels publicity and SM: Eternal encore. Threats to the
threatened, she will call for Mommy, also a ghoul. characters can be esoteric hypnotic siren-call stuff
Mommy has a PM: Eat flesh and Pressure Point: and/or knock-down drag-out brawls with these
Protect child. If at any time Mommy feels threated, infernal rock legends.
she will call out “Mac!” and he will appear. He’ll also
UNDEAD ROCKERS: Gender: Any. Age: NA.
appear if there is a noisy physical confrontation.
Attributes: Grace Focused; Wits Unfamiliar.
Mac is a ghoul with a PM: Keep it secret, an SM:
Occupation: Musician. Skills: Focused Athletics,
Eat flesh, and a Pressure Point: Protect family.
Bargaining, Martial Arts, Persuasion; Unfocused
If there is an extended physical confrontation,
Lockpicking, Pickpocketing, Throwing. Special
lackey ghouls will show up. The less diplomatic
Abilities: Hypnotic riff causes victims to pause for
the players are, the more ghouls: enough to chase
one round per Success Level, minus Will Success
characters off the premises or eat the obstinate.
Rolls by the victim. Focus: 5.
GHOULS: Gender: Any. Age: NA. Attributes: Brawn MOLLY STARK HOSPITAL: This sanitarium, its
Focused; Wits Unfamiliar. Occupation: Ghoul. Skills:
grounds wormed with utility and access tunnels,
Focused Sneaking, Tracking; Unfocused Athletics,
has been shuttered for 20 years. There is nothing
Persuasion, Throwing. Special Abilities: Immune to
left but abandoned equipment. And ghosts.
all damage but fire. Focus: 3.

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LESTER SMITH
Threats to characters who trespass include recordings that no ordinary technology will play.
local law enforcement, possible collapse of The characters risked their lives because Ms.
abandoned structures, and ghosts. Christmas wanted to listen to the infernal jam
Those exploring further into the sanitarium sessions without gambling her own.
are assaulted by vivid hallucinations of being
force-fed pills, injected with drugs, and strapped ADVENTURE SEEDS
to beds with restraints; also, of visits by creatures GRIST FROM THE MILLER: Elliott Miller runs a
so horrific as to be unidentifiable as anything in survivors of supernatural encounters support group,
particular, and Apocalyptic visions of the usually at the Stark County Public Library. Where
unnatural rotting of everything they know and better to get the lowdown on local horrors?
everyone they love.
TOURIST TRAPS: While in northeast Ohio, don’t
Cassie Armour is a wraith with PM: Revenge,
forget to visit Grimms Bridge, Canton’s Hercules
SM: Keep the needle, and TM: Communicate.
Engine Factory, and Hell Town.
Her method of communication is entirely
through unpleasant hallucinations, however. MOTHER MAY I? Mother Goose Land had been
In life, Cassie was a Receiver, understandably closed for years, but a community revival project
diagnosed as schizophrenic. The more she tried to stirred up the long dormant grounds, and reality
warn those around her of the unseen predatory in that area is twisting upside out and inside
threats to body and soul, the more she was down. Why did Mother Goose Land close down
considered a danger to herself and others. For most in the first place; what is the nursery rhyme and
staff members treating her, any cruelty was reason to the strange occurrences; who is Mother
unintentional, though she grew more unpredictable, Goose; and what does he (yes, he) want??
desperate and ragingly violent. There was one
however: a doctor. No, not a doctor. A thing CAMPAIGN IDEAS
disguised as a doctor. He…it realized that she knew Ideally, any campaign in this setting should be built
what it was, and it took a special interest in her case, around the characters your players create, and their
supervising unorthodox treatments. Pressure Points and Motivations. Start by asking:
Any attempts to forcibly take the needle from what the characters want, and why. Then ask what
her unleash poltergeist and hallucinogenic assaults the enemies want, and why. The answers should not
which the characters will be unable to overcome. only bring characters into conflict with enemies, but
The “doctor,” retired, is still around, and if the player characters into conflict with one another,
characters find him and become her instrument of enemies into conflict with other enemies, and
revenge, she will give them the needle. characters into alliances with enemies.
“DOCTOR”: Gender: Male. Age: Elderly. Attributes: Campaigns in which players occasionally work at
Wits Focused; Brawn Unfamiliar. Occupation: cross purposes are admittedly more challenging to
Possessed doctor. Skills: Focused Bargaining, run and to play, but the Game Host is encouraged
Persuasion, Second Language: Latin, Vehicle: Auto; to push as far into this territory as is comfortable,
Unfocused Shooting, Sneaking, Throwing. Special using Pressure Points and Motivations to nudge
Abilities: None. Focus: 5. PM: Hide true nature. SM: characters out of harmony and into moral
Cause pain. Notes: Has 3 Drama Points. compromises, shifting loyalties, alliances of
convenience, and intra-party discord and duplicity.
ACT III: RESOLUTION Finally, as in the sample adventure, feel free to
When the items are returned to the Canton Club, create situations in which a straight-up fight with
Ms. Christmas reveals that they are the final missing enemies is a losing proposition; and which reward
parts of a most peculiar gramophone. It turns out a willingness to bargain, persuade, subvert, extort,
that she is in possession of “Special Collections” outwit, seduce, compromise, or befriend.

CREDITS
DESIGN: Jason Daniel Myers, BigTroubleInLittleCanton.org.
DEVELOPMENT: Lester Smith. EDITING: Dale A. Donovan. PROOFREADING: Winifred Lewis.
LAYOUT: Ralph Faraday. COVER ILLUSTRATION: Jared Myers. OTHER ILLUSTRATIONS: Scott Myers.

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D6XD6 ™ RPG

BLOOD TYPE
J.A. & K8 Smith
When a biotech company’s virus
reaches the general populace,
horrific results ensue, based on each
person’s blood type. Your characters
must learn to survive their particular
blood-borne curse in this post-
Apocalyptic world.

BACKGROUND
Located in the Idaho panhandle,
Sandpoint is a small city with a big
heart. Its population, as of the 2010
census, was 7,365 souls. It lies on
the northwestern shore of Idaho’s
largest lake, the 45-mile-long Lake
Pend Oreille, and is surrounded by
the Seikirk, Cabinet, and Bitteroot
mountain ranges. It is the county
seat for Bonner County; is home to
Idaho’s only railroad stop, the
Sandpoint Amtrak Station; and is the
site of Idaho’s largest ski lodge, the
Schweitzer Mountain Resort. In
2011, Rand McNally and USA Today
named Sandpoint the nation’s “Most
Beautiful Small Town.”
Sandpoint’s economy is based on
forest products, tourism, recreation,
and light manufacturing, along with
some governmental support.
Famous businesses based in
Sandpoint include Lifehouse, a
national salad-dressing
manufacturer; Coldwater Creek, an
apparel marketer; Percussionaire, a medical contracted virus research project somehow
instrumentation business; the Pend D’Oreille breached its labs and put the city’s population at
Winery, a nationally recognized vintner; Quest risk. SMART security forces began rounding up
Aircraft, manufacturer of the Kodiak 10-seat Sandpoint’s citizens and treating them with an
turbo aircraft; and most recently, SMART antigen. Today, National Guard and Reservists
Industries (Smith Medical Advancement have arrived to help deal with the crisis. The
Research Technologies). streets are filled with armed, uniformed figures
But that’s all in the past now. Yesterday, and some lab workers in sealed biohazard suits.
SMART announced that a government- Many of your neighbors have not returned from

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LESTER SMITH
yesterday’s clinic visit. And you’re not feeling so and loud noises. Their blood thirst is such that
well yourself. their bodies burn a liter of blood every six
Welcome to the future, where your fate is hours. Their canine teeth are noticeably long
dictated by your blood type. and sharp. These characters have a bonus
ability of psychically communicating with and
OCCUPATIONS calming Berserker Zombie (AB+) characters.
Characters in the Blood Type setting can be of On a successful Focused roll, a Vampire can
any modern occupation that would have them connect with a single Berserker. By
employed in or visiting Sandpoint, Idaho. concentrating on this connection (suffering a
1-point penalty to subsequent action rolls), the
SKILLS Vampire can maintain this connection and
communicate one word each round. If
The default skill list of the Basic Skills chapter
psychically connected to more than one
serves here.
Berserker (acquiring a 1-point die penalty for
SPECIAL RULES each), Vampires can project the same word to
them all. Often that word is “Calm,”
Blood and flesh play critical roles in this setting. preventing the Berserkers from becoming
EFFECTS OF BLOOD TYPES frenzied and attacking their own companions.
Each character’s blood type determines that A+ OR B+ ZOMBIE: In these characters, the
character’s fate from the virus or its vaccine. virus leads to slightly sharper senses than
(SMART Industries is not currently normal for humans, and a much higher
forthcoming about what exactly causes the strength; add a + to Wits and 2 +s to Brawn.
mutations, if they even know.) It is Unfortunately, the virus also requires a
recommended that players design characters kilogram of raw, untainted meat every four
matching their own actual blood type (though hours, or the Zombie begins to suffer damage
this is not a strict rule). as the virus attacks the character’s own body.
O– IMMUNE: Characters with the O– blood AB+ BERSERKER: Characters with the AB+
type are immune to the virus and its vaccine. It blood type are the most tragically affected by
does not affect them in any way. the virus. They must eat a kilogram of raw,
O+ PUREBLOOD: Characters with the O+ untainted meat every hour to feed the virus, or
blood type suffer fatal hemorrhage if infected suffer damage as it breaks down their own
with the virus or the vaccine. tissues. As eating machines, they are much
faster and stronger than a normal human; add
A– OR B– LEECH: The virus causes characters 2 +s to both Grace and Brawn. When they are
with an A– or B– blood type to develop frenzied (see Starvation and Frenzy below),
slightly sharper senses than normal humans: these ratings are temporarily doubled.
add a + to their Wits attribute. Unfortunately,
the virus also gives them a blood thirst. It HH-OH BLOOD BEAST: Because their
burns a liter of their blood daily, which they blood never fully developed into any of the
must replenish by drinking that amount of usual blood types, characters with the
untainted blood, animal or human. Unlike Bombay phenotype (only 0.0004% of the
Vampire characters (see below), leech world’s population) assimilate the virus fully,
characters do not develop inhuman fangs. becoming a new sort of creature altogether.
Extremely cunning, intelligent, and fast
AB– VAMPIRE: In characters with the AB– hunters, they gain 2 +s each to Grace, Wits,
blood type, the virus leads to much sharper and Will. Their extremely acute senses allow
senses than is normal for humans, especially them to see well in all but total darkness, to
their sight and hearing; add 2 +s to the Wits scent their prey from a kilometer away, and to
attribute and a + to Grace. However, this also hear at twice normal human distance. This
makes them sensitive to sudden bright lights also means that they are very sensitive to

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bright lights (being unable
to withstand even normal
daylight) and loud noises
(especially very sudden,
unexpected ones). Their bite
is infectious (passing the
virus on to others), and their
claws do damage like a
Small Blade. Although they
do not have to drink blood
or eat raw meat to sate their
virus, they have a definite
taste for both and will gorge
themselves on whenever at
all possible

FEEDING AND
“BURNING” BLOOD
The human stomach can
normally hold about a liter
of contents, but it can be
stretched to contain at least
four times that amount. For
purposes of these rules, a
kilo of meat and a liter of
blood are treated as roughly
the same volume.
Characters with a Brawn
Focus can hold an extra
liter in their stomachs; each
+ on Brawn also adds a liter of capacity. Will roll is rated Difficult.) A frenzied
In addition to Drama Points, infected character will attack the nearest source of
characters (any of the A, B, or AB blood or flesh—including their friends and
combinations) can “burn” the blood or meat loved ones if nothing else is available. They can
they subsist on, to add a bonus to their dice hold no more, at which point they regain
rolls. Each liter/kilo burned is treated as a volition.
Drama Point for this purpose, and the normal If infected characters cannot eat for some
Drama Point rules apply. reason, they suffer one level of damage per
Unfortunately, their preoccupation with feeding period passed until they are dead.
blood and flesh is a distraction from their (Leeches will suffer one level per day,
ability to learn and improve (as laid out in the Vampires one level every six hours, Zombies
Character Growth chapter). Each Experience one level every four hours, and Berserkers one
Point costs them 4 Drama Points instead of 3, level each hour.) If they can eat before dying,
and they must spend 8 Drama Points instead they recover this damage at the same rate,
of 6 to “plus” their occupation. burning one liter/kilo per level recovered.

STARVATION AND FRENZY PLUSSED ATTRIBUTES


As they begin to starve (once their stomachs In general, each + makes an attribute one step
are empty of the necessary blood or meat) more “Focused” than usual. For each +
virus-infected characters must pass a Will roll beyond Focused, the character gains an extra
to avoid frenzy. (For Berserker characters, this level when that attribute serves as a passive

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LESTER SMITH

defense (see Conflict and Damage chapter). virus-infected person as well as any
Additionally, each + beyond Focused adds an bloodhound. People with O blood types are
extra level to any successful task roll for which undetectable to it, however.
the Game Host agrees that attribute could
legitimately be applied. COMPUTERIZED SCOPE
Example: Della Marchan has the rare HH- This item can be mounted on any shooting
OH blood type, making her a Blood Beast. weapon, giving its user a dice bonus of 1. It
Before the virus, she had Brawn Unfamiliar, can be used even in total darkness (though its
Grace Focused, Will Unfocused, and Wits light makes the user’s face visible to others). It
Unfocused. The virus has boosted those is powered by two standard AAA batteries and
attributes with 2 +s each to Grace, Wits, and has the lifespan of a standard pen light.
Will, making her new attribute ratings Brawn
Unfamiliar, Grace Focused++, Will LASER RIFLE
Focused+, and Wits Focused+. Against This shooting weapon has a damage rating of
brawling attacks, Della’s enhanced Grace Kill and an integrated electronic laser-guided
gives her three levels of passive defense. targeting system giving its user a dice bonus of
Against throwing attacks, her Grace and Wits 2, and an effective range of 300 meters (rather
combined give her five levels of passive than the standard 200). It can fire 6 shots per
defense. Against shooting attacks, her Will charge (7 with the targeting system turned off)
gives her two levels of passive defense. and can be recharged at any standard wall
Additionally, Della can apply her two Grace outlet, at 10 minutes per shot.
pluses to skills such as Athletics, Lockpicking,
and even Martial Arts. She can apply her NUTRIENT INJECTOR
single Wits plus to skill rolls such as Each of these aerosol-powered injectors
Navigation and Persuasion. The Game Host contains nutrients equivalent to two liters/kilos
might also agree to let her single Will plus of blood/meat to fend off the starvation and
apply to Bargaining rolls. frenzy effects of the virus. The injectors come
six to a pack, and each pack fits in a standard
EQUIPMENT clothing pocket.
Besides the equipment normally available in a
modern setting, SMART Industries personnel DENIZENS
have access to advanced technology. Besides facing mutated civilians like
themselves, the heroes may also encounter
CHEMICAL SNIFFER trained security forces, military personnel, or
This kit is similar in appearance to a Geiger even technologically modified SMART
counter and can track the scent trace of any Industries Troops.

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D6XD6 ™ RPG
CIVILIAN POLICE
OR GUARD
Name: Any. Gender: Any.
Age: Adult. Attributes: Wits
or Will Focused; Grace
Unfamiliar. Skills: Focused
Persuasion, Shooting,
Sneaking, Vehicle: Auto;
Unfocused Bureaucracy,
Computer, Persuasion.
Special Abilities: None. Focus:
5. Notes: Equipped with
pistol, baton, and handcuffs.

MILITARY QUARANTINE
POLICE
Name: Any. Gender: Any.
Age: Adult. Attributes:
Brawn or Will Focused;
Grace or Wits Unfamiliar.
Skills: Focused Athletics,
Martial Arts, Navigation,
Quarantine Protocol,
Shooting, Throwing;
Unfocused Computer, First
Aid, Vehicle: HUMVEE or APC. Special Skills: Focused Computer, First Aid, Second
Abilities: none. Focus: 7. Notes: Equipped with Language: English (native European or Asian
standard military small arms and combat language); Unfocused Martial Arts, Persuasion,
knife, personal radio, gas and smoke Sneaking. Special Abilities: None. Focus: 5. Notes:
grenades, light armor, MOPP gear (chemical Equipment may include antivirus injectors,
mask and suit). testing kit, advanced medical kit, fortified blood
packs to feed Vampires, stun gun (like a taser—
SMART TROOPER see the Conflict and Damage chapter—but
Name: N/A. Gender: Any. Age: Adult. Attributes: shooting range, or laser pistol (rarely).
Brawn Focused+; Grace Focused; Wits and
Will Unfamiliar. Skills: Focused Athletics, SAMPLE ADVENTURE: “MENE,
Martial Arts, Second Language: English (native
Eastern European or Asian), Shooting,
MENE, TEKEL, UPHARSIN”
This adventure introduces players to the first
Tracking, Vehicle: Auto; Unfocused Computer,
days of SMART Industries’ biological-warfare
Navigation, Swimming. Special Abilities:
containment breach.
Telepathically linked, Regeneration (1 level per
Round). Focus: 9. Notes: Equipped with scoped ACT I: GENESIS
rifle or laser rifle, machete, medium or heavy Begin by asking the players to describe what
armor. Smell of chemicals and decaying flesh; their characters are each doing on day one,
dissolve to sludge when slain. when the news of the outbreak is released and
SMART SCIENTIST they receive orders to report for inoculation.
Use this as an opportunity to gather the heroes
Name: Any. Gender: Any. Age: Adult to elderly. in the face of a common threat to the public
Attributes: Wits Focused; Brawn Unfamiliar. health. Adapt exact events to the heroes’

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LESTER SMITH
specific blood types, in particular sending any new-found strengths—and the accompanying
O+ characters home uninjected, as healthcare hunger. (Nothing bonds a group like fighting
personnel let slip that previously inoculated off SMART’s biochemically enhanced guards,
people of that blood type are falling seriously then killing and eating a stray dog together to
ill. End the scene by describing how the heroes fend off a virus-induced blood frenzy.)
with A, B, AB, or HH-OH blood types go
home feeling queasy and feverish. ACT III: EXODUS
Although it is theoretically possible for the
ACT II: REVELATIONS heroes to establish a safe house someplace in
On day two, SMART Industries personnel town, their best bet is to escape into the
begin locking down the town and rounding up wilderness. Someone in the group may know of
its citizens for quarantine (and eventual a remote cabin they can use. Provide one or two
experimentation). Most businesses are closed more brushes with security forces, then run a
due to employees calling in sick; only a few climactic roadblock encounter at the edge of
hotels, restaurants, convenience stores, and town before the heroes make their escape.
such remain open with skeleton staffs.
As the heroes watch, SMART scientists and
guards work their way through the town street
ADVENTURE SEEDS
by street, knocking on doors, breaking them RESCUE MISSION: Not everyone the heroes
down if no response is forthcoming. Residents know and love made it out of Sandpoint
are ushered outside, questioned, sorted into during the initial exodus. The heroes decide to
separate groups (by blood type), and hauled return to rescue someone being held in the
away in military-style trucks driven by National town jail.
Guard members and Reservists. Bodies of the SUPPLY RUN: The heroes are low on
already dead are unceremoniously piled atop ammunition, medicine, or just their favorite
flatbed trucks and hauled away. Most fatalities beverage and must infiltrate the town for new
are the elderly or otherwise frail, but some are stock.
clearly victims of savage attacks.
Citizens who resist SMART’s personnel EXPOSURE: An investigative reporter wants to
are either tasered senseless, beaten into leak word of SMART Industries’ crimes to the
submission, or summarily executed. This last world at large. Proof is needed, however,
happens when someone with AB+ blood type which means the heroes must steal
succumbs to virus-induced frenzy and documentation from SMART’s offices and
rampages, attacking people, flipping cars escape with it.
single-handedly, and committing other acts of
destruction. CAMPAIGN IDEAS
Give the heroes time to observe the One of the best directions for a Blood Type
unraveling of their world and to come up with campaign is an ongoing struggle to rescue
a plan to avoid capture. If they hide, have them Sandpoint from SMART Industries’
found by one or two straggling guards, to stranglehold and restore its former glory.
provide an opportunity for them to test their Think Resident Evil meets Red Dawn.

CREDITS
DESIGN: J. A. Smith & K8 Smith. DEVELOPMENT: Lester Smith. EDITING: Dale A. Donovan.
ILLUSTRATIONS: K8 Smith. PROOFREADING: Winifred Lewis. LAYOUT: Ralph Faraday.
“Zombie Walk 2012 - SP” photo by Gianluca Ramalho Misiti is licensed under CC BY 2.0 and has been edited.
“Zombie” photo by Kevin Dooley is licensed under CC BY 2.0 and has been edited.

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THE CODE BREAKERS WORLD


Colin F. Barnes
Humans, transhumans, and artificial
intelligences battle for survival and
supremacy in the post-Apocalyptic
future of the Code Breakers novels.

BACKGROUND
It’s 2153, and a great cataclysm has
turned the earth into a barren
wasteland. There is only one city
remaining: City Earth, a domed
metropolis run by the supposedly
benevolent organization, the Family.
With just one million souls
remaining, all working and living in
this hyper-connected city, there is
little room for individualism. Only a
few survivors remain from the days
before the Cataclysm, and the
Family quickly quashes rumors of
anything at all existing outside the
dome.
But even inside City Earth, some
roads, alleys, and buildings remain
off the grid. It’s within these cracks
that the renegades are found;
individuals who seek to disrupt the
Family’s operations and break away
from the connected society that has
become the norm.
To make matters worse, to
maintain optimal conditions for the
city, the population is subject to a
death lottery. Citizens are each
connected to the grid by their AIA:
Artificial Intelligence Assistant—a chip embedded of your life, knowing your sacrifice will allow a
into everyone’s brains. This is the ultimate in newborn to enter the world, or disconnect
personal computing; it monitors the person’s from the grid and become an outlaw, a rogue.
health, manages their memory, provides instant Few choose the second option.
messaging, and of course, delivers the good (or The Family, from their close-earth-orbiting
bad) news on the death lottery results. space station, have developed ways of finding,
If you’re unlucky enough to “win” the D- and eradicating, those who disconnect. To
Lottery, there really are only two choices: willingly give up your life in City Earth and live
accept your fate and enjoy the last seven days in the shadows isn’t something taken lightly.

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LESTER SMITH
To disconnect, you’re not just giving up life Special Skills Options: Augment, Extra-Sense.
on the grid; you’re giving up everything it
means to be a City Earth citizen: no more TRANSCENDENT
access to your friends and family; no These beings look like humans, sound like
employment, no health care, and no essentials humans, and act like humans, but they don’t
such as food and water. You’re entirely reliant actually like humans. Transcendents are a
on your own skills. Within the shadows, there fringe science, unstable and not fully perfected.
are rogues and outlaws who seek to find the They run on software routines instead of
truth behind the Cataclysm; the truth of what’s human emotions and thought processes. Like
outside of the dome in the abandoned lands. bio-engineers, what they lose in humanity, they
Rumors exist that there are indeed ways out make up for in enhanced abilities: they can
of the dome, but what awaits the disconnected interface with computer systems natively and
could be far worse than the hyperconnected communicate directly with binary entities.
world of City Earth. Most choose the comfort They also don’t die as such; they just get
of death at the hands of the D-Lottery. rebooted into new Transcendent bodies.
Only the bravest, the most driven, or the Special Skills Options: Reboot, Enhanced
insane dare to find their way out of the dome Combat.
and learn the terrible secrets that await them in
the Abandoned Lands. HACKER
More generalists than the techxorcists, hackers
OCCUPATIONS are rogues who make their living writing
This setting offers a number of specific viruses and software cracks for credits. They’re
occupations to supplement the general agile and flexible, dealing in the shadows and
descriptions in the Occupations chapter. Each taking on any job available, whether that is
can learn the special skills noted. running illicit software, hardware, or drugs.
Hackers are quick-thinking rebels who rail
TECHXORCIST against authority and live on society’s edges.
In the world of Code Breakers, coding is a true Special Skills Options: Criminal Broker,
art form. In the hands of the right user, coding Code Break.
can help defeat and contain both viruses and
daemons (malicious software that seeks to SYS ADMIN
invade AIAs and divert resources for its own Cemprom is the largest company in City Earth
ulterior motives). A Techxorcist understands and operates the myriad networks that keep the
computer architecture, can create defensive city running and the one million AIAs
and offensive software programs on the fly, interconnected. Sys admins are responsible for
and can—given time—crack even the toughest maintaining and fixing network and mainframe
of firewalls. problems. They’re highly logical and methodical,
Special Skills Options: Binary Blast, Code Safe. and they excel at network defense. Sys admins
are in high demand in City Earth, and with their
BIO-ENGINEER Family-backed education, they benefit from a
While techxorcists and hackers are adept with higher status than hackers or even techxorcists.
computers and code, some people prefer the Players who want to play a spy-like character with
melding of machine and flesh. Bio-engineers the skills and attributes to infiltrate legitimate
augment their physical form or those of other organizations will enjoy the role of sys admin—if
people with mechanical and electronic they can game the system and stay hidden within
additions. What they may lose in humanity, they plain sight of the Family’s network.
gain in added abilities and senses. Bio-engineer Special Skills Options: While sys admins
characters may discover one-of-a-kind have none of the special skills listed below,
enhancements in their adventures, but their they are innate masters of bureaucracy and
stock in trade involves the following skills. computer use.

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D6XD6 ™ RPG

SKILLS damage to the subject. Healing skill rolls can


help to repair this damage as it is caused.
Characters in the Code Breakers setting can Bio-engineers can even augment themselves,
choose anything from the Basic Skills chapter. but having someone else do so is usually quicker
In addition, these setting-specific skills are and less complicated (as damage penalties
designed for various occupations above. impair self-augmentation rolls).
AUGMENT
This skill allows bio-engineers to create and BINARY BLAST
install cyborg parts in living beings. Once connected to a computer system or
In game terms, a character with this skill integrated chip system, techxorcists can
can turn another character’s Drama Points to convert their consciousness to pure binary
Experience Points and spend them during an form, overloading systems processors. This is
adventure, instead of between adventure treated as an attack on the system, with a base
sessions. (See the Character Growth chapter.) damage of Stun. The Game Host will decide
The augmenter must contribute at least one what defenses (if any) the system may possess.
Drama Point to the mix (and can contribute
more). This skill can also improve the boosted
CODE BREAK
When you need someone to break into a
ability by more than one step at once (if
computer system, and you can’t afford a
enough Experience Points are available).
techxorcist, a hacker is the next best thing, and
Augmenting a skill from Unfamiliar to
in some situations is actually the better choice.
Unfocused, or from Unfocused to Focused,
Whereas the techxorcist has brute force ability,
requires 5 Success Levels. To “plus” a skill
the hacker is wily and clever and can often find
requires those 5 Success Levels plus 5 times the
more subtle ways to break into a system. In
number of pluses that will result. (Example: Adding
effect, code breaking is similar to the
a second plus to a skill requires 15 Success Levels.)
lockpicking skill, though electronically in
Each augmentation roll spent to
cyberspace instead of in physical reality.
accumulate these Success Levels causes Graze

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LESTER SMITH
CODE SAFE surgery means the subject’s body permanently
As destructive as techxorcists can be to systems, rejects this implantation (though another may be
they can also provide the complete opposite: the attempted after the subject fully heals).
ability to wrap code in a protective shell, keeping it REBOOT
safe from malicious software. This is especially Upon suffering enough damage to reach Kill
useful if characters need to transport electronic level, transcendents can reboot their systems to
data and keep it hidden from hackers and sys “resurrect” at Graze level. In doing so, however,
admins. Each Success Level gained with this skill they lose some of their human subroutines and
creates a 1-point penalty to skills intended to hack become more machinelike. Each time a
into the protected data, or even notice its transcendent reboots, she or he must succeed at
existence. Maintaining this code shell is distracting, a Will roll to avoid spending the rest of the
however, imposing a 1-point penalty on the combat scene as a wanton killing machine,
techxorcist’s other activities. attacking anything that moves. Keep track of the
CRIMINAL BROKER number of reboots on the character’s sheet. Each
Rogues are people-persons; they know the ins becomes a penalty to the total of this Will roll.
and outs of negotiating with fellow rogues. This Additionally, the player should portray the
skill operates like the basic bargaining skill, but in character as progressively less emotive.
more specialized circumstances. Criminal brokers
are familiar with the customs and lingo of
SPECIAL RULES
underground transactions and are sensitive to Conflict in the Code Breakers novels takes place
nuances of new encounters. One Success Level is both in the physical world and in cyberspace.
all it takes to conclude a deal with this skill, In general, the rules in the Conflict and
though often owing a favor in exchange. Two Damage chapter apply, but at a heightened
Success Levels achieve a clean purchase with no pace, as explained below.
strings attached; Three Success Levels gain a CYBERSPACE DISTANCES
bargain price. Four Success Levels conclude the Apply the normal ranges of Brawling,
deal and leave the seller somehow in the broker’s Throwing, Shooting, Viewing, and Lost, but
debt—whether from gratitude (a new friendship) without a strict scale of meters. Characters may
or under duress (such as a subject of blackmail). change distance by one band per action.
ENHANCED COMBAT Range adds these difficulty modifiers to
Because transcendents are artificial lifeforms, skill rolls against a target in cyberspace:
they benefit from enhanced speed and Brawling 0 points; Throwing 1 point; Shooting
strength. Using this skill as an action, a 2 points; and Viewing 3 points. Actions other
transcendent gains tactical insights into the than movement cannot be taken at Lost range.
current combat situation. Each Success Level Characters who move to Lost range remain
with this skill grants the user the equivalent of aware of one another during that round and
2 Drama Points, usable for that combat only. may pursue. Those who begin a round at Lost
range escape and lose this awareness.
EXTRA-SENSE
Besides boosting skills with bionic parts, bio- CYBERSPACE ACTIONS
engineers can create extra senses by melding Each combat round in the physical world
technology and flesh. These allow characters to comprises two actions in cyberspace. For
“see” farther along the electromagnetic spectrum, simplicity’s sake, have characters in cyberspace
making them especially useful for black ops. Each declare and roll two actions each round.
of the following senses can be added separately: (Movement actions are rolled only for
infrared light, ultraviolet light, radio waves, or purposes of turn sequence, not for distance.)
magnetic fields. Each requires 10 Success Levels
to be implanted, with rolls performed at 10-
EQUIPMENT
minute intervals, and each roll inflicts Graze Code Breakers is a post-Apocalyptic setting where
damage on the subject. A single failed roll during outside of the dome most everyday items are no

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longer available. During the
devastating Third World War and the
resulting Cataclysm that the Family
brought to the planet, almost every
square mile of the world suffered.
There are no mass-produced vehicles
or technology available outside the
dome. Even within the dome,
citizens have no real weapons—only
the City Earth security has access,
making weapons procurement a task
for outlaws and rogues.
Within the dome, however,
characters will find retail units supplying
most of common day-to-day items such
as utensils, tools, food, and clothing.
Outside the dome, in the Abandoned
Lands, there are only items that have
been salvaged by the few survivors, or
items crafted from materials found
and/or stolen from City Earth. Within
camps and towns of the Abandoned
Lands, characters will find traders and
dealers who can, for a hefty price of BINS (Binary business organizations. They rule the city in
Currency Units), supply a range of weapons the Family’s name, and hold absolute power
(energy, electronic, melee, and projectile), over the City’s networks and other resources.
computers, hack slates, and ration packs. Characters seeking to accomplish
something in the dome that falls outside their
DENIZENS assigned duties will find themselves facing off
Earth has changed considerably since the against these formidable foes.
nukes and EMPs of the Cataclysm fell. The Outside the dome, heroes will encounter a
planet is nearly barren of flora and fauna. Few range of survivors—from simple hardscrabble
animals survive in the wild beyond insects and villagers to gangsters, bandits, and military
a handful of snakes and spiders. Even in the warlords. Some may be potentially friendly;
camp towns, the only animals are a few pigs others shoot first and ask questions after. What
and cows. City Earth produces synthetic meat, all have in common is a desperate struggle to
as large-scale farming is no longer an option. stay alive in this harsh environment, under the
Adventurers will, however, encounter a watchful orbital eye of the Family’s paranoid
variety of humans, and semi-humans, both security forces. If the heroes are to endure as
inside and out of the dome. well, they must be ever vigilant and
Inside are one million souls that make up successfully barter for the basic necessities of
City Earth’s citizenship. These are cloned and food, water, and shelter.
created at the Family’s whim. Protecting the
City’s ecosystem are ruthless security forces SAMPLE ADVENTURE:
who wield stun batons (treat as tasers limited to
Brawling range—see the Conflict and Damage INTO THE HORNET’S NEST
chapter) and will not hesitate to use them on A terrible weapon lies hidden beneath the very
anyone who doesn’t obey their commands. feet of an implacable foe. Our heroes must
But worse than security guards are the sys somehow disable it to save City Earth and the
admins and board members of the various scattered towns of the Abandoned Lands.

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LESTER SMITH
ACT I: A HIDDEN DOOM With the countdown started, the heroes’
A hacker reports to the heroes that a forgotten only escape option is to somehow reconnect
EMP missile of terrible power lies hidden in the with earth’s cyberspace and abandon their
Abandoned Lands. Worse, it resides in a silo bodies here, to return to their own (or new
deep beneath a bunker of Red Widows, a cult of ones) awaiting them.
female “freedom fighters” sworn to rid the earth
of all cybertech, in retaliation for having lost their
ADVENTURE SEEDS
fathers, sons, and husbands in the wars that led SEVEN DAYS TO LIVE: The heroes find
to the Cataclysm. If the Red Widows discover themselves “winners” of the D-Lottery and
this device, they will surely launch it, utterly have just seven days to live, unless they can find
destroying cyberspace, as well as rendering all a way inside Cemprom’s inner sanctum and
bionic implants on the planet useless. hack into the mainframe. Their only other hope
Attacking the Red Widows directly would be is to go offline and find a way out of City Earth.
costly in lives, and it wouldn’t guarantee they’d ABANDONED LANDS RUN: Somewhere in
not find and launch the device. Infiltration the barren desert of the Abandoned Lands a
seems the only option, but only females have bunker holds a functional server from before
any chance of doing so, and only if all bionic the Cataclysm. The heroes will have to search
enhancements are kept secret in the process. for the bunker and compete with a variety of
The hacker knows someone who can rogues also seeking this artifact.
transfer the consciousness of any male party CRACK THE CODE: Within City Earth resides a
members into female transcendent clones. So man known as The Wizard, a techxorcist of
disguised, they can join the Red Widows and unusual skill. Thus far, he has managed to evade
search for the secret missile silo. the Family’s attentions. Now City Earth is
under attack by a seemingly sentient virus intent
ACT II: IN THE WIDOWS’ WEB on controlling the AIA network. The one hope
The heroes convince the Red Widows to take
of defeating this daemon is to find The Wizard
them in as new recruits. In down time between
and assist him in cracking the virus before it
duty shifts and raids on nearby settlements, they
manages to possess all of City Earth’s citizenry.
search the base and eventually find the silo. But
its passageways are salted with “old school”
security measures such as nerve gas, flame
CAMPAIGN IDEAS
Campaigns within the Code Breakers series may
throwers, laser grids, airlocks, and even spiked
begin inside the dome of City Earth and break
pit traps, all controlled by the AI in the missile,
out to the wider world. Or they may begin
unconnected to any external grid.
outside the dome, in the Abandoned Lands, as a
ACT III: HELLFIRE AND DAMNATION struggle among factions, or even an attempt to
Just as computer experts in the group connect breach or infiltrate the dome. In either case, the
with the AI and begin to disable it, the Red Family’s facilities in near-Earth orbit may
Widows realize that their new recruits are become a target. As a third alternative, characters
missing. They discover the hidden silo and might begin as members of a secret military
attack. While some heroes delay them (perhaps installation hidden within the earth, masked
pressing the silo’s own defenses into service), somehow in orbit, or even on the moon. The
others must set the missile’s nuclear payload to one thing connecting all these locales, of course,
meltdown or explode here underground, where is the vastness of cyberspace, where a wealth of
its effects will be less widespread. information resides for the taking.

CREDITS
DESIGN: Colin F. Barnes. DEVELOPMENT: Lester Smith. EDITING: Dale A. Donovan.
COVER ILLUSTRATION: Colin F. Barnes. CITY EARTH ILLUSTRATION: K8 Smith.
PROOFREADING: Winifred Lewis. LAYOUT: Ralph Faraday.
“Dark Magic” photo by Jim Donnelly is licensed under CC BY 2.0.

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A COWBOY ON MARS
Steve Winter
When Edgar Rice Burroughs
published his first tale in 1912, Under
the Moons of Mars, the genre of scientific
planetary romance was born. Also
known as sword-and-planet tales, these
stories of swashbuckling heroes facing
outrageous danger and finding true
love on exotic, alien worlds quickly
became immensely popular. With this
setting chapter, you can find your own
adventure as A Cowboy on Mars!

BACKGROUND
In the 1860s, the American West was
still a vast wilderness, untraveled by
any but roaming natives, ranchers,
prospectors, and far-flung settlers.
The nearest town was three days
away, and the nearest law twice as far.
By the 1880s, the end of the frontier
is in sight. Steel rails cross the continent,
and more are added every year; the
bison are all but wiped out, forcing the
native tribes onto reservations; towns
pop up everywhere, and territories
clamor to become states. It’s getting so
an honest cowhand can’t find a
watering hole without having to see
some greenhorn’s chimney smoke
smudging the skyline.
But elsewhere in the Solar System, there’s a irrigated are barren. The towers of abandoned cities
place where uninhabited wilderness stretches to are crumbling to ruin, half buried under drifting
every horizon; where swords and super-science sand and strangling tendrils of kharr-weed. Few
clash on equal footing; where waning civilization travel those wastes, for fear of wild beasts and even
barely holds its own against bands of savage wilder ptoacs, the savage, six-limbed giants that
nomads; and where exceptional heroes can still wage constant war against the other races of Mars.
carve their way to eternal glory! The atmosphere has grown as thin as
We Earthlings know this planet as Mars, but civilization’s hold on survival. Only a handful of
its native inhabitants call it Shalbatana. Their cities endure, thanks to devoted soldiers and a few
civilization scaled the heights of culture and brilliant scientists who maintain the now-
science before Earthlings settled into villages, and incomprehensible engines of their ancestors. The
the great empires of Shalbatana were already greatest of these cities is Argon; it stands as a
declining when Egypt raised the first pyramids. bastion of stability amid the warring chaos of Mars.
Now Shalbatana’s globe-circling canals are dry Behind it all lurk the Naru, skillfully manipulating
for most of the year, and the immense plains they princes, savages, and scientists from the shadows.

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Who they are and what they want is the deepest LAWMAN
mystery of a planet steeped in unknowns. Most Just a few years ago, you were the only law in this
know them only as bogeymen, but the Naru are territory. Now every town has a sheriff, a citizens’
much more, and much more dangerous, than that. committee, and a passel of lawyers. You’re good
Mars exerts a powerful pull on the with a gun and your fists, you can track as well as
imagination of Earthlings. A lucky few stumble any native, and you understand how outlaws
onto the hidden gateways between worlds, or are think. The Martian equivalent is enforcer.
lured to them by the Naru, and are inexplicably
transported to the baffling, decaying, amazing NOBLE SAVAGE
world of Shalbatana. Just a generation ago, your people were
unchallenged in the plains, mountains, or deserts
EARTHLING OCCUPATIONS you called home. Now the wild game is gone,
These occupations assume that most players will roads and fences criss-cross the prairie, and more
choose displaced Earthmen as characters. Most settlers arrive every day. You’re an expert hunter
of them have Martian equivalents, for those who and can survive in any wilderness, but the
choose to play natives of Shalbatana instead. wilderness is disappearing. The Martian
Players are free to devise their own, unique equivalent is ptoac (one of the rare specimens
occupations or to choose one from the D6×D6 who respects and works with humans).
core rules, with the Game Host’s permission.
OUTLAW
CAVALRYMAN Pickings used to be easy on the frontier, with
Your job was patrolling the vast expanse of the more banks, trains, and remote mines than there
West on horseback, leading a troop of cavalry were lawmen. Now telegraph lines and
against bandits, renegade natives, or raiders from newspapers make it almost impossible to evade
south of the border. As an officer and a posses and keep your face off wanted posters.
gentleman, you are an excellent rider and The Martian equivalent is exile.
swordsman. The Martian equivalent is vaart-rider.
COWBOY SHALBATANAN OCCUPATIONS
You wandered the West footloose and care-free, Besides Martian equivalents of the occupations
working your way from ranch to ranch, calling no above, Shalbatana has two unique occupations.
place your home and no person your master. Now, Only natives of the Red Planet can choose these.
fences and fancy back-East ranch owners make life
tough. You’re an expert rider and animal handler,
ROYALTY
Martian politics are a paradox. The great cities
and you know how to take care of yourself in the
practice democracy in most ways, and the voices
rough. No Martian equivalent exists.
of citizens are always heard, yet they’re ruled by
ENGINEER councils of dukes, barons, and other aristocrats
Progress is inevitable, even in the Wild West. who serve hereditary kings, queens, princes, and
Wherever civilization goes, it needs surveyors, princesses. You are such a prince or princess, not
bridge-builders, architects, steam engineers, and yet ascended to power (or not first in line for the
other specialists who understand science and throne). If you would rule well, you must first taste
machinery. The Martian equivalent is technostician. all that Shalbatanan life and adventure has to offer.

GUNFIGHTER SKY-SKIMMER PILOT


Plenty of townsfolk look down on your profession Few of Shalbatana’s scientific advances can rival the
and say you’re no better than a common killer, but graceful and swift sky-skimmers. Great cities of old
they never say it to your face. If you’ve done measured their grandeur in the size and magnificence
things with a gun you’re not proud of, at least you of their fleets, but the knowledge to build these
were well paid for them. The fact that you’re still vessels is lost to time. Those remaining are carefully
around testifies to your skill as a shootist. The tended by technosticians. Sky-skimmer captains and
Martian equivalent is duellist. pilots rank among a city’s most celebrated heroes.

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SKILLS lets characters understand most of what’s said to
them and to speak simple, two- to four-word
The standard skills from the D6×D6 core rules sentences. Partial fluency can be attained with a
are perfectly suited to use on Shalbatana, with the week’s practice; at that point, it can be considered
few modifications listed here. an Unfocused skill. A character who’s fluent
COMPUTER (Focused skill) in one Martian language is
This skill is available only to Martians and is not conversant (Unfocused) in all of them, because
part of any occupation. It applies to radium- they all spring from a common root.
powered calculating engines that fill entire
buildings. Each city has one such engine, to SPECIAL RULES
operate the city’s complex infrastructure and to aid While Earth and Shalbatana have similarities, the
military and civil planning. Not even the highest differences are what make the transition
tiers of the Logarithmic Order entirely understand interesting—and jarring.
the innards of the calculating engines, so operating
one is part art, part science, and part religion. GATES BETWEEN WORLDS
No Earthling can travel between Earth and Mars
DIPLOMACY at will. The trip is made via ancient gates
Diplomacy is an important art on Shalbatana, constructed by the Naru eons ago. No more than
where caste-conscious nobles and proud warriors a dozen of these gates exist on Earth, and they’re
are quick to take offense and where honor is hidden in remote caves, steep-sided canyons,
defended with the sword and the pistol. The waterfalls, and mountaintops. For unknown
Diplomacy skill has more to do with reasons, the American West has more of them
understanding and observing the minute than anywhere else in the world.
complexities of social interaction between castes Only a few people can pass through a gateway
and species than with communication between at a time, and gates cycle open and shut at
nations—but it covers that, too. random. Whatever a character is wearing or
carrying comes through the portal, too. For
FAST DRAW example, a cowboy who lucked onto a big-
This is is a limited but potentially lifesaving skill. enough portal could ride his horse through.
A character with this skill doubles his or her The Naru remember the locations of most
attack roll on the first round of a fight to (but not all) portals and have the power to
determine when she or he attacks. This bonus activate or deactivate them at a touch.
affects only when the attack occurs; the original
roll is used for every other purpose. LOWER GRAVITY
Thanks to the planet’s lower gravity, Earthlings
SCIENCE acclimated to Mars gain a bonus Success Level on
In this setting, the Science skill is a catch-all for all rolls related to running, leaping, or lifting.
advanced learning in math, science, repair, and Unfortunately, this does not apply to
engineering. This skill comes automatically with Earthlings freshly arrived on Shalbatana, who must
the engineer and technostician occupations. adapt to the strange conditions of their new home.
Other characters who want to do more than basic A newly arrived Earthling makes all physical rolls
arithmetic or be able to operate and repair as Unfocused. This penalty disappears when the
machines that are more complex and less familiar character manages to score two Success Levels
than a revolver should take the skill. with the particular skill or ability.
SECOND LANGUAGE For example, although a newly arrived
This skill is crucial to Earthlings newly arrived on cavalryman might be an expert swordsman on Earth,
Mars. Fortunately, Shalbatanan languages are more his first attacks in the thin air and unfamiliar gravity
logical and intuitive than their Earth counterparts. of Mars are Unfocused. Chances are, when he first
Most Earthlings can pick up the rudiments of squares off against a murderous ptoac, his first lunge
Shalbatanan after a few days of immersion. This is clumsy and wide, a clean miss. Let’s say a lucky
basic understanding ranks as an Unfamiliar skill. It second attack produces two successes and wipes out

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the new-arrival penalty for swordfighting. The villainous henchmen. No person of quality would
snickering ptoac is in for a big surprise! wield such dishonorable weapons.
This penalty provides comic relief, but more BOWS are a curiosity. Even the most savage ptoacs
importantly, it places Earthlings at a disadvantage in are armed with captured isotope pistols and rifles.
their first encounters with native Martians, making
PISTOLS and RIFLES are common, but they are
them easier to capture. In traditional sword-and-
longer and heavier than Earth weapons. Martian
planet stories, most new arrivals from Earth spend
guns fire bullets made from unstable barium
their first nights in captivity. Don’t be shy about
isotopes at muzzle velocities unimaginable on
sticking with a classic. The penalty isn’t meant to
Earth. Six-shooters and lever-action rifles brought
burden players with an agonizing adaptation process.
from Earth function normally on Mars, but the only
After they’ve spent a few days on Shalbatana, it’s fine
way to get ammo for them is to find a technostician
to reduce the requirement to a single Success Level
who’ll manufacture it by hand. Earth weapons also
or just rescind it across the board.
draw attention because of their strange appearance
EQUIPMENT and primitive operating principles.
HAND LASERS (Θ-rays, or theta-ray guns) are
Fading super-science is everywhere on Shalbatana.
used only by the Naru and by major scientific
Still, much of what heroes encounter day-to-day
villains. They won’t operate for anyone else.
will be exotic in shape but familiar in use.

WEAPONS SKY-SKIMMERS
These graceful, flying boats operate on combat-
All weapons listed in the Conflict and Damage
vehicle scale. A standard sky-skimmer is 100 feet
chapter are available, but perhaps in different form.
long and 30 feet wide; mounts one to six isotope
SMALL AND LARGE BLADES are ubiquitous. cannons that inflict Hits on combat vehicles; has
Most Martians use them skillfully. armor value 1; and carries a flight crew of 12 plus 20
TASERS (called stingers) and SHOTGUNS (called marines. Other characteristics are identical to a
belchers) are used only by the Naru and by motorboat (albeit one with radium-powered engines).

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Sky-skimmers come in many sizes and designs, Focus: 4. Gear: Stinger or Θ-ray, other miraculous
and each city has its favored model. They can’t be devices needed to further the plot.
built shorter than 20 feet or longer than 300 feet.
FLORA AND FAUNA
DENIZENS Besides the intelligent races described above,
Shalbatana is also home to many exotic animals
Shalbatana is home to several intelligent species.
and one particularly dangerous type of plant life.
HUMANS RHUNOG are lumbering, six-legged beasts of
No more than a handful of Earthlings are ever on burden, capable of surprising bursts of speed.
Shalbatana at one time. Most Martians have never Name, Gender, and Age unimportant. Attributes:
seen one. They usually assume a human is just a Brawn Focused; Grace Unfamiliar. Skills:
strange-looking Martian from a distant city. Focused Trample; Unfocused Charge. Focus: 2.
Life: Graze ×5. Speed: Normal. Toughness: 2.
MARTIANS Number: Typically a dozen.
The most numerous are the city Martians, who
closely resemble humans, aside from their wide QUADOW are huge, featherless flying lizards,
range of skin tones. Coloration indicates a sometimes trained as mounts. Name, Gender, and
Martian’s home city; those from Argon are gray- Age unimportant. Attributes: Grace Focused; Wits
blue. Bright coloration indicates a person of high Unfamiliar. Skills: Focused Claw, Climb, Swoop;
caste or nobility, while pale skin indicates a lower Unfocused Snatch in Flight. Focus: 4. Life: Graze ×2.
caste. Every Martian noble has the Swordfighting Speed: 2 actions. Toughness: N/A. Number: Typically 6.
and Shooting skill, and most middle-class Martians STROTHYL are catlike hunters of the wastelands,
have the Martial Arts skill. Otherwise, they’re as large as ponies. Name, Gender, and Age
identical to humans in the D6×D6 core rules. unimportant. Attributes: Grace Focused; Will
Unfamiliar. Skills: Focused Bite, Claw, Hide, Leap;
PTOACS Unfocused None. Focus: 5. Life: Graze ×2. Speed: 2
A ptoac is a nine-foot-tall, four-armed, locust-like actions. Toughness: N/A. Number: Typically a pair.
berserker. They wander the wastelands in tribes VAART are quick, two-legged creatures favored as
of 20 to 200 warriors, sheltering in ancient cities mounts. Name, Gender, and Age unimportant.
and launching deadly raids against each other and Attributes: Grace Focused; Will Unfamiliar. Skills:
isolated cities. Focused Bite, Charge, Dodge, Leap; Unfocused
Name: Thrakk, Brillg, Tars, Jattra, etc. Gender and Arrive When Needed. Focus: 5. Life: Stun kills.
Age unimportant. Attributes: Brawn Focused; Wits Speed: N/A. Toughness: N/A. Number: Any.
Unfamiliar. Occupation: Ptoac. Skills: Focused Martial
KHARR-WEED is a strangling vine that thrives in
Arts, Riding, Shooting, Survival; Unfocused Berserk
ruins and oases. Name, Gender, and Age
Rage. Focus: 5. Special Abilities: 2 attacks per turn with
unimportant. Attributes: Grace Focused; Brawn,
swords and daggers, or 4 when berserk. Gear: Isotope
Will, and Wits Unfamiliar. Skills: Focused Grab,
rifle, 2 large swords, daggers, lance, rhunog.
Sneaking; Unfocused Pickpocketing, Strangle.
NARU Focus: 3. Life: Wound kills. Speed: Normal.
The Naru use alien technology to give themselves Toughness: N/A. Number: 1 to 6.
whatever appearance they choose. Their true
shape resembles a multi-hued, crablike braincase SAMPLE ADVENTURE:
suspended beneath six triple-jointed legs, with
two spindly arms. Although their powers arise HEROES OF ARGON
solely from super-science, they can create effects The adventure begins with characters passing
identical to psionic abilities from any D6×D6 through a gateway to Mars. If your heroes will
settings of the Game Host’s choosing. willingly step into the unknown, it can be a
Name, Gender, and Age unfathomable. Attributes: shimmering portal in some remote locale. If
Wits and Will Focused; Brawn Unfamiliar. Occupation: they’re cautious types, make it a plain cave
Villainous Manipulator. Skills: Focused Disguise, entrance or a crumbling doorway in an abandoned
Persuasion, Super-science; Unfocused Shooting. adobe mission, with no other visible sign.

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LESTER SMITH
ACT I: A HIGHER PLAIN Rau can finish repairs to the pump in about
The heroes experience a few moments of four hours with everyone’s help. After that, the
disorientation after passing through the gate, then officers need another two hours to get the sky-
find themselves on an unfamiliar, arid plain. skimmer airborn again. The ptoacs launch attacks
Before they get their bearings, they’re attacked by three times during this period.
a pack of howling strothyls. A nearby structure Back in Argon, the characters are hailed as
offers the likeliest defense; they can fight off the heroes if they bring Ruta Rau home safely and
creatures from there with minimal casualties. helped repair the pump.
The “structure” is actually a crashed sky-
skimmer. Inside are the corpses of several blue- ADVENTURE SEEDS
skinned people in strange uniforms; all have died Sabotage: Agents of the Naru intend to sabotage
from large-caliber gunshot wounds. Argon’s calculating engine. The heroes are
Unidentifiable tracks lead away from the flyer enlisted to protect the vital machine and track
(ptoacs riding rhunogs) and across a rocky ridge down the conspirators.
about four miles away. From the ridge, a ruined The Prophet: The normally feuding tribes of
city can be seen; the tracks lead to it. ptoacs are forming alliances under the influence
of a mysterious prophet. United, they’d become
ACT II: BY LIGHT OF SILVERY MOONS far more dangerous. The “prophet” is a fellow
A ptoac clan is encamped in the ruins (6 warriors, Earthling—a villainous Prussian officer who
14 noncombatants, 15 rhunogs). The ptoacs have intends to rule Shalbatana.
three blue-skinned prisoners. They don’t keep
careful watch, but the prisoners are always It’s a Trap!: The heroes are enlisted to
guarded by at least one warrior or noncombatant. accompany a mission delivering a vital repair part
If the heroes sneak in, release the prisoners, to the allied city of Astatine. It’s a trap, of course;
and sneak out again at night, they could reach the the rulers of Astatine hope to capture an
downed sky-skimmer by dawn. Argonian sky-skimmer and sell it to a rival city.
If the heroes approach the camp openly, The Leviathan: Cult activity is spreading
they’ll be attacked and captured if possible. through the lowest castes in Argon. There’s talk
Prisoners are tormented for a while, then of awakening Yautorr, a legendary leviathan that
ransomed back to Argon. resides deep inside Shalbatana. The heroes must
If the heroes attack the camp or are noticed as go undercover to defuse the threat.
intruders, the ptoacs respond quickly. They’re
excellent tacticians. CAMPAIGN IDEAS
The city is large and mazelike. The heroes and Sword-and-planet stories are easy to find in free
any rescued prisoners can hide in the city for 24 online libraries and used bookstores. A typical
hours before ptoacs track them down. They’ll tale is chock-full of inspiration for adventures.
have no food and only what water they steal from Most of them follow the same plot: a hero’s
the ptoacs or find in sheltered cisterns. friends, loved one, or city are threatened; in the
course of saving the day, the hero discovers
ACT III: NOBLE ARGON something amazing about his or her new home,
The prisoners are two high-ranking officers and a
reveals that villainy runs deeper than anyone
noble technostician of Argon named Ruta Rau.
imagined, uncovers lost secrets of science, proves
They were repairing a pump that feeds an
that civilization is stronger than savagery, and
aqueduct to Argon when ptoacs crept up and
falls hopelessly in love. Stick close to that formula
attacked. At least one of the prisoners should be
and you can’t go wrong.
a potential love interest for one of the heroes.
CREDITS
DESIGN: Steve Winter. DEVELOPMENT: Lester Smith. EDITING: Dale A. Donovan. PROOFREADING: Winifred Lewis.
LAYOUT: Ralph Faraday. COVER DESIGN & FOOD FIGHT: K8 Smith, with “Sky & Moons” by Tony Hayes,
“White Desert, Egypt” photo by Vyacheslav Argenberg, “Martian City” by Herminio Nieves, “Cowboy” photo by
Moyan Brenn, and “Dead Cowboy” photo by Joseph Novak, all licensed under CC BY 2.0 and edited.

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THE WORLD OF CRITICAL DAWN


Colin F. Barnes & Darren Wearmouth
An archaeological discovery at the lost
colony of Roanoke awakens an alien
race long buried and hidden since the
dawn of time. As the invaders set about
enslaving and even harvesting humans
while terraforming the planet, some
people collude with the aliens, while
others fight a desperate resistance.

BACKGROUND
Forty years after the Croatoan
invasion, the Earth has changed.
Human civilization has been
destroyed, wiped out in mere hours
by superior alien technology. Of
those people who survived, most are
now raised as food or laborers for
the Croatoans. Some have joined
forces with the aliens, as overseers
of their farms. A few others, too
young to remember the invasion
itself, have been duped into serving
as technicians inside alien harvesting
machines. And a very, very few exist
outside Croatoan control as
survivalists or guerrilla fighters.
The Earth itself is being
terraformed to suit the aliens. A brief
ice age killed off much of the planet’s
native flora and fauna, to make way
for the “root.” This plant is the heart
of Croatoan existence. It is a food, an
energy source, and—depending on its
preparation—a medicine or a
recreational drug. The root is so
potent that humans who ingest it gain enhanced
strength and stave off the effects of aging. OCCUPATIONS
But there’s a price to pay. The root is taking Occupations in this setting are limited. With the
over the environment. It chokes out natural wildlife natural ecosystem’s survival threatened and alien
and turns rivers and ponds to sludge. It is even domination nearly complete, there isn’t any call for
casting an orange haze throughout the planet’s artists, newscasters, scholars, or other present-day
atmosphere, slowly turning the air itself vocations. Instead players should either choose
unbreathable to native species. Humankind will from the setting-specific occupations listed below,
have to somehow defeat the Croatoans—and or suggest to the Game Host new ones in keeping
soon—if they’re to save the planet, and themselves. with the setting.

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GUERILLA FIGHTER OTHER OCCUPATIONS
Guerrilla fighters are humans who survived the initial Other roles players might explore as occupations
Croatoan invasion and somehow managed to carve include engineers, farmers, gang leaders, healers,
out an existence outside Croatoan control. Now, they mechanics, priests, and scholars.
have chosen to go on the offensive. With improvised
explosives and other traps, they cripple the harvesting SKILLS
machines, slowing root harvesting. They stalk and Besides those listed in the Basic Skills chapter,
assassinate alien hunters and engineers who dare to characters may know the following skills.
walk the Earth as if it were their own. Guerrillas live
to fight, hoping to one day restore humankind as the ALIEN MACHINERY
rightful rulers of Earth. They can use nearly any Characters with this skill are familiar enough with
weapon they find, have learned to craft their own, Croatoan symbols and equipment to operate their
and know how to create and set explosives. They are machines. This includes vehicls as well as lab
not above using the alien root for enhanced strength, equipment. Harvester characters and scientists
speed, and stamina, though this can lead to reckless have this ability as part of their occupation.
behavior in battle. FORAGING
HARVESTER Knowing how to find food in the wild, especially in
A harvester is a person bred and trained for one an environment ever more tainted by the Croatoan
reason only—to harvest the Earth for root. Born root, is an important survival skill. Survivalists have
under the direction of the Croatoans, but having this knowledge as part of their occupation.
since escaped their role within the great IMPROVISED EXPLOSIVES
harvesting machines, Harvester characters are Characters with this skill can concoct a wide range of
adept at machine operation, teamwork, explosives from “household chemicals” when those
concentration, and self-discipline. They are hardy, can be found. Such characters can also salvage and
intelligent individuals who can turn their hands to repair old police and military explosives (flash-bang
problems easily and have a natural affinity with grenades, C4, etc.). Guerrilla fighter characters have
driving and operating Croatoan machinery. this ability as part of their occupation.
SCIENTIST SNIPING
The Critical Dawn setting has many roles for scientists. This skill is more than just the ability to shoot. It
Some are those who either chose or were forced to includes knowledge of how and where to lie in wait
work for the Croatoans. These are anthropologists, for prey (native or alien), how to account for wind
microbiologists, and figures of authority from all and for projectile behavior, how to salvage and repair
fields of science. Others managed to escape the firearms from the past, and even how to adapt
Croatoans and are now protected by guerillas or weapons to a variety of scavenged ammunition.
survivalists. They work to build better weapons and To use the Sniping skill, a character must also
to research the alien technology in order to find possess the Shooting skill. The lower of the two skill
weaknesses. Scientists use their knowledge and quick ratings is used for all Sniping rolls.
wits to aid in humanity’s struggle. When not in combat, a sniper can use any
SURVIVALIST shooting weapon at twice normal Shooting range;
Not everyone was enslaved in the alien’s new world with a high-powered firearm and scope, the character
order. Some who lived on the fringes of civilization can shoot even to the limits of Viewing range.
survived the war and the Croatoan-induced ice age.
These survivalists now specialize in hunting, SPECIAL RULES
tracking, and killing Croatoans. They’re resourceful, Although Croatoan technology outstrips human
using their skills of foraging and crafting to find science, allowing the aliens to hibernate
items left behind and make useful weapons, tools, underground for millennia, emerging to conquer the
and shelter. Survivalists can branch into weapons planet in mere hours, there is nothing preternatural
use, food preparation, and hunting and tracking. about the creatures or their machines. Their

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D6XD6 ™ RPG
civilization is simply more advanced and unified THE ROOT
than ours, their vehicles and weaponry more Characters have easy access to the Croatoan root.
powerful, durable, and swift. Consequently, no Ingesting it daily staves off the effects of aging (which
special rules are needed for this setting. Game is how many survivalists and guerilla fighters have
Hosts can extrapolate Croatoan gear from the basic endured the decades since the alien invasion).
rules, with bonuses to damage, protection, and Dosing an ill or wounded victim with root adds a
speed. The one exception involves use of the alien 1-point die bonus to healing rolls.
root, as explained under Equipment, below. Consuming root just before combat makes the
EQUIPMENT user more alert. After rolling the dice for any action,
the player may adjust either die up or down one
Most items available to characters in the Critical Dawn point. This imposes a strain on the body, however,
setting are leftovers from early 21st century human inflicting a Graze wound each time (which can be
civilization. Unfortunately, much of it is broken or healed only by rest). To flee combat while under the
deteriorated, and energy is a problem for electrical influence of the root, the character must succeed at a
items and equipment that requires fuel. In the ruins Difficult roll against the Will attribute. (This roll
of major cities, a very few well-hidden facilities nurse cannot be modified, other than by Drama Points.)
electrical generators with dwindling stocks of
petroleum fuel. Some especially well-shielded DENIZENS
nuclear-powered shelters may even yet exist. As long Earth’s inhabitants, post invasion, include some
as such locations keep to themselves, the Croatoans native wildlife, humans from before the ice age
are not much concerned. If one does come to the and after, and various types of Croatoans.
aliens’ attention, their mothership will drop a few
advanced bunker-busting bombs to deal with it. NATIVE LIFE
Earth has suffered terribly at the hands of the
BASIC EQUIPMENT Croatoans, making native wildlife scarce. Still, the
Given this situation, characters will have access to wilderness harbors native birds, rabbits, foxes,
basic hand tools and improvised melee weapons. hares, coyotes, deer, boar, and some freshwater
Firearms are also fairly common—from private and saltwater fish. Insects and arachnids have
stocks, police weapon lockers, and the ruins of fared better, especially poisonous varieties.
military posts—though ammunition is scarcer.
The Croatoan-established farms—where HUMAN BEINGS
turncoat humans raise other people as cattle and In terms of other people, dotted around the
slaves for the aliens, and where alien root world in small pockets are groups of fellow
harvesters are based—are equipped with a mix of survivors. These have a range of motivations,
human and alien gear, including computers, some friendly towards outsiders, others
firearms, farm machinery, clothes, food and immediately hostile as they seek to protect what
water, and preserved books, videos, and games little sanctuary that they’ve found for themselves.
for the entertainment of the human overseers. Humans bred by the aliens are clones created
after the ice age, and thus have little knowledge
CROATOAN EQUIPMENT of what the world was like before the invasion.
During the course of an adventure, heroes may
also defeat individual Croatoans and acquire their CROATOANS
gear. Examples include hoverbikes (effectively While all Croatoans have bulbous eyes and
antigravity motorcycles), energy pistols, and (in the leathery gray skin, they vary greatly in size and
possession of specialized hunter Croatoans) energy attributes, to suit various different roles.
grenades, energy rifles, and electronically enhanced OPERATORS: These small (human child sized)
armor. (Croatoan body armor follows the basic aliens are bred to operate harvesters, shuttles, and
armor rules, but with one point less of a penalty to loaders. They are weak and short-lived but work
the wearer, and adding a one-point Task Difficulty tirelessly. They aren’t outwardly aggressive and
to Throwing and Shooting attacks against the would rather avoid conflict wherever possible.
wearer, due to its electronic camouflage.) These are the drone workers of Croatoan society.

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Name: Unpronounceable. Gender: NA. Age: Name: Unpronounceable. Gender: NA. Age: Adult.
Adult. Attributes: Will Focused; Brawn Unfamiliar. Attributes: Brawn Focused; Wits Unfamiliar. Skills:
Skills: Focused Computers, Navigation, Vehicle Focused Athletics, Martial Arts, Shooting; Unfocused
(harvester, hoverbike, shuttle, or loader); Unfocused First Aid (Croatoan), Sneaking, Throwing. Focus: 3.
Athletics, First Aid, Second Language (something Notes: Light Croatoan armor (see Equipment, above)
human), Sneaking. Focus: 4. Notes: Attacks against and energy rifle (with a base damage of Knockout).
these fragile Croatoans do an extra level of damage. OVERSEER: These are the real bad guys, large
ENGINEERS: Slightly larger than operators, turtle-like aliens who rarely visit the surface. They
engineers specialize in testing soil for root prefer to stay within their secure mothership,
placement, as well as working on changing hovering above the Earth’s surface. They run the
Earth’s atmosphere to better suit the aliens. show; managing teams of engineers and soldiers
Although they’re not strong in combat, they will remotely. They’re large and physically powerful,
defend themselves and will report any free and unless their heads are removed from their
human activity to their superiors. They’re capable bodies (no easy feat), they’re essentially immortal.
of using firearms but aren’t usually armed, as (No game stats are provided, as these Croatoans
soldiers often accompany them. merely command, never take direct action.)
Name: Unpronounceable. Gender: NA. Age: HUNTERS: These lone wolf Croatoans exist solely
Adult. Attributes: Wits Focused; Will or Brawn to hunt humans. (Think Predator.) They are big and
Unfamiliar. Skills: Focused Computers, fast, can move stealthily, and have more weapons
Lockpicking; Unfocused Martial Arts, Throwing, than Rambo. If you spot one, it’s time to run.
Vehicle (loader). Focus: 3. Notes: Can press their Name: Unpronounceable. Gender: NA. Age:
tools into service as a small blade or a taser. Adult. Attributes: Brawn Focused; None Unfamiliar.
SOLDIERS: These are standard Croatoan Skills: Focused Athletics, Martial Arts, Navigation,
“grunts.” Standing taller and broader than the Shooting, Sneaking, Sniping, Throwing, Tracking,
average human, Croatoan soldiers aren’t blessed Vehicle (hoverbike); Unfocused Computers, First
with a lot of brainpower. Their job is to serve and Aid (Croatoan), Vehicle (shuttle). Focus: 10. Notes:
protect their alien brethren. They’re armored and Heavy Croatoan armor (see Equipment, above),
proficient in use with both melee and ballistic energy grenades (Kill damage at Brawling range,
weapons. They rarely fight alone, preferring to Knockout at Throwing range), energy sniper rifle
operate in squads of three or more. (base Knockout damage).

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D6XD6 ™ RPG
SAMPLE ADVENTURE: of survivors, scattered Croatoan patrols, and even
severe storms that force the heroes to hole up for
A LITTLE BIRD TOLD ME awhile. The point is to convey the inexorable
passing of time as Dr. Demick suffers an
In which the heroes go to hell and back just to
unknown fate back at the farm.
listen in on a conversation.
When the heroes at last reach the city ruins,
ACT I: SPARROW they find them occupied by vicious gangs of
While foraging for food near a Croatoan farm, the humans led by brutal warlords. Depending on the
heroes come across a well-fed young woman in a abilities and personalities of the heroes, the group
spotless white lab coat, waiting nervously in the may resort to infiltration, bribery, or even trial by
woods. Checking the area, the heroes determine combat to acquire the item they have come for.
that she is alone, apparently waiting for them. This part of the adventure can be a great
When approached, she introduces herself as opportunity to establish contacts that the group
Krissy Demick, a scientist working at the farm as may find of use later in a campaign.
part of a team devoted to genetically modifying With the circuit board in hand, the heroes
human “cattle” to survive higher concentrations face a return trip similar to their earlier trek
of Croatoan atmosphere. Having overheard through the wilderness. Again, several days pass
reports of human raiders in the area (the heroes), before they return to the vicinity of the farm.
she has decided to defect and aid their cause.
Before leaving the facility, however, she wants to
ACT III: NIGHTINGALES
Upon returning to the locale of the farm, the heroes
plant a bugging device in the communication
may wait for Dr. Demick to contact them. It proves
computer the farm manager uses daily to report to
to be a fruitless passage of time. The doctor does
the Croatoan mothership. For that purpose, she
not come. If the group scouts closer to the farm,
needs a specially prepared circuit board. She can’t
they eventually see her now disheveled and haggard
steal it from farm supplies, which are carefully
form pass from a trailer (the manager’s home and
monitored. So she needs the heroes to acquire one
office) to a Quonset hut (the lab) each morning and
elsewhere and deliver it to her.
trudge back each evening.
Questioned closely, she reveals that the farm
To rescue the doctor, the heroes must stage a raid
manager—a human named Rodolfo Jasperse—has
on the farm. It is staffed by the manager, a number
been pressing her for sexual favors, and has
of human farmhands equal to the heroes, three
threatened to trump up spying charges if she doesn’t
human scientists (including Dr. Demick), a pair of
comply. If convicted, she would be butchered as
Croatoan operators, one Croatoan engineer, and a
meat for the Croatoans. So she has decided to
number of Croatoan soldiers equal to the heroes.
actually become a spy and help the resistance. The
The Croatoan soldiers gather wherever they
heroes should be able to learn a lot by eavesdropping
perceive the greatest threat. (Clever heroes can create
on Jasperse’ reports, and if it ends up with him being
a diversion with pyrotechnics or explosives to draw
butchered instead, so much the better.
them away from the actual attack.) The Croatoan
ACT II: BAD EGGS operators and engineers will follow the soldiers to
The circuit board Dr. Demick needs is unusual watch, while staying behind cover for safety.
enough that the heroes will have to make a trip to The manager has no control over the
the ruins of a city to find one. It also requires Croatoans. But he will take the human farmhands
specialized modification—she provides them as a personal bodyguard to investigate the
with a schematic, but they may have to search out trouble, leaving the scientists to guard the lab.
an electronics specialist to do the work. At first opportunity, Dr. Demick will break away
Meanwhile, she is prepared to return to the farm, to seek out the heroes. Though she has been
to stall the manager’s advances (or even submit physically and emotionally abused during their
to them), while the heroes retrieve the item. absence, she refuses to leave until the circuit board
This part of the adventure begins with several has been installed. If necessary, she will even sacrifice
days of travel through wilderness, during which her life as a diversion, to keep the manager from his
the group may encounter traps set by other bands trailer while someone installs the bugging device.

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Assuming they are careful not to be spotted, new home for the Croatoans, while allowing humans
the heroes can plant the circuit board and escape to survive as a slave race. Adventures in this setting
in the confusion. What they learn from are driven by a tension between short-term and long-
eavesdropping on the manager’s communications term survival and freedom.
is left to the Game Host’s discretion, but they will In the shortest term, characters must hunt,
at least hear several days of his pleading and scavenge, and raid simply to maintain their existence.
toadying to his alien overlords, in an effort to The Game Host can set adventures in the ruins of
save himself from the slaughterhouse. human cities and in wilderness areas, encountering
DR. KRISSY DEMICK. Gender: Female. Age: Adult. wildlife, pockets of other human survivors, and even
Attributes: Wits Focused; Brawn Unfamiliar. some paramilitary remnants.
Occupation: Biologist. Skills: Focused Persuasion, As their own survival becomes more secure,
Second Language (French); Unfocused Alien heroes may turn toward harassing Croatoan
Machinery, Computers, First Aid, Shooting, operations designed to increase root planting, or
Sneaking. Focus: 3. toward raiding Croatoan farms to gain equipment
and free human “cattle.” This strategy can swell the
RODOLFO JASPERSE. Gender: Male. Age: Middle
numbers of guerillas, but it also increases demands
aged. Attributes: Wits Focused; Grace Unfamilar.
for supplies.
Occupation: Farm Manager. Skills: Focused Bargaining,
This will also bring the heroes ever more to the
Lockpicking, Persuasion, Shooting, Sneaking;
attention of the Croatoan overlords, who will send
Unfocused Alien Machinery, Computers, Throwing,
soldiers and hunters to deal with them. During this
Tracking, Vehicle (Auto). Focus: 6. Notes: Owns a
part of a campaign, a succession of ever more
large pistol (Magnum .44) from before the invasion
capable Croatoans will seek them out. Human
and has a large stockpile of ammunition in his trailer.
traitors may arise as well, bought with promises of
FARMHANDS. Gender: Any. Age: Adult. Attributes: safety, status, or even “immortality.” As the heroes
Brawn Focused; Wits Unfamilar. Occupation: rack up Croatoan kills and capture Croatoan arms,
Farmhand. Skills: Focused Athletics, Foraging, their own ability to strike back against the aliens will
Swimming, Vehicle (Tractor); Unfocused First improve.
Aid, Navigation, Shooting. Focus: 5. Notes: Each A campaign can continue indefinitely this way,
carries a small blade (pocketknife) and a small maintaining something of a stalemate between the
pistol (revolver) with exactly five bullets. heroes and the invaders. The only permanent
SCIENTISTS. Gender: Male. Age: Middle aged. solution, however, is destruction for one side or the
Attributes: Wits Focused; Grace Unfocused. other. Specifically, the heroes will need to destroy the
Occupation: Biologist or Chemist. Skills: Focused Croatoan mothership to secure humankind’s future.
First Aid, Improvised Explosives, Persuasion, Nuclear missiles launched during the early hours of
Second Language (German or Latin), Vehicle the war were insufficient for the task. The heroes will
(Auto); Unfocused Alien Machinery, Computers, have to somehow infiltrate the mothership itself with
Foraging, Navigation, Shooting. Focus: 6. Notes: a weapon capable of destroying the aliens.
Each has been temporarily issued a small pistol Even accomplishing this leaves the problem of
(revolver) with exactly five bullets. rooting out alien encampments on the planet and
restoring (as much as possible) the original climate.
ADVENTURE SEEDS & Given that the Croatoans managed to hide
belowground for millennia before emerging, an
CAMPAIGN IDEAS ongoing campaign to eradicate them could take
In the Critical Dawn setting, our Earth is at the cusp much time. In the end, however, the heroes will be
of irreversible climate change designed to make it a remembered forever as the saviors of humankind.

CREDITS
DESIGN: Colin F. Barnes. DEVELOPMENT: Lester Smith. EDITING: Dale A. Donovan.
COVER ILLUSTRATION: Colin F. Barnes. PROOFREADING: Winifred Lewis. LAYOUT: Ralph Faraday.
SKY BIKE: K8 Smith, with “Sechura Desert” photo by A. Duarte, “Panorama de Playa de Tijuana” photo by gakusei 88,
and “Cassytha Foliformis” & “Cassytha Filiformis” photos by David Eickhoff, all licensed under CC BY 2.0 and edited.

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D6XD6 ™ RPG

THE WORLD OF THE DARK ANGEL


Hanna Peach
In the Dark Angel urban fantasy
series, young seraphim fight a secret
war on Earth at the command of
elder archangels against the denizens
of Hell. With strength, speed, combat
training, and the elemental blood
magic tattooed on their bodies, they
face demonic blades forged from
meteorites and hellish magic. With
this setting chapter, you can find your
own destiny in this ancient struggle as
angel, demon, or human.

BACKGROUND
Two thousand years ago, the gates
between Earth, Heaven, and Hell were
locked. Earthbound with no way
home, angels built hidden cities across
the globe, where they still live today,
ruled by elders in a class-based society.
Rogues, angels who’ve been cast
out or who have defected from the
seraphim cities, have formed small
Sanctuaries, democratic communities
located around the globe. The elder-
ruled and these rogues do not
normally mix, apart from at illicit
night races testing their powers of
flight and survival.
But they aren’t the only inhuman
beings roaming Earth: demons enter
by possessing mortals’ bodies.
With swords and magic, these
sides battle for the souls of humankind in this blood in their veins. (See the Special Rules.) This
Dark Angel setting. But bear in mind…not all is, in effect, their occupation.
angels are “good,” and not all demons are “bad.” WARRIORS are fighters by occupation, masters
of hand-to-hand and blade combat.
OCCUPATIONS NOTE: All angel characters—castus and warrior
Are you angel, demon, or human? If angel, are you alike—are able to use the magic of bloodink
castus—born with a single innate magic ability— tattoos. (See the Special Rules.)
or warrior—born without innate magic but fierce DEMONS tend to hold criminal or black-market
in battle. occupations. They cannot use bloodink magic.
CASTUS characters each possess a single magical HUMAN characters can have any modern
ability that is as much a part of them as the very occupation. They cannot use bloodink magic.

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LESTER SMITH
SKILLS MAGIC ABILITIES
From the Basic Skills chapter, Bargaining, First Both castus and demons possess one innate
Aid, Lockpicking, Navigation, Persuasion, magical skill listed below. Demons also possess
Pickpocketing, and Tracking apply. In addition, DeathTouch magic, the ability to draw life force
characters may learn the following skills. from a person by direct touch.
Note that magic use is taxing: each roll for an
BLOCK MIND MAGIC: Those with this skill can innate magical ability automatically inflicts Graze
block or reduce the effects of DreamWalker and damage on the user. Bloodink use and
MemorySong magics used against them. DeathTouch are exceptions to this rule.
RIDDLE: Seraphim have a fondness for riddles and Also note that unlike skills, these magical
puzzles, and they often work them into both abilities cannot be used at Unfamiliar rank.
instructional tales and magical wards. Consequently, AIRWHISPERER allows a character to manipulate
characters with this skill have an advantage at the atmosphere. Once Success Level generates
angelic gatherings as well as when facing many types enough wind to cushion a fall; two Success Levels
of angelic security measures. can lift the user off the ground at normal human
movement speed; three Success Levels can carry
SPECIAL RULES the user to Throwing range; and four Success
Angels and demons in this setting possess certain Levels can whisk the user at hurricane speed to
special abilities, as well as special vulnerabilities. Shooting range. (See Combat Distances in the
Conflict and Damage chapter.) Other effects of
BLOODINK this wind are left to the player and the Game Host
A very few angels have the inherent ability to to decide, given the specific circumstances.
convert angel blood to an ink that retains its Characters can also use this magic as a sensory
magical nature. Any angel bearing a tattoo of this ability, detecting shapes within ten meters per
bloodink can utilize its magic—although doing so Success Level rolled, even around corners.
consumes the ink (causing the tattoo to disappear).
ALCHEMY is the ability to able to turn items with
Each bloodink tattoo is enough for four
simple molecular structures into other simple
Success Levels with that magic, as detailed under
substances (such as iron into gold, or water into
each magic type below. (A character who
wine). Each Success Level converts one kilogram
achieves multiple Success Levels on a roll can
or liter of material. By combining rolls
decide whether to use them all at once or choose
successively or working together, one or more
a lesser effect to conserve the ink.)
alchemists can convert an impressive amount of
While demons and humans cannot use
material (changing a large bronze statue to lighter
bloodink, some trade it on the black market for
aluminum, for example).
other items or for information.
NOTE: Warrior angels start the game with two ANIMALE allows its user to to communicate with
bloodink tattoos of their choosing. Any other animals and includes the ability to call upon the
bloodink must be either given by command of an assistance of animals nearby. Each Animale
angel elder, bought from an authorized store in an character has a particular affinity with one genus
angel city, acquired on the black market, or stolen. of animal. Any task roll involving that genus
gains an extra Success Level (meaning that even a
FLIGHT failed roll becomes a minimal success).
All angels can fly, although they do not actually DEATHTOUCH is the demonic ability to drain
possess wings. Castus fly at twice human life by touch of skin to skin. Each Success Level
movement rating (see the Conflict and Damage inflicts one level of damage on the victim and
chapter); warrior angels at three times human reduces the demon’s current damage by one level.
movement. DREAMWALKER is the ability to induce sleep by
Although many demons are winged in their touch and to intrude upon dreams. One Success
natural state in Hell, only those with Level puts the target to sleep. Each added
AirWhisperer magic can fly while possessing a Success Level allows the user to gain one
human body on Earth.

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D6XD6 ™ RPG
secret from the dreamer’s subconscious or to common uses are to make a flame leap up, to
implant one strong impression. The exact secret snuff a small fire, or to ignite flammable materials.
gained, or the exact effect of the impression GIFTKEEPER is the rarest of all magics. Its user
implanted, is left to the Game Host’s discretion. may “drain” another character’s magic (within five
EARTHSIFTER is a magical affinity for rock and meters distance) or even “borrow” and use that
soil. It allows the user, through physical contact, magic. The number of Success Levels rolled with
to sense other creatures in contact with the earth, GiftKeeper magic is the number of times the
even in complete darkness and through solid borrowed magic can be used in the current scene.
stone. The range for this sense is based upon the Note: To reflect the rarity and power of the
Success Levels achieved, from Brawling, to GiftKeeper ability, any character with this magic
Throwing, Shooting, or Viewing. (See the receives only 3 Drama Points at the beginning of
Conflict and Damage chapter.) an adventure session, instead of the usual 6.
Characters with this ability can also use it to MEMORYSONG is the ability to add, alter, or
shift the ground, opening cracks and creating remove memories by direct touch. This magic is
holes. A single Success Level can open a grave- often used to wipe a memory from the mind of a
sized hole in soft earth or shift a human-sized mortal who has witnessed a supernatural activity.
boulder. Two or more Success Levels can be Each Success Level rolled allows a single
translated to the equivalent order of magnitude scene to be removed from memory or added.
on the Richter scale. The effect is centered on the The result is most effective when a memory is
user, and the range is Brawling by default. To removed and replaced (requiring two Success
extend this, divide the Success Levels by the Levels). Additional Success Levels increase the
range band to calculate order of magnitude. task difficulty of attempts by other magic or by
Example: Four Success Levels reaching to psychiatry to recover a stolen memory or
Throwing range would be a Richter magnitude of 2. determine the falsehood of an implanted one.
EarthSifter characters can combine rolls MIRAGEWEAVER allows its users to create a false
successively or work together to extend Success image, even invisibility, around themselves. This
Levels for devastating, wide-ranging effects. mirage lasts for as long as the caster concentrates
However, not only is this fatiguing, it also puts on it. In the case of seeming invisiblility, the thing
them at the hazardous epicenter, and it hidden must remain motionless. Each Success
potentially exposes the supernatural war. Level gained allows an extra mirage to be created
FIRETWIRLER characters can manipulate flame. or an extra figure to be hidden within Brawling
They can touch it without being burned, summon range. If someone touches the mirage or a hidden
it from thin air, and even use it as a Throwing figure, the magic is dispelled.
attack. A single Success Level allows them to WATERBEARER characters have an affinity for
instantly summon a handful of fire, which they water, allowing them to sense the general size,
can maintain by concentration (imposing a 1- shape, and depth of a body of water, and even
point Task Difficulty penalty on all other rolls— detect objects floating upon it or within its depths.
such as Throwing). A single Success Level provides this information
As a Throwing attack, this flame does damage within Throwing range; each additional Success
as a Throwing Blade (see the Conflict and Damage Level increases the range by one band, to a
chapter), with two added benefits: (1) the damage maximum of 20 kilometers. The number of
level is boosted both by the Success Level of the objects detected is five times the Success Level
FireTwirler roll and the Success Level of the rolled, with largest objects detected first.
Throwing roll; and (2) the flame continues WaterBearer magic also allows characters to
burning, automatically adding Graze damage every move and breathe as freely and quickly in water
round until it burns out. The number of rounds it as they can by foot or when flying.
burns equals the number of Success Levels of the Characters with this ability can also shape water
FireTwirler and Throwing rolls combined. as if handling snow, to juggle balls of water, create
Other effects of FireTwirler magic are left to temporary sculptures, and so on. This shape
the player and Game Host to negotiate, but remains for as long as they concentrate upon it.

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LESTER SMITH
EQUIPMENT
While human characters may use any
modern equipment, angels and
demons default to blades for combat:
swords, daggers, and even shuriken.
BLACK STONE WEAPONS: Damage
done by weapons forged from an
otherworldly material called Black
Stone voids the Seraphic Healing
ability. This metal fell to Earth in ages
past and was crafted into a few
famous statues and monuments,
where it remains hidden in plain view.
Only a few demons know of this
deadly material’s existence—for now.
MAGIC-INFUSED BLADES: Some
rare blades are enchanted with magic.
For example, a shuriken might be
infused with DreamWalker magic to
deliver both a Hit level of damage
and put the victim to sleep. Creating
such a blade requires the cooperation
of both a character possessing
Alchemy magic and a character with
the magic to be infused. Bloodink
will not serve for this purpose.
Enchanting a blade requires a full
day of concentrated work by both
characters, followed by a single skill
roll by each. The least successful roll
determines the number of Success
Levels of magic infused in the
Finally, this ability allows its user to draw weapon. These Success Levels can then be spent
water from the very air, generating one liter per in a way similar to those of a bloodink tattoo.
Success Level. The Game Host may alter this
amount based on environmental circumstances. DENIZENS
SERAPHIC HEALING The supernatural war of the Dark Angel setting
All angelic characters have an innate regenerative takes place in the modern world, primarily in
power. In game terms, while most characters in this cities. Besides angels, demons, and common
setting use the Dramatic Healing rates explained in mortals, two other types of people bear
the Rest and Healing chapter, angels recover one mentioning, as well as a few special locales.
level per minute of rest instead of one level per day. THE OSTRACIZED
THE TABOO The supernatural war touches the lives of people
Whether due to the forbiddance of the powers other than those directly involved.
that be, or simply the resistance of the mortal STREET PIRATES are mortals who have learned
mind, any obvious supernatural power use in the of the supernatural war, and who live off the grid
presence of normal humans is automatically of human civilization. They dwell in a network of
reduced by one Success Level. sewers under every major city and are adept at

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D6XD6 ™ RPG
urban survival skills. Under the right now lies in a coma and is slowly slipping away.
circumstances, these people may assist players’ Our heroes must find an antidote!
characters, but they’ll always want something of A bit of investigation and negotiation reveals
value in return. Using supernatural powers in that instructions for concocting one are contained
their presence does not invoke the Taboo, in the Threads of Dusk, an ancient scroll hidden
though seraphim elders still forbid it. away in a chamber deep under Urielos.
For this adventure, the characters should not be
HALF’IES is a slang term for people of mixed
angelic residents of Urielos. Rogue angels and
blood, whether human-angel, human-demon, or
demons are good choices, though citizens of
(worse) angel-demon hybrids. These people are
Urielos could be appropriate if “tainted” by a secret
extremely rare, not only because such couplings
friendship with outsiders. The point is that warriors
are forbidden, but also because conception
protecting Urielos will attack the group on sight.
occurs only if the parents are truly in love.
Whether thanks to rogues who have defected
UNIQUE LOCALES from Urielos, or from some other inside
The settings described here serve as examples for information (perhaps someone who wants
others to be invented by the players or Game Host. something else brought back from inside the
walls), the heroes can learn the layout of the city.
ARADALE is a rogue Sanctuary within an old Urielos itself is guarded by warrior angels. The
mental asylum in Germany—complete with secret surrounding land is monitored by EarthSifters
dungeons, barred windows, and old torture rooms. and Animales, the coastal approaches by
CASTLE SPERANZA is another rogue Sanctuary, WaterBearers and AirWhisperers. The heroes are
hidden in an abandoned Scottish castle. With its also told that the chamber’s entrance is sealed by
winding corridors, secret passageways, and more a puzzle requiring Alchemy to solve.
rooms than you can count (some not of this world), Give the group time to connect, gather this
visitors must be careful to avoid becoming lost. information, sort out plans, and collect any items
MICHAELEA is an elder-ruled city nestled on the required to execute their mission.
side of a mountain in a remote forest of the Czech
Republic. Its buildings are constructed within the ACT II: INFILTRATING URIELOS
very branches of the largest, oldest trees. Getting to the library itself involves three stages.
PURGATORY is a supernatural bar and pleasure THE BORDERS: If approaching by sea, the heroes
house, with doors opening from both Hell and will face WaterBearer and AirWhisperer guards—a
Earth (from any Number 13 address of any city totlal of one guard per hero. If approaching by
street). Those who visit can exit only through the land, they will face a like number of EarthSifter
door they entered, preventing the establishment’s and Animale guards. The heroes must either
use as a portal between planes. A protective charm disable or sneak past these angels.
prevents any violence within Purgatory, which THE STREETS: Once inside the city, the heroes
makes this a perfect neutral meeting ground. must avoid detection to reach the library.
URIELOS is another elder-ruled city, this one Depending upon their success at sneaking and
clinging to the jagged coast of Italy, with buildings navigating the city streets, the Game Host should
dug into the rock, to help weather storms. have one or more pairs of warrior angels pass
from time to time. The heroes must either
SAMPLE ADVENTURE: overcome them quickly and quietly, or evade
them by hiding. One option is to slip into a
THE THREADS OF DUSK nearby castus residence until the guards pass. If
In which a band of heroes must infiltrate a the owner discovers the heroes, they may have a
chamber under Urielos to gain a poison antidote. quick fight on their hands; the Game Host can
decide appropriate abilities for the resident. After
ACT I: A POISONING this encounter, the path to the library is clear.
A friend of the heroes has been stabbed with a THE LIBRARY: The heroes must choose who
knife dipped in an obscure demonic poison. He among them will pick the library lock. That hero

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LESTER SMITH
must accumulate six Lockpicking Success Levels To guarantee their word, the heroes must
to open it. Each round, the Game Host should roll each give him a single drop of their blood, which
a die; if the result is less than the number of he freezes on his tongue. If they betray him, he
rounds currently spent, the group is spotted by a can use this link to freeze their hearts at any
pair of patrolling warriors. After six total rolls, of distance, slaying them.
course, another pair automatically arrives each ICE DEMON: Name: Unknown. Gender: Male. Age:
round, so it is in the heroes’ best interests to get Eternal. Attributes: Brawn and Grace Focused;
the door open quickly. If necessary, they can then Wits Unfamiliar. Skills: Focused Athletics,
bar it from the inside to delay further attacks. Persuasion, Second Language: Seraphic, Throwing,
Tracking; Unfocused Martial Arts. Special Abilities:
ACT III: THE THREADS OF DUSK Combat Demon (his Brawling range attacks can
Inside, the heroes face three challenges. use either Brawn or Martial Arts, declared after his
THE ALCHEMIST’S PUZZLE: This puzzle is roll—which means he always succeeds);
carved into the chamber door. To solve it, our Exceptional Strength (all his attacks do an extra
heroes must achieve four Alchemy Success Levels level of damage); IceMaster (treat as FireTwirler,
in a single round. If relying on bloodink, they may but with Ice instead of Fire and no concentration
well run out before accomplishing this, in which penalty); Frost Armor (three levels of protection
case they’ll be forced to flee and return later with with no penalty). Focus: 6.
more (perhaps stolen from a nearby shop).
During this attempt to solve the puzzle, the EPILOGUE
Game Host can again use the roll of a single die Once our heroes have their antidote recipe,
each round to add the threat of guards discovering escaping the city is little trouble. They will not be
the group (or breaking the barred library door, if pursued beyond its walls.
the heroes were already discovered).
Once the puzzle is solved, the portal opens to ADVENTURE SEEDS
reveal a dark tunnel into the bedrock of the city. SHOPPING TRIP: Acquiring the ingredients
RIDDLE ME THIS: Inside the tunnel, the group needed for the antidote can be its own adventure.
is faced with a series of riddles, one per hero. Any Examples might include the heart of a ghost
characters who fail at their riddle temporarily lose orchid found only in the remote Scottish
either Flight (if an angel) or DeathTouch (if a Highlands, the canine tooth of a snow leopard,
demon) until they leave the library. and the song of a demon-angel hybrid.
THE ICE DEMON: The tunnel opens into an icy HEART OF ICE: Arranging the ice demon’s
cavern, icicles protruding from the ceiling and release is another adventure, with its own time
floors. This chamber is prison to enormous ice pressures. Once the archangels of Urielos discover
demon, trapped on Earth when the gates of his treachery, they are sure to destroy him, and
Heaven and Hell closed, and forced to stand guard before that happens he vows to take his revenge
for his hated seraphim enemies. He stands four on the heroes. Through his link with their blood,
meters tall and is nearly as broad, his heavily he whispers this message in their nightly dreams.
muscled body covered with glittering spikes of ice.
If the heroes battle this demon, he proves to CAMPAIGN IDEAS
be a formidable foe. (See his description below.) As the ideas above show, finding information to
If they instead negotiate, he agrees to let them survive or prevail in the endless supernatural war,
search the Threads of Dusk for their antidote, if or protecting a loved one, give ample material for
they agree to free him to return to Hell. an ongoing Dark Angel campaign.

CREDITS
DESIGN: Hanna Peach. DEVELOPMENT: Lester Smith. EDITING: Dale A. Donovan.
PROOFREADING: Winifred Lewis. LAYOUT: Ralph Faraday. COVER ILLUSTRATION: Hanna Peach.
ALLEY ANGEL: K8 Smith, with “Where is Batman?” by Miguel Ángel Arroyo Ortega, licensed under CC BY 2.0.

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DARK FAGARA: AGE OF THE ORC


John F. Watson
The world of Fagara has fallen to the
orcs and their kindred. Humankind
has been driven underground or into
the wastelands. Elves and dwarves
have been hunted to near extinction.
Some few dwarves, elves, and humans
are kept as slaves of the Orcish
Empire. It is a dark age. Will you face
it as conqueror or conquered?

BACKGROUND
Fagara was once a beautiful and lush
world. Dwarves, elves, humans, and
many other races dwelt peacefully
and separately on the surface, while
the orcs—all but forgotten
undergound—awaited their chance,
building massive armies. When at
last they struck, civilizations were
leveled in hours.
Surviving dwarves, elves, and
humans formed an alliance and
counterattacked in Fagara’s northern
mountains. Despite their best efforts,
the orcish war machine ground on.
Captives of any real threat were slain,
and the rest were enslaved. The
world had fallen to the orcs.
Over a thousand years have passed
since the orcs seized control, and the
world itself has changed. Clouds
obscure the sun, allowing little light to
fall. Many say this is a boon granted to
the orcs by their god, Nexus.
Whatever the reason, even nature has had to adapt THE LAND
to survive. Trees are now tall and spare, reaching up Fagara’s geography is dominated by a massive
to the weak sunlight that filters through the clouds. continent called Rilar, surrounded by many
Most other vegetation is thin and gray. Furred smaller islands. Rilar’s landscape is very diverse,
creatures are uncommon, replaced by enormous descending from the great Northern Mountains
insects and poisonous reptiles. through desert foothills into the central lowlands
While remnants of ancient architecture and ending in the rocky reaches of the Southern
remain, it is fronted or surmounted by cruder, Jut. Both the northern and southern stretches of
sturdier orcish structures. Where once grace and Rilar are cold, each being within about five
beauty flourished, ugliness and savagery abide. hundred kilometers of the polar caps.

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Orcs rule Fagara, with many of the traditionally The chiefdom extends from the western border of
uncommon races walking the world freely. It is not the Two-Deaths to the western shores of Rilar.
unusual for an adventurer to see ogres, goblins, or AXE SHAKER: Led by an ogre, this chiefdom lies
other savage races while traveling the Chiefdoms. in the southeastern corner of Rilar, between the
While dwarves, elves and humans still exist, the Dark Howler and Bent Tusks chiefdoms.
majority of them are now slaves. A small group of
SKULL BREAKERS: The Skull Breakers Chiefdom
them (descendents of the Alliance) remains free in
is actually the grouping of islands off of the coast
the inhospitable Northern Mountains. They call
of Rilar. These orcs are expert sailors and fishers.
themselves the Sword of Ventrus.
Life for a slave to the orcs is harsh and short,
filled with manual labor—blacksmithing, mining,
OCCUPATIONS
plowing, and soldiering. Even the soldiers remain The most common occupations in Dark Fagara
include archer, alchemist, assassin, berserker,
slaves, serving violent masters.
gladiator, hunter, priest, raider, sailor, scout,
Not that members of the Sword of Ventrus
have an easier life than their enslaved brethren. warrior, witch, and wizard. Other occupations are
possible with the approval of the Game Host.
The Northern Mountains are nearly the most
hostile environment on Fagara. It is impossible to
grow crops there; the native vegetation is
SKILLS
inedible; and game is rare. For sheer survival, From the Basic Skills chapter, the following are
raiding parties must make guerrilla strikes on the available in this setting: Athletics, Bargaining,
orcish lands below. Often these raiders never First Aid, Lockpicking, Martial Arts, Navigation,
return. As a result, it’s not uncommon for people Persuasion, Pickpocketing, Ride Animal, Second
here to simply die of starvation. The Sword of Language, Shooting, Sneaking, Swimming,
Ventrus has never been over five hundred strong. Throwing, and Tracking.
The rest of Fagara is divided into seven orcish Note: All characters must speak Orcish. Orcs do
chiefdoms. A Grand Chief (a title taken by the so natively. Others must choose Second Language:
strongest) rules over each chiefdom. Below the Orcish as an Unfocused skill at minimum.
Grand Chief are as many as twenty warchiefs, with In addition, characters may choose any of the
several lesser chiefs reporting to each. This makes following skills: Alertness, Frenzy, Intimidation,
up the hierarchy of each chiefdom. Like the Grand and Magic (Ancient, Blood Alchemy, Savage, or
Chief, the title of warchief is seized by power, Spiritual—each a separate skill).
though these lesser leaders change more frequently. ALERTNESS
This skill allows characters to sense hidden danger.
THE SEVEN CHIEFDOMS When they would normally lose a turn from
Each orcish chiefdom occupies a different
surprise (as in an ambush), they may roll this skill
portion of Fagara.
instead and choose an action when their number
STONE BONE: The Stone Bone lands are in the comes up. Their Alertness roll serves as the roll for
cold North. These orcs often fight the Resistance. that action, though the skill must match the
TWO-DEATHS: The Two-Deaths are led by an Alertness level (Focused or Unfocused). Assassins,
orcish witch who is also a high priest of Nexus. hunters, raiders, and scouts may use their
Surrounded by the other chiefdoms, these orcs occupation instead of Alertness.
claim the central lands of Rilar.
FRENZY
DARK HOWLER: On the eastern border of the This skill can be used once per combat to reduce
Two-Deaths, the Dark Howler Chiefdom spans dice penaties from damage (as well as from armor
to the eastern shores of Rilar. worn). Each Success Level negates two points of
BENT TUSKS: Like the northern chiefdom, the penalty for the duration of the combat, whether
Bent Tusks live in cold lands, but they call the damage is suffered before or after this roll.
South their home. Frenzied characters cannot leave combat until no
DEMON EATERS: These orcs earned their name enemies remain. Berserkers may roll using their
by being known as the fiercest warriors on Fagara. occupation instead of this skill.

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INTIMIDATION PUSH OR PULL (1): This spell moves an object
While the Bargaining skill is useful for purchasing within sight, and weighing no more than 15 kg,
or trading, and Persuasion is appropriate for up to 10 meters horizontally per Success Level.
diplomacy or negotiation, the Intimidation skill FLIGHT (2): The caster can fly up to two meters
simply cows its target into submission. per round in any direction, for as long as
Unfortunately, the effects last only as long as the concentration is maintained (which allows no
target remains fearful, and betrayal is not an other action). Extra Success Levels may either
uncommon result once the threat is out of sight. multiply the distance or move additional people,
as the caster wishes.
MAGIC HALT (2): The target is stopped in its tracks for
Four categories of magic exist: Ancient, Blood
one round (though it may take other actions).
Alchemy, Savage, and Spiritual. See the Special
Extra Success Levels increase the duration.
Rules for an explanation of how to use each skill.
SPEAK (2): The caster can understand and
SPECIAL RULES fluently speak any foreign language for a number
of minutes equal to the actual dice roll.
To cast spells, characters must have a Magic skill.
 Characters with a magical occupation such THUNDER (3): This explosion of sound deals
as alchemist, priest, witch, or wizard can Wound damage to all within Throwing range of
possess Magic skills at Focused or the caster (who typically casts a Barrier spell first
Unfocused level. for self protection). Extra Success Levels increase
the damage.
 Those with other occupations can never
raise their Magic skills beyond Unfocused. TRAVEL (3): The caster instantly moves up to
 Magic cannot be used as an Unfamiliar skill. 200 meters. Each extra Success Level can
Simple spells, such as creating a potion to cure transport an extra person.
an upset stomach, lighting a candle, or blessing SECOND SELF (4): This spell creates a mirror
water, require no roll and automatically succeed. image of one enemy of the caster’s choice, with
To cast a more difficult spell, the magic user all that enemy’s combat abilities, to fight as the
must achieve a number of Success Levels equal to caster’s champion. This being exists until
the spell level (shown in parentheses after the defeated or no enemies remain. If cast in a single
spell name). A caster may accumulate these by round by spell users working together, each
multiple rolls, but if any roll fails, the spell fails bonus Success Level creates an extra champion.
and all accumulated Success Levels are lost. A WALL (4): The caster creates an impervious
spell occurs immediately on the roll that achieves magic wall up to 20 meters tall and wide that lasts
or exceeds its cost; it cannot be delayed to add for one entire round. Each extra Success Level
more Success Levels. Because Fagaran magic is adds one round to the duration.
solitary, casters cannot cooperate on a spell. ARCANE STORM (5): This summons a cyclone of
Sample spells are listed below, but many more magical energy that deals Wound damage to all
wait to be discovered on Fagara. within Shooting range of the caster. Those within
ANCIENT MAGIC Brawling range are in the calm eye of the storm.
Ancient magic is used exclusively by those slaves The storm lasts for one round. Each bonus
or Sword of Ventrus warriors who recall the old Success Level increases its damage by one step.
spells of dwarves, elves, and humans. Armor and such protects from this effect.
ARCANE BALL (1): This globe of arcane energy BLOOD ALCHEMY
deals Hit damage to one target within Throwing This skill of concocting magical potions was
range. Extra Success Levels increase the damage. devised by goblin mages. Making a potion requires
BARRIER (1): This spell creates a protective glow a day per spell level, at the end of which time the
around caster that acts as Light armor, with no dice mage adds each day’s Success Levels together to
penalty. It lasts for an entire combat scene. Extra determine the potion’s strength. Anyone can use a
Success Levels increase the degree of protection. potion, but potions go stale after about a week.

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TONIC (1): This potion removes any negative TOUGHNESS (1): The caster’s skin acts as Light
status effects from its drinker. Each bonus Success armor, with no dice penalty, for the entire
Level makes an extra dose. combat scene. Each extra Success Level increases
BEAST EYES (1): The drinker of this potion can the protection one step.
see in darkness up to 20 meters. Each extra STRENGTH (1): The caster’s Brawn becomes
Success Level adds another 20 meters. Focused for one day.
POISON (1): The drinker instantly suffers Hit HURL (1): The caster can mentally throw an
damage. Each extra Success Level adds another object of up to 100 kg up to 10 meters. Each
round of damage. extra Success Level doubles the range. (Though
BLOOD MEAL (1): The drinker doesn't need useful for moving obstacles, this spell is too
food or water for one day per Success Level. imprecise for attacking.)
FIRE BREATH (2): The drinker exhales flame SHOUT (2): The caster utters a thunderous
that deals Hit damage to one target within shout, and all in Shooting range must succeed at a
Throwing range. Each extra Success Level Will roll or lose their next action.
continues the fire breath an additional round. LEAP (2): The caster can leap up to 10 meters
BALM (2): This potion instantly heals one level per Success Level in any direction.
of damage, even if the victim was recently killed CLAWS (2): The caster sprouts claws that do
(within the past minute). Each extra Success damage as a Small Blade for one turn. Each extra
Level heals an extra level of damage, and multiple Success Level increases the damage level or the
Balm potions can be used on the same person. duration—caster’s choice.
BRUTAL BLADE (2): This potion enchants a SLAM (3): The caster strikes the ground, and all
non-magical weapon, increasing its damage rating in contact with it within Brawling range suffer
one level for two combat rounds. Each extra Stun damage. Armor does not protect against this
Success Level increases the duration one round. effect. Each extra Success Level increases the
BRUTE (3): The drinker’s bare-handed attacks damage by one level.
gain two levels of damage for one turn. Each extra RUN (3): The caster triples his movement for
Success Level increases the duration one turn. two turns. Extra Success Levels increase the
QUICK (3): The drinker may take two actions duration by one turn.
during the next turn; the player declares both at BEAST FORM (4): For the next four turns, the
once, rolls dice for each, and matches those dice as caster turns into a massive beast, with Brawn and
she or he wishes. Each extra Success Level in the Grace Focused and Will and Wits Unfocused,
potion extends the effects by one turn. gains a tough hide like Medium armor with no
IRON SKIN (4): The drinker gains three levels of dice penalty, and can make unarmed attacks with
protection from damage for two turns. Each extra a Hit damage rating. Each added Success Level
Success Level extends the duration one turn. increases the duration by one turn.
ACID (4): This spell creates two separate potions SMASH (4): This spell acts like Slam (above), but
that when combined can eat through almost any affects all within Throwing range.
substance. In combat terms, the compound deals BONE HORDE (5): The caster summons foes
Wound damage. Each extra Success Level she or he has slain in combat. Each Success Level
increases the damage by one level. brings five skeletons to fight for the caster.
BLOOD ELIXIR (5): This potion is like a super (Attributes: Grace Focused; Will Unfamiliar. Skills:
version of Balm, plus a blessing. It heals all Focused Martial Arts, Throwing. Focus: 3. Notes:
damage, even if the victim was recently killed Small Blade or Spear and Light armor.)
(within the past hour) and grants the user a Drama
Point for his or her next action. Each extra SPIRITUAL MAGIC
Success Level adds an additional Drama Point. This magic taps into the power of the caster’s
favored deity to achieve blessings or curses.
SAVAGE MAGIC HEAL (1): Each Success Level instantly heals one
This magic is favored by orc shamans. level of damage. The victim must still be living.

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PEACE (1): This spell makes a hostile target feel discretion.) Heroes who find such things must
favorable to the caster for the current encounter. surrender them or defend them with their lives.
INSPIRE (1): This spell gives the target a bonus
Drama Point on his or her next action. Each extra DENIZENS
Success Level increases the duration by one action. Fagara is home to the following races and deities.
DIVINE KNOWLEDGE (2): This spell adds one
plus to one skill for one action. Each added THE RACES
Success Level grants another plus. ORCS: The brutal orcs are fascinated with war.
DIVINE PROTECTOR (2): This spell summons a Their Brawn gives two levels of Passive Defense
supernatural servant for one turn. The spell is if Focused, one if Unfocused. (See the Conflict
often used in combat. Each extra Success Level and Damage chapter.)
increases the duration by one turn. (Attributes: All HALF-ORCS: These bastard offspring of orcs
Focused. Skills: Focused Athletics, Magic: and their slaves have the freedom of their orcish
Spiritual, Martial Arts, Second Language: Any, parent but can also master Ancient Magic.
Shooting, Throwing. Focus: 6. Notes: Spear, Large GOBLINS: These creatures have advanced more
Bow, and Medium armor, with no dice penalty.) than most after the great war. Masters of Blood
CURSE THE FAITHLESS (2): This spell can Alchemy, they gain a bonus Success Level using it.
target anyone within Viewing range. It gives that OGRES: Large and powerful, ogres are brutes.
target a one-point task penalty on all rolls for one They often hire out as mercenaries, but some
turn. Each extra Success Level increases the have risen to positions of power in the
duration by one turn. chiefdoms. Their toughness reduces the damage
REGENERATE (3): The target regrows a lost limb. of attacks against them by one level, but their
Extra Success Levels offer no added effect. large size makes them easier to hit (lending
WEATHER (3): This spell changes the current attackers a three-point bonus to dice totals).
weather to whatever the caster wishes for one day. DWARVES: The Dwarves have fared the best of
HEALING AURA (4): This spell acts as a Heal the slave races. Tough and resilient, they secretly
spell (see above) but affects all within Throwing maintain their racial tongue and clan ties despite
range of the caster. Note that its basic healing orcish law to the contrary. Their toughness is
rating is four levels, plus one per extra Success similar to an ogre’s (see above).
Level. Additionally, it can even heal those ELVES: Having been hunted to near extinction,
recently killed (within the past minute). elves are now prized slaves, a shame their elders
DESTINY (4): This spell grants an automatic call “The Burden.” They are generally used for
Drama Point to the next action of each person servitude in a master’s house rather than for
within Brawling range of the caster. Each extra heavy labor. Those who know Ancient Magic
Success Level grants the targets an added Drama gain a bonus Success Level when using it.
Point to that action. HUMANS: Of all the slave races, humans have
VIVIFY (5): This spell completely heals one recently been the most brutalized. Few have any memory
dead creature—killed within one day. Each bonus of their native tongues or cultures. Less durable
Success Level extends that time by a day. than dwarves, less exotic than elves, and less long-
lived than either, most are used as pack animals. A
EQUIPMENT few are trained as foot soldiers or gladiators.
Equipment on the world of Dark Fagara is OTHER RACES: Other slave races sometimes
medieval at best, though generally rough (in found on Fagara include angel-blooded, gnomes,
keeping with orcish temperament). A few ancient and halflings. Among the conquerors are some
works of elven or dwarven design remain, prized few bugbears, demon-blooded, and hobgoblins.
as spoils of war more than for intrinsic beauty.
Some few ancient magical items also turn up on
THE DEITIES
occasion, though these are quickly claimed by local NEXUS: Nexus, God of Magic, is now the most
chieftains. (Abilities are left to the Game Host’s powerful deity on Fagara. There are many rumors

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about his origin. The orcs worship him as the magical. (The Game Host should devise
highest of their gods. encounters and traps that test the party’s abilities
CERNUNNOS: Once a god of nature and without exhausting their resources.)
balance, Cernunnos has been corrupted into a ACT III: SELF REFLECTION
god of wastelands and death. The heroes’ descent culminates in a chamber
GRUG-GRUG: Former leader of the orcish containing a single item, an enormous silver
pantheon, Grug-Grug is a god of battle, strength, mirror framed in gold and gems, and decorated
and order through tyranny. with an inscription in a forgotten human tongue.
MORGAN-UR: This lesser goddess of chaos and (Sword of Ventrus characters may be able to read
war still has a strong following among the orcs. the words “Self Reflection Is the Secret to
She is at odds with Grug-Grug. Success.”) As the party examines it, their mirror
VENTRUS: Once the most powerful deity on images step out and attack.
Fagara, Ventrus represents justice and valor— These guardians match the heroes’ abilities in
ideals now nearly extinct. He is worshipped only every way. Each time the players declare their
in secret, by slaves, and by the Sword of Ventrus. actions, the Game Host should have their mirror
SAPPHIRA ARK: Formerly an elven goddess of images choose something similar, though dice rolls
healing, Sapphira Ark has been claimed by all will determine the exact order of actions as usual.
who practice Spiritual Magic. Any damage done to the mirror images affects the
heroes instead, and vice versa. The only way to
MINOR DEITIES: Nearly forgotten, these best the guardians is to offer no resistance,
include Burb Steelhands (God of Smiths), Jackal allowing their own attacks to defeat them.
(God of Trickery), Neros (God of Undeath),
Sheriss (Goddess of Rivers), Trax Von (God of
Travelers), and Whisper (Goddess of Lies).
ADVENTURE SEEDS
THE ENEMY WITHIN: The great Warchief
SAMPLE ADVENTURE: Hurg Dwarfeater has been assassinated. His
followers have evidence that the Resistance has
THE TEMPLE OF SIR VALDAR somehow infiltrated the city. You must root them
In which an ancient shrine to Ventrus is unearthed. out and destroy them.
THE SEVEN DEFENDERS: A Two-Deaths farm
ACT I: EARTHQUAKE town on the Demon Eaters border hasn’t sent its
A literally earth-shaking battle in the Bent Tusks taxed goods in two months. Investigating, you
Chiefdom has breached a buried temple to find it has suffered raids by Demon Eaters
Ventrus. Seeking treasures, a large group of orcs bandits. You’ve arrived just in time for another.
and slaves was dispatched to loot it. Days later, a A DISGUISED FOE: A Skull Breakers island is
lone human survivor emerged, utterly insane. home to a new cult, and the local chief seems
Word has spread, and the heroes travel to try helpless. When your band of slave warriors is
their luck. For orcs, looting a temple to Ventrus sent to deal with it, you find a new priesthood of
will bring glory. For Sword of Ventrus guerillas, it Sapphira Ark. Will you destroy the priests or
could mean an edge in their fight for freedom. break join their cause?
ACT II: DESCENT INTO MADNESS
Within the outer halls of the temple, the heroes CAMPAIGN IDEAS
encounter other parties of tomb robbers who do Rulers quickly rise and fall on Fagara. Characters
not hesitate to attack, regardless of race. with bold hearts can earn glory and elevate their
Descending into the catacombs, the heroes also status, becoming heroes of renown, or even
face many traps, mostly mechanical, but a few seizing a chieftainship of their own.

CREDITS
DESIGN: John F. Watson. DEVELOPMENT: Lester Smith. EDITING: Dale A. Donovan.
PROOFREADING: Winifred Lewis. LAYOUT: Ralph Faraday.
COVER: K8 Smith, with “Hafod Estate Cave” by Jonny White, licensed under CC BY 2.0.

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THE WORLD OF EOLAN


Jason Huls
Explore the ancient ruins of Eolan,
search for lost technology, and test
your mettle in this deadly far-future
setting!

BACKGROUND
Eolan is a dying world. Ancient wars
blistered the ecosystem. Who fought
them and why are two of the many
questions lost in the cinders of time.
Vast ruins stand like gravestones in
the desolate landscape, a reminder
that Eolan once enjoyed a more
prosperous age.
Nok Tiris (knock-teer-iss) is one of
the last known points of civilization.
It is a city of triage and repurposing,
a wheel of timeworn factories and
urban sprawl. Citizenship carries the
promise of protection and
opportunity, though most struggle to
meet their basic needs. Citizens are
microchipped and categorized. Every
facet of life is regulated…for the
good of the city. Nok Tiris can
survive only through loyalty and
cooperation. Most understand and
happily comply. Those who do not
are swiftly reeducated.
Bio-engineered humanoid drones
are created by the thousands to keep the city The Temple of Nok Tiris rises from the center
running. Born to serve, they are assigned both of the city like a dark stalagmite. It is a marvel of
the most important jobs and those unsuitable for architecture soaring thousands of feet into the air.
human citizens. Drones live in massive Its off-shooting spires are larger than most other
dormitories, hibernate in pods, and consume buildings. The Temple is by far the oldest structure
bland nutrient paste. They do not question in Nok Tiris. A half-inquisitor, half-mad scientist
authority. order called the Templars have made their home
In the wasteland, scavenger tribes battle over among the twisting corridors and sweeping
the city’s scraps. The Outlanders are acquainted archways. They ruthlessly enforce the law and
with violence and starvation early in life. Those experiment with ancient technology.
who survive grow into dangerous warriors. They Above it all, an unseen collective known as
hunt the burned lands for anything of trade value, the Consortium rules Nok Tiris from the
and a good citizen wants nothing to do with shadows. Its members speak only to the High
those born on the wrong side of the wall. Templar Council. Little else is known about these

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enigmatic rulers. Citizens are taught to love the anything else that is required. Specialized enforcer
Nok Tiris sigil as the face of the Consortium. It is drones stamp out dissident activity. These
the protector, the parent, and the soul of Nok chipped-up gladiators are trained in all manner of
Tiris. It is light and reason, the dispenser of truth. combat. No human has ever singlehandedly
They say the Consortium sees all, but a few defeated an enforcer in battle.
are willing to put that saying to the test. Pockets With a few exceptions, the bots that exist are
of free thinkers gather in basements and back mostly in disrepair. They are holdovers from a
alleys. They argue that the current system is different time. Bots are viewed as tools, and
unsustainable, that the abuse of resources will during the great wars much of the knowledge
end life on Eolan. They say fault lies with the needed to build and maintain them was lost.
Temple. Those who dare to whisper such heresy 3. A RIGID, TOTALITARIAN POWER STRUCTURE
must be very careful. MAINTAINS ORDER. “The Consortium sees all” is a
Eolan is in a dark age. It needs heroes to bring mantra people truly believe. The Consortium
it into the light. Do you dare to become one? presides over Nok Tiris with godlike status.
SEVEN THINGS TO KNOW ABOUT EOLAN Citizens and drones take part in daily devotionals
Bear these facts in mind as you explore Eolan. meant to reinforce the core concept of obedience.
1. THE CLIMATE IS BRUTAL. Walking the streets By all accounts, the Consortium has been in power
of Nok Tiris at midday is like strolling through an for generations, causing some to privately wonder
oven. The climate is characterized by searing, who or what it is. No one dares ask aloud.
throat-cracking heat. Midday temperatures can The Temple’s Templars have a wide array of
soar to 50˚ C (120˚ F). Night averages 25˚ C (75˚ responsibilities, ranging from law enforcement to
F). Late shifts are coveted, especially for those spiritual guidance. In legal matters they are judge,
who work outside. While great effort goes toward jury, and executioner. Mostly executioner. A sly
cooling the Temple and the privileged Inner and deadly lot, in deep parts of the Temple, they
Wheel district, the shoddier districts are often left experiment with nanotechnology, altering their
to roast when the climate control fails. Nok Tiris minds and bodies during strange rituals. In game
receives only six inches of precipitation annually, terms, Templar powers resemble psychic abilities.
and when it rains, the city goes to great lengths to 4. SURVIVAL IS THE MOTIVATING PRINCIPLE
collect as much as possible. Underground OF SOCIETY. Nok Tiris’s religious and political
moisture farms and massive recycling operations ideology is based on survival. Food shortages and
supply most of the city’s water. In short, Nok Tiris dwindling natural resources make the struggle for
is a desert flower struggling to bloom in a furnace. existence a never-ending chore. That is why the
2. NOK TIRIS SUPPORTS AROUND 2 MILLION Temple insists everything must be regulated and
HUMANS, DRONES, AND BOTS. The city is everyone must remain loyal. A single selfish
divided into many districts and is ringed by a great citizen could upset the balance.
wall 200 feet high. A vast, deep canyon called the 5. EOLAN IS A WORLD OF UNEVEN
Rift borders the city to the east. Nok Tiris is the TECHNOLOGIES. In Nok Tiris one finds everything
whole world for its citizens. Most live their entire from a patchy, augmented-reality version of the
lives without ever venturing beyond the wall. Internet called the Infogrid to stone tools, airships to
Human citizens are the most plentiful. Adults are pack animals, energy weapons to crude shivs.
assigned an occupation based on their aptitudes, Salvagers embark on expeditions to far-off ruins and
and only through hard work can they repay the occasionally discover artifacts. These are confiscated
Consortium for its kindness and protection. by the Temple. High technology of the past is
While humans may be the Consortium’s shunned by most citizens. They believe it to be the
children, drones are the most trusted with reason the planet was scorched, a view reinforced by
positions regarding information and security. the powers that be. One of the Templar’s most
This is because their loyalty is hardwired. These guarded secrets is the nanotechnology used to alter
beings are manufactured by a secret process to fill and imbue themselves with powers.
gaps in society. They stand watch along the wall 6. MOST HISTORY HAS BEEN FORGOTTEN OR
and between districts, repair data systems, and do ERASED. Citizens are encouraged to focus on the

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present and the quality of their work. They have a they choose. For example, moisture farmers
vague idea that thousands of years ago humans always know where to find water, which is the
traveled among the stars, and that Eolan was not most valuable resource on Eolan.
humanity’s first home. However, these legends GEAR DOC: Nok Tiris always has something in
always end in undefined doom and suffering. need of repair. Gear Docs are engineers and
Two distinct historical records exist regarding technicians. They may be called upon to retro-
the planet. The first belongs to the citizens. It is a engineer found tech, fix a medical device, or plan
carefully constructed narrative called the Origin, a the demolition of slums. Gear Docs can also be
story meant to answer basic questions of life in a vehicle mechanics or weapon smiths. Others may
brief, sanitized way. This propaganda serves as a fix robots or dream of building a better airship.
foundation for “right thought.” It is a recipe of This is a class of makers, with access to a wide
half-truths, misinformation, and outright lies. array of tools.
The second account is an ongoing mission of HEALER: Healers in Nok Tiris come in a
historical archaeology dedicated to uncovering the number of forms. Doctors work at Io Tower, the
truth behind humankind’s arrival on Eolan. A major medical center in the immaculate Inner
special Templar sect guides this research, and all Wheel District. They are also stationed in satellite
discoveries filter up to the High Council. Most hospitals throughout the city. A healer might be a
Templars know more than the average citizen, paramedic, rushing to the scene of an accident in
but not even they have a full grasp of human a hover vehicle. Some healers specialize in drone
history on the planet. If a truly accurate record repair, since their biology is very similar to
exists, it is hidden with the Consortium. humans. This class is dedicated to providing care
7. OTHER CITIES EXIST ON EOLAN. However, and a better quality of life for others.
they are outside the scope of life for citizens of INFORMATIONIST: This class has knowledge at its
Nok Tiris. The distance is simply too great. fingertips. Mountains of information move across
Caravans have made the arduous journey to sell the Infogrid every second. Someone has to make
exotic wares in the market district, but those sure it serves Nok Tiris properly. Informationists
visits are rare. These foreigners are heavily often work closely with Central, the city’s mother-
scrutinized, and the Templars generally judge brain A.I. They might be part of the Task Function,
them to be distasteful characters. Caravans have assigning lifelong careers to children. They may
become less frequent over the past few years, distribute propaganda, revise history, or control the
leaving some merchants in Nok Tiris to wonder flow of water. Many city functions depend on the
if the outside world is drying up around them. work of Informationists. This occupation has access
to personal files, maps and databases, and even few
OCCUPATIONS restricted databases. Not that anyone would look.
All citizens must have an occupation that serves That would be wrong.…
Nok Tiris. In some cases a career may reflect MERCHANT: The Market District is the one
what a character’s life has become but not place where rules can be bent; as long as they are
necessarily what he or she does for the city. not broken, the Templars are tolerant. Merchants
Below are 10 common categories players may know how to keep them happy. This is a class of
choose from. There are no combat-based deal makers, shop owners, and fixers that know
occupations, because teaching citizens to use how to get things for people. They enjoy a taste
weaponry is strictly forbidden. Careers other than of power that is unfamiliar and a bit frightening
these are possible with Game Host approval. to the other classes.
FUNCTIONARY: This class fits most citizens in PILOT: Pilots can fly a variety of craft, from
Nok Tiris. Humans are often forced into blimp-like airships to advanced vertical take-off
physical-labor positions since drones have taken and landing (VTOL) vessels. Some fly paramedic
over most management roles. Functionary hoverships, some transport cargo from one district
examples include moisture farmer, miner, to another, and others join Temple-funded
fireman, and construction worker. Players may salvager crews and explore the skies over the
find hidden benefits depending on the actual job wasteland. Above the daily hustle and Infogrid

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chatter, pilots enjoy a unique view. It’s quieter in for consideration. They are not authorized to
the sky, and that gives a person time to think.… implement or share their findings.
ROGUE: No matter how rigidly controlled a TEMPLE HENCHMAN: It is said that the Temple
society, some people will always operate outside the has eyes and ears everywhere. Temple henchmen
rules. By choice or necessity, they routinely commit are those organs. Dedicated to ensuring Nok Tiris
acts that could land them in the Temple. Consider doesn’t come apart at the seams, some patrol the
the woman who steals food for her family because districts like unarmed police, alerting the Templars
she can’t afford to buy it, or the local thief who when they spot possible criminal activity (or
started small and learned how the streets work. maybe someone who just looks suspicious).
Most rogues are from the poorest districts and are Others receive special assignments and work
already wanted for some crime. Citizenship is undercover to ferret out dissidents. While this
supposed to guarantee survival; rogues are just gains such characters boons from the Temple, it
determined not to slip through the cracks. often causes moral dilemmas, and for this reason
SALVAGER: This rare class of wanderers see more Temple henchmen tend to have short careers.
than the average citizen ever will. Most citizens are
terrified at the idea of this job. Salvagers risk their SKILLS
lives to map out and plunder the wasteland on From the Basic Skills chapter, these apply
behalf of the Temple. Crews are typically sent over without adaptation: Athletics, Bargaining, First
the wall in airships. It is beyond dangerous, but Aid, Lockpicking, Navigation, Persuasion,
despite the savage tribes and horrors lurking in the Pickpocketing, Second Language, Shooting,
deep, salvagers find a sere beauty in the wasteland. Sneaking, Swimming, Tracking, and Vehicle.
This occupation tends to have a disturbing sense
of adventure, and the Templars are determined to ALTERED SKILLS
put it to good use. A few basic skills are modified for this setting.
Combat skills (Martial Arts, Shooting, and
SCIENTIST: Scientists are constantly busy with
Throwing) are generally forbidden, so players
new projects assigned by the Temple. Sometimes
must determine where their characters learned
a poor, frightened scientist is sent out to identify
these, and how they acquired any weapons.
ruins. Others work on new water-purification
techniques, new drone development, or radiation Computers involves both basic operation and
resistance drugs. Scientists are heavily scrutinized familiarity with the Infogrid, Nok Tiris’s
due to their knowledge and often serve under a augmented-reality internet. Systems knowledge
drone. Recently, research assignments have and programming are usually reserved for drones.
grown stranger. Some involve living creatures. Ride Animal is the ability to command and care
Scientists record data and report it to the Temple for Eolan’s reptilian and insectoid pack animals.

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ADDED SKILLS 10. CLERICAL ERROR. You were somehow
The following skills supplement Eolan occupations. assigned the wrong occupation. It’s better
than what you trained for, so you kept quiet.
Artistry: You sing, act, dance, etc. to entertain or
11. HISTORIAN. You have a grasp of Eolan’s
educate. The Temple frowns upon frivolous arts, so
actual history, and you’ve written it down.
you must be careful where and how you perform.
12. REBEL. You are a new member of an
Bureaucracy: This familiarity with the shifting underground sect.
political structure and red tape of Nok Tiris also
covers knowledge of different city agencies and law.
Craft: Building and repairing anything from
EQUIPMENT & DENIZENS
See the Background, Occupations, and Skills
simple machines to homemade weapons. In a city sections for insights into Eolan gear and creatures.
of finite resources, it pays to be a builder.
Lore: The body of knowledge about Eolan is ever
changing. Some have a deeper understanding of
SAMPLE ADVENTURE:
history and how things are connected. CHEMICAL 52
Science: This understanding of basic principles In which loyal citizens receive an unwelcome fate.
of physical and life sciences could help a
character to purify water or build a bomb. ACT I: ROOM 4707
Lodging for most people in Nok Tiris is assigned
Streetwise: The skill to acquire goods, services, and
on a random, rotating basis, sometimes weekly,
information from the streets of Nok Tiris requires a
sometimes daily. The characters find themselves
finger on the pulse of the Outer Wheel districts.
assigned to room 4707, on the 47th floor of a 60-
Subterfuge: Bluffing, concealment, evasion, and story dormitory in one of the city’s poorest
all manner of deceit can sometimes achieve a goal. districts. It is little more than four concrete walls
Survival: The ability to hunt, trap, and build fires with dirty bunks, dented personal lockers, and a
relates mostly to the wasteland, but characters two-way infoscreen. They arrive after a grueling
may find uses for it in the city as well. day’s work and a tasteless dinner in the common
room. There is one more bunk than characters,
SPECIAL RULE: DARK SECRET and a corresponding locker, sealed.
Every citizen has a little (or big) something that The group has a brief time to get to know one
could result in trouble with the Temple if it came another before the evening prayer of allegiance to
to light. Roll 2d6 on the following table, or Nok Tiris interrupts from speakers across the city.
choose one, or make up your own. After that, a final occupant enters their quarters—
2. MURDERER. You killed someone and got a sickly, elderly man with a satchel over his
away with it. Was the death accidental? shoulder. Though his clothes are tattered, his
3. BOOKWORM. You can read. How? Who overall good hygiene may tip off the group that
taught you? he’s not all he seems. Then, ripping the wiring
4. HOARDER. You have a small stockpile of from the infoscreen, he says that if they want to
food and water. Maybe it’s just for you or survive the next 12 hours, they must listen to him.
other people in your district. He introduces himself as Tannor Galven, a
5. PROTECTOR. You have a hidden weapon. chemist from the Inner Wheel. Formerly a designer
Why would you need such a thing? of food preservatives, he was recently promoted
6. TECHIE. Somehow you stumbled across a against his will to chemical weapons. Now he is
piece of tech. You don’t know what it does dying and wants to do one last good deed. He
but you haven’t reported it. explains that a Templar named Ushod supervised
7. SYMPATHIZER. You have an outlander his latest project—Chemical 52, an agent found
friend. How could you befriend a savage? deep in the wasteland. It is a mutagen, possibly
8. WANDERER. For some reason you briefly responsible for the horrors roaming outside the city.
left the city and didn’t get caught. Tannor has learned how to control it, and Ushod
9. LOVER. You have an unsanctioned romance insists on beginning human trials. The characters
with another citizen, or an outlander. have been chosen as expendables.

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Tannor wants to help. He snuck Chemical 52 to a open it. Inside is a heavy security case containing
merchant named Ablek in Market District. The Chemical 52. The electronic lock cannot be opened
group must retrieve it and take it to Rust Ward, a without the tools of a very sophisticated workshop.
neighborhood of ancient, abandoned factories. There As the party leaves, a black Templar dirigible
they will meet Jesanta, a friend prepared to dispose of arrives at the end of the block, dropping patrol
it. Tannor is too ill for the mission. In fact he never drones down rappelling lines. From the other end
intends to leave the room. Security is on its way to strides a figure in dark nanoarmor and bearing an
collect Tannor and the characters, and he plans to set enormous energy sword: an enforcer drone. It is
off a bomb hidden in his locker, providing a time to flee! Behind, the group hears the sudden
distraction for the group’s escape, and taking the pulse of plasma rifles, the throbbing of the energy
secrets of Chemical 52 to his death. sword, and citizens screaming in terror and pain.
As a reward for their efforts, Jesanta will
reboot the group’s ID chips, giving them new ACT III: RUST WARD
identities. In the meantime, Tannor has cobbled Rust Ward is a maze of abandoned factories,
together an ID scrambler that will make them some unused for centuries. Even with Tannor’s
untraceable until dawn. As he works, building map, it isn’t easy for the group to find their
alarms go off—security drones are on the way. destination. Patrol drones, the Templar ship, and
Tannor hands the group a hand-drawn map and the enforcer are all combing the area, so the
activates the timer of the locker bomb. characters will need to move stealthily.
Possible escape routes include taking an The meeting place is in a centuries-old system
elevator—or shaft—to ground level and dodging of towers. Many of their walls are gone, exposing a
through the streets, or escaping to a connected rusted skeletal structure of beams and catwalks.
building via the sky bridges found every 10 levels, The map says Jesanta is on level 26. Arriving there,
and from there fleeing on foot or boarding a train. the group first notes a small scout ship, parked just
The Game Host should keep the party paranoid, inside a collapsed wall that offers a breathtaking
pointing out more security drones, suspicious- view of Nok Tiris. Jesanta emerges from the
looking people, nearby vid screens, and surveillance shadows with a rifle trained on the party. Her
bots, as they move toward Market District. many tribal tattoos reveal her to be an outlander.
Jesanta is all business. She plans to deliver
ACT II: MARKET DISTRICT Chemical 52 to a renegade scientist in the
Market District never sleeps. It is run on a barter wasteland who will dispose of it. Taking the case,
system, since Nok Tiris has no currency. If the party she tells the group one problem remains: she has
keeps a low profile, they reach Ablek’s shop without one less ID profile than there are characters.
incident. This merchant is doing well: goods and Unfortunately, if even one member is captured,
trinkets cover his walls. He recognizes the group the Templars can sift that person’s thoughts and
instantly but seems nervous, moves slowly, and asks learn everything that has transpired. Jesanta
lots of questions. When pressed, he leads the party to leaves the group to come up with their own
the basement. In the corner is a safe with no obvious solution. With dawn approaching, time is short.
lock or handle. Characters may recognize this as an
electronic safe secured through the Infogrid.
The door opens upstairs, and Ablek draws a
ADVENTURE SEEDS
REEDUCATION: As members of a rebel group,
plasma pistol (Hand Laser) on the group. He says
the heroes must kidnap a drone for reprogramming.
Tannor was a fool, and that Chemical 52 should be
DEADLY SALVAGE: The group is assigned to a
in the hands of those with the wisdom to control
salvage mission—at a site even Outlanders avoid.
it—the Templars. As he speaks, two thugs in his
JUST THE FACTS: Templars round up the group
employ come downstairs wielding clubs. The party
for questioning about a missing friend, accused of
must defeat Ablek’s thugs and open the safe. They
an unlikely crime. Can they find and warn him?
can either hack it via the Infogrid or force Ablek to

CREDITS
DESIGN: Jason Huls. DEVELOPMENT: Lester Smith. EDITING: Dale A. Donovan. PROOFREADING: Winifred Lewis.
COVER ILLUSTRATION: Lorenz Hideyoshi Ruwwe. SUNSET ILLUSTRATION: Christian Hecker. LAYOUT: Ralph Faraday.

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D6XD6 ™ RPG

THE WORLD OF ESFAH


Dragon Dice
In 1995, TSR’s Dragon Dice game won
the Origins Award for Best Fantasy
or Science-Fiction Board Game. I’m
pleased to have been lead designer on
that project. What’s more, when
Wizards of the Coast purchased TSR
and decided to cease its publication, a
group of fans formed SFR, Inc. to
purchase the rights and keep it in
print. They’ve done a marvelous job
polishing and expanding it ever since.
With this chapter, you can
adventure in Dragon Dice’s world of
Esfah, using actual dice from the
collectible battle game!
—Lester Smith

BACKGROUND
Esfah is a young world, seething with
the raw magical elements of Earth,
Air, Fire, and Water. It is also a
world at war, long waged between
the elder races of Coral Elves and
Dwarves on the side of the goddess
Nature, and the upstart races of
Goblins and Fire Elves on the side
of the Death god. Caught in the
middle, though generally fighting for
the good, are the Amazons. The terrible (street thief or burglar), healer (magical or
Undead have also risen, along with new races surgeon), spy, and traveling musician. Any
created by Nature and Death in this struggle number of other vocations are also possible—see
for supremacy. It is into this contentious time the D6×D6 Occupations chapter for inspiration.
that your character has been born.
(More details about Esfah and its creatures SKILLS
can easily be found online to expand upon this From the Basic Skills chapter, Athletics,
setting. Visit d6xd6.com/DragonDice, where Bargaining, First Aid, Lockpicking, Martial
you’ll find links to each of the races in this Arts, Navigation, Persuasion, Pickpocketing,
chapter.) Ride Animal, Shooting, Sneaking, Swimming,
Throwing, and Tracking apply. Three other
OCCUPATIONS skills receive special treatment in this setting.
Common occupations for adventurers in this LANGUAGES: Each race on Esfah has its own
world include soldier (foot or cavalry), archer, native language; there is no “common tongue.”
mage (battle or scholar), hunter or tracker, ruffian Characters may learn the languages of other races.

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LESTER SMITH
Each magical element also has its own Players can use dice rarity as an indication of
language. Consequently, most races can speak their characters’ Occupation +s: Common 0;
three tongues—their native one and (even if Uncommon 1; and Rare 2. (Players should start
haltingly) those of their two racial elements. with Common dice and promote to Uncommon
LITERACY: The ability to read is not and Rare as their characters improve.)
widespread. Only characters with a scholarly The Game Host and players alike should
occupation or with the Literacy or Magic skill use the Dragon Dice symbols on a creature’s
can read and write the languages they know. dice as a guide to its skills.
Optional: A creature’s die (and any item dice
MAGIC: Like Language, this skill can be taken
the creature carries) can be rolled with the d8
more than once. Each time a hero chooses this
and d4, and applicable symbols added to the
skill, that character selects one of the five
result after multiplication (even beyond the
elements—Earth, Air, Fire, Water, or Death.
usual minimum of 1 and maximum of 32).
Characters must choose an element that
Example: A roll of 3 footprints would add to an
matches their racial abilities.
Athletics roll of 4×6 for a result of 27.
When successfully casting magic in terrain
with a preponderance of the matching element, MINIMUMS AND MAXIMUMS
characters other than Amazons gain an extra Unlike in the standard D6xD6 game rules, dice
Success Level. rolls have no minimum or maximum, and
Characters with a Focused skill in only one Success Levels can progress beyond three. This
element may use their other racial element as allows high-level spells to be generated more
Unfocused magic. quickly. (See Spellcasting below.)
Characters with no magic skill may use
their racial elements as Unfamiliar magic. CHARACTER RACES
Amazons with Focused or Unfocused The following Dragon Dice races are usual for
magic can speak the language of that element. D6×D6 heroes. Note that characters from the
long-lived Coral Elf and Dwarf races may list
SPECIAL RULES age as “Young,” “Mature,” or “Ancient” rather
The following rules translate Dragon Dice than a specific number.
creatures and dice into D6×D6 terms.
AMAZONS: Human warriors, primarily though
DICE AND FOCUS NUMBER not exclusively female, capable of learning any
Although this setting can be played with magical element, though without a terrain
standard six-sided dice, it is best represented bonus.
with a d8 terrain die and a d4 rare magic item CORAL ELVES: One of two original races of
from the Dragon Dice battle game. (Treat the Esfah, masters of Air and Water magic. Most
special symbol on the magic-item die as a “4.”) at home in coastal lands.
This gives a range of 1–32 instead of the
standard 1–36, so characters have a maximum DWARVES: One of two original races of
Focus rating of 8 instead of 10. Choose up to 7 Esfah, masters of Earth and Fire magic. Most
Focus skills during character creation instead at home in volcanic mountain ranges.
of the usual 9. FERAL: Brought to life by Nature to help
CREATURES AND DRAGON DICE RARITY battle the Undead, these half-beast peoples
Most dice in the Dragon Dice game fall into come in all types and are aligned with Air and
Common, Uncommon, and Rare categories, Earth magic. They are most at home in
with increasing toughness and abilities. For highland forests. Some can fly, some swim,
D6×D6 purposes, the Game Host can rate some burrow, depending on their animal type.
Common creatures as thugs, Uncommon as Some have a thick hide equivalent to light
lieutenants, and Rare as villains (see the armor (with no penalty). Most have claws
D6×D6 Game Host chapter), reducing Focus equivalent to a Small Blade. Exact effects are
number one point for the d4×d8 option. left to the Game Host and the player.

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TREEFOLK: Brought to life by
Nature to help battle the Undead,
Treefolk are a conjoined pairing of
tree and water spirits. Aligned to
Earth and Water magic, they are
most at home in wet forest lands.
Their barklike skin is equivalent to
light armor (with no penalty). Their
limbs hit like clubs. Treefolk with the
Throwing skill have a relatively
endless supply of “throwing blades”
(twigs or thorns) and can use their
own branches as “spears.” Those
with the Shooting skill carry bows
made of branches and vines and can
use their own branches as a relatively
endless ammunition supply.

SPELLCASTING
Simple elemental spells—digging a
small hole, summoning a cooling
breeze, creating a candle flame,
freshening a canteen, killing a
weed—can be accomplished with a
single Success Level. Such things add
flavor and move a story along.
More powerful magic that causes
or cures damage can be adapted
from the battlefield spell lists of the
Dragon Dice game:
 Treat the listed spell point cost
as a number of Success Levels
that must be achieved.
 Characters may spend multiple
turns generating Success Levels to cast a on it. This applies a 1-point penalty per
spell; they may also decide at any point to spell to other rolls by that character (see the
release Success Levels currently generated D6×D6 Dice and Tasks chapter).
to cast a lower-cost spell.  Instead of affecting a “target terrain,” spells
Example: A Feral mage might intend to affect a single target figure.
cast the Dragon Dice spell “Lightning  Each extra Success Level can either extend
Strike,” gain four Success Levels on the the spell to an adjacent target figure or
roll, and either hold those for the next increase the damage by one level.
turn—hoping to roll at least two more—or  Spells that hinder a target’s rolls apply as a
release them immediately as a “Wind penalty after dice are multiplied.
Walk” spell.
 Spells that cause damage have a base rating
 Characters can cooperate to cast spells, of Hit. (See the D6×D6 Conflict and
adding their Success Levels together for Damage chapter.)
release at the time of the lowest roll.
 Spells that add protection add a base armor
 Once cast, a spell effect can be maintained rating of one level. (See the D6×D6
indefinitely if one of its casters concentrates Conflict and Damage chapter.)

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LESTER SMITH
 Spells that “return a unit from DUA” heal and became their own masters. They have an
all of a target’s damage. affinity for both Fire and Water magic and make
Note: Remember that in this world, a their homes in outlands with hot springs.
summoned dragon is uncontrolled and will SWAMPSTALKERS: A mutated race of serpent
attack whatever draws its attention—usually creatures, Swampstalkers are aligned with
the largest creature first. Death and Water magic, though they no longer
serve the god of Death. They are most at
EQUIPMENT home in swamplands.
Any items appropriate to a high-fantasy world UNDEAD: Raised from the slain warriors of
are thematically appropriate to the Dragon Dice other races and pressed into Death’s service,
setting. In particular, the Game Host is the Undead have an affinity for Death magic,
encouraged to use magic items represented by and they have no homeland other than the
dice in the Dragon Dice game as inspiration. corpse-strewn battlefields of the world.

DENIZENS MONSTERS
Esfah is home to countless monstrous beings.
The following creatures share the world of
Esfah but are not typical players’ characters. DRAGONS: These elemental creatures are
summoned up from the terrain of battle sites
HUMANOID RACES as a desperate measure against an enemy, after
With the exception of the Eldarim, the which they rampage about. (For an example
humanoid races listed below were raised by dragon, see the sample adventure.)
Death in mockery of Nature’s children. OTHER MONSTERS: Each race has a subset
ELDARIM: Rare heroes with a mastery of of “monsters” sometimes pressed into service,
dragons, the Eldarim lead solitary lives away from the Leviathan of the Coral Elves to
from other creatures. Like dragons, most are Minor Death of the Undead. The Game Host
aligned with different magical elements. The is invited to adapt the abilities of those specific
most powerful of all are the Dragonlords, dice to these role-play rules.
masters of all elements.
FIREWALKERS: Drawn to Esfah by the chaos SAMPLE ADVENTURE:
of battle, these elemental creatures fight on any
side for the sheer joy of it. They have an
TRAIL OF THE DRAGONSWORD
In which our heroes, resting from war, must
affinity for Air and Fire magic. make a treacherous journey to deliver an evil
FROSTWINGS: Created by the god of Death, artifact into the safekeeping of a Coral Elf
these creatures proved uncommitted to the monastery.
war. Frostwings have some affinity for Air and
Death magic but gain no terrain bonus for ACT I: A BOLT FROM THE BLUE
either. They are most at home in icy realms. Following the Battle of Wolverton, the
GOBLINS: The first race Death raised to fight Dwarven king Boralan set aside the highland
the ancient Coral Elves and the Dwarves, valley of Benéfictoram as a refuge for veterans
Goblins have an affinity for Death and Earth of all Nature-allied races. The valley shelters
magic and prefer swampy terrains. ample woodland and pasture for any who
would choose to make a home here. It is now
LAVA ELVES: Following the Goblins, Death dotted with hamlets, small farms, smithies, and
created Lava Elves as a mockery of the noble breweries. The players’ characters are either
Coral Elves. They have an affinity for Death residents of or visitors to this valley. Let the
and Fire magic and dwell within the hearts of players explain their heroes’ presence and
volcanic highlands, in direct competition with establish who knows whom.
the Dwarves. The adventure begins with the most solitary
SCALDERS: Twisted by Death from their fey folk hero. One day, from a clear blue sky, a blinding
origins, Scalders eventually threw off Death’s reins flash of light and deafening clap of thunder drop

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D6XD6 ™ RPG
a torn and bloodied Dragonlord at the
hero’s feet. Clutching an ebony black
sword longer than he is tall, the
Dragonlord whispers, “Deliver this to
the Monastery of Èlasmiél,” and,
“Beware Maladruke!” then dies.
Coral Elves or scholars may
recognize the victim as a Dragonlord.
They may also know that Èlasmiél
is a Coral Elf city on the eastern coast,
three days distant by hard journey
down a Dwarven road and through a
Swampstalker-infested fen.
The sword is crafted of elemental
Death and withers whatever it
touches. It is too large and heavy for
most humanoids to lift alone. The
heroes must devise a plan for
handling it.
Maladruke is a death dragon from
whom the sword was stolen. (See his
description below.) Its power calls to
him.
Give the heroes time to connect
with one another and sort out plans.

ACT II: A PERILOUS PATH


Along the route to Èlasmiél, the
heroes will encounter a series of
challenges.
GOBLIN AMBUSH: The heroes pass
the entrance of a Dwarven mine in
which a group of Goblins lies in
ambush (a number equal to the
heroes). These thugs (see the D6×D6
Game Host chapter) have no leader;
they attack with thrown stones.
Heroes failing a Wits roll are caught by Wraiths, and Zombies, led by a single Ghast.
surprise. After the battle, three slain Dwarven They outnumber the heroes by 50% and can
miners are found in the mine. see in the dark. They may lure the heroes to a
HALLS OF THE DEAD: Nearing the cavern littered with the bones, where the
mountain’s foot, the heroes discover a Ghast’s Death magic is enhanced. Once the
Dwarven town at another mining site. The Ghast is defeated, the rest flee.
inhabitants all lie dead in the street —torn and FEN OF THE SWAMPSTALKERS: This mine
withered—slaughtered by Maladruke. Cautious connects with a series of caverns, where a
heroes may pass the town without being stream leads out of the mountain into a fen.
noticed. Otherwise, Maladruke attacks from (The original mountain trail also leads to this
the sky. Escape into the mine is an option, but bog.) A muddy path winds between quagmires,
eventually the heroes will be shadowed and pools of brackish water, thickets of tall grasses,
attacked by a band of Undead—Skeletons, and stands of tangleroot trees. Along the way a

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a tribe of Swampstalkers in service to “occupation” is Death Dragon, giving Death
Maladruke lies in ambush. Bog Runners, magic with four pluses, and Death Breath,
Sprayers, Strikers, and Warmongers, led by a which does Kill damage to a single figure at
Swamp Wizard, outnumber the heroes two-to- Shooting range. His movement rating is 10
one. The Swamp Wizard hides and guides their meters per round by air or on foot. His size
attack in their hissing tongue (the foliage and makes Throwing range Brawling range for him.
mists making him Impossible to spot). If His Focused skill is Martial Arts, with up to
pressed, he will cast Reanimate Dead to bring a four attacks per round; his paws do Hit damage,
buried Swamp Giant to life. his tail Knockout, and his jaws Wound. His
This series of events should leave the Unfocused skills are Tracking (up to Viewing
heroes worn and depleted. range), and Coral Elf and Dwarf languages.
He has four levels of natural armor with no
ACT III. THE MONASTERY OF ÈLASMIÉL dice penalties. He can spend 13 Drama Points
Leaving the fens, the heroes spy the seaside city per session, though only one Experience Point
of Èlasmiél. Coral Elf Horsemen, Knights, and per session. His death sword doubles his magic
Eagle Knights patrol the area. As the heroes Success Levels and has a damage rating of Kill
proceed, Maladruke attacks. Their only hope is plus two.
to make a dash for the city while a dozen Coral
Elves swarm the dragon. Reaching the city gates
requires 20 movement Success Levels (per hero)
ADVENTURE SEEDS
before the dragon slays the Coral Elf patrol. THE DEATH FROM WITHIN: Some evil has
After a round of facing the dragon’s four infiltrated the city, bringing death to its leaders’
brawling attacks, the patrol falls back to use bedchambers night after night. Our heroes
ranged weapons and magic, so Maladruke can must find this assassin and bring the terror to
attack only one defender per round. Some an end.
heroes might either help the Coral Elves or cast THE SORROW OF HIGH GUARD PASS: Local
spells to speed the sword bearers along. Dwarven law states that upon a regent’s
The Game Host can narrate Maladruke’s demise, his or her tomb must be forsaken for a
battle with the Coral Elves without detailed year, allowing the spirit privacy to enter the
statistics for those defenders. Each Knockout afterlife. When Queen Neda dies inspecting
or Kill the dragon scores drives one Coral Elf High Guard Pass, this leaves a border open to
Eagle Knight from the sky or destroys a Coral Lava Elf invasion. The heroes must negotiate
Elf defender on the ground. Attacks with this delicate situation.
lesser damage simply rain debris across the FURY OF THE FROSTWINGS: Normally
sands. Coral Elf attacks against the dragon insular, the Frostwings of the Northern
have little chance of penetrating his armor, but Reaches have been striking into peaceful
their harassment keeps him occupied. Amazon farmlands. Can the heroes discover
Once the sword is inside the city, the what has them at arms before the Amazons
dragon flies back to the Swampstalkers’ fen retaliate in all-out war?
with a cry of frustrated rage. The heroes are
celebrated for delivering the sword and offered CAMPAIGN IDEAS
a place to stay until the dragon can be dealt In a world so much at war, the heroes can serve
with more permanently. as emissaries, ambassadors, spies, and assassins,
MALADRUKE THE DEATH DRAGON: shaping Esfah’s history. As their skills and
Maladruke is a monster (see the D6×D6 Game reputation grow, they may eventually be invited
Host chapter), with a Focus of 2. His to study the ways of the Eldarim.

CREDITS
DRAGON DICE™ game copyright SFR, Inc. Used by permission. SETTING DESIGN: Lester Smith.
EDITING: Dale A. Donovan. ILLUSTRATIONS: Jeremy McHugh. PROOFREADING: Winifred Lewis.
LAYOUT: Ralph Faraday.

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THE WORLD OF FEAR THE LIGHT


William Massa
Who murdered Dracula?
Over the centuries, many have
tried to kill the Count. All have
failed. Until now…

BACKGROUND
In the novel Fear the Light, the
vampire spawn of Dracula gather at
their master's estate to solve the
mystery of his murder. But as a new
day dawns, a voice cries out and
another creature of the night is slain.
Trapped, the sun burning bright
outside, these apex predators realize
they have met their match—a
diabolical killer who plans on picking
them off one by one. As their
numbers dwindle, a dark suspicion
grows—could the killer be hiding in
plain sight?
Vampires do not play well
together at the best of times, and
with their personal survival at stake
and a possible traitor in their midst,
alliances form and break with each
new attack.
This is the basic premise of the
Fear the Light novel and a common
idea of adventures set in this world.
Take vampire mythology and give it a
new spin—making the monsters the
victims, the hunters the hunted.

OCCUPATIONS As former humans, then, characters in this


In the world of Fear the Light, vampires follow the setting can have had any occupation suited to the
classic tradition of Bram Stoker’s novel Dracula. time period of their creation. For Dracula’s
That is to say, all players’ characters were human offspring, this means any year from the 16th to
once, but they have become blood-thirsty 20th centuries. Players are welcome to choose
monsters as a result of being chosen and turned by earlier time periods by inventing a different
an existing vampire. By default, it is assumed that “sire,” or later times as the offspring of Dracula’s
they were cursed this way by Dracula himself. For own children. (See the Fear the Light novel for
only a powerful will and an ancient thirst for examples.)
companionship can allow a vampire to bring its The human occupation chosen will dictate a
victim back to life—or more accurately, unlife. character’s understanding of the living world, and

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much of that vampire’s ability to interact with the drift slowly in any direction, even through narrow
world. It may also determine what wealth and crevices. The number of Success Levels rolled
other resources the character may have determines the number of minutes the vampire
accumulated, if any. can retain this shape.
The time period in which a vampire was REGENERATION: This is a required skill for all
created also determines its fashion sense and vampires. With it, even newly created vampires can
manner of speech. While all vampires can mimic heal themselves by drinking human blood. Each
the styles of the times in which they currently liter consumed heals one level of damage, and a
reside, they are also creatures of habit, and in vampire may drink one liter per round per
private revert to their original patterns of speech Success Level rolled with this skill. (An adult
and behavior. human possesses roughly five liters of blood and
SKILLS is in danger of death after losing just two liters.)
TELEPATHY: A vampire of at least one century in
Vampires can possess any of the skills in the
age can transmit thoughts at any distance to a
Basic Skills chapter that suit their original time
person from whom it has drunk blood. The
period. While they can learn new human skills at
number of words communicated is equal to the
Unfocused level, they cannot Focus any they did
number of Success Levels rolled with this skill.
not know in life. They can, however, learn and
master the following supernatural skills with age. WOLF FORM: A vampire of at least three centuries
(Note: These skills cannot be used if Unfamiliar.) in age can learn to shape-shift into wolf form.
The number of Success Levels rolled determines
BAT FORM: A vampire of at least four centuries in
the number of hours the vampire can retain the
age can learn to shape-shift into a large bat. The
shape.
number of Success Levels rolled determines the
number of hours the shape can be retained.
COMMAND ANIMALS: A vampire of at least two
SPECIAL RULES
Vampires in this setting are also subject to the
centuries in age can learn to telepathically control
following benefits and detriments.
rats, bats, and even wolves. The number of
creatures controlled is roughly equal in mass to AGE: Whatever the physical age of the person
the vampire itself. By controlling an alpha wolf, when slain and resurrected as a vampire, that
the vampire can lead the rest of the pack as well. remains the character’s seeming age for the rest of
its existence. Some vampires are cursed to spend
COMMAND ELEMENTS: A vampire of at least
eternity as mere children, while others are wrinkled
six centuries in age can affect the classic elements
and spotted with age.
of earth, air, fire, and water, causing local earth
Either of these can create psychological issues
tremors, summoning windstorms and lightning,
that affect the way a vampire is treated by
creating or snuffing torch-sized flames, or
others—or wants to be treated. A very young
causing storms. Exact effects are left to the Game
person that has become a vampire might be
Host’s discretion, based on local conditions and
treated like a child by “adult” vampires, even
number of Success Levels rolled.
though that child could be centuries older. Or a
MESMERIZE: Even newly created vampires can learn young-looking vampire might insist on being
to hypnotize their victims by simple eye contact. coddled like a child. Similarly, an elderly-looking
Compare the vampire’s Success Levels with this vampire might demand respect for his apparent
skill equal to the victim’s Success Levels with a age, despite being a relatively new vampire. These
Will roll: If the Will results are higher, the victim habits of life are ingrained in the vampire.
avoids being controlled; if tied, the victim is Note: Whatever a vampire’s apparent mortal
paralyzed; if the Mesmerize results are higher, the age, all possess an adult human’s physical and
vampire can control the victim’s actions for a mental abilities during daytime hours, and
number of rounds equal to the difference in superhuman levels of those abilities during
Success Levels. nighttime hours. At night, a vampire gains a 1-
MIST FORM: A vampire of at least five centuries in point bonus to all Focused dice roll totals for each
age can learn to dissolve its body into mist and century of age—to a maximum of 30 points.

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ANTI-PHOTOGENIC: For reasons
that defy logic and physics, the faces
of vampires appear as a blur in
mirrors or photographs.
BLOOD BOOST: Vampires may
enhance their abilities by spending
human blood they have consumed.
Each liter spent acts as a Drama Point.
BLOOD CAPACITY: Fully fed, a
vampire can possess a maximum of
six liters of blood.
BLOOD THIRST: For each four
hours of wakefulness, a vampire’s
body uses one liter of blood simply to
survive. Sleeping uses blood at half
this rate, which is one reason
vampires sleep through the daylight
hours (lethargy being the other). For
each hour a vampire spends empty of
blood, it suffers one level of damage;
at Knockout level, it enters a state of
suspended animation.
Note: While a vampire can survive
on animal blood, only human blood
applies for the Regeneration skill and
for Blood Boost effects.
ENHANCED SENSES: The classic
five senses of sight, hearing, scent,
taste, and touch are heightened for vampires. EQUIPMENT
Vampires may make a Focused roll against any to Equipment in a Fear the Light adventure is limited
pick out local details a normal human might miss. only by the era and the characters’ resources.
Each Success Level provides one such sensory
detail, decided by the Game Host. DENIZENS
VULNERABILITIES: All vampires are allergic to While the Fear the Light setting assumes only
garlic. While in its presence, they suffer a 1-point vampires and humans as characters, other
difficulty modifier to all tasks. supernatural creatures can be imported from
A stake through the heart paralyzes a vampire. other settings. (In particular, see the “World of
Each round of physical contact with a holy Gargoyle Knight” setting.)
item or of exposure to sunlight causes one level
of damage per century of a vampire’s age. Unlike SAMPLE ADVENTURE:
other injury (see the Conflict and Damage
chapter), the vampire accumulates the full VAMPIRES ON ICE
amount each round—meaning a 200-year-old In which a group of vampires, strangers to one
vampire would be Stunned on round one, another, share a murderous ski holiday.
Wounded on round two, and Killed on round
three. Vampires younger than a century merely ACT I: A LAST RESORT
accumulate a 1-point difficulty modifier each This adventure is intended for a group of vampires
round as a burning sensation. who have never met, and who find themselves

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together under mysterious circumstances. It can, Investigating, they discover that the resort has
however, be played with a group that has suffered some sort of attack. The building has
previously encountered one another, or even one many broken windows and doors, as well as some
that has banded together for some reason. fire damage. Wind and snow from a growing
Open the adventure by inviting your players blizzard invade through these breaches. The
to describe why their characters have decided to resort is dark and without electrical power, and
visit a remote ski lodge. (“We plan to slaughter the phones are all dead—as is the security system,
everyone 30 Days of Night style” is not option; including security cameras in the lobby, offices,
that would be a different adventure.) You can and hallways.
place this resort anywhere you wish in the Worse, the entire staff has been slaughtered,
world, or even let the players suggest locations, their torn and bloody bodies lying all about.
as long as it is more than a single night’s walk (Inspection reveals teeth and claw marks, likely
from the nearest urban center. (The vampires the work of one or more vampires.)
should not be able to simply leave once the Nearly all the guests remain alive, having been
trouble begins.) out and about on the slopes during the day. With
Invite the players to describe their arrival at night and the growing blizzard driving them
the resort—including any special care they take to indoors, most are now in an utter panic. One or
avoid sunlight. Unless they are new vampires, two brave souls might step forward to offer
arriving at night will likely be a requirement, platitudes about staying calm and making survival
though other options are possible: such as being plans, but not even they have any real ideas
delivered directly to their rooms as luggage. Ask beyond boarding up the broken windows,
them to indicate any special accommodations building a fire in the lobby fireplace for heat, and
they may have worked out with the resort staff waiting out the storm.
while making reservations. Vampires tend to have If the characters venture out into the blizzard,
better financial resources than the living, whether they discover that the generator shack has been
through long years of investment, or from simply utterly destroyed, its timbers now a pile of
being able to rob their victims and escape. glowing embers in which the blackened remains
As Game Host, your main goal during this act of the generator can be seen. The garage has also
is to get the players so involved in describing been attacked—though not burned. While its fuel
their characters’ choices and activities that they pump remains intact, its few cars, solitary bus,
never question why they’ve taken a ski holiday in and even snowmobiles are all disabled, their wires
the first place. Let them interact with the night and hoses slashed.
staff, mingle with those guests who stay up late, The resort’s basement does hold a decades-
and experience the beauty of the chill, moonlit, old backup generator, though it is not connected
snow-covered slopes and trees among which the to the power system. An old short-wave radio
resort is located. can also be found, though it will require power
Note: You might consider running this act for (and knowledge) to operate. Plenty of food,
each player individually, perhaps by phone or drink, and blankets are available.
Internet chat, especially if their characters have
not met. Then, when everyone is gathered for ACT III: CHECK-OUT TIME
your usual session, start with act 2, and have the Assuming the vampires get the generator
characters meet as they investigate. running—likely through the agency of a more
modern human—the short-wave radio can be
ACT II: WAKE-UP CALL used to contact authorities. After questioning the
Retiring to their rooms for their first day of sleep, radio operator for details about the attack, these
most of the characters suffer unusual nightmares, authorities tell everyone to sit tight, stay together,
full of bloodshed, fire, and destruction. When the and wait out the storm, when emergency services
characters wake at sundown, they smell the can arrive.
residue of smoke and blood, as well as the scent Power also means the security cameras come
of fresh snow, and they each find that their room back online. If anyone checks the footage from
has no electrical power or heat. the time of the attack, they see the staff members

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being slaughtered by figures moving
inhumanly fast, although the faces of
the attackers are strangely blurred.
The characters will recognize
themselves as these attackers by their
clothing, general physique, and
movement. At that moment, a
previously unrecognized fog will lift
from their minds: While they do not
remember the attacks themselves, all
the vampires suddenly realize that the
very idea to visit this resort was an
external compulsion. Something very
ancient and powerful has been
playing with their minds.
With a last telepathically
whispered chuckle, it leaves them. In
the distance, the sirens of police and
emergency vehicles can be heard
approaching. The final curtain is
falling on this particular play. How
the characters prepare for the arrival
of the authorities, and what they do
with their new knowledge, can open
the door to an entire campaign.

ADVENTURE SEEDS
URBAN JUNGLE FIGHTER:
Vampires are being hunted and slain
in an urban environment, and the
characters must band together to
track the killer. This scenario could play like a THE FUGITIVES: The notion that Dracula has
mashup of the movies Se7en and Blade. The killer returned could be flipped on its head. Maybe
who targets vampires one by one, employing Dracula survived an assassination attempt and is
high-tech booby-traps. In addition to facing now hunting all his offspring (and other
physical dangers, the characters must play vampires) as a mass retaliation. The characters
detective to learn what is motivating the killer. Is will have to work together to survive Dracula’s
this a disgruntled vampire, some sort of vampire armies of monsters and servants while tracking
half-breed, or just a group of exceptionally the true assassin and clearing their names.
dedicated hunters (perhaps descendants of the BLACK LAB: The characters awaken and discover
legendary Van Helsing)? that they are captives in a high-tech installation.
MAD DOGS AND ENGLISHMEN: In this Breaking out, they come to realize that their
scenario inspired by Fritz Lang’s classic film M, escape was engineered. Someone is testing their
an ancient vampire (Dracula perhaps) has gone abilities and studying their fight for survival.
mad and is ramping up his kills in London to MASTER OF CEREMONIES: A group of human
such a degree that the authorities might learn of vampire aficionados has retrieved Dracula’s
the existence of vampires. It’s up to the players’ remains, in hopes of resurrecting him and being
characters to stop this ancient vampire before rewarded with eternal life. But Dracula’s
their ability to operate within the shadows is offspring refuse to see him used this way (partly
fully compromised. because they never want the old bastard to

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return). This adventure could be played as either Example threats include the burning sun
vampires trying to retrieve the body or humans outside, assaults by vampire hunters armed with
trying to survive the assault, and it could play out holy items and automatic weapons, swinging
something like the movie Assault on Precinct 13. blade traps or acid sprays, rooms with barely
BLOOD WAR: Waking from a long slumber into shaded windows set to spill sunlight into the
the future, the vampire characters find room, and more. The key is to keep the vampires
themselves no longer the stuff of myths, but on their toes at all times, always watching for the
instead the last surviving bloodsuckers hunted by next trap to spring.
humans armed with futuristic tech. To save
themselves, and the vampire race, they must wage 3. THE TICKING CLOCK
a guerilla war against their human oppressors. It is important to keep the players conscious of
the passage of time. As vampires, their
CAMPAIGN IDEAS characters are weaker during the daylight hours,
and—unless very young—unable to venture
While the murder of Dracula can be a strong outside. Survival until the comparative safety of
introduction to the setting and serve as a solid nightfall becomes a main goal.
reason to gather vampires in one location, And while young vampires might be tempted
nothing says Dracula has to be part of the mix, to abandon their elders to their fate, all it takes is
nor does every adventure have to take place in a a few well-placed snipers to remind them of their
single location (although a contained own vulnerability. That, and any threat of
environment does pump up the tension and retaliation or offer of favors that the elder
suspense). The key component is to create a vampires might promise should the characters
scenario where vampires find themselves out of survive.
their element and now must fend for their
immortal lives. FINAL THOUGHTS
To further this goal, the Game Host should The setting of the novel includes a sprawling yet
consider three main elements. isolated property peopled with distrustful
“frenemies” and salted with clues, puzzles, and
1. THE MYSTERY booby traps. The Game Host can adapt this
Danger is part of a vampire’s existence, and formula in many different ways, as shown in the
nothing says danger like a threat from the sample adventure and adventure seeds above.
unknown. The Game Host should decide on a In addition, the Game Host might consider
mysterious figure who wishes one or more of the the following contained settings for adventures.
characters harm, prepare the primary threat, and
put the plan into motion. (The Game Host might  Abandoned amusement park or fun house
even recruit one of the players as the secret  Cruise ship
mastermind behind it all.)  Deserted island
 High tech home/smart house
2. THE CHALLENGES  Sealed bio-dome
As soon as our vampires arrive at the location,
they begin to encounter both challenges and Finally, variety can be achieved by modifying the
corresponding clues. The location can be designed geography and weather (such as locating a castle
in the fashion of a classic fantasy dungeon, stocked high in the mountains during a terrible storm, or
with enemies and traps, but with hints to the setting an underground laboratory deep within a
primary threat instead of gold as rewards. jungle).

CREDITS
DESIGN: William Massa. DEVELOPMENT: Lester Smith. EDITING: Dale A. Donovan. PROOFREADING: Winifred Lewis.
LAYOUT: Ralph Faraday. COVER ILLUSTRATION: William Massa, Keri Knutson, & Jun Ares; Vampire image © 2013
under license of istockphoto; Cross image © 2013 under license of 123rf and Sergii Denysov.
VAMPIRE PORTRAITS: K8 Smith; with edits of “The Golden Cowboy” by Luke Hayfield & “Main St., Calico,
before the fire of 1883” by Orange County Archives, both licensed under CC BY 2.0.

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THE WORLD OF GARGOYLE KNIGHT


William Massa
In the novel Gargoyle Knight, a Celtic
king awakens from fifteen centuries
as a stone gargoyle to find modern
New York threatened by an ancient
evil. Human by day and gargoyle by
night, he must again hunt the evil
druid who brought this curse upon
him, to save the world from demonic
enslavement. This chapter lets you
join that battle as a half-gargoyle
protector or a modern-day defender.

BACKGROUND
IRELAND, A.D. 500. The peace is
maintained across the kingdom of
Kirkland by an elite band of warriors
led by Prince Artan. When Artan’s evil
brother, the warrior-druid Cael,
murders the king, the kingdom is
plunged into civil war. Artan’s warriors
prevail over Cael’s insurgency, and the
warrior-druid is banished from the
kingdom. Humiliated, he makes a pact
with the one-eyed demon Balor, ruler of
the Otherworld. Balor gives Cael his
eye, a ruby of incredible magical power.
With the Eye of Balor, Cael creates an
army of Fomor, winged humanoids of
solid stone. He then allows himself to
be bitten by one of the monsters and
transforms into a hybrid creature, half
man, half Fomor: a gargoyle.
Artan and his warriors face this evil
horde on the battlefield but are unable to prevail both Cael’s army and Artan’s knights turn to
against them. Defeat seems inevitable unless Artan stone statues.
and his men can shatter the Eye of Balor with the Fifteen hundred years later, the two halves of
magical Blade of Kings. To get close enough to the Eye of Balor are reunited, awakening both
Cael to complete his mission, Artan and his knights forces in their scattered locations across the
are forced to make a terrible sacrifice—they drink globe. The struggle resumes, as Balor prepares to
gargoyle blood, and through this essence of Balor conquer the world.
become winged monsters themselves. By day they
are men, but by night they transform into gargoyles. OCCUPATIONS
In this form, the brave knights shatter the Eye Characters in this setting can be either
of Balor. But victory comes at a cruel price, as reawakened gargoyle knights or modern people

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an Unfocused skill, something they absorbed in
their stony sleep as modern civilization grew up
around them.

GARGOYLE SKILLS
Gargoyle skills include Enhanced Strength,
Flight, and Heightened Senses. By default, these
are treated as Unfocused skills, but players may
choose to Focus one or more (either during
character creation or through experience) to
heighten their effectiveness. (See the Character
Creation and the Character Growth chapters.)
ENHANCED STRENGTH: The blood of Balor
increases a gargoyle knight’s strength
tremendously. In game terms, a normal human
can easily lift 20 kg (about 40 lbs), plus 20 kg per
Success Level with a Brawn roll, for a maximum
of about 100 kg (roughly 200 lbs). Gargoyle
knights in human form can lift twice the amount
who join the struggle against Cael and his Fomor of a normal human, and in gargoyle form they
servants, for if Cael manages to return the Eye to raise this to 10 times the amount.
his demonic lord Balor, a Celtic Hell will be This vigor also adds to the damage they do
unleashed upon the modern age. attacking with fist, foot, or blunt objects. If this
Human characters can have any occupation, skill is Focused, in human form they add one
though police and emergency personnel are most level of damage to successful attacks of this sort;
likely to find themselves responding to Fomor in gargoyle form they add three levels. If the skill
attacks, and archaeologists may be drawn into the is Unfocused, they receive no damage bonus in
action due to their knowledge of history, ancient human form, and the gargoyle bonus is reduced
languages, and artifacts. to two levels.
During daylight hours, Artan’s knights have FLIGHT: All gargoyle knights sprout wings after
an occupation of warrior or something similar; dark and can fly. Standard speed is three meters
the exact term is left to each player and the Game per round as a free movement. Each Success
Host. At night, their occupation becomes Level on a Flight skill roll adds another three
gargoyle, with abilities described under Special meters to this movement.
Rules below.
HEIGHTENED SENSES: In gargoyle form,
SKILLS Artan’s knights are able to see into the infrared
Modern human characters can possess any of the spectrum. This gives them the ability to see, track
skills listed in the Basic Skills chapter. It may be prey, and do battle in the dark. Humans and
helpful if one or more possess Second Language: other mammals are very easy to see this way up
Gaelic, to allow speech with the awakened to Shooting range. The gargoyle knights
gargoyle knights. themselves radiate much less body heat and are
Characters who are gargoyle knights may viewable this way only as far as Throwing range.
know any of the following skills: Athletics, Gargoyle form also grants the knights roughly
Bargaining, First Aid (an ancient version twice human hearing, giving them a 1-point bonus
involving binding wounds and using medicinal on any listening rolls the Game Host calls for.
herbs), Lockpicking, Martial Arts, Navigation,
Persuasion, Pickpocketing, Ride Animal, Second SPECIAL RULES
Language: something suitably ancient, Shooting Artan’s gargoyle knights have one additional
(bow), Sneaking, Swimming, Throwing, Tracking. special ability, and two special restrictions, due to
They may also possess one modern language as the blood of Balor in their veins.

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GARGOYLE TOUGHNESS object with its own inherent properties, to be
In gargoyle form, the stony skin of Artan’s determined by the Game Host. Objects like these
knights acts as Heavy armor; in human form, can serve as hooks for individual adventures. Any
they retain some of this protection, equivalent to that survive to fall into the heroes’ hands should
Light armor. This toughness also includes the be low powered or of limited uses, not the sort of
matching armor penalties to dice totals. (See the things to change the shape of human history.
Conflict and Damage chapter.)
BALOR’S COMMAND DENIZENS
The modern world of Garygoyle Knight is peopled
The very demon blood that gives the gargoyle
primarily by human beings.
knights their powers also binds them to the
The demon Balor serves as an example of an
demon Balor. Through it, he calls to them, ever
otherworldly, supernatural creature seeking to
seeking to bend them to his will.
invade our dimension. While other such beings
Each night, when a gargoyle knight
may well exist, they do not freely walk our world.
transforms, that character must succeed at a Will
While the Fomor and the gargoyle knights
roll to avoid succumbing to the blood’s demonic
permanently reside in our world, they are
nature. (Characters may spend their own Drama
inanimate stone statuary most of the time, only
Points on this roll, to the usual maximum of 3,
dimly aware of the passage of time around them.
but they may not receive Drama Points from
Their existence does, however, hint at the
other heroes for assistance.) Failing this roll, the
possibility of other supernatural creatures, from
character falls under Balor’s command for the
vampires (as in “The World of Fear the Light”) to
night and is used to search for the Eye. At dawn,
werewolves, mummies, ghosts, fae folk, and
the character returns to consciousness with no
more. The Game Host may import any of these
memory of what transpired through the evening.
from other D6xD6 setting chapters, or invent
Because of this danger, gargoyle knights tend
new ones, and use their supernatural presence as
to find solitary spots to undergo this nightly
a trigger to awaken the gargoyle knights and
transformation, in order to avoid injuring or
possibly the Fomor.
killing the very people they seek to protect.
Of course, during their adventures, the heroes
CURSE OF STONE might well encounter hazardous natural animals, or
Becoming a gargoyle knight is a personal supernaturally enhanced ones.
sacrifice. When the Eye of Balor is whole, you are NOTE: Fomor have all the gargoyle skills and
dedicated to finding and shattering it. When it is abilities of Artan’s knights, but they never shift to
shattered, your spirit is imprisoned within a body human form. Fomor always Focus Brawn.
turned to unliving stone. This leaves no time for
love, friends, family, or the other pleasures of
human existence. A gargoyle knight is an eternal
SAMPLE ADVENTURE:
protector, subject to the whims of fate and the BLOOD FROM STONE
endless lust of Balor to rule the mortal world. The German village of Kirschdorf is a pretty little
hamlet with a quaint history. In the village square
EQUIPMENT stand two stone statues: one a short, balding man
Any modern equipment described in the D6×D6 with a mad grin, the other a gargoyle looming just
rules is appropriate for this setting. However, behind, as if prepared to pounce on him.
gargoyle knights themselves have no working Legend has it that the man was an alchemist
knowledge of modern technology such as and warlock who was sentenced to be burned for
electrical devices, gas-powered (or even steam- his crimes. According to the tale, as he was taken
powered) vehicles, or gunpowder weapons. In to the stake, he swallowed a potion from a tiny
gargoyle form they don’t have much use for vial hidden in a hem of his clothing, and as the
equipment anyway. flames rose around him, he turned to stone.
While the setting also allows for mystical Awestruck and fearful, the village elders left
items—such as Balor’s Eye—each is a unique him standing in the square from that day forward,

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though they also imported a gargoyle with During the hours since his awakening, the
supposed magical properties to stand guard over alchemist has quietly fled to a cave in the woods,
him. And so the two have remained for hundreds its entrance cleverly hidden from discovery all
of years, while the town has bustled around them. these centuries. He paused only to murder a local
farm family and rob their house for supplies. He
ACT I: AWAKENING spared one teenaged boy, whom he abducted for
This adventure assumes that heroes are either use in his alchemical pursuits.
present-day villagers of Kirschdorf, tourists The alchemist intends to wreak vengeance
visiting the town, scholars come to study the upon the entire village for his centuries-old death
statues, or possibly even a gargoyle knight—the sentence. To accomplish this, he will use a few
very one “standing guard” over the alchemist. remaining drops of Fomor blood hidden in his
The heroes do not have to know one another. cave to transform the abducted boy into a
The adventure begins with the heroes gargoyle, then milk that creature’s blood for yet
gathering early in the morning to view the statues more potions.
for their own individual reasons, before the town With these, he plans to make more gargoyle
awakens and its streets become crowded. servants of the young and helpless, then turn his
When the heroes reach the square, they gargoyles loose on the town one night, when his
discover that the alchemist statue has gone missing forces are large enough.
in the night. Only the gargoyle statue remains, The alchemist goes about this slowly and
seeming to glare at the empty space before it. cautiously, but because he has no knowledge of
Then, as the heroes watch, the gargoyle statue modern telecommunications, he doesn’t
begins to move and shift, turning to human form realizehow quickly the news of the attacks spread.
in the growing light of day. He is completely unaware of the use of television,
This gargoyle knight has only a dim, dream- radio, or the Internet, for example. And his
like sense of what has transpired over the understanding of modern transportation is also
centuries spent standing here. The character has limited only to the few vehicles he sees on the
absorbed a smattering of modern German in that road at night whenever he conducts a raid.
time (treat this as a free Unfocused Second During this act of the adventure, the
Language), but speaks nothing else but ancient alchemist and his growing band of servants
Gaelic, so unless all the heroes speak German, attack one remote home every other evening,
someone will have to translate for the group. abducting one person each time and murdering
(Take a moment to work out how everyone the rest. He spends the nights between attacks
communicates. This helps to bond the heroes converting each new abductee to another
and adds some flavor to play.) gargoyle slave.
The gargoyle knight vaguely recalls the The heroes learn of each attack in news
alchemist leaving during night. The alchemist reports the day after. Any investigation they
seemed to simply shake off his immobility, take a undertake will have to avoid suspicion from
few moments to breathe in the night air, and then local authorities, who quickly become desperate
walk away. With the alchemist’s awakening, the to make an arrest. If the heroes come to the
gargoyle knight began to feel the first tingling of authorities’ attention, they will he held for
returning consciousness. The warming light of a questioning (which could be awkward if one of
new day completed the transformation. them transforms to a gargoyle each evening).
ACT II: VENGEANCE ACT III: MASSACRE
True to the legend, the alchemist escaped The adventure can come to a head in one of
execution by swallowing an elixir. This potion three ways: (1) If the heroes concentrate on
was concocted from the blood of a Fomor, watching for new nightly attacks, they may be
turning the alchemist to immobile stone. Now its able to interrupt the alchemist during one of
effects have finally worn off, having lasted much them; (2) if they manage to track him to his lair, a
longer than he expected, and he is free to walk battle will take place there; or (3) if they are unable
the earth again.

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to locate him, he will eventually attack the village survivors become gargoyles themselves, it’s up to
itself once he believes his army is large enough. a few cops and archeologists to track the winged
In either of the former cases, by defeating the killer and put a stop to his rampage.
alchemist and his gargoyles, the heroes will be GARGOYLE SLAYER: A wealthy big-game hunter
able to prevent the supernatural from becoming has discovered the secret of the Fomor and has
public knowledge. managed to bring one to life on a remote island,
In the third case, however, the village will to hunt it for sport. However, the thing quickly
suffer terrible damage in a pitched battle between overcame its captors and broke loose. It is
an army of gargoyles on one side, and modern headed back to Ireland to unearth many of its
police and military equipment on the other. long-buried brethren, and is leaving a path of
Unprepared for such modern firepower, the destruction along the way. The heroes must
alchemist is doomed to fail. intercept it and keep it from raising an
He does, however, have another stone potion uncontrolled Fomor army.
prepared. So the town may regain its famed
alchemist statue in the end—if it doesn’t end up BLACK OPS: A government-sponsored scientist
confiscated by the government for study. is intent on studying and replicating the powers
of the gargoyle knights. His team has managed to
locate one and has strongarmed an archaeologist
ADVENTURE SEEDS or occult historian into bringing the thing to life,
MADNESS UNLEASHED: A thief breaks into a deep in an underground lab. The players take the
museum where a gargoyle statue is held and roles of the captive gargoyle knight and a few
somehow becomes infected with the gargoyle government defectors who believe this
blood. He soon begins to transform at night and experimentation is inhumane. To escape, they
stalk the city on a winged crime spree. Mad with will have to find their way out of this secure
the power of Balor’s blood, he grows ever more facility while fighting off a team of power-suited
violent. As the body count rises, and some few soldiers capable of flight.

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POISONED: This adventure seed can introduce Cael’s means of returning can also vary. The
the Gargoyle Knight theme into any other modern restoration of the Eye of Balor reanimates his
setting. A villain discovers how to awaken and stone body, but that doesn’t have to be his only
enslave a Fomor, and uses the creature to attack access to the mortal realm. His powerful mind
the heroes. One or more of the characters are might also possess the body of a scholar studying
bitten and infected with the gargoyle curse. Celtic artifacts, for example. This would leave
While holding at bay the call of the blood (see him physically more vulnerable than usual, but
Balor’s Command under the Special Rules), the also more difficult to locate, until the heroes
heroes must track down the villain and discover discover his new identity.
how to put the Fomor back to sleep and reverse As an alternative, Cael could reincarnate in the
their own curse—if that is even possible. body of some offspring he spawned during one
of his sojourns on earth. This offspring could
THE CURE: This adventure is intended for a
possess some of the gargoyle abilities of his—or
group of modern characters. While preventing
her—father, at the Game Host’s discretion.
Cael from resurrecting Balor, one of the gargoyle
knights fell in love with a modern human. Just ARMAGEDDON ARRIVES: While the default
before the Curse of Stone claimed King Artan story of this setting involves a recurring plot for
once again, he specifically sanctioned this supernatural conquest, mostly behind the scenes
“retirement,” if the knight’s new friends can find of modern life, one campaign possibility is all-out
a cure rumored to be inscribed in the stone of a supernatural war, involving more than one
forgotten Incan temple. The group must inhuman faction.
somehow maintain a low profile while Vampires and their offspring, for example, are
investigating its location, traveling there with the unlikely to welcome the demon Balor as earth’s
stone statue of their friend, and unlocking the new master; they like the world and their role in it
secret of the cure. as things are. In a post-Apocalyptic age falling
under the command of Balor, his Fomor
CAMPAIGN IDEAS servants, his half-human druid commander Cael,
and possibly some minor demons working with
CAEL REBORN: Tormented by his demonic
master, the spirit of the druid Cael constantly them, human military forces and gargoyle knights
seeks ways to return to earth and restore the Eye could find vampires fighting on their side—
of Balor. This can be a recurring reason for whether openly or behind the scenes.
adventures in this setting, taking place at different ALIEN INVADERS: This twist on the
locales around the globe. Armageddon idea sees the gargoyle knights
Cael’s spirit might even find ways to travel awakened as humanity’s last line of defense
through time and attack at different points in against the threat of invasion from another
history, causing one or more gargoyle knights to planet. (Think Gargoyle Knight meets War of the
wake once in modern days, then centuries earlier Worlds.) Whether reanimated in a desperate occult
in ancient Rome or China, then again centuries ritual, through some military experiment, or even
later on a Martian colony, and so on. Wherever by the alliens’ own super-science, the gargoyle
their stone forms might be transported for knights could face the invaders in the alien
display can serve as a setting for Cael’s return. environment of their own vessels.

CREDITS
DESIGN: William Massa. DEVELOPMENT: Lester Smith. EDITING: Dale A. Donovan.
PROOFREADING: Winifred Lewis. LAYOUT: Ralph Faraday.
COVER ILLUSTRATION: William Massa & Jun Ares, istockphoto by gettyimages.
OTHER ILLUSTRATIONS: K8 Smith, edited from “Nights Gargoyle” by Mark Bennett and
“IMG_4743” by Brian Jeffery Beggerly, both licensed under CC BY 2.0.

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GHOST OF A CHANCE
Lester Smith
Adventure as the spirits of
people who have died before
their appointed time.

BACKGROUND
Ghost stories and supernatural
tales have long been with us, but
the late 1800s and early 1900s
saw a rise of spiritualism in the
Western hemisphere, perhaps as
a reaction to the mechanistic
advances of the Industrial Age.
Mediums, spirit boards,
divination through Tarot cards,
and ectoplasm became
household terms. Many of the
wealthy, powerful, and famous—
from Arthur Conan Doyle to
Nancy Reagan—became
obsessed with a “spirit world”
that surrounds and permeates
our own.
The Ghost of a Chance
setting plays on those beliefs,
reflecting popular fiction and
film from Carnaki the Ghost
Finder (contemporary with
Sherlock Holmes), to
Ghostbusters, to The Sixth Sense
(and many, many others*).
While the Ghost of a Chance setting is SKILLS
written with a serious tone, you can easily Besides those listed in Basic Skills chapter, ghosts
enough play it for comedy instead. The setting may choose from the following supernatural
also assumes a relatively modern time period, skills. The numbers after each skill indicate
from the Victorian era to 21st century, but effects of varying Success Levels on a d6×d6 roll.
stories in other ages are also possible. An ANIMATE DEAD
adventure might even include ghosts from This power is a sort of “puppetry” with
different time periods. corpses. 1. Animate your own corpse; 2.
Animate someone else’s corpse; 3. Animate a
OCCUPATIONS number of corpses equal to your Success
In this setting, occupation is whatever the Levels; 4. Animate the remains of any formerly
character was employed as before death. living creature (including fossilized bones).

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APPEAR large animal; 4. a human being. (A person may
Become visible in a reflective surface or a make a Will roll to shake off possession when in
flame for 1. one second; 2. ten seconds; 3. danger or coerced to commit an evil act.)
one minute; 4. ten minutes. PUSH
DECAY Cause an object to move horizontally as if
Cause organic material to rot at your touch. carried. 1. a few centimeters; 2. a meter; 3. a
1. spoil food; 2. mildew and weaken objects few meters; 4. as a thrown object.
of wood; 3. drain life (Graze damage); rot SPEAK TO LIVING
living flesh (Stun damage). Whisper one audible word per Success Level.
DEMATERIALIZE STENCH
Allows a ghost to pass through a physical Create an odor 1. of sour milk; 2. of rotten eggs;
object, or makes a physical object partially 3. of vomit or feces; 4. of days-old corpses.
ectoplasmic, allowing it to be manipulated by
ghosts. 1. one kilo; 2. 10 kilos; 3. 100 kilos; 4. WAIL
1,000 kilos. Cause an indistinct sound of 1. moaning; 2. quiet
weeping; 3. loud sobbing; 4. shrieking laughter.
DREAM WALK
Enter the dream of a sleeping person for 1. one WILL-O-WISPS
second; 2. ten seconds; 3. one minute; 4. one Create light and heat. 1. of a firefly; 2. of a
hour. flickering candle; 3. of a torch; 4. of a bonfire.
GLOOM WRITE
Create local darkness. 1. dim a room; 2. make a Scrawl a number of letters equal to your dice
room pitch black; 3. summon clouds; 4. cause roll. 1. on steamed or frosty glass; 2. in
a thunderstorm. vaporous ectoplasm; 3. in dripping blood; 4.
scratched as if with a knife. (Level 4 can cause
HALLUCINATE Graze damage against living creatures.)
Make a conscious person see a vision 1. an instant;
2. one second; 3. ten seconds; 4. one minute. SPECIAL RULES
KNOCK Ghostly existence has different conditions and
Create an audible sound. 1. a tap; 2. a short challenges from those experienced by living
series of thumps; 3. a loud banging; 4. a wall- souls.
rattling boom.
CAUSE OF DEATH
LEVITATE As part of character creation, players should
Cause an object to rise vertically as if lifted. each declare how their character died. Ghosts
1. a few centimeters; 2. a meter; 3. a few tend to display the wounds of their death in
meters; 4. violently up to ten meters. the afterlife. Additionally, cause of death will
often give the Game Host ways for involving
MANIPULATE the characters in an adventure.
Interact with electrical or mechanical objects
for one round per Success Level. 1. drain the GHOSTS AND REALITY
energy from electrical devices in a room; 2. Ghosts’ ectoplasmic bodies are unable to
manipulate an electrical or mechanical speaker; directly affect the material world. The material
3. manipulate the sound and image of a TV, world, on the other hand is all too solid for
computer screen, or camera; 4. possess and ghosts. Other than by use of the Dematerialize
operate a mechanical device. skill, ghosts cannot manipulate physical objects
nor walk through walls. Ghosts struck by
POSSESS physical objects do take damage.
Enter and control a living creature for one The merest touch of daylight evaporates
night. 1. a small animal; 2. a medium animal; 3. a ghosts until night returns. For this reason,

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most Ghost of a Chance
adventures begin at sunset and
end (or are suspended) at sunrise.
Typically, wherever a ghost
appears at the very beginning of
an adventure is where that ghost
reappears each night at sundown.
Ghosts can work around this
restriction by either possessing a
physical creature during the day
or by hiding within a light-proof
object or space.

GHOSTLY MOVEMENT
Although ghosts can walk (or
glide) similar to their living pace,
they can also instantaneously
appear at any spot they can
clearly see. (So while they may
not be able to open a door to
leave a house, they can easily exit
at any uncovered window.) In
some cases, the Game Host may
allow characters to roll for
success passing through a
translucent barrier, or even
appear at a spot they can clearly
envision in their mind’s eye (a
very familiar room, for example).

GHOSTLY COMMUNICATION world, and haunting (intentional or not) of the


Unlike the living, ghosts do not speak via living, the afterlife is also host to many terrible
sound waves and language. Instead, they supernatural creatures of mythology and
communicate thought to thought. While this imagination. Often an adventure will involve
allows ghosts of any time or culture to easily averting a supernatural threat to the living
“talk” with one another, it raises difficulty world (as in the example adventure, below).
communicating with mortals. Simply put,
ghosts do not remember living languages. Only EQUIPMENT
by use of the Speak to Living or the Write Equipment isn’t of much use in the afterlife.
skills can they gropingly communicate a few That having been said, ghosts tend to appear in
words or letters of mortal language. The the clothes they died in and possess
Dream Walk skill allows a ghost to ectoplasmic replicas of items precious to them
communicate thought-to-thought with a living in life. To affect the real world, however,
being, though how well that message may be ghosts must find a way to make do with items
recalled when the living recipient awakens is in their current environment.
uncertain. More often, what remains in the
living brain is an image, a mood, or a desire. DENIZENS
Much of the enjoyment of playing dead
THE GHOSTLY REALM people is in haunting the living, especially the
While most Ghost of a Chance adventures guilty. For this reason, most Ghost of a
involve ghostly interactions with the physical Chance adventures take place in the material

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world, where living creatures of all types can Then tell the player, “Your vision fades to
be found. black, and you dream you are on a school bus,
The players’ characters are not the only during the day, with a rowdy group of middle
supernatural beings haunting this world, schoolers. The bus stops, and the driver says,
however. Other ghosts may be encountered, as ‘Everyone needs to settle down before I can
well as any sort of creature of legend. The open the door.’ Through the right-side
heroes may also find themselves facing higher windows, you see the St. Louis arch. Suddenly,
powers—both angels and demons. Beings such the bus lurches from an impact on its left,
as these straddle the boundary between the throwing children violently from their seats!
natural and supernatural worlds, making them You hear screaming, and the dream fades. You
less vulnerable to ghostly powers. wake up after dark, in an empty school bus,
with the distant chiming of a clock counting
SAMPLE ADVENTURE: midnight.”
Allow the player a little time to react,
THE TRAGIC SCHOOLBUS explore, and ask questions. This is a great
This adventure is intended for six souls who opportunity to introduce a new player to the
have died tragically on the same night at game by letting the character discover
different spots around the US. Their deaths are firsthand that ghosts cannot affect the bus
spaced an hour apart, from midnight to 6 a.m.: itself (can’t budge doors, windows, or even the
the first in New Orleans, LA; the second in radio mike), but that staring outside and
Thompson’s Harbor State Park, MI; the third wishing to be there means instant transport.
in Shamrock, TX; the fourth in Lexington, Before the other players have time to grow
NC; the fifth in Watertown, SD; and the sixth bored, though, say, “The clock strikes one,”
again in New Orleans. Together, these and turn to the second player. Describe that
locations form an inverted pentagram on the character’s death, the mysterious figure using
US map, with each point roughly 666 miles the athane to inscribe the hero’s blood on a
from the St. Louis Arch at the center. map, and the same dream. This time, however,
During character creation, as your players it lasts a few seconds longer, allowing the
each describe their heroes’ lives, pair them to character to turn and discover that a fuel truck
these locales as seems fitting. For instance a has collided with the bus. Fuel is spilling
lumberjack might best fit the Michigan locale, a everywhere, and the truck driver looks
musician New Orleans, and so on. If your stunned. He pulls out a cigarette…and the
group has fewer than five characters, you can fill dream fades. The character joins the first on a
in the missing slots with helpless Game Host- bus, at night, as a distant clock chimes “One.”
run “extras.” If your group has more six players, Introduce each character this way, at “Two,”
the bonus deaths can take place all together at 6 “Three,” and so on, allowing them some time to
a.m. in St. Louis, as tourists if nothing else. introduce themselves and explore a bit before
Let all the players invent their heroes’ cause each new ghost arrives. With each new ghost,
of death, as usual, but as you listen, consider the dream runs a few seconds longer:
ways in which another person might have  At “Two,” the truck driver lights a match;
contrived those deaths. With this accomplished,
you are ready to start the adventure.  At “Three” his eyes grow vacant, and he
tosses the match out his window;
ACT I: ANOTHER ONE RIDES THE BUS  At “Four” the spilled fuel erupts in flames;
Begin with the player of the first New
Orleans victim. Describe each character’s  At “Five” flame envelopes the bus, and
moment of death as the player presented it, the children begin to burn;
but work in a shadowy figure who shows up  At “Six” their flaming souls fill the space
at the final moment with an athane (a ritual beneath the archway, creating a portal
dagger), dips it in the hero’s blood, and traces through which demons begin to enter the
it onto a map. living world.

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ACT II: MISSOURI LOVES COMPANY At one end of the lot is a one-story building
With that nightmare hanging over them, the that serves as the bus company’s office. At the
heroes have roughly an hour before sunup to other end of the lot is a garage capable of
begin searching for answers. Some of this holding two buses for repair, with all the
information may have been discovered during appropriate tools. One bus sits inside, hood
Act I, if any of the heroes specifically sought it open, its engine partially disassembled, with
out. Sunup interrupts their investigation, of parts carefully arranged on drop cloths on the
course, but sundown will find them all cement around it.
reappearing on the bus, with a full night to Exploring the office building reveals a wall
explore further. calendar with a Friday circled and marked
Exploring the bus itself, the characters may “Gosling Middle School Field Trip, Arch, Bus
notice that it is the same as in their dream— 13.” If the heroes find this calendar on the first
same bus number (13), same license plate, and night of the adventure, the Thursday before
so on—though completely undamaged. If the the field trip remains uncrossed. On the
dream is of a real event, obviously that event second night of their appearance, that
has not yet happened. Thursday is crossed off as well.
In a metal emergency medical kit under the If the heroes explore further afield, they
driver’s seat is a copy of the map pictured find themselves wandering the streets of Creve
above (though without the numbers in black). Coeur, MO, a St. Louis suburb of roughly
Players may recognize the points of the 18,000 people, with many mid- to late-20th
pentagram as matching the locales of their century homes. Most businesses are closed
characters’ deaths. during the night while ghosts are up and about.
The bus is parked in a lot with many others. By this point, the heroes will likely have
All bear Missouri license plates. figured out that their deaths were sacrifices

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LESTER SMITH
leading up to the larger sacrifice of a busload
of middle schoolers. To stop the latter event, ADVENTURE SEEDS
they will need to ensure that this particular bus WILL TO LIVE: One of the heroes was
does not make that trip. Most likely they will murdered before signing a new will. Who was
come up with plenty of ideas for preventing it. behind the murder, and can the spirit sign post
ACT III: LAST STOP mortem?
Assuming the heroes stopped the field trip DEATH HOUSE: The heroes find themselves
from happening, they will have prevented the bound to their own decaying bodies. Can they
St. Louis Arch from becoming a 63-story-tall break the curse before being “buried undead”
gateway to Hell. Not everyone is happy about forever?
that, of course.
At sundown on the Friday night of the ALL DOGS GO TO HEAVEN: One of the
thwarted field trip, the heroes find themselves heroes has died at home, in a remote locale,
again on the bus. But this time they have with only a beloved pet. Can the ghosts find
company. The figure with the athane and map the dog a new home, before it dies of grief (or
stands outside the bus, chanting a ceremony. eats its former master)?
He has marked the windows and doors with
the characters’ blood, preventing them from CAMPAIGN IDEAS
exiting by “normal” ghostly movement. After Although the sample adventure provides a
the heroes appear, he begins spraying the bus unified reason behind the heroes’ deaths, this
with fuel from the bus company’s pump, needn’t always be the case. Adventures can
intending to set it alight and offer their spirits spawn from investigating each character’s
as an appeasement to his hellish masters. The death as a separate mystery, or from resolving
heroes will have to use their ghostly powers to unfinished business with a loved one.
best effect—and quickly—to defeat him, or
find themselves on a bus ride to Hell! *ADDITIONAL INSPIRATION
THE CONDUCTOR: Name: N/A. Gender: Male. Other recommendations include The Uninvited
Age: Adult. Attributes: Will Focused; Grace (1944), Carnival of Souls (1962), The Changeling
Unfamiliar. Skills: Focused Gloom, Open (1980), Beetlejuice (1988), The Lady in White
Dimensional Portal (Ritual), Possess, Second (1988), Ghost (1990), The Frighteners (1996), Stir of
Language (Hellish), Summon Ghosts; Echoes (1999), The Others (2001), Death of a Ghost
Unfocused Athane, Vehicle: Bus, Computer. Hunter (2007), Haunter (2013), and R.I.P.D
Special Abilities: Protective Sphere (magical light (2013), among others. Also check out the
armor); Teleport (2 meters). Focus: 5. “Haunted Attic,” home of the Lost Souls RPG.

CREDITS
DESIGN: Lester Smith. EDITING: Dale A. Donovan. ILLUSTRATIONS: K8 Smith.
PROOFREADING: Winifred Lewis. LAYOUT: Ralph Faraday.
“Hammond's Map of the US” photo by Sue Clark is licensed under CC BY 2.0 and has been edited.
“martyrdom of saint cecilia” photo by Xuan Che is licensed under CC BY 2.0 and has been edited.

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THE WORLD OF JESSIE SHIMMER


Lucy A. Snyder
In Spellbent, Shotgun Sorceress, Switchblade
Goddess, and Devils’ Field, author Lucy
A. Snyder presents the perilous
adventures of witch-in-training Jessie
Shimmer, who travels to hell and
back to rescue her lover and mentor,
Cooper Marron—while facing
demons and vengeful deities alike.

BACKGROUND
Sorceress Jessie Shimmer lives on a
modern Earth in which magic is
hidden just below the surface of
everyday society. Beings known as the
Virtus Regnum enforce ancient laws
that keep Talents—the world’s
sorcerers, witches, and wizards—from
taking over the mundane world.
Meanwhile, Talents (under the
guidance of their local Governing
Circles) quietly protect humanity from
the things that go bump in the night.
Jessie’s world is filled with secret
portals to pocket dimensions, most
of those being hells created by devils
such as Goads (see Denizens below),
but some the work of demigods and
other dark entities who walk the
Earth and look upon humanity as
mainly a delicious snack food.

OCCUPATIONS
Characters—whether they are
Talents, familiars, mundane citizens,
demihumans, or magical creatures—
all have an occupation, legal or
illegal. Mundane (non-magical)
characters can be anything you’d find in the world exists in parallel to the human/Talent
modern world (see the Occupations chapter). world, and fae mostly stick to their own realm.
If others need to operate in the human world Talents have their own neighborhoods, bars,
to survive, they’ll work a job in which they can restaurants, and shops that are enchanted to
best pass as human, or they’ll work in a make them invisible or repellent to mundanes.
demimonde in which their nonhuman natures Some Talents refuse to go out in mundane
either don’t matter or are esteemed. The fairy human society at all, but others (particularly

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beginners from mundane families) lead double VODUN*: This is traditional Afro-Carribean
lives, working a job for money while studying or magic based on invoking the assistance of loas
practicing magic at night. Some talents have and other spirits.
familiars; a familiar could potentially be a player’s WITCHCRAFT*: This traditional folk magic
character (see Special Rules below). Some types focuses on creating potions and charms with
of magic to choose from include the following: magic herbs and other natural ingredients, and on
ALCHEMY: This magical science focuses on invoking the assistance of spirits. Many healers
transmuting substances from one element into practice white witchcraft, following the motto:
another. Many alchemists also study mundane “Do what thou wilt, and harm none.” But the
chemistry and physics. motto of dark witches and warlocks is more
AMOROMANCY: Also known as “passion weavers,” simply: “Do what thou wilt.”
practitioners of this magic take energy from a person *The Virtus Regnum and most local Governing Circles
engaged in something that she or he truly loves— take a dim view of any magical craft that veers into
dancing, singing, art, sex, music, etc.—and redirect outright necromancy. (See Special Rules below.)
that energy into a spell. The type of spell depends on
how much energy the amoromancer can absorb and
his or her skill in using the energy. This art is a kissing
SKILLS
All characters in this setting can choose from the
cousin to ubiquemancy, and some amoromancers
default skill list in the Basic Skills chapter. Talents
use ubiquemancy and vice versa. Amoromancers
can also choose from the following magical skills,
who mainly use sexual energy are known as
tuned to whichever magical system they study
erotomancers.
(see Occupations above). To be used, however,
NECROMANCY*: In polite society, death magic these skills must be ranked as either Focused or
practitioners typically identify themselves as Unfocused. None can be used if ranked
sorcerers and sorceresses, since necromancers are Unfamiliar. Note also that familiars can also
outlawed by the Virtus Regnum. Not for the faint know these skills so as to telepathically assist their
of heart or the strong of morals. masters in using them.
SANTERIA*: This Afro-Catholic magic system is ANIMAL CONTROL: Now that you’ve
based on invoking the assistance of saints such as summoned all those cats, you might as well make
Santa Muerte, the saint of death. them weed your garden.
SORCERY*: This is a darker, more morally ARCANA: “Why, I believe those are the
questionable (though not illegal) brand of handprints of a coin goblin, Malargentus dammit,
thaumaturgy (see below). Beware the sorcerer’s and this explains why money keeps jamming in
refrigerator: that’s not rice in the takeout container! the soda machine downstairs.…”
THAUMATURGY: This is traditional magic based DIMENSIONAL ARCHITECTURE: The craft of
on memorized spells, use of magical items, making something much bigger on the inside.
potion brewing, etc. Most Talents who identify as
DIMENSIONAL TRAVEL: Clever wizards can find
wizards are thaumaturges.
secret portals to cross vast distances in an instant.
UBIQUEMANCY: Sometimes dismissed as Even cleverer wizards know how to make them.
“Babblers” by Talents unfamiliar or secretly DIVINATION: This is magic for people who
envious of the art, ubiquemancers find the enjoy spoilers.
magic in everyday objects and mundane
ENCHANTMENT: This is the craft of imbuing
substances and invoke it through a spur-of-the-
objects with special properties. Make that Hitachi
moment chant in a lost or primal language.
wand extra-magical!
There is no spell memorization; this art relies on
instinct, improvisation, and imagination to focus FIRE CONTROL: Who needs a light? Who needs
ambient magical energies. A truly talented a fireball?
ubiquemancer could use a feather to cast a spell HEALING: With potions, poultices, and prayers,
for flight, or a thread from a frayed cuff to cast a basic healer can set a broken arm, but a master
a magical binding incantation. can cure someone suffering from lycanthropy.

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ICE CONTROL: Ice-producing wizards are popular and ears. Other familiars are Talents whose
at every cocktail party. spirits have been bound to animal bodies as
ILLUSION: That fire-breathing dragon isn’t real, punishment for some infraction, and who serve
but the screaming townsfolk don’t know that! their sentences as magical servants. While laws
MAGICAL LANGUAGE: Taking Latin in high ensure humane treatment of these servants, some
school was way more useful that you ever Talents object to such slavery and refuse to take
imagined! familiars. Other Talents take familiars not
realizing what (or who) they might be getting.
PLANT CONTROL: Weed killer is for mundanes.
Talented familiars have limited magical abilities
So is fertilizer.
while bound to their animal bodies, but they have
POTION BREWING: The craft of brewing full access to their own memories, and they can
potions and liquors imbued with magical provide magical instruction and advice to the
properties. Note: Love Potion #9 is illegal in Talent they’re serving. The Game Host can use a
many places. familiar to offer tips to players who need a little
RESURRECTION: You missed Grandma so nudge to get on the right path.
much that you brought her back to life. Now Familiars communicate with their masters via
you’re a fugitive from the Virtus Regnum, and telepathy, which works best in line of sight. Talents
Grandma has a taste for human blood.… and familiars who have been together at least a year
SUMMONING: A high-level summoning could can communicate at longer distances (a mile per
bring a Virtus; a low-level summoning might year of association), even out of line of sight.
bring the neighborhood cats. Any animal of reasonable size can serve as a
TELEPATHY: Texting is for mundanes. familiar, but the most common are cats, dogs,
TRANSMUTATION: Turn lead into gold, wood birds of prey, rats, ferrets, snakes, parrots, rabbits,
into steel, tree leaves into paper money. bears, wolves, etc. Players whose characters have a
Unfortunately, unless you’re a master, the effects familiar must discuss with the Game Host what
are temporary.… (For permanent transformation, form it possesses, how it is cared for, and generally
see an alchemist.) how it suits the character’s lifestyle—especially in
an urban setting. Familiars can fight or flee using
WEATHER CONTROL: Rain, rain, go away!
the physical abilities of their animal form.
ZOMBIFICATION: Morals, schmorals, who
doesn’t want to raise an undead army? UBIQUEMANCERS
Because ubiquemancy does not involve formal
SPECIAL RULES spell memorization, ubiquemancers are limited
Given how deeply magic permeates the world of mostly by their ability to control magic in general
Jessie Shimmer, and how widely it is adapted on and their own imaginations. That said, the more
the spot to particular needs, a list of specific often a ubiquemancer succeeds at a particular
spells and effects cannot do the setting justice. magical task, the better she or he gets at it.
Instead, players should suggest magical effects Complexity and power matter: It’s easier to create
characters wish to accomplish, based on their a spark than a massive fireball, or to paralyze a
choice of occupation, skills, and current desire. cockroach instead of a huge dragon.
The Game Host should then decide task
difficulty, Success Levels needed, and actual FORBIDDEN MAGIC
effect. In other words, magic in this setting Though Talents are forbidden from revealing magic
should be role-played more than “gamed.” Let to the public at large; some Talents are hired to
the descriptions in this chapter and the events in discreetly perform beneficial magic for mundanes.
the novels spur your magical creativity. Wealthy persons or communities in the know may
With that in mind, here are further details about secretly employ Talents to bring rain for crops, to
familiars, ubiquimancers, and forbidden magic. heal an otherwise incurable disease, and so on, and
local Governing Circles tend to turn a blind eye to
FAMILIARS this. If a spell goes awry, special agents are deployed
Some familiars are simply animals who bond with to repair the damage, wipe the memories of
a witch or wizard and can serve as his or her eyes mundane witnesses, and arrest the perpetrator.

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certainly violate local governing circle
laws, and intentionally sacrificing a
child would bring the Virtus Regnum
to execute the necromancer.
All forbidden magic runs the risk
of detection. This risk increases with
the severity of the infraction, as
decided by the Game Host.

EQUIPMENT
Any items appropriate to the modern
world are appropriate, as are any
imaginable magical items, as long as
these aren’t used around mundanes.

DENIZENS
While dealing with the schemes of
other Talents, characters may run
afoul of the following beings.
GOAD: Trans-dimensional, pain-
devouring devils, each goad weaves a
private hell in a pocket dimension to
capture souls and torment them for
sustenance. Goads set invisible portals
to snare the unwary. In appearance,
they are huge formless masses with
hearts of burning magma.
Talents are also forbidden from creating items GOVERNING CIRCLE: Membership in some
that would wreak havoc in mundane communities, Governing Circles is through democratic election.
such as brewing and selling love potions at the local In others, it’s an inherited role, and members are
high school, using divination to win in casinos or treated as nobility. In all circles, members tend to
the stock market, spending illusory money in shops, come from the most powerful families.
using invisibility to shoplift, etc. GOVERNING CIRCLE AGENTS: These Talents
Because most towns have a magical Governing are equivalent to plain-clothes police or sheriff’s
Circle, rebellious wizards and witches prefer to live deputies, though tasked with enforcing local magical
out in the woods beyond their reach. However, laws. Some agents are helpful; others are bullies.
even backwoods witches are subject to Virtus
Regnum oversight. VIRTUS: Virtii are powerful trans-dimensional
The Regnum gets involved when magical beings devoted to the Virtus Regnum. Some
mayhem threatens a large mundane population. Talents liken them to angels, but the Virtii are
They also always investigate any case of grand merely concerned with rules and order and have
necromancy. While resurrecting or zombifying little interest in protecting humanity. A Virtus
animals is frowned upon, it would not attract the generally appears as a huge, floating orrery of
attention of the Regnum unless a sorcerer, say, crystalline eyes orbiting a glowing magma heart.
zombified an entire wolf pack and used it to Virtii can cast spells, but they generally attack with
terrorize the locals. But resurrecting or zombifying plasma pseudopods that whip out from their heart
humans always counts as grand necromancy. at great speed; a touch of one could instantly
Similarly, while a spell requiring the sacrifice vaporize an object as large as an automobile. Virtii
of a single bird would be seen as distasteful, can also glow bright as a sun, blinding anyone in
stealing and slaughtering pets for magic would the vicinity. They can create their own portals at

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will, frequently causing storms as they tear open directions to his house out in the swampy pines,
holes in the sky to converge on a fugitive. Squaring the group is on its way.
off against a Virtus is pretty much guaranteed If the characters use a GPS, it ends their path
suicide; fleeing one is merely a temporary stay of about a mile before Boudreaux’s house. They’ll
execution; and even attempting to reason with one have to park and walk, using their own skills to
is difficult, like debating shades of morality with a find it. Once they’re close, the scent of carrion
holy computer. leads them the rest of the way.
VIRTUS REGNUM AGENTS: These human Crossing the low rock wall that marks
Talents work for the Regnum and are the Boudreaux’s property line (about a quarter mile
equivalent of federal agents in Jessie Shimmer’s from the house), Talents or familiars might notice
world. They’re authorized to kill any Talent they (on a Difficult Will roll) that a magic-damping field
believe is threatening a mundane population. prevents spell use, though enchanted items work
just fine. Portable phones don’t work either. Inside
WUTGANGER: A Wutganger is a spirit of this border, the air is hushed and smells strongly of
mindless pain, rage, and hate. Each is created rot. If characters search for traps, they find nothing.
when a strong Talented soul has been tormented Finally a run-down two-story house with
so terribly and for so long in a hell that it breaks. double wraparound porches dripping with
To escape utter destruction, the sane, rational Spanish moss comes into view. As they approach,
part of the soul divests all its capacity for evil and a tall man in a tattered dress shirt and tactical
destruction into a lesser fragment. This fragment pants emerges and waits for them. He appears
becomes a Wutganger. If it escapes from its hell unarmed. Coming closer, the group finds that he
into the real world, it can cause tremendous his hair is a filthy, gray-streaked blond mane, his
damage, projecting violent hate into the minds of long beard is turning to dreadlocks, and beneath
all creatures in its vicinity. it they spot a stained clerical collar. He doesn’t
Battling a Wutganger is not a simple matter of seem to have showered in months.
physical or magical prowess. Usually the best that Brother Hiram identifies himself and demands
can be hoped for is to escape its hell if facing it their purpose on the property. If they ask after
there, or to trick it into returning if encountered Boudreaux, he says the man is busy. If they mention
in our world. Some few very brave Talents have, Madame Devereaux, he spits “That Hoodoo
however, destroyed a Wutganger by confronting witch?” and accuses the group of witchcraft.
it with the memory of its own creation, while
avoiding succumbing to its madness themselves. ACT II: MUD WRESTLING
Suddenly, there’s an ominous rustling of leaves, and
SAMPLE ADVENTURE: zombies—three per hero—emerge from hiding
places in the ground. Brother Hiram orders them to
DINNER WITH RUFUS “Grab them witches and get ’em down!” and the
On a mission to the South, the heroes tangle with zombies obey. Small familiars will flee into the
an undead preacher and his zombie clan. woods—“Goin’ for help, boss!”—while larger ones
stay and fight. (See the stats for Brother Hiram and
ACT I: TRAVELING SOUTH the zombies at adventure’s end.)
The bad news is a werewolf bit one of the heroes! The zombies wrestle the heroes to the ground
Come the next full moon, the curse will take and disarm them. To simulate this tussle, allow
hold. The good news is they know a Vodun the players to each make their choice of a Brawn
priestess who can cure the bite before then: or Grace roll for their character. Meanwhile, the
Madame Devereaux. So they road trip to her Game Host should make a group Brawn roll for
magnolia-shaded ranch house on the bayou. the zombies—plus a Will roll for Brother
She says that for the ritual, she’ll needs her Hiram—pair those dice for best effect, and then
statuette of Marinette, the patron loa of shape- distribute three zombies to each character. Any
shifters, but she lent it to Boudreaux Metier a few hero who acts before all three zombies attacking
months ago, when a wererat bit one of his coon him or her, and who also scores more Success
hounds. She hasn’t heard from him since. With Levels than those three zombies do together, is

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free to flee. Otherwise the hero is subdued. Any regains his or her senses and transforms back.
free heroes who choose to stay and help their Returning to Boudreax’s house, the group
friends must go through the process again, this discovers that Brother Hiram and his zombies are
time facing not only their three attackers but also nowhere around. They find the statuette in an attic
any zombies who failed their own previous roll. room, along with some other items of potential
Chances are there won’t be a third round. use (at the Game Host’s discretion).
Characters who flee can hide out of sight in BROTHER HIRAM: Gender: Male. Age: 40s.
the brush, awaiting a chance to help. Attributes: Will Focused; Grace Unfamilar.
Captured characters are dragged to a nearby Occupation: Necromancer. Skills: Focused Animal
shed, and their arms are tied to heavy wooden Control, Persuasion, Resurrection, Sneaking,
crosspieces about six feet long. They are then Summoning, Vehicle: Auto; Unfocused Arcana,
forced to their feet and down a muddy path to a Potion Brewing, Telepathy (with undead). Special
nearby lake. (Captured familiars are left tied up in Abilities: Undead, can’t be killed by anything short
the shed, where they remain in telepathic contact of decapitation or total incineration. Focus: 7.
with their masters.) Near the shore, the group
ZOMBIES: Gender: Any. Age: Any. Attributes:
passes through a gate in Boudreax’s property-line
Brawn Focused; Wits Unfamiliar. Occupation:
wall (which they may realize means outside the
Zombie. Skills: Focused Athletics, Sneaking;
spell-damping field).
Unfocused Throwing, Tracking. Special Abilities:
At the lakeside, the heroes are hoisted onto
Destroyed only by decapitation, incineration, or
posts adorned with hooks for the wooden
dismemberment. Focus: 3. Notes: Dismembered
crosspieces, where their feet dangling inches
parts remain animated for an hour.
above the water. Then Brother Hiram rings a big
brass bell and hollers, “Rufus! Suppertime, boy!” RUFUS: Gender: NA. Age: NA. Attributes: Brawn
Focused; Wits Unfamiliar. Occupation: Undead Gator.
ACT III: RUFUS Skills: Focused Swimming; Unfocused Sneaking.
A low grinding across the water. It sounds like a Special Abilities: Destroyed only by decapitation,
huge crypt slab being dragged across the hollow incineration, or dismemberment. Jaws do Wound
marble floor of a mausoleum. The captives smell damage; tail does Hit damage. Focus: 2. Notes:
the sharp rankness of reptile, and what seems an Dismembered parts remain animated for an hour.
enormous half-submerged tree trunk drifts toward
them on the water. It soon reveals itself to be a ADVENTURE SEEDS
monstrously huge gator, easily twenty feet long, GET FLUFFY: Bessie Sagecroft’s beloved dragon
with a maw of jagged teeth the size of steak knives. Fluffy has gone missing. Your source says that
From its milky eyes and tattered hide, the heroes cultists downtown have captured and plan to
realize that this gator has been zombiefied. sacrifice the dragon.
At this point, the werewolf-bitten hero’s DEVILS’ FOOD CAKE: People keep disappearing
adrenaline kicks in, starting the curse early! The near the 4th Street Bridge. Turns out an
transformation tears through the ropes binding the enormous Goad has laid a trap there. Find the
hero. Startled, Brother Hiram runs away, with his entrance and defeat the Goad in its hell.
zombies lurching after, leaving the heroes to Rufus.
Rufus is tough to beat (see below), but he won’t
leave the lake, and he stays only as long as there’s
CAMPAIGN IDEAS
“easy meat” hanging from a post. With one In a world of gods, monsters, magic and mayhem,
character already free (the werewolf) to keep him the possibilities for campaigns are endless. Take a
occupied, and spells available again, that shouldn’t look at the various Jessie Shimmer novels for
be for long. Once Rufus leaves, the werewolf plenty of campaign and adventure ideas.

CREDITS
DESIGN: Lucy A. Snyder. DEVELOPMENT: Lester Smith. EDITING: Dale A. Donovan.
COVER ILLUSTRATION: Dan Dos Santos. NECROMANCER ILLUSTRATION: K8 Smith.
PROOFREADING: Winifred Lewis. LAYOUT: Ralph Faraday.

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KHITUS—THE WORLD OF
DRAGON KINGS
Timothy Brown
In 2013, I decided to take a variety of
fantasy role-playing concepts that had
been floating around in my head and
commit them to paper. With the help
of Kickstarter, Dragon Kings was born.
Khitus is a game world in its infancy,
adapted here to D6×D6 RPG rules.
—Timothy Brown

BACKGROUND
Khitus is a world in steep decline,
where once-magnificent nations are
now blown over with the dust of a
dying landscape. The beneficent
Dragon Kings once watched over
them all as caretakers of a glorious
and prosperous age, but these
magical creatures have inexplicably
vanished, allowing men’s darker
natures to emerge as wars, plunder,
and despotism. Krikis insects and
Cold Skin lizards are ascendant,
newly awakened to intelligence,
demanding their place on the world
stage. Interlopers from without,
terrible Dragon King Pretenders,
oversee the wanton plunder of
Khitus from their Black Fortress.
Your characters are the new heroes
that the world so desperately needs. Dragon Kings or for the ancient animalistic
gods as new deities); or apostle (psionic and
OCCUPATIONS mundane followers of the Prophet). Any
Common occupations for adventurers in this number of other vocations are also possible—
world include soldier (foot or either thakal or see the Occupations chapter for inspiration.
swafa cavalry), usually as part of a city or
caravan guard; mage (each belonging to a SKILLS
magic college with its unique methodology for From the Basic Skills chapter, Athletics,
mitigating magic’s ire); hunter or tracker, Bargaining, First Aid, Lockpicking, Martial
traveling entertainer (nyutu jugglers); priest Arts, Navigation, Persuasion, Pickpocketing,
(advocating either for the return of the absent Ride Animal, Shooting, Sneaking, Swimming,

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Throwing, and Tracking apply. Four other minds for the manipulation of the material
skills receive special treatment in this setting. world and the minds and attitudes of others,
making them ideal apostles for the Prophet to
LANGUAGES further wander the world spreading his
Human languages on Khitus are divided by message of peace in otherwise troubled times.
tribal groups, and each principal non-human Psionic skills and effects can be imported
race has its own language. There is no from other D6×D6 setting chapters.
“common tongue.”
 Human Attan Group: Attan-Prajal-Chindi
 SPECIAL RULES
 Human Makad Group: Makad-Nordran Magical backlash, the intervention of gods, and
 Pachyesh Group: Pachyesh-Watish a mysterious “iron virus” all play a role in life
 Independent Languages: Penaian, on Khitus.
Oritahl (Cold Skin), Krikish (Insect)
SORCERY’S WRATH
LITERACY Each time a wizard casts a high-level spell, he
The ability to read is not widespread. Only must roll for its basic success. Any spell failure
characters with a scholarly occupation or with brings on Sorcery’s Wrath, directed against the
the Literacy or Magic skill can read and write caster, his loved ones, or his community.
the languages they know. Afflictions may be personal or regionalized.
Roll d6×d6 and consult the following list:
MAGIC 1–3: Physical Irritation
Although full spell lists are beyond the scope
4–5: Pain
of this chapter, any level-based fantasy magic
6, 8: Non-debilitating Sickness
system can be imported into this setting by
9: Sores and Lesions
using the following guidelines:
10: Phobias or Hallucinations
 treating spell level as required Success 12: Depression or Nightmares
Levels to cast the spell; 15: Rage
 converting any spell duration to two- 16, 18: Forgetfulness
second combat rounds; 24: Physically Wretched
 compare any spell damage effects to the 25: Stressed
default weapon ratings in the Conflict and 30: Infestations
Damage chapter. 36: Aging
Magic on Khitus does not want to be Regional afflictions occur over a wide area (in a
disturbed, however. Unmitigated, it unleashes radius of a mile or more). Their effects are
its wrath against an offending wizard, his loved beyond the scope of game mechanics and are
ones, or his community (making sorcery the better served through role-playing.
“orphan’s trade,” as no one wishes to be
associated with a wizard). That wrath takes the MANIPULATING THE WRATH: A wizard who
form of sickness and pain, plague and famine, has prepared for it may try to redirect the
and all manner of misfortunes. Sorcery’s Wrath to another individual. The
individual must be someone within the
PSIONICS wizard’s circle of personal relationships
The “magic that is not magic” is a forgotten art (whether it’s a true relationship or not).
on Khitus, only recently reawakened by the Manipulating Sorcery’s Wrath is not without
mysterious Prophet, a desert wanderer risk, however, as a failed attempt often
delivering two things: a message of universal redoubles its effects against the caster. To
brotherhood and love, and an awakening of change the focus of Sorcery’s Wrath, the
dormant psionic ability in some people in his wizard must succeed at a Will roll. Failure
presence. Those who are awakened slowly means both the wizard and a target chosen by
discover the untapped powers of their own the Game Host suffer from a misfortune.

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MISFORTUNES: Regardless of the
target, the result of intentionally
redirecting Sorcery’s Wrath
produces one of the misfortunes
listed above. These are best handled
through role-playing and Game
Host discretion. Misfortunes are
subtle and occur at random and
inexplicable times, leaving the
wizard to contemplate if it was
Sorcery’s Wrath or just bad luck.

HARMONIOUS MAGIC
Magical spells are enhanced by
musical contributions from nearby
chanters, singers, and musicians.
The quality of that performance
directly contributes to the success
of the spell and enhances its effect
and duration. Should a ritual fail, all
participants, including the lead
caster suffer from Sorcery’s Wrath.

DISTANT GODS
The ancient animalistic gods seek
new power upon Khitus through
new clergy. Those clergy can ask for
sorcerous power from their deity,
but in a time of crisis that
connection may be unavailable. Roll
1d6; on a 1 or 2 the god is too
distant to be reached and the magic
is not delivered, but on a 6 the deity
delivers far more power than is
requested, overpowering the spell in
a manner determined by the player and Game Once the taint has spread, the item starts to
Host, based upon the situation. deteriorate. Each day, the item loses 1d6% of
metallic rigidity until it reaches zero, at which
IRON VIRUS point it is utterly useless.
This affliction affects only iron and steel
objects. Any time an iron or steel item comes EQUIPMENT
within 10 feet of another item infested with the Any items appropriate to a pulp fantasy world
Iron Virus, there is a chance of the infestation are appropriate to the Dragon Kings setting. Iron
spreading to the untainted object. Roll and steel items are rare and valuable, owing to
1d6x1d6; on a result of 30 or 36 the untainted the Iron Virus. Water and food are especially
object contracts the virus. If an item comes scarce in the desert regions.
into physical contact with an afflicted object
(such as when an untainted shield blocks a DENIZENS
tainted sword in combat), the chance increases The following creatures share the world of
to a result of 12 or higher. Khitus but are not typical players’ characters.

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HUMAN FACTIONS Penmai: Daring acrobatic humanoids with
Each faction is unique in character, prehensile tails
membership, and details, but on the surface Prajalu: Short, stocky humans feared as
each can be generalized as follows: poison makers and child stealers
Bev al-Khim: Mysterious pale-skinned agents Watu: Slaver elephantaurs
and brokers
Boneshards: Deadly assassins scarred by
BESTIARY
Heroes may also encounter these creatures.
hidden weapons
Azurat (Blue Watcher): Tiny aquatic mind
Dramidge: A magic college of isolated
benders prized by wizards
wizards devoted to dragons
Daragkon (Khitan Dragon): The wild
Gare Attessa: The omnipresent Chroniclers,
counterparts of the long-departed Dragon
royal advisers and watchers
Kings, including Daragk’gael (Wind Dragons),
Kuad Ahir: The Awakened, followers of the Daragk’huck (Coal Dragons), Daragk’ralsh
Prophet (Mud Dragons), Daragk’reg (Rock Dragons),
Merchants: From peddlers to caravan and Daragk’ulnar (Bone Dragons)
masters, the world’s traders Elephant & Colossadant: Beasts of burden
Nyutu: The All-Seeing, transient entertainers for the Pachyaur and humans alike
with unique mental powers Fullet (Water Runner): Small desert lizards
Qath Manhir: Equivocally honorable brigands hunted for their water
and enforcers Huckratha (Coal Crab): Wasteland terrors
Raetann: Bureaucratic Water Guild, emergent bearing infectious toxins
challengers to power Jaladam: Demonic soldiers from a long-
Rakar: A magic college, the Cozeners, keepers forgotten war
of slave decoys Kardillo: Ravenous predators
Shadazim: Right Minders, new clergy of the Lu’urat (Ghost Snake): Domesticated
ancient gods dungeon lurkers
Trakeen: The Faithful, worshipers of the Manju: Large meaty rodents
departed Dragon Kings
Maradoch: Pestilence-bearing pack dwellers
Yenfansa: Feared and little-understood of the Whitebone Wastes
Devil’s Children, the White Eyes
Matakata: Massive dragon turtles
RACES & TRIBES Masachnat (Hypno-Spider): Dreaded
While there are many unique details and facts bewilderers
about each race, here are the common Peer’urat (Screaming Cobra): Deafening
stereotypes associated with each race or tribe. serpents
Attites: Human negotiators and peacemakers Regelth (Stone Worm) & Regelthex
Chindi: Human matriarchal traders and (Greater Stone Worm): Unchallenged rulers
warriors on the fringes of the known world of the deep sands
Cold Skins/Oritahl: Lizard men of the Sanid: Avian partners of the Penmai peoples
swamps with growing awareness Swafa: Swift, two-legged lizard mounts
Krikis: Bug men that hoard bright lode Tabahk (Thorn Lizard): Cunning savannah
Makadan: Human warrior culture and source lizards
of many Khitan mercenaries Thakal: The common Khitan beast of burden
Nordor: Human barbarian stone carvers from Uludur: Prized water-purifying creatures
the frigid north Ulweppa (Blood Crawler): Blood-seeking
Pachyaur: Elephantaurs of the equator desert serpents

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Urshev: Furry northland beasts
Xursha (Constrictor): Man-
crushing snakes
Yethawar (Sonic Beetle): Tone-
generating beetles prized by wizards
Yulugh: Community devastating
burrowers

SAMPLE ADVENTURE:
THE KRIKIS WANDERER
The distant Hivelands spawn
uncounted Krikis warriors, insect-
men who have waged wars against
human cities and armies in the
distant north. They are frightening
and mysterious, the stuff of fables
and children’s stories; few in the
southern regions of the Old
Kingdoms have ever seen one.
Unknown to most, the Krikis
homelands contain a vast store of
Ganshyer, an otherworldly metal
immune to the dreaded Iron Virus
plaguing the tools and arsenals of
humans everywhere. A chance
encounter with a wandering Krikis
puts the characters into a situation
where they must face their fears,
prejudices, and greed.

ACT I: A PERILOUS JOURNEY


The characters begin as mercenary hirelings on a guard announces. In halting human tongue, the
caravan making its way across the southern insect man offers to trade for food, water, and
deserts between the crumbling cities of Teleris joint passage through the desert. Drezh Nacka
and Syradar along the edge of the Nuth Desert. agrees readily, a treacherous gleam in his eyes.
The ragged, creaking wagons, the half-starved
thakal beasts that pull them, and the meager ACT II: BARTER ‘NEATH THE STARS
cargo of rotting vegetables and hemp are owned The Krikis will not enter the caravan or its
by one Drezh Nacka, a caravan master down to camp, but tosses out his tarp upon the ground
his last coins, on the edge of financial ruin. All outside it and squats nearby; Drezh brings the
he’s paying is rations and a promised share of the characters along to barter there. Language is a
profits at Syradar, still many days distant. A barrier. The Krikis gets across its name (which
handful of starving bandits and desert beasts have is almost impossible to pronounce, so Drezh
challenged the caravan’s progress; a few such call him “Two Clicks”), that it means no harm,
encounters start the adventure on the open desert. and that it wants to trade. The Krikis puts
One evening a carapaced, spear-bearing forth a handful of gemstones and bits of metal,
warrior presents itself, adorned in colorful trinkets of carved wooden jewelry, and a near
ribbons, dragging a tarped sledge with its empty water skin that it keeps pointing to. The
belongings. “Krikis!” one grizzled caravan characters can engage in barter, but Drezh

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holds back on trading any water, despite the desperate times, the rabble seek guidance and
insect’s clear desire to obtain some. assurance of a better future. In fact, it becomes
Eventually, the Krikis draws forth a jagged far easier to gather followers than it is to feed
chunk of black metal that catches Drezh’s or keep them. The Shadazim must prove he
interest. Characters with desert knowledge speaks for Jaythe by feeding and sheltering his
identify it as Ganshyer, and this piece is worth believers and further by direct demonstrations
a fortune. Drezh offers very little for it though, of godly power, which are often easier said
and Two Clicks refuses to give it up so than done.
cheaply. The transaction concludes with an
A Transaction of the Pale: On Khitus, a
exchange of trinkets only, and the Krikis
character may become a captive for any
departs into the dark desert. The characters
number of reasons—captured during a
may wish to track it or trade separately.
marauder raid, sold off by a desperate family,
ACT III: RULES OF THE KNIFE betrayed by a rival and imprisoned. The Bev al-
Drezh returns to his caravan’s camp and Khim, pale-skinned brokers in league with the
assembles his guards to pursue the Krikis into equatorial Dragon King Pretenders, trade in
the desert to kill it and take the valuable chunk both goods and flesh. They purchase the
of raw Ganshyer. There are three other guards characters in the southlands and move them in
besides the heroes. If the characters refuse to caravans to the northeast, where they find
participate, they can remain behind; Drezh and ready markets among the elephantine
the others never return from their venture into Pachyaur, especially their Watu people. The
the desert. If the characters accompany the heroes must escape or suffer months or years
caravan master, they eventually track Two beneath the yokes of inhuman taskmasters.
Clicks to where it waits in a prepared position, Imposter: While the characters are guiding an
easily defended. Should they help the Krikis apostle of the mysterious Prophet across the
escape from Drezh, it is grateful and rewards New Dune Wasteland, he is killed by a savage
them with a smaller piece of Ganshyer. huckratha lurking among the dunes. But at their
The Krikis is a worthy fighter, fully the equal destination, one of the heroes is quickly
of a trained human warrior. It can leap, cricket- mistaken for the apostle, greeted as a friend, and
like, high into the air, over the heads of taken into a prince’s confidence. Confessing
opponents to attack again quickly from behind. It may cost them their lives, but continuing the
has picked a position near soft sands and jagged charade may be just as dangerous, as the
boulders that are difficult to maneuver around. apostle’s psionic powers were part and parcel to
Two Clicks is a “bright-minded” Krikis eager his making the trip in the first place.
to learn about the human southlands. It is a
potent ally and companion that would willingly CAMPAIGN IDEAS
travel with the characters. It is an oddity in the The many Khitan tribes, factions, and races vie
region of the Old Kingdoms. Ultimately, it will for control of a world of dwindling resources.
learn more of the human language, of human Wherever they touch upon one another,
ways and customs, and return to its Hivelands to conflict follows. Trust does not come easy in
share that with its brethren. these days when each group seeks to fill the
power vacuum. Characters may ally themselves
ADVENTURE SEEDS with one group entirely, ultimately pitting
New Followers for the Panther God: themselves against all others in the long-term
Shadazim of Jaythe, the ancient panther god, struggle to dominate the world.
finds it easy to gather followers. In these

CREDITS
DESIGN: Timothy B. Brown. DEVELOPMENT: Lester Smith. EDITING: Dale A. Donovan.
ILLUSTRATIONS: Brom, Thomas Denmark, & Thomas M. Baxa.
PROOFREADING: Winifred Lewis. LAYOUT: Ralph Faraday.

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THE WORLD OF
PETER AND THE MONSTERS
Darren Pillsbury
The Peter and the Monsters novels tell of
the many spooky adventures of young
Peter Normal. Like many stories for
young people, they are equally fun for
adults—and in this case, a great setting
for role-playing, too!

BACKGROUND
When ten-year-old Peter Normal
moved into his grandfather’s creepy
old mansion, bad, baaaad things
started to happen. His family is
under a centuries-old curse that
attracts supernatural creatures and
evil forces. Peter and his friends Dill
and Gwen, with the guidance of
Grandfather, must continually battle
these threats that pop up in their
sleepy little town of Duskerville.

OCCUPATIONS
A good way to role-play in the Peter and
the Monsters setting is to choose one of
the main characters from the novels.
(See the Denizens section below.) If
you prefer to create your own
character, choose an occupation that
fits the setting: a student (Peter’s
classmate), a teacher, a school janitor,
or perhaps a tutor at the library or a
part-time employee at a local shop. It’s
important to choose something
without much responsibility, partly
because that’s scarier, but also to allow
enough free time to investigate the odd Ride Animal, Shooting (slingshot, BB gun, or maybe
goings on surrounding Peter and his family. a hunting rifle), Sneaking, Swimming, Throwing
(rocks, soda bottles, etc.), and Tracking. Languages
SKILLS can include introductory French, German, or
From the Basic Skills chapter, Athletics, First Aid, Spanish, and perhaps a bit of Latin or something
Lockpicking, Martial Arts, Navigation, Persuasion, else related to the supernatural and occult studies.

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create their own. If playing these main characters,
it is recommended that players swap roles from
adventure to adventure.
PETER NORMAL: Gender: Male. Age: 10.
Attributes: Wits Focused; Brawn Unfamiliar.
Occupation: Student. Skills: Focused Athletics, First
Aid, Martial Arts (ninja skills; see Notes), Sneaking,
Swimming, Throwing; Unfocused Navigation,
Shooting (BB gun), Tracking. Special Abilities:
Blessing bestowed by the Winnapotakan Indian
tribe upon his ancestors, diminishing bodily harm
(counts as Light armor with no dice penalty), and
allowing him to change any die’s result to a 6 once
per game session. Focus: 7. Notes: Peter learned his
ninja skills from Master Hiraki (see below),
including mastery of the hanbo (a three-foot staff)
and the bokken (a wooden training sword).
DILL BODINSKY: Gender: Male. Age: 10. Attributes:
Wits Focused; Will Unfocused. Occupation: Student.
SPECIAL RULES Skills: Focused Athletics, Bargaining, Lockpicking,
If the Game Host allows magic or psychic Persuasion, Pickpocketing, Sneaking, Swimming,
powers for a character with supernatural Throwing; Unfocused Computers, First Aid,
knowledge, these can be imported from other Vehicle: Auto. Special Abilities: Turns into a
D6×D6 settings. They should be limited to a werewolf on the three nights of the full moon each
single ability per character, however. The curse month—which changes his Focused Attribute to
on Peter’s family is such that anyone who relies Brawn, increases his hand attack damage by one
too heavily on the supernatural in this setting level, gives him protection as Light armor (with no
inevitably becomes a threat to the town of dice penalty). He automatically heals one damage
Duskerville instead of its salvation. level per turn, even in human form. Dill has an
enchanted locket with a moon rock that also
EQUIPMENT allows him to change at will; “Aperio” opens the
For the heroes, any items appropriate to the real locket, and “Claudo” closes it. Focus: 9. Notes:
world are fine—with Game Host approval (no Peter’s friend and next-door neighbor, Dill is a
high explosives or automatic weapons, please). laid-back scamp whose curiosity often gets him,
The characters will also encounter many items and Peter, into trouble.
of paranormal fantasy—for instance, one novel tells GWENDOLYN “GWEN” WAINWRIGHT: Gender:
of a mirror used by the Carnival of Evil, which Female. Age: 10. Attributes: Grace Focused; Brawn
could suck out children’s souls and store them in a Unfocused. Occupation: Student. Skills: Focused
hall of mirrors, allowing the villains to live virtually Athletics, First Aid, Persuasion, Shooting,
forever by absorbing their victims’ life energies. Tracking; Unfocused Computers, Martial Arts,
Obviously, it is the heroes’ job to destroy such Navigation. Special Abilities: Marksmanship, giving
things (maybe after turning them on their owners). her an extra Success Level on all Shooting rolls.
Focus: 6. Notes: Despite the supernatural threats
DENIZENS against him, this young Goth girl has become
Creatures in this setting can be categorized as main Peter’s fast friend.
characters, secondary characters, and monsters. SEAMUS FLANNAGAN: Gender: Male. Age: 70s.
Attributes: Wits Focused; Grace Unfocused.
MAIN CHARACTERS Occupation: Occult scholar. Skills: Focused
As mentioned above, players may assume the role Bargaining, First Aid, Navigation, Shooting
of one of these main characters, or they may (shotgun), Tracking, Vehicle: Auto (pickup

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truck); Unfocused Lockpicking, Martial Arts,
Persuasion, Sneaking. Special Abilities: Master of
languages (including Latin, ancient Greek, ancient
Hebrew, Native American Winnapatokan, and at
least a dozen more); Millionaire (but his money is
cursed and can be spent safely only to defeat and
cover up supernatural outbreaks). Focus: 7. Notes:
Peter’s cranky, secretive grandfather.
PETER’S DOPPELGANGER, A.K.A. DARK PETER:
Stats: Identical to Peter’s. Notes: This character
started off as a villainous incarnation of Peter’s dark
side. He has since become a mischievous ally. Dark
Peter resides in “The Dark Place,” a normally
repressed part of Peter’s psyche, but he can be
summoned at will. He knows everything Peter
knows, can read his thoughts, and can see and hear
what Peter does. Any damage inflicted on Dark
Peter is felt by Peter, and vice versa. If one were to
die, so would the other. Levels on all attacks. Focus: 10. Notes: Peter’s ninja
mentor generally refuses to engage in battle,
SECONDARY CHARACTERS insisting Peter must best his enemies on his own.
The Game Host can use these characters to lend SHERIFF GUNDERSON: Gender: Male. Age: 60s.
the heroes a hand, or to complicate things, Attributes: Will Focused; Grace Unfamilar.
whenever an adventure merits it. Occupation: Sheriff. Skills: Focused Navigation,
MELISSA NORMAL: Gender: Female. Age: 30s. Persuasion, Ride Animal: Horse, Shooting,
Attributes: Wits Focused; Brawn Unfamilar. Swimming, Vehicle: Auto; Unfocused Athletics,
Occupation: Charterton University legal assistant; Bargaining, Computers, Throwing, Tracking.
Peter’s mom. Skills: Focused Bargaining, Special Abilities: None. Focus: 7. Notes: Gunderson
Computers, First Aid, Vehicle: Auto; Unfocused is an affable, reasonable man dedicated to
Athletics, Navigation, Persuasion. Special Abilities: maintaining Duskerville’s peaceful nature.
None. Focus: 5. Notes: Peter’s mom knows nothing DEPUTY JENKINS: Gender: Male. Age: 30s.
about the supernatural legacy of her ancestors. She Attributes: Grace Focused; Will Unfamiliar.
has moved with Peter and his sister from California Occupation: Deputy. Skills: Focused Athletics,
to her father’s house out of financial desperation. Martial Arts, Shooting, Swimming, Vehicle: Auto;
BETH NORMAL: Gender: Female. Age: 3. Attributes: Unfocused Computers, First Aid, Sneaking.
Will Focused; Brawn Unfamiliar. Occupation: Special Abilities: None. Focus: 6. Notes: Jenkins is an
Toddler. Skills: Focused Persuasion, Sneaking; impetuous and hot-tempered jerk with a power
Unfocused Athletics, Bargaining, Lockpicking. complex who often makes Peter’s life miserable.
Special Abilities: None. Focus: 4. Notes: Peter’s sister WINNAPOTAKANS: Gender: Any. Age: Any.
is frozen at age 3, mentally and physically, by an Attributes: Varied. Occupation: Varied. Skills: Any.
unintended trip to Fairieland, when she was Special Abilities: None. Focus: Varied. Notes: The
swapped for a changeling. original inhabitants of the Duskerville region, they
HIRAKI: Gender: Male. Age: Adult. Attributes: Will cursed Peter’s ancestor, Amos Flannagan, for a
Focused; None Unfamiliar. Occupation: Ninja massacre in the 18th century. Now his descendents
Master. Skills: Athletics, First Aid, Lockpicking, are a magnet for supernatural threats.
Martial Arts, Second Language: English (native YANAWA AND THE ELVES: Gender: Any. Age:
Japanese), Sneaking, Swimming, Throwing, NA. Attributes: Grace Focused; Brawn Unfamiliar.
Tracking; Unfocused Bargaining, Navigation, Occupation: Elf. Skills: Focused Athletics,
Persuasion, Pickpocketing, Shooting. Special Persuasuion, Shooting, Sneaking, Swimming,
Abilities: Precise strike, giving two bonus Success Throwing, Tracking; Unfocused Bargaining, First

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hooks and pins baked into their hands. Given a
well-stocked kitchen, they are capable of making
more of their kind. Their small size makes them
weak and fragile (Stun damage kills them), but they
are also quick and quiet.
KINDERMORD: Gender: NA. Age: NA. Attributes:
Will Focused; Wits Unfamiliar. Occupation:
Monster. Skills: Focused Athletics, Martial Arts,
Sneaking, Swimming, Tracking; Unfocused
Navigation, Throwing. Special Abilities: Create fog.
Bark-like skin, giving it Medium armor (including
the normal dice penalty). Focus: 6. Notes: A living
wooden monster, about 10 feet tall, the
kindermord is vaguely human shaped, though
headless, with spindly limbs, and with mouths in
the palms of its hands. It appears in a mist of fog
Aid, Navigation. Special Abilities: Yanawa, the chief, and abducts children. The mouths continually
can generate shocking magical bolts. Focus: 8. recite Goethe’s poem “Der Erlkonig.”
Notes: These small, green creatures with yellow MAGICAL MONKEYS: Gender: Any. Age: NA.
eyes and large, pointed ears live in Fairieland, Attributes: Grace Focused; Brawn Unfamiliar.
where they are allies of Peter. Their language is Occupation: Pest. Skills: Focused Athletics,
similar to Winnapotakan. Other Fairieland races Pickpocketing, Sneaking, Throwing; Unfocused
include brownies (troublemakers, but with healing Lockpicking, Swimming, Tracking. Special Abilities:
properties in their saliva), trolls (which are also None. Focus: 5. Notes: Summoned out of an
shapeshifters), gnomes, pixies, and changelings. enchanted top hat, which holds about 5,000 of
VILLAINS them in some astral plane, these capuchin
monkeys are controlled by anyone with the right
Given the sheer number of Peter and the Monsters
music. If killed, they disappear in a puff of
novels, it isn’t possible to list here every villain
smoke, returning to their magical dimension.
Peter and his friends have faced. The following
have been chosen as some of the most unusual. SWAMP MONSTER: Gender: Any. Age: NA.
Though many of them died in the novels, there is Attributes: Brawn Focused; Wits Unfamilar.
no reason they can’t be resurrected for a game. Occupation: Amphibious monster. Skills: Focused
Athletics, Navigation, Sneaking, Swimming;
CHANGELING: Stats: See Beth Normal, above. Unfocused None. Special Abilities: Its skin acts as
Notes: This troll baby from Fairieland was swapped Light armor (with no dice penalty), and its size
for Beth Normal for a time. While not truly evil, it allows it to suffer Graze three times before
is certainly troublesome. It can shapeshift into accumulating further damage. Focus: 5. Notes: This
anything the size of a toddler. It has claws and 20-foot long, amphibious monster has red eyes that
fangs and moves with speed and agility of a small poke out of water when it stalks prey and a frog-like
dog, though even on walls and ceilings. The touch tongue that stretches 30 feet, ending in poisonous
of iron or steel causes it pain. barbs that cause unconsciousness. A small scratch
GINGERBREAD MEN: Gender: NA. Age: NA. can put an adult human out for two to three hours.
Attributes: Will Focused; Brawn Unfamiliar. It stores its victims in lairs beneath lake banks.
Occupation: Gingerbread man. Skills: Focused THE TODENHORNS: A.k.a. the Dead Men.
Athletics, Martial Arts, Sneaking; Unfocused Gender: NA. Age: NA. Attributes: Brawn and Grace
Lockpicking, Pickpocketing, Throwing, Tracking. Focused; None Unfamiliar. Occupation: Undead
Special Abilities: Groupthink lets them use the monster. Skills: Focused Athletics, Sneaking;
Combat Team rule (see the Conflict and Damage Unfocused Lockpicking, Martial Arts, Navigation.
chapter). Focus: 4. Notes: Created by a spell from a Special Abilities: See Notes. Focus: 3. Notes: The first
black-magic book, they are six inches tall and have monsters Peter ever encountered, the todenhorns

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are dead bodies burned to a crisp, making them so
lightweight that they can easily climb walls. Most
conventional weapons do not affect them, simply
leaving more holes in their already dead bodies.
Only crushing or dismemberment destroys them.

SAMPLE ADVENTURE:
PETER AND THE SCARECROWS
This adventure is written with Peter, Dill, and
Gwen in mind, though players are welcome to
substitute their own characters.
ACT I: THE FIRST ENCOUNTER
While visiting a local cornfield maze on a school
trip near Halloween, Peter’s class is split into
small groups and challenged to find their way
through. The first group to find their way out will
get extra credit on their report cards.
No sooner do Peter, Dill, and Gwen separate
fragile, and it can’t decide on a single hero to attack,
from the others than something begins stealthily
so they should be able to overcome it without much
following them through the corn. Suddenly a
trouble. (See the scarecrow description at the end of
scarecrow leaps out at them and attacks! Without
this adventure.)
weapons (this is a school trip after all), they are
Following up the lead to the thrift shop, the
forced to flee, and with quick running and clever
group learns from its proprietor that Fallon (Peter’s
navigation, they escape the maze. Naturally, no
evil step-great-uncle, who owns Hidden Books, a
adults believe their story.
used bookshop with a secret black-magic section)
The next day, however, a townsperson is found
has been buying ragged old clothes lately.
strangled in the maze, with bunches of straw and
When the heroes try to get information from
rags of rotten cloth around the body.
Fallon, he denies knowing anything. As the group
Deputy Jenkins investigates, questioning all
leaves Hidden Books, however, a classmate who
the children who went on the class trip. Of
lives on a farm near the corn maze stops them to
course, when he gets to the Peter and friends, he
say he’s been seeing weird lights from a
gives them a hard time. If they tell him the truth
neighboring farm at night. “It’s the Curwen place,”
about the scarecrow attack, he accuses them of
he says. Before he can tell them more, though, his
lying to make his job more difficult. On the other
mother calls him to her car, saying they have more
hand, if they don’t tell him everything, he senses
errands to run and no time to dawdle.
they are holding something back, and he
If the heroes visit the Curwen farm, they find
threatens to get even with them somehow.
that old man Curwen seems quite insane. He
Eventually, the children are released with a
quotes passages of creepy poetry, telling the
stern warning to keep away from the corn maze
group that it was written by H. P. Lovecraft, a
and to mind their own business.
“visionary writer” who knew lots and lots about
ACT II: THE MYSTERY Cthulhu, Nyarlathotep, Yog-Sothoth and other
Doing some sleuthing, Peter, Dill, and Gwen find Great Old Ones.
that the rags and straw were never collected for Then he shows them some canning jars full of
evidence. When they inspect the rags, they glowing goop, and says it’s the souls of people
discover a tag from a thrift store in town. who tried to rob him. He tells the group that if
At just this moment, the scarecrow attacks again, they don’t get off his property right now, he’ll
but its legs are in tatters (that’s where the rags are add their souls to his collection. He says he has
from) so it propels itself on its arms, dragging its business to prepare for this evening and can’t
lower body, strewing more straw behind. The thing is afford to waste any more time on them.

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If the group is foolish enough to attack him, he heroes should have to defend themselves against
hollers for help, and a farmhand with a shotgun at least one burning scarecrow, though taking
comes to defend him. Curwen grabs a rusty old refuge in a nearby pond can solve that problem.
saber from the mantle and waves it at them. If When all the scarecrows are destroyed, Peter
necessary, the Game Host should remind the and his friends discover that Old Man Curwen
players that the heroes are children, and that facing managed to escape in the confusion. His glowing
two armed adults is not only suicide, but also not canning jars are missing too. For his own part,
the way Peter, Dill, and Gwen would act. Grandfather refuses to talk about the evening.
Returning home, if Peter and crew ask As an epilogue, Peter might discover the
Grandfather about H. P. Lovecraft, he tells them glowing canning jars stored in Grandfather’s
the man knew too much about the occult and cellar. There might even be an extra one.…
should have kept his mouth shut. But he agrees SCARECROWS: Gender: NA. Age: NA. Attributes:
that something fishy seems to be going on. He Brawn Focused; Wits Unfamiliar. Occupation:
warns the children to stay out of it, though. Scarecrow. Skills: Focused Sneaking, Tracking;
Unfocused Athletics, Throwing. Special Abilities:
ACT III: THE CONFRONTATION Lack of nerves means no dice penalties from
That night, when Peter, Gwen, and Dill sneak to damage. Focus: 4. Notes: Individually, scarecrows
the farm, they don’t notice Grandfather following are too lightweight to be much of a threat to
them. Arriving, they find a strange mist and adults. In groups, though, they can swarm and
flickering green lights filling the corn maze. An suffocate or strangle a victim.
eerie murmur can be heard, almost like someone
talking and gargling at the same time.
Following the sound, they discover Old Man
ADVENTURE SEEDS
MURDERMAIDS: A murder victim’s remains are
Curwen and his field hand conducting a ritual
discovered on the beach. It turns out that a
inside a circle of scarecrows on poles. As the
family of grotesque cannibals live in a cave by the
children approach, the scarecrows all come to life
and bow down before the farmer. Continuing his sea on Grandfather’s property.
chant, Old Man Curwen suddenly points to his TOOTH UNFAIRIES: A kid from school tells
field hand, and the scarecrows attack the man. about a rogue tooth fairy that knocked out both
They drag him, screaming, into the corn, where his front teeth. Peter and company discover that
his cries abruptly cease. the boy’s house is infested with mean little flying
As the scarecrows return, Grandfather’s voice psychopaths escaped from Fairieworld.
is suddenly heard, chanting in that same gargling YOMI-NO-KUNI: On a flight to Japan for more
language. A few of the scarecrows begin attacking ninja training, Peter and friends are attacked by
the others, obviously now under his command. evil ninjas disguised as passengers. The plane
The farmer chants louder, and while some of the crashes in Yomi-no-Kuni, the Japanese land of
scarecrows continue to fight, others begin the dead, where the group must face myhological
searching through the corn for this intruder. monsters and escape an undead samurai.
Peter and his friends have not yet been
discovered, and the players can use this in many CAMPAIGN IDEAS
ways to tip the balance of the battle. They might Endless adventures are possible in this setting, with
ambush and attack individual scarecrows to even monsters from countless cultures. See the novels
the odds, lead a group of them away from for further examples, and for details about
Grandfather to buy him more time, ambush them Duskerville, Grandfather’s mysterious mansion, the
in a barn, put farm machinery to work, or even nearby Shadow Hills Asylum for the Criminally
set fire to the cornfield. In the last case, the Insane, Fairieland, Mirrorworld, and more.

CREDITS
DESIGN: Darren Pillsbury. DEVELOPMENT: Lester Smith. EDITING: Dale A. Donovan.
ILLUSTRATIONS: Darren Pillsbury. PROOFREADING: Winifred Lewis. LAYOUT: Ralph Faraday.

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THE WORLD OF
THE PSIONIC PENTALOGY
Adrian Howell
In the Psionic Pentalogy, an adolescent
boy begins to discover his fledgling
telekinetic powers, and finds himself
thrust unexpectedly into a hidden
psychic war.

BACKGROUND
On present-day Earth, a centuries-
old war is being waged between
secret paranormal societies. The
largest of these psionic factions is
the Angels, who seek to bring order
to the world of humans by taking
control. But they are kept in check
by the second largest faction, the
Guardians, who believe in keeping
the world of psionics and humans
apart. Other, smaller factions
struggle to survive and remain
neutral even as a paramilitary force
known as the Wolves hunts down
psionics for use in medical
experimentation, while a cult
religion, the God-slayers, believing
psionics to be demons in human
form, seeks to exterminate them.

OCCUPATIONS
Whether human or psionic, characters
can have any occupation available in
the modern world. Additionally, each
psionic faction has its fighter class.
The Guardians have their Knights,
which are divided into Lancer
Knights who fight other psionic
factions and Raven Knights who specialize in soldiers who work for the government, and the
combating human threats. The Angels’ psionic God-slayers who, though not as well-trained, use
fighters are known as Seraphim. On the human modern weapons and suicidal determination to rid
side are the Wolves, a small band of special-ops the world of “lesser gods.”

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SKILLS causing the person to “go berserk.” Many do not
survive this power’s effect, not caring what
All skills from the Basic Skills chapter apply, and injuries they suffer during the rage.
will be important for both psionic and non- DELVER: Delvers can read a subject’s current
psionic occupations. In addition, several psionic thoughts (not to be confused with memories).
powers and two non-psionic skills may be Delving can be done at Throwing range, but line
selected, as detailed below. of sight is required.
Psionic powers fall into three basic categories:
Destroyer, Controller, and Independent. A player DREAMWEAVER: This is the ability to create and
may choose up to five powers during character overwrite a person’s dreams. Dreamweavers can
creation, dividing them as desired between work only with people who are asleep, but can
Focused and Unfocused. Once Focused, a power lock onto a person’s mind and feed dreams and
cannot become Unfocused, though Unfocused nightmares from many kilometers away.
powers can later be promoted to Focused with MIND-WRITER: By touch, mind-writers can
experience. Unlike other skills, Unfamiliar psionic implant, alter, or delete memories of up to two
powers cannot be used and cannot be learned by weeks old. In doing so, they can glimpse a
experience. subject’s memories but cannot accurately read
Note that although psionics usually don’t gain them. Also, they cannot read current thoughts.
their powers until they are 18 years old, their PEACEMAKER: This is the ability to negate a
powers are predetermined at birth. As such, one subject’s emotions, making the person highly
might allow chance to dictate a character’s susceptible to suggestion. Powerful peacemakers
powers. (A good way is to write each on a card, can counter the second effect of the berserker
shuffle, and draw 1–5 at random.) power. Peacemakers usually require direct eye
For more about psionic experience, see the contact with their targets.
Special Rules section of this chapter. PUPPETEER: By temporarily taking control of a
person’s body, puppeteers can turn friend into
DESTROYER POWERS foe. Many puppeteers can work their powers
PYROID (PYROKINESIST): Pyroids can create
from a distance of 50 meters or more.
and throw fireballs or shoot jets of flame at their
targets. (Treat as a Throwing Blade.) They can also INDEPENDENT POWERS
rapidly increase the burn-rate of an existing fire. AQUARIAN: Aquarians (a.k.a. “Fish”) can breathe
SPARK (ELECTROKINESIST): Sparks can create underwater, and many can use their power without
or manipulate electricity. Some can only drive much concentration and stay submerged indefinitely.
current through direct contact, while others can FINDER: This ability provides a sense of
throw thunderbolts from their hands. (Treat as a distance, direction, and strength of others’
Throwing Blade.) Powerful sparks can cause psionic powers. Many finders can locate
static-electric surges in a target object (or person) individual powers at distances exceeding 1,000
at Throwing range. kilometers. However, this range is greatly reduced
TELEKINETIC (TELEKINESIST): Telekinetics when the target is in motion, underground, or
can move or levitate matter, but target objects drained (see Metal Draining under Special Rules).
should be fairly close and small enough to GRAVITON: This is the ability to increase
physically lift. Powerful telekinetics can, by gravitational pull, thereby adding weight. (Each
levitating themselves, fly for short distances. Succcess Level boosts gravity’s effect by 50 percent.)
Telekinetics can also shoot their energy in the Unlike light-foots, many gravitons can use their
form of “blasts,” hitting objects beyond their power on other objects, but line of sight is necessary.
usual telekinetic range with enough force to cause
HEALER: This ability accelerates recovery from
significant damage. (Treat as a Small Pistol.)
cuts, bruises, and burns. Healers need to be very
CONTROLLER POWERS close to their subjects to use their powers, and
BERSERKER: When hit by a berserker mind they cannot cure diseases. Nor can they heal
blast, the victim suffers a sharp, incapacitating themselves (see Metal Draining in the Special
headache, followed by uncontrollable rage, Rules below).

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HIDER: This is the ability to conceal one’s psionic total body mass, meaning that an adult cannot
power from detection by psionic findersHiders shift into the form of a child.
can hide their own powers and the powers of TELEPATH: Telepaths can speak into people’s
psionics in their immediate vicinity, or they can minds at distances of up to a kilometer. Some can
create house-sized hiding fields that remain target only one mind at a time. Others can speak to
stationary over chosen areas. Powerful hiders can groups. Telepathy can travel through walls, but
lend other psionics personal hiding protection, more concentration is needed and range is reduced.
allowing them to travel undetected for several TELEPORTER: Teleporters can instantaneously
days, even away from the hider’s vicinity. move through space, traveling up to 30 meters in
LIGHT-FOOT: With this ability, psionics can a single jump. Powerful teleporters can jump
counter gravitational pull, thereby reducing their through solid objects, but line of sight is usually
own weight. (Each Success Level reduces the pull required in order to avoid messy accidents.
of gravity by 20 percent.) Some light-foots can WINDMASTER: Windmasters can control air
jump over houses and even walk on water. movement to create small tornados, suck the air
PHANTOM: Phantoms can turn their own bodies out of a victim’s lungs, or even tear apart trees
and anything they are touching (within reasonable and houses. (Exact effects are left to the Game
size) invisible for several hours at a time. However, Host’s discretion, based on Success Levels.)
any sudden movement, collision, or impact can
instantly remove the cloak. Phantoms rarely cloak NON-PSIONIC SKILLS
their own eyes, because light must hit their retinas MENTAL BLOCKING: This ability reduces the
for them to see. effects of controller powers or blocks them
SHAPE-SHIFTER: Shape-shifters can temporarily completely. When controllers try to use their
assume the physical form of other people. They powers on people with mental blocking training,
cannot shift into animals or inanimate objects, the character with the highest Success Levels
and must work within approximately 10% of wins; a tie means the struggle continues.

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INTERROGATION TACTICS: In short, this is the contact with a metal object can negate the powers
use of torture, which is commonly employed by completely. If psionics are injured, even the iron in
most factions when extracting information from their own blood, once outside and touching their
captives. Torture is an effective method of reducing skin, can significantly weaken their powers. As such,
Mental Blocking ability, making it easier for psionic healers cannot heal their own open wounds, and in
interrogators to delve a subject’s thoughts. psionic combat, whoever bleeds first usually loses.
AUGMENTATION AND POWER BALANCE: All
SPECIAL RULES forms of psionic power can temporarily augment
PSIONIC EXPERIENCE: Unlike other skills, physical strength, but psionics must learn “power
Unfocused psionic powers may gain pluses. The balance” so that their muscles aren’t overly
cost is 3 Drama Points per plus, and more than dependent on their powers. Some psionics with poor
one may be gained at a time. power balance, when drained by metal, become
Other types of psionic experience can be more physically weakened to the point that they can’t even
costly. To move an Unfocused skill to Focused, or walk. Proficiency level in power balance should be
to plus a Focused skill, costs 3 Drama Points plus part of any psionic character’s background.
the number of plusses on the skill. DANGERS OF MIND CONTROL: While
Example 1: Moving Healer+ from Unfocused peacemaking and dreamweaving are mostly
to Focused costs 4 Drama Points. harmless, mind-writing, delving, and puppeteering
Example 2: Adding a plus to Focused run a small risk of permanent damage to the
Spark++ costs 5 Drama Points. target’s brain, while berserking is particularly
PASSIVE FINDING: All psionics have some hazardous. These risks are much higher when
ability to sense the distance and strength of some controller powers are used on children and senior
powers in their immediate vicinity. Unlike citizens, and attempting to block psionic control
finders, however, they cannot accurately tell also is more dangerous than accepting it.
direction, and can sense only powers similar to
their own. Thus, destroyers can sense only other EQUIPMENT
destroyers, controllers only other controllers, and Most modern-day equipment can be used in this
independent powers only the exact same power. setting, but certain technologies are absent,
METAL DRAINING: Being surrounded by metal namely Kevlar armor, projectile Taser weapons,
can noticeably weaken psionic powers, and direct smartphones, and high-speed Internet. Wolves

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have access to high-level military tech, while During the course of the next week, as the
God-slayers are armed with civilian variants. talent scouting takes place, those tested remain
Even psionic fighters often rely on a combination surprisingly close-mouthed about the process,
of their powers and modern weapons, as firearms citing non-disclosure forms and not wanting to
are just as effective in combat as psionic powers. spoil their chances for a scholarship. Through
careful questioning, the characters can learn,
DENIZENS however, that the competition involves not just
The only races in this world are humans and talent demonstrations, but also thorough medical
psionics. And though psionics do engage in examinations, and even neurological scans during
criminal activities just as much as humans, there yoga and Zen meditation.
are no outright “bad guy groups” in the inter-
faction conflict: each side believes that it is ACT II: WAITING BY THE PHONE
fighting for the greater good. With the testing ended, the townsfolk await news
of the results. Weeks pass with no news, a
SAMPLE ADVENTURE: month, and then another. Local authorities are
unable to contact testing representatives to learn
MR. X’S SCHOOL FOR GIFTED YOUTH anything. It seems as if the benefactor’s
This adventure assumes that the players’ characters organization has simply disappeared from the
are either unaware of the secret psionic war or are face of the earth.
a small group currently trying to quietly exist “off The townsfolk go through the classic five
the radar” in a small town. They can be of any stages of grieving: First denying any problem (with
faction, as long as their current goal is to remain patience, news will come); then angrily denouncing
unnoticed by other factions in the war. the secretive person who raised their children’s
hopes only to dash them so cruelly; then
ACT I: TALENT SCOUTS bargaining for alternative sources of funding, and
While out and about buying groceries, banking, or offering tax breaks to any businesses that might
otherwise taking care of the business of maintaining help; then slipping into a general depression that
a seemingly normal existence, the characters learn such an opportunity has come and gone; and
of a talent contest scheduled to be held in town finally accepting the situation and moving on as if
next week. Rather than a public show, this will be a it had never happened.
private review by representatives of an anonymous If possible, the Game Host should provide
benefactor who seeks to provide the best and this act as background to a series of other
brightest youths with scholarships to various adventures, allowing the town’s grieving to play
universities and arts schools. out over time, and stretching out the heroes’
The town is abuzz with excitement, as parents discomfort about it.
and children alike discuss how best to prepare.
Local politicians and civic organizations take the ACT III: OPERATION PIED PIPER
opportunity to promote the community by giving Finally, however, when the townsfolk come to
interviews with regional news agencies. accept their situation and let their guard down, a
The characters find themselves questioned by military-style nighttime raid befalls the town. The
friendly townspeople about any special talents raiders attack homes and steal children, leaving
their own young relatives and friends might have. any defenders wounded or dead.
In all, it is an uncomfortable time for anyone Depending on their reaction, the characters
hoping to remain inconspicuous. may take part in the town’s defense, though doing
If they investigate this mysterious benefactor, so could betray whatever powers or training they
the characters learn that he is well hidden from may have been hiding. During this action, they
discovery, though the schools mentioned report might also kill or capture one or more of the
having received scholarships in his name. invaders, and learn from them exactly what faction
Pressing further invites questions in return, in the psionic war is behind the attack.
concerning what the characters’ interest is in this As Game Host, you can choose to reveal the
information and how they intend to use it. attackers as either the characters’ worst enemies,

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or as a well-funded group that is sympathetic to it doesn’t matter who gets to him first, but the
the characters’ goals. What the characters decide to real problem is what happens if all three teams
do next—remain in town as its secret defenders, arrive at the same time.
follow the invaders and lead a retaliatory or rescue A GOD-SLAYER MISSION: An anonymous tip has
operation, or follow them and ask to join forces— put the God-slayers in a position where they might
is ultimately your players’ decision. be able to take out an entire psionic gathering due
to take place in a week’s time at a secluded
ADVENTURE SEEDS location in the city. But can this tip be trusted?
A GUARDIAN MISSION: A small-town psionic The lesser gods are tricky and without morals, so
settlement belonging to the Guardian faction the Slayer team must first carefully confirm the
sends a distress call to their ruling Council, validity of their information or risk walking into an
stating that they are being attacked by unknown ambush. But time is of the essence, and even if the
forces. When reinforcements are sent, they find tip can be trusted, it will still take a concentrated
that the settlement leader has gone missing along effort to vanquish this gathering of evil.
with his entire family, but no one in the
settlement can seem to remember the attack CAMPAIGN IDEAS
itself. By order of the New Haven Council of the Campaigns in the Psionic Pentalogy setting can be
Guardians, a team of psionic investigators must about conquest, about maintaining the status quo,
find out what happened here and try to save the or about vengeance.
kidnapped family. ANGEL-BASED CAMPAIGNS in particular tend
AN ANGEL MISSION: One Angel settlement has to be about defeating or absorbing other psionic
grown in population to the point that the groups, conquering the world, and establishing a
leadership has decided to split it into two in order psionic mastery of the world for the good of all
to keep the size small enough not to attract humankind.
unwanted attention from Wolves and other WOLF-BASED CAMPAIGNS have a similar theme,
aggressors. Thus, half of the psionic families here with the primary goal of capturing psionics and
will move to another town and set up a new delivering them to research facilities, in order to
settlement there. A team of Angels, including learn to either emulate or neutralize their powers.
civilians and Seraphim, are tasked with choosing GUARDIAN-BASED CAMPAIGNS tend to be
the new location and organizing the exodus. But about preserving individual freedoms, which
this must be done stealthily, avoiding prying eyes means maintaining the status quo.
and interference from the Guardians and other GOD-SLAYER CAMPAIGNS are focused on
factions. Failure could jeopardize the lives of destroying all psionics as blasphemous affronts to
more than fifty Angel families. the true faith (whatever brand of faith that may
A WOLF MISSION: A psionic serial killer, be for the particular God-slayer group).
formerly a member of the Meridian faction, is on INDEPENDENT CAMPAIGNS may have a
the loose in the city, and the body count is rising. primary purpose of simply remaining free, with a
A team of Wolves is sent to the Dog’s Gate, a secondary purpose of avenging the capture,
neutral-ground bar and restaurant where they torture, or the death of loved ones.
hope to speak with Meridian representatives and
gain information about their target. When they FINAL COMMENTS
arrive, they discover that both the Guardians and Any of these campaigns can shift focus, of
the Angels have also begun investigations into course, as characters grow and develop new
this serial killing. As long as the killer is stopped, perspectives about their psionic-war-torn world.

CREDITS
DESIGN: Adrian Howell. DEVELOPMENT: Lester Smith. EDITING: Dale A. Donovan.
COVER: Pintado. PROOFREADING: Winifred Lewis. LAYOUT: Ralph Faraday.
“SHATTER” & “SPARK” ILLOS: K8 Smith, edited from “Sad Girl Looks Through Broken Windows Glass” by
Steven Depolo, “IMG_11815_Shuishalian” by Mark Kao, & “Floater” by linspiration777, all licensed under CC BY 2.0.

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THE WORLD OF
THE SEVENTH CROWN
Bryan Steele
The high-fantasy setting of The
Seventh Crown places your heroes in a
time of epic change, in a world
defined not by borders or territories,
but by the ironclad control of a few
magical crowns.

BACKGROUND
Seventh Crown takes place on the highly
magical continent of Kanis, a
fantastical place that was once home
to the Audaran Dynasty, a powerful
dwarven empire. This alliance of
dwarves, gnomes, elves, halflings, and
men was shattered by an invasion of
an ogre armada magically controlled
and unified by a devilish ogre mage
named Mael. Mael, the Allslord King
of Ogres, turned ten thousand chaotic
monsters into a fighting army through
the use of his magical helm—the
Dominion Cowl. With its power,
Mael landed a hundred mighty
warships upon Kanis’s shores and
directed them in a year-long assault
on the Audaran Dynasty.
The onslaught the ogres brought
upon Kanis forced the dynasty’s
dwarven king, Ghufor IX, to spend
nearly all the royal treasury hiring the king and shattered the Dominion Cowl into seven
mighty silver dragon Xantemax and his brethren pieces, sundering his army of ogres, orcs, and
from the southern islands. These scaly mercenaries goblins back into their normal anarchy. The Ogre
did their best to help stem the tide of ogres from War ended, but the Audaran Dynasty was
the West, but the Ogre War would eventually wounded deeply, and it fell into chaos. This power
claim the lives of tens of thousands—including the vacuum would never be repaired, due to the
dwarven king and Xantemax before it came to an discovery of the Dominion Cowl’s still-powerful
end at the walls of Diamor, the capital. broken pieces.
At that battle, when things looked bleakest, The six pieces of Mael’s artifact were
divine influence aimed a lucky ballista bolt into the discovered to have a power to influence their
Allslord’s magical helm. The impact killed the ogre bearer’s own race, akin to the command the

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LESTER SMITH
Allslord had over his ogre army. The six golden ARCANIST: Magic is both strong and prevalent in
chunks found at Diamor were forged into the six Kanis, and many folk can wield the aether of
known Crowns of Leadership, ensuring that Kanis arcane magic. Whether learned through studious
would never again see a single governing peace. tutoring, born from a mystical heritage, or
The bearer of each Crown forms a magical bond infused with powers from otherworldly masters,
with every being that shares his or her racial many partake of magic. Examples: Cultist
lineage, creating six kingdoms defined not by Sorcerer, Draconic Magi, Halfling Culinary
borders, territory, or religion. These six Crowns Caster, University Wizard.
are what binds a kingdom together under the will CLERGY: The many gods of Kanis are a strong
of the rulers, but the power struggles between influence upon the land. Their many servants
them can change with an action as simple as one live throughout society, doing their holy (or
race losing its Crown to another. One kingdom unholy) works for the populace in a variety of
loses its cohesion and collective will…and another ways based on the teachings of their faiths.
rises up and is formed. The six Crowns of Examples: Rhyfaan Crusaders, Nulani Learners,
Leadership, the laws and edicts of their bearers, Wraxan Berserkers, Black Path Cultists, Final
and the eternal search for the mythic seventh Rest Paladins.
Crown are what drive the people of Kanis.
Will you serve your own ruler willingly, or fight SOLDIER: The conflicts of Kanis are so
against the influence of the Crowns? widespread and random that those of the martial
persuasion are a necessity. Training to cross
THE KANISI PANTHEON blades for glory, loyalty, and coin, countless
The primary gods and goddesses of Kanis claim Kanisi are ready to do battle for their community,
worshippers with a multitude of lifestyles, which allies, or Crown. Examples: Merchant Marine
further shapes the world. Corsairs, Dwarven Mountain Guard, Soldiers of
CASTIONNE: Goddess of protection, defense, the Road, Dragonborn Pirates, Mercenaries.
and shield of the hearth; also Rhyfaa’s god-wife. URBANITE: Many of Kanis’s cities are massive
FOESLEN: God of thieves, muggers, and structures surviving from the Dynastic Age,
cutthroats. putting thousands of peoples in urban settings.
Life moves at an increased pace inside their walls,
LATTOX: Storm god, master of weather and
and many opportunities exist for those willing to
watchman of sailing vessels.
pursue a living there. Examples: Street Thieves,
NULAN: Goddess of knowledge and learning; Bards, Con Artistes, Smugglers.
the “grandmother of magic.”
WILDER: Much of Kanis remains untamed
RHYFAA: Powerful god of vengeance, justice, wilderness, and a large number of its inhabitants
and righteous war; also Castionne’s god-husband. make their livings amongst the predators, prey,
THE SHADES: Demonic entities worshipped by and monsters left unchecked in the world. They
a secret cult. help make the journeys between populated areas
THORNRELL: Treelike god of growth, life, and survivable—or perhaps more dangerous.
healing. Examples: Northland Barbarians, Wild Druids,
WILD ONES: Nature spirits universally Farsteader Rangers, Frontiersmen.
worshipped by the fey and druids.
WRAX: Orcish god of war, chaos, and bloodshed. SKILLS
ZOH’L: Goddess of Death; the gatekeeper to the From the Basic Skills chapter, Athletics, Bargaining,
afterlife. First Aid, Lockpicking, Martial Arts, Navigation,
Persuasion, Pickpocketing, Ride Animal, Second
OCCUPATIONS Language, Shooting, Sneaking, Swimming,
While the Occupations chapter covers many of Throwing, and Tracking are suitable. Heroes in the
the common folk in Seventh Crown, adventurers Seventh Crown setting may also choose from the
may find the following options of more interest. following list.

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ARCANA: There is much beyond the scope and but not everyone is happy about being a part of
understanding of the common mind, but some their king or queen’s loyal following. This skill is
have learned these facets. This skill includes the used to force aside the influence of the Crowns,
identification of monstrous beings, of magic in and is a practice of fierce personal willpower.
use, and of potential otherworldly entities. SHAPESHIFT: The most loyal servants of the
DIVINE BLESSINGS: The gods of Kanis work Wild Ones, Kanisi Druids, can assume the
minor miracles through the hands of their clergy physical shape of the continent’s wild animals.
and devout followers. These blessings vary from This skill is not only the ability to understand and
god to god, and include magical healing, magically take these shapes, but also the way to
protection and divination spells, and other rituals. use their new forms’ many gifts.
How these skills work through their servants is WAR WIZARDRY: Whether trained by the
primarily dependent on the deity in question. University or self-taught through mystic
DIVINE WRATHS: Just as the Kanisi gods bring backgrounds, the use of magic to hurl fireballs,
aid and guidance to the world through their conjure massive elemental warriors, and enhance
faithful, they also can call down ferocious fury the abilities of allied soldiers is well known. Any
with which their followers can smite their foes. calling of arcane power to aid in conflict is
Columns of fire, lightning from the heavens, and collectively war wizardry.
life-stealing nimbuses of dark energy are some of WITCHCRAFT: Summoning demons, brewing
the terrible powers they can funnel through their foul tinctures, and putting horrid curses and
priests and paladins. hexes on their foes; these are the powers that
DRACONIC GIFT: The dragons of Kanis warlocks and witches traffic in.
primarily live on the southern islands, but they
have been intermingling with the Kanisi for eons. SPECIAL RULES
This has left many marks of the draconic on MAGIC: While a full spell list is beyond the scope
some sorcerers and, of course, an entire species: of this chapter, level-based systems can be adapted
the dragonborn. This skill covers the use of gifts to this setting by assigning spells to the skills
from that bloodline; especially calling up gouts of above, treating spell level as required Success
flame, acid, or freezing cold from within their Levels, and adapting duration and effect to the
scaly gullets. D6xD6 Conflict and Damage chapter rules.
FEY MAGIC: Ancient magics of nature and the THE CROWNS: What most sets Kanis apart from
wild, the otherworldly fey granted mortal beings other high-fantasy realms is the powerful
many magical spells and incantations. Shaping influence the Crowns of Leadership have upon
living wood, calling up elemental servants, and the races of the wearers. The laws, wills and
controlling animal life are just some of the edicts made by the kings and queens are felt like
common uses. mental tugs; the closer the Crown is to the person
ILLUSIONS: A branch of magic that alters or fools in question, the stronger the influence is.
the senses, illusion is a favorite of tricksters and The following table shows the Difficulty
cultists. From basic chicanery to the obfuscation Rating of Resistance skill rolls, based on how
of sinister activities, the use of illusions is nothing near the commanding Crown the person is
less than raw deception given form. located. (Bonuses noted for great distance are
NECROMANCY: As long as there has been applied to the high die before multiplying.)
magic, some mortals try to use it to control the
DISTANCE (MILES) DIFFICULTY
balance of life and death. Necromancy is the
magical command of death energy. Animating 200+ 2-point bonus
dead flesh, sucking vitality from the living, or 101–200 1-bonus
speaking with those who have passed beyond;
these dark spells do that and much more. 11–100 Average
RESISTANCE: The Crowns of Leadership affect 1–10 Formidable
the free will and decisions of their kingdoms
from many miles away (see Special Rules below), Less than 1 Impossible

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The six current bearers of the Crowns of
Leadership and a few of their normal edicts follow. EQUIPMENT
HER MAJESTY, JILLIAN MAE CATERINE, The world of Seventh Crown setting is a high-
QUEEN OF MEN fantasy setting with a touch of a medieval flair.
• No human-controlled territory can forbid Swords, armor, shields, and all your common
halfling travelers. They must be allowed to adventuring fare should be available. Magical
visit freely for a period of time no shorter versions of weapons, armor, and equipment are
than three days; beyond that time is also common, with some enchantments being as
dependent on the local authorities. simple as a ring giving off light in the dark, an
• A host who feeds you a meal and shares his edge that never dulls, or possibly a shield that
drink in his home or business is not to be reflects spells away from it. Gunpowder has not
harmed until sunrise of the following day. been invented in this world, however.
• The gods are allies to mankind; no harm can
come to public shrines or temples. DENIZENS
VORRILAR DYSORL, ELVEN KING BENEATH A host of monsters threaten the lives of
• Any elf who requests hospitality in the home adventurers and common folk alike on the
of another elf cannot be turned away; break continent of Kanis, ranging from vicious goblins
the hospitality given and suffer at the hands and orcs, horrid undead abominations, and
of the homeowner. mythic beasts such as hydras and manticores. The
• Elves can be slave owners, but never enslaved. wilds are filled with terrible things that spring
• Shed no blood during a wedding of elves. from myth and legend.
KING RAGMORUND, LORD OF DWARVES Humanoid races of Kanis include:
• Dwarves must never mistreat a gnome that DWARVES: Proud and stout, these people recall
has committed no crime against them. their days at the head of the Dynasty. A dwarf
• No dwarf can refuse to fill the mug of a never forgets, and always stands by his word.
wounded soldier, no matter the cost.
ELVES: Split into two camps, the light-skinned
• An ogre head, still fresh with flesh, can be
surface elves are devoted to magic and artistry,
traded to any dwarven merchant for its
while the charcoal-hued dark elves from the
silver weight in trade.
Great Beneath strive to conquer the surface
KING AHRGRUK MANFOE, HIGH WARLORD OF ORCS world through trickery and deceit.
• An honorable challenge in combat must be
accepted if made by any of orcish blood, HALFLINGS: Nomadic folk full of life, mirth,
and denied if made by any of elven blood. and adventure, they travel in family caravans that
• Never accept surrender from an unwounded cross the continent in search of wonder.
foe. HUMANS: The lifeblood of labor, shipping and
• Keep the spoils from what you kill. commerce across all of Kanis, humans are
VENERABLE KYYLIGAR, THE DRAGON KING omnipresent, but not omnipotent.
• Dragon shall not kill dragon. DRAGONBORN: The ancient pawns of their
• A dragon’s lair is sanctuary. None may draconic forefathers, these people are often
enter, save the King, without permission. sailors, pirates, and sellswords devoted to coin
• A dragon shall keep its promises and oaths; and glory.
the honor of all dragons is marred by the
GNOMES: These diminutive scholars and tinkers
failings of any.
willingly serve the dwarves as a way to prove their
MATRIARCH HHALENAE, GRANDEST OF KOBOLDS mathematic Great Equation, which will earn
• Dragons are the enemy and their them rulership of the world—eventually.
dragonborn servants cannot be trusted.
• Peace purchased with food or drink is peace HALF-ELVES & HALF-ORCS: The interbreeding
well purchased. of men with other species creates numerous
• Goblins are the enemy; do not tolerate their spawn that find themselves unfortunately torn
presence. between the power of two Crowns.

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SAMPLE ADVENTURE: ADVENTURE SEEDS
A DARK SHIP SAILS A multitude of plots, schemes, and hooks can
give a group of adventurers reason to band
This adventure introduces heroes to several together and strive for the common good.
denizens of the world of Seventh Crown.
GOBLINS SQUABBLIN’: A bitter guerrilla war
ACT I: THE DOCKS AT NIGHT rages between the goblins of Gobtown and the
The heroes are enjoying a night out at the pubs of Queen of Kobolds in Derrow Fields that could
Dusk Landing, a major shipping port, when they escalate at any moment.
hear screams along the wharves. A dozen or more BLACK AND BRASS: A black dragon named
shambling undead have been spotted, seemingly Kazuluzak has taken up hidden residence in the
searching for something out to sea and attacking Spyne, and wants to find suitable, well-paid
anyone in their way. After dispatching the zombies, pawns to make moves against King Kyyligar the
the heroes learn that similar events have been Brass to take his Crown.
happening as of late: always undead, always by the BLADES OF VENOM: Luola, the gnomish
water’s edge. They need to investigate further if the Smuggling Queen of XeSon, needs able bodies to
docks of Dusk Landing will ever be safe again. take dark, poisoned weapons to the assassins of
ACT II: HELPING THE WATCH the human nobles of the Von Juhn Clan.
Learning of the heroes’ actions, the Magistrate’s CRIMSON SWATH: A vicious crimson
Watch contact the party and request that they dragonborn pirate captain, Sanguir Rex, is raiding
help patrol the area to see if they can turn up why up and down the Dunwater coast, and the trading
this keeps happening. A few street thugs and a companies need help to protect their shipments.
wharf drunk will report the following if bribed, ORCS AND ELVES: The King of Orcs is on the
intimidated, or coerced: the walking dead roam all warpath, and despite all the people in his way, he
the way to pier nine at the end and wait there has eyes for the elven Glades.
until a long, black ship crewed by dark creatures
DRAWN TO DEATH: Uncontrolled undead are
comes and lets them board. Then the ship
migrating southwest for some unknown reason,
departs into the night fog again, taking along with
and even some sentient undead claim to feel this
it any living beings that the zombies can restrain.
pull: similar to that of a Crown of Leadership.
ACT III: THE BLACK YACHT
Once they learn of the pattern of undead at pier CAMPAIGN IDEAS
nine, the heroes can set an ambush for the next So much is at stake in Seventh Crown that cannot
group of shamblers and wait for the black ship. possibly be contained in a few plotlines, and a
This ship, a mysterious northern vessel crewed by great deal of the moving and shaking of Kanis is
silent undead dragonborn and half-orc zombies, due to the six Crowns, the hundreds of
will come to the pier to bring the undead on thousands of lives they control, and the potential
board and battle the heroes if they are at the pier. for finding the missing seventh Crown of
If the heroes overcome the horrible crew, who Leadership. The search for this lost piece of
are not intelligent but instead act out of some legendry could be an epic campaign indeed!
kind of necromantic programming, they find a For more in depth information on the
small chest of age-tarnished Dynastic Era gold growing Seventh Crown world, head over to
coins: and a recent map leading to an island far facebook.com/seventhcrownrpg and join the
off the southwest coast that is not on any known setting community for details!
map. What could that possibly lead to?

CREDITS
DESIGN: Bryan Steele. EDITING: Lester Smith & Dale A. Donovan.
COVER ILLUSTRATION: Heath Foley. KANIS MAP: Tim Toolen.
PROOFREADING: Winifred Lewis. LAYOUT: Ralph Faraday.

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THE WORLD OF
SHOTGUNS & SORCERY
Matt Forbeck
Noir sensibilities and firearms
technology meet epic fantasy in the
Shotguns & Sorcery novels and stories.
This setting chapter allows you to
visit that world as a hero of your
own design. Also be sure to check
out the full Shotguns & Sorcery role-
playing game from Outland
Entertainment.

BACKGROUND
Shotguns & Sorcery is set in Dragon
City, a grim and gritty fantasy
metropolis built on top of and inside
of a walled-off mountain and ruled
over by an ancient dragon known as
the Dragon Emperor. Legions of
zombies scratch at the stones of the
Great Circle every hour of the night,
trying to tear down the wall for their
mysterious necromantic commander,
the Ruler of the Dead.
Inside the wall, people work and
scheme to find an edge and get ahead
in the city’s dark alleys and on its
magically lit streets. Green-skinned
folk squat down in Goblintown,
stacked right up against the wall, where
they can hear the moaning of the dead
all night long. Above them, the rest of
the citizens live in neighborhoods of
their own, each stratified by their
residents’ longevity and social
standing, which makes for the kind of barriers no dwarven gangs. As long as you keep your nose
hack on an enchanted carpet can fly you past. clean and give a wide berth to the Imperial Guard,
Robbing the ruins that lay outside the Great there’s a fortune to be made in Dragon City.
Circle is illegal, but it’s also the best way for people Just hope you live long enough to enjoy it.
with questionable talents and rune-laced shotguns Note: Elements described here are set before
to keep the gold flowing. And most days it beats the events in the three Shotguns & Sorcery novels:
selling dragon essence to the addicts who use it to Hard Times in Dragon City, Bad Times in Dragon City,
fuel their magics, or hiring out as muscle for the and End Times in Dragon City.

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OCCUPATIONS WIZARD: All official wizards in Dragon City are
educated at the Academy of Arcane
Shotguns & Sorcery is set in a large city filled with Apprenticeship. Those who do well graduate and
tens of thousands of people. Heroes can have become Academy teachers themselves. Those
just about any kind of occupation they like, as who do even better make a fortune and build
long as it fits with the setting. That said, there are their own places in the nearby Wizards Way.
a few occupations that work best in most Shotguns
& Sorcery games. SKILLS
Note that there are no religious figures in Most skills listed in the Basic Skills chapter can be
Shotguns & Sorcery—no clerics of any kind. While used in Shotguns & Sorcery without alteration. The
the citizens of Dragon City have their rituals, they Computers skill doesn’t exist, of course. A few
owe their allegiance to the Dragon Emperor others need a bit more explanation.
himself, whose power rivals that of any god.
LANGUAGES: The people of Dragon City all
ADVENTURER: Some people are either brave or speak a common tongue. Elves and dwarves also
stupid enough to venture out past the Great speak an elder language, but almost no one uses
Circle. On a rare occasion, they have a license it, except for on formal occasions.
from the Imperial Dragon’s Guard, but most LITERACY: Most people in Dragon City can read
often they just sneak out to illegally plunder just fine—or at least enough to get by.
nearby ruins or tombs, seeking riches and magics
MAGIC: A character with an Unfocused skill in
they can claim as their own. They often band
Magic can cast cantrips (minor spells) that serve
together in groups with complementary skills and
more as effects than attacks. This includes things
agree to split equally any treasure found.
like filling a cup of coffee, producing a bit of
ARMORER: The people of Dragon City don’t light, or figuring out a direction.
wear much armor, because bullets do a damn fine A character with a Focused Magic skill can
job of poking right through most types—unless cast ritual spells. These are more complex and
it’s enchanted. But armor’s even less effective often take far more time, but they have far more
against enchanted guns loaded with enchanted powerful effects.
ammunition. Armorers are wizards who Such characters can also cast a number of fast
specialize in crafting such magical weapons. spells per day, equal to 10 minus their Focus
CRIMINAL: Not everyone in Dragon City can number. (Fast spells take a single action and can be
make an honest living. Many dwarves, for instance, cast in one round.) When they run out of fast spells
are affiliated in some way with the organized-crime to cast, they must get at least six hours of sleep to
rings that run the Stronghold. The green-skinned recharge their abilities. Or they can cheat and use
people who dwell in Goblintown often can’t find magical drugs. (See the Special Rules below.)
legitimate work and hire out as enforcers. Still
others deal in illegal booze like dragonfire or— SPECIAL RULES
worse yet—drugs like dragon essence. The following rules apply to Shotguns & Sorcery
GUARD: The Imperial Dragon’s Guard serves as adventures.
the city’s police force and military. Only elves are
allowed to be part of the guard proper. Other SPELLS
races are permitted to join the Imperial Dragon’s While a full spell list is beyond the scope of this
Auxiliary Guard instead and are relegated to chapter, players and the Game Host can adapt
patrolling the parts of town lower than the supernatural powers and abilities from other
Stronghold Gates. D6×D6 settings, treating them as arcane magics.
Any level-based spell system can also be
INVESTIGATOR: Investigators are people who adapted to this setting by treating spell level as
make a habit of sticking their noses in where they number of Success Levels needed to cast the spell,
don’t belong. This gets them into all sorts of by adjusting casting time and spell duration to
trouble, since Dragon City is a place filled with lots D6×D6 combat rounds, and by comparing other
of secrets folk would rather keep private. But this effects to the core rules. The World of Esfah
nosiness also allows them to do the most good. setting chapter provides an example of importing

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an outside spell list into this game, and it could protects the city from the zombie hordes
easily serve the Shotguns & Sorcery setting. roaming outside.
RACES MAGICAL DRUGS
Each character must be of one of a number of Drugs that enhance magical abilities are illegal
different fantasy races. In order of social standing and grounds for the Imperial Dragon’s Guard to
(from greatest to least), these include elves, dwarves, arrest people and throw them in the Garret, an
gnomes, halflings, humans, orcs, and goblins. impregnable prison high atop a secondary peak.
The higher the race’s social standing, the All sorts of these drugs exist, but the two most
higher its members live on the mountain. famous are dragonfire and dragon essence.
ELVES live in the Elven Reaches, just below the DRAGONFIRE is a diluted form of dragon
Dragon’s Spire—the Dragon Emperor’s lair at essence that’s distilled into an alcoholic base.
the mountain’s summit. When decanted into a glass, it glows with a blue
DWARVES live in the Stronghold, which goes flame that doesn’t produce heat or burn anything.
deep into the mountain’s roots as well. A shot of dragonfire gives a wizard the ability to
GNOMES live in Gnometown. cast another fast spell that day.
Unfortunately, to get the spell to work, you
HALFLINGS live in the Big Burrow. must make a hazard roll with two dice. If you get
HUMANS live Downtown (though they tend to double 1s, the spell fails and the character loses the
mix with other neighborhoods more than any ability to cast spells for the rest of the day. For
other race). each additional shot consumed, add one to the
ORCS and GOBLINS live in Goblintown, right up number of doubles that can cause a problem. For
against the Great Circle, the massive wall that example, after three shots, the wizard’s spell would

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fail on double 1s, 2s, or 3s. This functions all the make too much of a mess, and most of them are
way up to six shots. Waiting an hour lowers this unsuited to the city’s streets and the unusual angles
hazard roll one step. and grades the mountain requires.
DRAGON ESSENCE is sheer power in powdered Much of the food in Dragon City is generated
form. It can be snorted or mixed into a drink or via magic. Some of it comes from high-altitude
food, but hardcore users prefer to smoke it in a farms located outside the Great Circle, places too
hookah. One dose of dragon essence cuts a remote to be bothered by the undead, but this
spell’s casting time by ninety percent. It also can’t always provide a stable supply. Other food
makes the user useless after the spell is cast, until is imported via airship.
getting at least six hours of rest. ENCHANTED WEAPONS: Characters may acquire
enchanted weapons during their adventures, things
EQUIPMENT like rune-covered shotguns or enchanted shells. In
Technology in Dragon City often features a general, an enchanted weapon bumps the
distinct magical aspect. While society has evolved weapon’s regular damage up by one step.
to fit the flavor of the Roaring Twenties in the Basic enchanted ammunition bumps the
USA, technology itself sits at late 19th-century damage up a step too. Thus a character using
levels. Citizens have weapons like shotguns, enchanted ammunition in an enchanted firearm
pistols, and rifles, but the power of electricity is gets an advantage of two steps up. Some special
not well understood. enchanted ammunition can have a spell effect
In most cases, if magic can make an acceptable associated with it rather than a damage bump. This
substitute, it fills a need that technology might can do things like freeze a struck target or ignite it.
otherwise have managed. Enchanted glowglobes ARMOR: Few people in Dragon City wear armor.
light the streets, for instance, rather than gas lamps Some do wear clothes enchanted for protection.
or electric lights. Flying carpets take the place of Enchantment increases an item’s armor rating
cars, and magical levitation replaces elevators. without adding to its bulk. Enchanted clothing, for
Dragon City has a distinct lack of horses and example, protects as Light armor, while an
farm animals. Such beasts just eat too much and enchanted leather coat protects as Medium armor.

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Members of the Imperial Dragon’s Guard are THE BLACK HAND is a band of black-clad orcish
the exception to the no-armor rule. They often wear assassins employed by the Ruler of the Dead.
some kind of obvious protection while on the job, Though they rarely make an appearance inside the
although this is usually in the form of enchanted Great Circle, they are legendary for slaughtering
Medium armor, which protects as Heavy armor. any who cross their path.
ZOMBIES numbered in the tens of thousands roam
DENIZENS the lands outside of Dragon City, which stands as
The following notables bear mentioning. the last known holdout of the living on the
THE DRAGON EMPEROR rules over Dragon City continent. Anyone who ventures outside of the city
with a clawed and mailed fist. He does not speak must deal with this ever-present threat. Despite
directly to others but instead communicates via having been deceased for countless years, these
magic with an elf known as the Voice. The Voice magically preserved horrors remain strong as ever.
remains with the Dragon Emperor at all times, and MAX GIBSON washed out of wizarding and
on the rare occasion during which the ruler of decided to try his hand at adventuring. After
Dragon City leaves his home in the Dragon’s losing his best friend to the zombies, he hung it
Spire, the Voice rides in a basket worn around the up. These days he hires himself out as a private
Dragon Emperor’s neck. The Voice wears a investigator and does what he can to forget how
flaming cloak that renders him immune to the he got to this point. He lives in an apartment in
Dragon Emperor’s intense heat. the Big Burrow, right above the Barrel Rider
THE RULER OF THE DEAD has never been seen restaurant, and spends most nights Downtown at
inside Dragon City. An ancient necromancer, she his favorite bar, the Quill.
has controlled the hordes of zombies that roam BELLE took up adventuring with Max and the
the lands outside of the Great Circle since before rest of his motley crew of half-cocked heroes
the wall’s creation. Her location is a tightly held through sheer boredom with her long, languid
secret, but even if someone were to learn where life in the Elven Heights—much to her parents’
she was, that person would have to battle through dismay. She’s since worked her way back into
thousands of undead monsters to reach her. their good graces, but only by cutting off any

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contact with her old friends. She now spends her When they arrive to talk with Gret or collect
days trying to convince herself that she won’t her, she comes racing out to beg them for help. A
miss all those short-timers when they’re gone. gang of orcs led by a one-eyed troll is after her
MOIRA is a Halfling who had everything she treasure, and they’re intent on fighting for it. It’s
wanted as a child—except relief from her tedium. time for the heroes to show what they’re made of.
To cure that, she took up as an adventurer with ACT III: DUST UP
Max Gibson, who used to frequent her parents
No matter how the previous encounter shakes
restaurant, the Barrel Rider. She’s since out, Yabair shows up with a squad of guards
developed an addiction to dragon essence, which before things go too far sideways. The troll and
she deals in social circles higher than her own. orcs do their best to escape, leaving the heroes to
deal with the guards. Fortunately, Yabair doesn’t
SAMPLE ADVENTURE: bear any particular ill will toward the characters.
THE DRAGON’S CLAW He reveals that Gret is a con artist he’s been
after for months, and the troll and orcs are in on
Welcome, heroes, to the dark side of Dragon City.
the scam. Yabair used the heroes to track her for
ACT I: THE RAID him and flush out her compatriots. The Dragon’s
The heroes are relaxing in their favorite Claw itself is an utter fake. The heroes can keep
Downtown bar, the Quill, which is owned by ex- the prop claw as a memento if they want it.
adventurer Max Gibson. A runt of a goblin If they press for some kind of reward, Yabair
named Gret approaches and offers to sell them a rolls his eyes and tells them he might not suspect
magical artifact known as the Dragon’s Claw, them instantly of the next crime he hears they’ve
which is reputed to grant wishes. She would use it committed—if they’re lucky.
herself, but she doesn’t think she’s clever enough
to manage it without horrible repercussions. ADVENTURE SEEDS
Before the heroes can respond, the Imperial THE MAP: An old adventurer offers the heroes a
Dragon’s Guard raids the place, led by an ice- map to the Tomb of Kings, a legendary place where
cold elf captain named Yabair. Gret manages to former rulers were buried before the zombies came.
slip away by leaping out of a high window. Verifying its accuracy may prove fatal.
Questioning the heroes, the guards use a spell to AN OFFER YOU CAN’T REFUSE: The heroes
detect any illicit magic on their captives. They come to the attention of the Brecht family, the
discover a small black shard of something they most notorious of the dwarven crime syndicates.
identify as concentrated dragon essence, perhaps These dwarves can make powerful allies—and
shed by the Dragon Emperor himself. even worse enemies.
With some fast talking, the heroes can convince LOOT DROP: The heroes stumble across a sack
the guards to let them go—after the dragon essence of gold coins and a sack of dragon essence in an
is confiscated. Yabair warns them that Gret would alley full of bodies. Surely someone must be
be better off turning herself in. The guard will treat looking for this missing loot!
her better than others who might find her.
ACT II: DOWN TO GOBLINTOWN CAMPAIGNS
With some poking around, the heroes discover For more information about playing in the world
that Gret lives in one of the worst slums in of Shotguns & Sorcery, check out the tabletop role-
Goblintown. Venturing there means facing playing game from Outland Entertainment. With
crowded lanes full of pickpockets, thieves, and the guidelines provided in this chapter, you can
ruffians, so the heroes will need to put on their adapt that material to the D6×D6 RPG, or use
own best bully-boy faces to pass unmolested. the Cypher System in that game book.

CREDITS
DESIGN: Matt Forbeck. EDITING: Lester Smith & Dale A. Donovan. PROOFREADING: Winifred Lewis.
LAYOUT: Ralph Faraday. NOVEL COVER DESIGN: Matt Forbeck. OTHER ILLUSTRATIONS: Jeremy Mohler.

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THE EMPIRES OF STEAM & RUST


Stephen D. Sullivan & Robert E. Vardeman
The world of Steam & Rust is a
steampunk fantasy setting involving
the inter-dimensional collision of a
world similar to our own at the start
of the 20th century—the world of
Steam—and a world rife with entropy
and decay—the world of Rust.
Players take the roles of
archeologists, explorers, treasure
hunters, scientist–inventors, military
men, spies, or similar adventurous
characters from the world of Steam.
(The world of Rust remains largely
unknown and unexplored at this
point.) Because the world is a very
wide place, this setting chapter
focuses on Russia.
Step into a world that smells of oil
and wood smoke, of gunpowder and
ozone, of lush forests and unspoiled
seas, of fresh–baked goods and
drying herbs. It’s a world filled with
locomotives and airships, with spies
and military conquest, with
exploration and adventure!

BACKGROUND
The year is 1915. The world is
similar to our own, but not quite the
same. Here, the Wright Brothers
never left their bicycle shop and
never flew at Kitty Hawk. There is
great talk of heavier-than-air flight,
but dirigible airships are cheap and
fast. Railways span most countries, and even Force (AEF) took northern Mexico away, but the
many continents. Automobiles crowd city streets territory has not been officially annexed to the
and venture ever farther down unpaved country United States.
roads (though the horse has not yet been entirely Africa remains a continent of poverty and is
banished to the farm). New triumphs of science largely unexplored.
and technology are revealed almost daily. This In Europe, France and England continue to
miraculous new world is powered by steam. squabble, but major war is brewing between
Russia and Prussia. Russia is governed by Czarina
THE EMPIRES OF STEAM Alexandra, advised by Rasputin. The Russian
In North America, Teddy Roosevelt is president Revolution was crushed, Kerensky exiled, and
of the United States. The American Expeditionary Lenin killed. To show Russia’s strength after Czar

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Nicholas’ death, the country struggled to expand. only takes a considerable time, but passengers
Russia has annexed all the Scandinavian countries moving across the void report seeing things
and is pressing downward across the Baltic, through the dark, misty sides of the “passage”—
inflaming relations with Prussia. Russia still owns distant, indistinct objects. Some even report
Alaska and has a colony in the Farallones, off the glimpsing ruined cities filled with grim people
coast of San Francisco. moving about as if preparing for war.
In England, Queen Victoria is still on the A super lifting gas has been siphoned off
throne––and looking younger every year. from the interiors of some holes—dark gas to go
(Speculation is that this is because of something with the dark matter and dark energy of that
from the World of Rust.) Albert is dead, and the shadow world. Atmospheric testing of samples
queen has taken a series of younger lovers. from the world of Rust has revealed a variety of
In France, simmering discontent to bring back exotic gasses, but a paucity of pure oxygen.
the monarchy is rampant. Exploration through the membrane to survey
China is still under dynastic rule. In 1416, the Empire of Rust is possible. Trips in the other
Chinese adventurers explored the west coast of direction also occur, letting the dark seep into the
North America but did not colonize it. Instead, Steam world and corrupt both people and things.
they pushed southward and established an alliance
with the the Aztec empire against the Spanish. OCCUPATIONS
Chinese trade is brisk along the west coast of Occupations in the world of Steam & Rust are
South America. China has colonized Hawaii. largely the same as those in the early 20th century
The eastern portion of South America is still Earth. Common professions for players’
split between the Portuguese and the Spanish. characters include: Archeologist, Aviator
Japan never underwent the Meiji restoration. (Zeppelin Pilot), Carnival Fortune Teller (not a
The Tokugawa Shogunate still rules but has real psychic), Escape Artist, Explorer, Inventor,
turned isolationist. Southeast Asia remains in Magician (stage magic), Mechanic, Medical
constant turmoil. Doctor or Nurse, Military Service Person, Priest
Australia is something of a mystery. The or Cleric, Reporter, Paleontologist, Photographer,
Chinese have tried to invade repeatedly and were Scientist of some type, Ship’s Captain, Spy or
always turned back by unusual weaponry. Trade Assassin, Thief or Burglar.
missions have been similarly rebuffed. Naturally there are also artist, musicians,
laborers, cooks, and all the other types of people
THE EMPIRE OF RUST that make the world go ’round.
The greatest threat to the Empires of Steam are Additionally, some characters may have mystical
portals to the Empire of Rust. “Black holes” or psychic powers, or even skill with magic. Such
appear in various sizes at various times weird talents are the exception, not the rule, and are
throughout the Steam world. Some holes are tiny usually be combined with other professions—a
and let through nothing more than weird insects. witch-spy, for instance. Nevertheless, some do
Others are large enough to swallow a zeppelin. endeavor to make a living solely from their
These holes inexplicably first appeared 20 years paranormal gifts, though the world views such
ago and have the amazing property of providing people with skepticism, suspicion, and fear.
instant transport across the Earth: enter on one
side of a hole and exit miles away. There has been
no controlling where the holes appear or where
SKILLS
they lead. Some holes are obvious to the public, Most skills used in this setting are those common
being huge and near large cities, others have been to early 20th century Earth and can be chosen
kept secret for clandestine uses by both from the Basic Skills chapter.
government and private operatives. Additionally, the following mystical skills can
Over the years, this “instantaneous” transport be learned as either psionic or magical abilities.
through the holes has slowly taken longer, as if Each approach employs these skills in a slightly
the fronts and backs of the holes are stretching different way. Both allow Success Levels to be
apart. Now, going through a hole sometimes not accumulated over multiple rolls.

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ESP/MIND READING: Basic success with this
skill discerns feelings. Greater success can reveal SPECIAL RULES
images, specific thoughts, and even future plans. With the exception of the Weird
Note that subconscious thoughts are seldom as Science/Enchantment skill, using psionics or
specific as a diary or day planner. Usually they are magic expends life energy.
revealed as a series of images and emotions. For Psionics act quickly, allowing a skill roll every
example: combat round, which means it also accumulates
 One Success Level: Rasputin is angry about damage quickly. In game terms, each roll imposes
something but masking it well. Stun damage on the user.
Magic acts more slowly, relying upon ritual to
 Two Success Levels: Rasputin wants to do you
draw life energy from those in the area. The caster
harm.
can make a skill roll once each ten minutes, and
 Three Success Levels: Rasputin intends to kill you. the Stun damage for that roll can then be assigned
 Four Success Levels: Rasputin plans to poison to anyone directly involved in the ritual (the caster,
you tonight at dinner. an assistant, or even a sacrificial victim).
PREMONITION/FORTUNE TELLING: Basic
success provides vague hints about future events. EQUIPMENT
Greater success can reveal specific images or Equipment in the world of Steam is similar to that
events in the near future; details growing vaguer found on early 20th century Earth—though often
as the skill reaches farther into the future. powered by steam. A steam rifle, for example,
MESMERISM/SPELLBINDING: Basic success functions in much the same manner—and does
allows a willing subject to be hypnotized, so that the same damage—as a gunpowder rifle.
forgotten or repressed memories can be explored. Common transportation technologies seen in
Greater success allows persuasion of less willing the Empires of Steam & Rust include zeppelins,
subjects, or even total command—subjecting locomotives, and motorcars. Communication is
their will to the will of the mesmerist, as if they by telephone, radio, and telegraph. Media include
were a puppet. books, magazines, newspapers, and silent films.
PSYCHOMETRY/OBJECT READING: Basic
success reveals a single, simple fact about an object DENIZENS
(or person) being touched. Greater success reveals The following people and organizations are key
more specific and useful facts, even the current players in the Russia of Empires of Steam & Rust.
location of a related object (or person) being Use them to add flavor to your games, to launch
sought. Note that people who are physically adventures, and to keep the heroes on track
touched may resist being read. (In game terms, (through inspiration, subtle aid, or even fear).
they may make a Will roll and subtract any Success
Levels from Success Level rolled with this skill.) RUSSIAN PERSONAGES OF NOTE
TELEPATHY/THOUGHT PROJECTION: With CZARINA ALEXANDRA
this ability, a person can send a thought to Empress—Supreme Ruler of All Russia
anyone within sight, or to a known friend (or Age: 43 (born 6 June 1872); Children: Olga—
enemy) at any distance. Each Success Level can Age: 20 (b. Nov. 1895); Tatiana—Age: 18 (b.
project up to five words. May–June 1897); Maria—Age: 16 (b. June 1899);
WEIRD SCIENCE/ENCHANTMENT: Unlike the Anastasia—Age: 14 (b. June 1901); Alexi—Age:
skills above, this involves not just mental or Deceased at 11 of hemophilia (b. 12 Aug. 1904)
spiritual energy, but also assembly of oddly Since the death of the Czar and of her son Alexi
charged gear or concoction of elixers and during conflict with the Bolsheviks, Alexandra has
potions. Given a well-stocked laboratory or become increasingly obsessed with protecting her
workshop, a character with this skill can devise children—and her country. She became convinced
gizmos and elixers to solve an unusual problem, that her only chance to stay in power was to take
cure a supernatural disease, or lend a temporary aggressive, expansionist policies toward Eastern
boost to normal abilities. Europe and the Scandinavian states.

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the wake of Czar Nicholas’ death,
this charismatic mystic has become
the top advisor to the Czarina (and
some say her lover as well). Before
the Czar’s death, he was criticized by
many, but since the Czarina rose to
the throne, few dare oppose him.
“The Mad Monk” is in charge of
the Fifth Section (State Security), a job
that—under his watch—involves not
only spying and counterintelligence,
but also a reliance on mysticism and
magic to achieve its ends.
Powers & Abilities: Rasputin is
powerful in the mystic arts. He is a
master of Mesmerism with great
influence over the “weak minded”
(and some say, the Czarina). He
claims his powers come from God
but is also said to believe that by
giving in to sin, sin loses its power
over one’s soul. Women and alcohol
top his list of preferred vices. He is
also renowned for his constitution,
and is (perhaps) immune to poison.
CAPTAIN PAVLINA VIKTOROVNA
IVANOVA
Top Russian Agent of the Fifth
Section—Witch
Age: 31; Hair: Auburn; Eyes: Gray
Pavilna Viktorovna Ivanova is one
of the Czarina’s top agents: smart;
deadly with bare hands, blades, or
guns; and gifted in the mystic arts—
able to ensorcel an opponent or kill
Though powerful and charming, Alexandra with spells or potions/poisons. She is ruthless,
also suffers a paranoia encouraged by Rasputin, willing to use sex and all other means at her disposal
seeing plots everywhere against her, her family, to accomplish her goals. Her good looks and
and the state. This has led to an expansion of charisma are just two more weapons in her arsenal.
security, special police, and secret service forces. She can also see the future on some occasions,
Powers & Abilities: Her Imperial Highness is which further increases her effectiveness. She is
the most powerful person in Russia. She is smart totally loyal to the Czarina and Rasputin.
and strong willed, though she can be swayed by Powers & Abilities: Lina is an accomplished fencer
her children or Rasputin. and a crack shot. She is a witch trained in Mind
GRIGORI RASPUTIN Reading, Fortune Telling, Object Reading and
Personal Advisor to the Czarina, Supreme Head numerous less well-known forms of ritual magic.
of State Security, Overseer of the Fifth Section She uses these powers in her investigations and to
Age: 46 (born January 1869) further the causes of the state.
Rumors and speculation surround Rasputin, She carries a 7-shot Nagant service revolver
but few know what is actually true about him. In and a knife suitable for throwing.

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LIEUTENANT PYOTR GREGOROV at the moment, leaving the investigation to this
Ivanova’s Aide/Driver group. Their contact intimates that if they do well,
Age: 28; Hair: Brown; Eyes: Blue they will be compensated accordingly.
Pyotr is Lina’s devoted aide and second-in- The group is transported via train or airship to
command. He has been with her for years. He is Sevastopol, where they discover that the dockside
tall, lean, dark haired, and muscular. He is skilled warehouse has been cordoned off by the police,
in combat and arms, but has no talent for the pending the heroes’ investigation. The police will
mystic arts or anything beyond a usual military help as asked, short of actually entering the
toughness and efficiency. He trusts Lina warehouse; they’re afraid. Inside, the heroes find a
implicitly and will do anything she asks. dozen corpses, all mangled and chewed as by
He carries a 7–shot Nagant service revolver some animals—perhaps a wild dog pack. If the
and a long–bladed knife. heroes inspect the warehouse thoroughly, they
discover several strange, deteriorated circles the
RUSSIAN SUPPORTING CHARACTERS size of trashcan lids in the walls and floors.
CAPTAIN FELIKS ANDREYEV
Captain of the Airship Suvalov 2, Andreyev is a
ACT II: RATS IN THE WALLS
During their search, the heroes are ambushed by
short, distinguished-looking man with close-
several giant rats—each the size of a German
cropped white hair and a beard. He and Lina had
Shepherd—one rat per hero. (See their stats at
a brief, casual affair.
the adventure’s end.)
MAJOR GENERAL LEONID BEPOV When only one or two rats remain, they flee
One of Lina’s superiors, and a top-ranking officer through a dimensional hole that opens in a wall
in the Fifth Section, he’s officious and brusque, or floor. This hole shuts behind them, leaving
but somewhat afraid of her (though he lusts after another trashcan-lid sized circle of decay.
her as well). He’s even more afraid of Rasputin. The rats do not travel far through these holes;
He will gladly kick other people’s asses, though. alert heroes may hear or see them just outside the
AIRMAN MARYA KOVROVA warehouse or find their tracks outside. If so, the
Marya is a steward aboard the Suvalov 2 under characters may follow them to a big cargo ship in
the command of Captain Andreyev. a remote part of the docks. If not, the characters
will have another chance tomorrow, and the day
SAMPLE ADVENTURE: after, and so on, when more rats attack other
warehouses in the area.
OF RATS AND RUST
In which the heroes become pest-control experts. ACT III: PLAGUE SHIP
When the group finally locates the cargo ship, it
ACT I: WAREHOUSE MASSACRE appears abandoned. Closer inspection reveals a
The heroes are contacted by the Fifth Section for number of human guards—one per hero. These
a special assignment. Some may already be guards fight to the death to prevent the group’s
working spies; others may be hired on a contract entry. (See their stats at the adventure’s end.)
basis; and some might be offered amnesty for Inside the ship, the heroes encounter Doctor
previous actions by taking on this job. The Game Pinkus Villard, a Prussian agent looking to cause
Host can decide how much of a scare to give the chaos in Russia. If the group has been stealthy, they
heroes by choosing whether to deliver the will find him at work in his lab; otherwise he will be
assignment through a minor official, a more hidden away, waiting to ambush them with more
important officer such as General Bepov, super– giant rats. Dr. Villard has developed a formula for
agent Lena Ivanova, or even Rasputin himself. producing these monsters, using elements drawn
The group learns that they are to investigate from the Rust World. He does not know how they
the mysterious slaughter of personnel at a storage create the black holes through which they travel,
warehouse on the docks in Sevastopol (on the but he does have a special “silent” whistle for
Crimean Peninsula). Other, more experienced summoning them to his aid. He uses the Telepathy
agents are wrapped up in more important missions skill to control them with command words (which

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means they benefit from the Combat Team rule in and Healing chapter, replacing First Aid skill or
the Conflict and Damage chapter). medical occupation, and treating the victim’s dice
The doctor can command up to seven rats penalty as damage level. When the penalty is
(his Focus number) per round as a free action. reduced to zero, the character is fully healed.)
His whistle is designed to call this number. PRUSSIAN GUARDS: Name: Choose from Ansus,
Unless truly desperate, he will not summon more Bertulis, Cilus, Dowid, Ensil, Gils, Jowalis, Kristup,
at once. If pressed, however, he can summon up Labrenz, Mertin, Tanius, Willus. Gender: Male. Age:
many more to cover his escape, but their actions Adult. Attributes: Brawn Focused; Wits Unfamiliar.
will no longer be under his control. Skills: Focused Crowbar, Gamble, Intimidate,
Rats appear the round after being summoned. Pistol, Shotgun, Steal, Torture; Unfocused
Because passing through the oxygen-depleted Sneaking, Swimming, Throwing. Focus: 8.
Rust dimension leaves them short of breath, they
DR. PINKUS VILLARD: Occupation: Scientist-Spy.
can take no action on the round they appear.
Gender: Male. Age: Middle aged. Attributes: Wits
While the heroes are occupied with his rats,
Focused; Brawn Unfamiliar. Skills: Focused
Dr. Villard attempts to recover from his cabin the
Persuasion, Second Language: Russian (native
materials he has gathered so far while spying in
German), Shooting, Sneaking, Telepathy, Weird
Sevastopol. If pursued, he flees to the ship’s hold,
Science; Unfocused First Aid, Lockpicking,
which is filled to the ceiling with caged giant rats.
Navigation, Swimming. Special abilities: Silent whistle
At this point, his first priority is to set his
to summon Giant Rust Rats. Focus: 7.
creations loose upon Sevastopol. Failing that, he
will try to escape himself. Failing that, he will try
to destroy the notes of his experiments. ADVENTURE SEED
If the heroes fail to stop the giant rats from RUST ANARCHISTS ATTACK: A series of
invading Sevastopol, they will be in big trouble bombings rocks the city. It is assumed that the
with the Fifth Section—assuming they survive bombings are caused by the enemies of the
the giant rats themselves. Russian state. Is their goal the royal family,
If they instead stop the rat plague, they will be Rasputin, or someone else? The bombs are
well rewarded—perhaps even promoted. Capturing powered by energy from the world of Rust and
Villard alive, or recovering his notes, results in even leave decay and chaos in their wake. The heroes
more reward. Any characters infected with the must find the source and stop the bombings.
wasting disease (see below) will be cured in the Fifth
Section’s secret hospital—though this may also CAMPAIGN IDEAS
involve some uncomfortable experimentation. Campaigns in the Empires of Steam & Rust can
GIANT RUST RAT: Name, gender, and age: NA. range out of Russia, across Europe and the rest
Attributes: Grace Focused; Will Unfamiliar. Skills: of the world. There are plenty of unknown areas
Focused Bite, Track, Sneak, Run, Leap; Unfocused to explore. Political powers vie for supremacy all
None. Focus: 6. Life: Wound kills. Speed: 2 actions. across the globe. The heroes can take sides or get
Toughness: 1. Number: 1 or more. Special: Their bite caught between factions. They can create new
inflicts a supernatural wasting disease: Every 24 inventions and protect them from spies; rescue
hours the victim must succeed at a Brawn or Will kidnapped diplomats; try to assassinate prime
roll or suffer a 1-point penalty to all dice rolls. This ministers; seek forgotten treasures; and try to
penalty is cumulative, and when it equals the plumb the secrets of the ancients. Their
victim’s Focus number, that character falls into a adventures could take them from pole to pole,
coma. (Weird Science or Enchantment can treat this and from the stratosphere to the bottom of the
disease per the Realistic Healing rules in the Rest sea, and even into the world of Rust.

CREDITS
DESIGN: Stephen D. Sullivan. DEVELOPMENT: Lester Smith. EDITING: Dale A. Donovan.
COVER DESIGNS: Stephen D. Sullivan & Robert E. Vardeman.
PROOFREADING: Winifred Lewis. LAYOUT: Ralph Faraday.

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THE WORLD OF THE TOUCHSTONE


Andrea K Höst
In the Touchstone Trilogy, a young woman
wanders through a dimensional gate
onto an alien world, where humans use
nanotech and psionics in a desperate
war threatening all of existence.

BACKGROUND
The primary threat of this setting
involves gates torn open between
dimensions, allowing creatures known
as Ionoth to attack human worlds. In
response, an alliance of planets has
been formed, training Setari (psychic
warriors) to seek a way to undo the
pressure on the dimensional walls.
Breaches and attacks have grown
ever more frequent, with no solution
in view, until young Cassandra Devlin
stumbles through a dimensional rift
from Earth and shifts the balance. For
Cassandra is a Touchstone—a rare
psychic enhancer, and something even
more—if the Setari can keep her alive
long enough to explore her abilities.
THE WORLDS
Adventures in this setting involve a
group of colonized worlds unknown
to Earth, banded together for defense
against the Ionoth.
MUINA: This original human home
world is only slightly larger than Earth,
but it has a far larger amount of habitable land, technology drew strongly on the sheer creative
with only one land-locked salt sea, few deserts, and power of the Ena.
many large freshwater lakes. Its seasonal cycle is Following the fracturing of the spaces, Muina was
similar to Earth’s, and many of the plants and flooded by Ionoth, and its people forced to flee.
animals clearly share ancestor species. They left behind in Nearspace enormous protectors,
The people of Muina—now scattered to other the ddura, but these have been unable to clear the
planets—are genetically identical to those of planet of Ionoth incursions. For this reason and
Earth and display traits suggesting they once had others, Muina has long been off limits to humans.
similar racial groups. TARE: Upon first arriving on this stormy planet,
Muina’s original ruling class, the Lantar, had a refugee Muinans were forced to live underground
clan-based political structure, each occupying a to escape the savage elements. Today, Tarens use a
different region of the planet, coming together as highly resilient “whitestone” to build durable,
necessary to make planetary-level decisions. Their mostly windowless cities on the planet’s few

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landmasses. Taren technology long ago surpassed compliance with physical laws is sketchy at best.
Earth’s, and their nanites and interconnecting The atmosphere is usually breathable, but that may
computers ensure health and endless entertainment be simply because travelers through the Ena
for all. Living space is, however, at a premium in believe they can breathe.
this ordered meritocracy. NEARSPACE is the area of the Ena that
KOLAR: This large planet has very little axial tilt, immediately surrounds a living world. Like an
giving it no seasonal cycle, but instead distinct imperfect imprint, it reflects the adjacent
climate zones. With the equator hot and sere, only Realspace, but without its vitality. Some segments
the regions near the poles are habitable, the poles of Nearspace fail to take on substance,
themselves remaining in permanent twilight. resembling a sketch that has not yet been colored
Kolar is divided into two separate countries, in. Observation over time, however, shows that
the North, a democracy, and the South, a these incomplete sections shift about. A room
monarchy. Before Taren contact was made, only with one wall incomplete may, the next time it is
the South was inhabited. The colonization and visited, have all its walls but be missing a roof.
democratization of the North occurred as a result FELA (fragments or bubbles usually simply referred
of leaps forward in technology, due to Taren trade. to as “spaces”) are the main source of Ionoth in the
NURI: The people of this small but pleasantly Ena. Ranging in size from small rooms to vast
habitable moon retain a hierarchical clan culture valleys or plains, these are basically free-floating
similar to Muina’s. They believe that interplanetary bubbles of reality. The most common theory is that
travel via the Ena increases the pressure that is Fela slough off from Nearspace when events occur
tearing gates into Realspace. Their technology level in Realspace to capture the thoughts and feelings of
is preindustrial, and they actively resist Taren its residents: cataclysms, battles, even family
overtures, though they retain a better understanding gatherings on perfect summer afternoons. It is
of ancient Muinan technology than Tarens do. widely believed that the shared stories of a world
OTHER WORLDS: Numerous other worlds have can generate Fela, creating spaces based on worlds
been settled by Muinan refugees. Some, such as that never existed.
Channa, have recently been discovered by Fela can connect to one another, to
Tarens, while others—like snowy Solaria—are Realspace, and even to Deepspace. They either
known only due to strays from those worlds. simply thin out toward the edges, or they have
boundaries defined by physical barriers. If it’s a
THE SPACES space that “thins out,” you'll usually end up in
These worlds (and all others) exist within a larger Deepspace if you keep walking toward the edges.
reality comprised of Realspace and the Ena Fela have “persistent states.” Although alterations
(containing Nearspace, Fela, and Deepspace). Setari can be made to a space—or its Ionoth inhabitants
can walk these spaces and pilot ships bearing may die or leave—after a period of time ranging
passengers through them. Important features of the from days to weeks, the entire space will “reset”—all
spaces include pillars, the aether, gates, and rifts. changes wiped away and all Ionoth regenerated, with
REALSPACE is “our” dimension—the physical no memory of the intervening time.
universe. The walls between Realspace and the The position of Fela in the Ena is as variable as
Ena are usually firmly sealed—the only exception their internal state is constant. There is always
being planetary rifts and a very small number of minor movement, a slow, grand drift, and over a
intermittent “natural” gates that seem to form period of decades positions will shift enough that
directly between planets (although these actually gates between Fela break and reform. In the short
skip imperceptibly through Deepspace). term, however, the relative position of these spaces
THE ENA is the name for everywhere that is not allow the links between them to remain stable.
Realspace, covering several different dimensions Exceptions are rotational spaces and unstable
formed by “the stuff of the mind.” Although the spaces. Rotational spaces shift in tandem with the
Ena can resemble Realspace, there are a number rest of the wash of spaces, but they “spin” as they
of important differences. Temperature in the Ena do so, causing their connections to other spaces
is always lower than that of the real world, and to constantly break and realign. Unstable spaces

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move ahead or even against the tide, relocating GATES are a means of instant access between
periodically. Travel through a rotational or dimensions. They are not visible in Realspace
unstable space is one of the most dangerous without the Gate Sight skill, though they can be
paths a Setari can take. clearly seen by anyone within the Ena.
DEEPSPACE is the rawest of the Ena, a pearly A gate is an open door between worlds, with a
white nothingness unshaped by living minds. It is faint energy membrane, a resistance that can be
linked to Realspace via planetary rifts, and it can be felt when it is entered. This barrier blocks passage
used as a quick method of interplanetary travel—if of insects, dust, and such—but cannot hold back,
the traveler can successfully navigate the odd for instance, a stream of water.
geography of the place. Gates between Nearspace and Realspace
generally remain in location but gradually increase
THE PILLARS were constructed by the rulers of
in size (or form anew) as a consequence of the
Muina, and they partially stabilize the region of
unnatural pressure on the Ena near Muina.
Deepspace around a planet, making travel to
Gates between Fela do not usually alter, but
nearby planets easier. Pillars are always located in
frequently realign as Fela shift. Gate Sight is
a Fela space open to Deepspace.
invaluable for estimating how long a gate will
The tearing of gates between Nearspace and
remain aligned, and Ena Manipulation can briefly
Realspace began after the Pillars were activated,
“lock” a gate in place. The duration of the lock
and it is a primary goal of the Taren and Kolaren
depends on current pressures on the alignment.
Setari to locate and study these Pillars.
Additionally, gates can be widened or steadied
AETHER is the concentrated substance of the with Ena Manipulation.
Ena, manifesting as a glowing mist. It collects RIFTS exist around all planets. Each planet has a
around Deepspace rifts and is “cycled” through single large rift into Deepspace, creating a
the Pillars and certain villages on Muina (known “Bermuda Triangle” of lost vessels. Rifts are
as “pattern-roof” villages). The purpose of the usually huge, large enough for multiple craft to fit
cycling is to further concentrate the Aether, through—or a massive Ionoth.
increasing its efficacy as a power source, and also
to imprint the Aether with a default purpose to Note: The Ena is like an Escher drawing without
heal and support the people of Muina, while the lines, with up and down and “floors” a fluid
killing or driving away Ionoth—particularly the concept, and little visual guidance as to what is
variety known as “stickies.” where. Only the planetary rifts are clearly visible in
During the disaster that dispersed the people of the Ena, and—like a sliver of a mirror—they can
Muina, the recognition built into refined Aether be easily missed if you are looking at them side-on.
misfunctioned and began to view the Muinans as To make navigation even more complex,
Ionoth invaders, attacking them on a cellular level, these rifts shift about as if they were the holes in
causing unconsciousness after not more than five a fishing net submerged in a tide. An incautious
minutes’ exposure, and death after a handful of traveler is in danger of stumbling through the
hours. This poses an almost insurmountable wrong rift—or simply losing track of the right
challenge to exploration of the Pillars (particularly one. Add to this the Deepspace Ionoth, and
as they exist only in an Aether-filled vacuum). accumulations of airless Aether, and traveling
Each control platform at a pattern-roof village Deepspace becomes an enormous challenge.
can imprint “native” status on a person, but only
those with Ena manipulation abilities and “security OCCUPATIONS
clearance” (or the ability to override a platform’s While any human occupation is technically
programming) can initiate this process. possible in this setting, adventures center on the
Once Aether accepts individuals as Muinan, it Setari. These psychics train from childhood to
attempts to heal any damage to them and drive out enter the Ena—to investigate the Pillars and to
invasive Ionoth. This healing is experienced as a kill any hostile Ionoth encountered, preventing
comfortable warmth, but overexposure leads to them from invading Realspace.
unconsciousness which (due to the continual On Muina, the original Setari were the
healing stimulation) itself requires recovery sleep. personal guards of clan rulers, chosen from those

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of currently Focused talents +2.
(Example: A character with three
Focused talents would have to spend
5 Drama Points to boost one of
those talents with a + or to move a
new talent from Unfamiliar to
Unfocused, or from Unfocused to
Focused.) Additionally…
 once a talent is Focused, it
cannot become Unfocused; and
 unlike other skills, Unfamiliar
talents cannot be used at all.
BOOSTING TALENTS: Several factors
can temporarily increase a talent’s
power. Certain rooms can boost (or
dampen) talents, and interface gear (see
Equipment) doubles their strength.
“Ena focus” (gained by physical contact
with a Touchstone) can also double a
talent’s strength. “Ena overdrive”
(gained by physical contact with a
Touchstone fully connected to the Ena)
can triple a talent’s strength, but any
energy cost penalties listed become
actual damage levels.
ADDITIVE TALENTS: The talent
descriptions provide in italics the game
effects of Success Levels. Talents
labeled as Additive can increase their
effect by building Success Levels
round upon round. Usually this build-
up is evident (e.g. a light breeze
who had reached the pinnacle of physical and growing to a howling wind), but users
mental training. Nuri has retained some sense of may choose instead to build Success Levels silently
this word; their Setari are technically the personal and release them all at once.
army of their ruler. When Tare and Kolar formed FORMING TEAMS: When forming a Setari team, it
the defensive body KOTIS, they retained only is crucial to include Focused Gate Sight, Path Sight,
the sense of “elite defender.” and Ena Manipulation talents. Combat Sight is also
SKILLS recommended. Other talents are chosen to focus on
combat, exploration, or a balance of those.
Characters with the Setari occupation are
automatically masters of martial arts and are ELEMENTAL TALENTS
knowledgeable about the spaces and their features. FIRE: Fire users have the greatest need for
They may also learn psychic skills (referred to control. Because fire spreads easily, even young
among the Setari as “talents”) from the list below fire talents can cause considerable damage, so
(as well as skills from the Basic Skills chapter). Some early training focuses on snuffing flames. The fire
have a single Focused psychic talent, a few rare ones talent can reach to Throwing range with a base damage of
as many as ten, though few have more than three. Graze and sets flammable items ablaze. Additive.
IMPROVING TALENTS: The Drama Point cost ICE: This talent is greatly affected by the amount
for improving a psychic talent equals the number of local moisture. In a wet environment, an ice

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D6XD6 ™ RPG
talent has enormous strength. In a desert, while it to the user’s normal movement rate and increases dice
is still possible to form ice, more Success Levels results for purposes of turn sequence only. At the end of
are needed for a lesser result. The ice talent can be the encounter, however, the user suffers exhaustion equal to
used to create structures (such as bridging a gap) or to slow those Success Levels. This exhaustion is treated like
an opponent (imposing a 1-point penalty per ice Success “Damage” for purposes of dice penalties and healing time
Level on opponent dice totals). Additive. but causes no actual wounds.
LIGHT: Light manifests in a form determined by TELEKINESIS: Telekinetics spend their early
the user’s personality—either as a hand weapon training picking up eggs and other fragile items;
(Small Blade rating) or a projectile (Small Pistol rating). unlike levitation, telekinesis generates an external
LIGHTNING: This dramatic talent is both startling force on the lifted object. Use the levitation formula,
and damaging. Success Levels determine the distance at but divide by movement in meters. (Example: The roll
which lightning can strike, as well as the effect. Treat as an above could move 40 kilos 1 meter, or 20 kilos 2 meters,
attack with a base damage of Hit at Brawling range, or 10 kilos 4 meters, etc.) Attacks with telekinesis are
subtracting one Success Level for each range more distant. limited to small objects and do damage as a thrown stone.
SONICS: A sound talent can project a whisper to TELEPORTATION: Setari with this skill can
a single target at a distance or release a deafening transport instantly to any place they have seen (or
blast. Rate as a Shotgun attack, though “Additive” if can view in a current image). This can be a
held and released all at once. dangerous talent, as a location may have changed
since the last time it was seen. A single Success Level
WATER: This talent manipulates the surface
transports the user; each extra Success Level includes an
tension of water to shape it as desired. Water talent
extra person who is being touched.
can part water, create a bubble of air, or generate a
current or whirlpool. Each Success Level manipulates SIGHT TALENTS
one cubic meter of water. The Game Host will decide specific COMBAT SIGHT: This talent detects “hostile
effects based on the amount and the user’s intent. Additive. intent” in the immediate area. It is useful for
WIND: This talent manipulates air to create gauging the attitudes of unknown Ionoth and for
currents from breezes to full-blown windstorms. anticipating imminent attacks. Each Success Level
Each Success Level changes local wind speed by up to 10 provides one tactical clue from the Game Host.
kph, in either a straight line or a vortex, as the user wishes. GATE SIGHT: This talent is the only way to judge
Additive. Note: Cyclones range from 60–100 kph. the status of gates between spaces, or to see gates
from within Realspace.
GENERATIVE TALENTS
ENA MANIPULATION: While this talent allows PATH SIGHT: The accuracy of path sight is
the user to shape the stuff of the Ena, it is affected by distance to and familiarity with the
commonly used to lock or stabilize gates. It can item/object/place sought. While it is easy to trace
also be used in minor ways in Realspace. Additive. someone familiar who has recently passed by,
tracking a vaguely described object at great distance
ILLUSION: This talent can create images of objects,
is difficult. Specific task difficulty is left to the Game Host.
creatures, and even small environments. An illusion
of “absence” can hide the user from sight—even PLACE SIGHT: Perhaps the most complex sight,
Combat Sight if used without hostile intent. If a place sight is triggered by emotional and thought
viewer’s Wits or Combat Sight Success Levels exceed the impressions left in the residual Ena of a place
talent’s Success Levels, the illusion is broken. Additive. (including Realspace). The user might see “joy”
as great splashes of bright color, or note curling
LOCOMOTION TALENTS whirls of daydream, or feel that the ground below
LEVITATION: This talent makes an object has turned to a sucking mud of despair.
weightless, then controls the direction in which it SIGHT SIGHT: The rarest and most elusive of
floats. The dice result times the Success Levels is the sight talents, it is a “knowing” that transcends
number of kilos moved. (Example: A roll of 20 with a simple description. Its users are often driven by a
Focus of 10 could move 40 kilos—20×2 Success Levels.) “need” to understand what they see. This talent
SPEED: The speed talent affects both reaction gives the Game Host permission, though no obligation, to
time and movement. Each Success Level adds 1 meter deliver any insights she or he wishes during an adventure.

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SYMBOL SIGHT: Symbol Sight is the “Google ROAMING IONOTH: While all Deepspace
Translate” of psychic talents, but it works best on Ionoth roam between spaces and, potentially,
single symbols studied over time. Results of this into Nearspace and Realspace, inhabitants of Fela
talent are left to the Game Host’s discretion. spaces may also roam—whether from becoming
aware of gates, feeling some need to hunt, or
EQUIPMENT forced by events to leave their home space.
Standard gear for Setari on duty is as follows: MASSIVES: Some Ionoth can be of truly
INTERFACE: Though this personal communication phenomenal size—as big as skyscrapers—and
device cannot reach through dimensional gates, it actively seek living creatures to consume.
allows Setari squad members to communicate— Originating in Deepspace, they wander randomly,
making silent discussion and tactical arrangements sometimes entering Realspace through a rift, or
possible. It also carries an encyclopedic store of through the Fela and Nearspace, if they are
information about the spaces, Ionoth, and other data. physically able to pass through connecting gates.
NANOSUIT: A nanosuit is not only armor and They are often accompanied by smaller “escort”
weapon, it can adopt many useful forms, from Ionoth, most commonly swoops.
swim fins to digging tool. Each is controlled by a DDURA: These artificial massives were created by
command module built into its harness. Acts as Muinans to combat the disaster there. They hunt
light armor with no dice penalty, and can shape to any and kill anything they identify as Ionoth.
handheld Brawling range weapon. Resembling glowing auroras, they are enormous but
MEDICAL KIT: This emergency care kit contains travel easily through even the smallest Fela spaces.
an adaptive nanite antiseptic, wound sealant STICKIES: The parasitic “stickies” are Ionoth
spray, and a small amount of antivenin. with a phasic ability allowing them to live and
BREATHERS: Small breathers are designed for grow inside living creatures, feeding off mental
underwater work, clip the nose shut, and are held energy. A person infected with a stickie will
in the mouth. A larger breather has an experience general malaise and suffer increasing
expandable face mask for gaseous attacks. mood swings, often culminating in a psychotic
WEAPONS: Kolar and Nuri only recently adopted break. Stickies reproduce asexually, and a single
Taren nanosuits, so Nuran Setari commonly carry infected person can be the source of a massive
twin blades and Kolarens other compact weapons. outbreak. Excellent at shielding their presence,
stickies are rarely detectable by Sight talents,
DENIZENS challenging even advanced scanners. They are
IONOTH: Most denizens of the Ena originate in usually removed using sonics, although some
the Fela as memory imprints of Realspace other phasic Ionoth do prey on them.
creatures—whether experiences or nightmares. Fela
Ionoth are generally unaware of their dream state. ADVENTURE SEEDS
They go through the motions of life, stopping ESCAPEE: A stray from an unknown planet reports
only to react to the intrusion of travelers. being captured and studied by Ionoth in a lab. The
DEEPSPACE IONOTH: Some Ionoth generate team must investigate this unusual behavior.
spontaneously in Deepspace and prowl the Ena, FIELD TRIP: While escorting trainees on their
preying on other Ionoth—and any living creatures first foray into the Ena, the team is ambushed by
they find. Deepspace Ionoth are usually the warlike Ionoth. What tipped off these attackers?
pearlescent white of their native environment. The GHOST FLEET: Humanoid Ionoth have begun
most common are swoops (large pterodactyls) and repairing vessels lost in the rifts to enter Realspace.
stilts (four-legged and tall as a five-story building, Someone must sabotage their “dry-dock.”
with an undercarriage maw fringed with tentacles).

CREDITS
DESIGN: Andrea K Höst. DEVELOPMENT: Lester Smith. EDITING: Dale A. Donovan.
COVER ILLUSTRATION: Andrea K Höst. PROOFREADING: Winifred Lewis. LAYOUT: Ralph Faraday.
“STILT”: K8 Smith, from “One Day on the Organ Pipes” by Stefan Karpiniec, licensed under CC BY 2.0.

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THE WORLD OF THE WATERSHED


Douglas Niles
Erected by the gods, the Watershed
divides the lands of men, magic, and
evil, protecting each from the others
and separating water from Aura
from Darkblood.
A thousand years ago, the
Sleepstealer, god of evil, invaded the
realm of men with his minions, only
to suffer defeat by combined forces
of humans and Faerine. Ever since,
servants of the Darkblood have
plotted to return.
Are you one who is destined to
stand against them?

BACKGROUND
The Watershed is the setting for
three epic novels of high fantasy: A
Breach in the Watershed; Darkenheight;
and War of Three Waters. The world is
divided by mountains into three
realms, each nourished by a different
liquid. Dalethica, home to humans,
has rivers, lakes, and precipitation of
normal, mundane water. Faerine, the
smallest realm, is where magical Aura
flows. The third land, Duloth-Trol, is
the realm of Darkblood, toxic to most,
but a necessary foundation of life for
the monsters and villainous overlords
who inhabit that black desert.

OCCUPATIONS
Adventurers’ occupations vary based on race and some apt occupations for adventurers include
realm. Since the monsters of Duloth-Trol serve soldier, archer, equestrian, scout, knight, acrobat,
as antagonists in the setting, this list focuses on assassin, mountaineer, bard, scribe, and cleric.
those of Dalethica and Faerine.
FAERINE
DALETHICA The two Faerine races best suited for adventure
Occupations for humans, the residents of are diggers and sylves. (See the Denizens section
Dalethica, cover the gamut found in a medieval for physical descriptions.)
(nonmagical) setting. Beyond the mundane—
farmer, teamster, woodcutter, miner, fisher, DIGGERS are primarily invested in mining,
hunter, sailor, blacksmith, carpenter, mason, smelting and forging, stone-carving, masonry and
actor, merchant, weaver, baker, butcher, etc.— building, and military occupations.

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SYLVES can be skilled carpenters, foresters, Like humans, creatures of Faerine can drink
ecologists, botanists, and architects. They can also normal water if they encounter it. However,
pursue military occupations. water is poisonous to creatures of Duloth-Trol.
Not only is its touch fatal to them, they cannot
SKILLS even cross a bridge spanning normal water.
From the Basic Skills chapter, Athletics,
Bargaining, First Aid, Lockpicking, Navigation, AURA
Persuasion, Pickpocketing, Ride Animal, Second In Faerine, Aura does more than simply quench
Language (Dalethican, Faerinish, and Dulothian) thirst, it also nourishes and heals. If necessary, a
Sneaking, Swimming, Throwing, and Tracking are creature of Faerine can survive indefinitely on
appropriate for this setting. Other skills specific nothing else. And for those with magical skill,
to the Watershed include the following. Aura can be used to create illusions, to scrye, and
even for transport.
COMBAT SKILLS: Other than Throwing, combat
skills in this setting are more specialized than HEALING: A single sip of pure Aura instantly
those in the Basic Skills chapter. Characters may heals one level of damage. For game groups using
know Knifeplay, Swordplay, Archery, Polearms, the Rest and Healing chapter’s Dramatic Healing
Axeplay, and Crushing Weapons. or “Realistic” Healing rules, drinking one’s fill
allows a character a Second Wind task roll with a
MOUNTAINEERING: This skill covers navigating bonus modifier of 2 points.
and surviving the hazardous slopes of the snow-
covered mountains that divide the continent. A ILLUSION: Aura magic users can shape the
character with this skill also knows the use and moisture in the air to create mirages and disguise
care of mountaineering equipment such as ropes, terrain. The effect centers on the Aura user, and
pitons, ice axes, and cold-weather clothing. each Success Level either expands the area (from
Brawling, to Throwing, to Shooting, to Viewing)
SAILING: In the world of the Watershed, or adds a Task Difficulty modifier to rolls to see
operating and maintaining sailing vessels along through the illusion using Will or Wits. (Natives
the waterways and coastlines is a valuable skill. of Faerine receive a 1-point bonus to the roll.)
Sailing also includes knowledge of navigation.
SCRYING: With a pool of Aura to gaze into, a magic
LITERACY: Dalethica and Faerine have different user can view actions distant in time and space. A
languages and alphabets, so literacy in one does single Success Level can reveal a current action
not automatically translate to the other. (Creatures within the realm of Faerine. Further Success Levels
of Duloth-Trol do not bother with literacy.) can scrye into other realms as well as into the past or
SCHOLARSHIP: This skill includes a detailed future. (In game terms, the Game Host may either
knowledge of history, and of the many nations, describe a scene that reveals one or more secrets to
cultures, and regions throughout the Watershed. the hero, or set a number of Success Levels needed
MAGIC: Some sylves, diggers, and other creatures to gain desired knowledge. Scryers may accumulate
of Faerine can employ Aura for specific magical these Success Levels turn by turn or by working
effects. (See the Special Rules below.) Similarly, together, but a single failed roll means the vision is
some creatures of Duloth-Trol can create magical obscured and the information lost.)
effects with Darkblood. Humans have no magical TRANSPORT: By boiling Aura to vapor, Faerine
knowledge. magic users can create temporary cloudships for
travel, or lift materials for towering constructions.
SPECIAL RULES The speed and duration of this transport is left to
The three waters of the Watershed affect the very the Game Host to decide on a case by case basis.
nature of the lands in which they flow.
DARKBLOOD
WATER For creatures of Dalethica and Faerine, Darkblood
Water is, of course, the stuff of life to the is deathly poisonous. Even a trickle of Darkblood
creatures of Dalethica. It is also a means of in a stream of normal water sickens those who
transport along the region’s many rivers and drink from it. (Aura and Darkblood explode on
lakes, as well as along its seacoast. contact, as explained later.)

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For the monstrous creatures of Duloth-Trol,
however, Darkblood nourishes and heals. And EQUIPMENT
those properly skilled can use Darkblood to cast Equipment in both Dalethica and Faerine is
lightning, to create Tarclouds for transport, and equivalent to that of Medieval Earth. In Duluth-
even to transform and disguise themselves. Trol, it is more in keeping with Bronze Age Earth.
NOURISHMENT: The sustaining and healing
effects of Darkblood for denizens of Duloth-Trol DENIZENS
are identical to those of Aura for those of Faerine. For game purposes, the creatures of the
LIGHTNING: Through the Darkblood in their Watershed are divided into three main categories.
veins, magic users can cast lightning from their CHARACTER RACES
hands. (The damage is as for a Shotgun in the
Conflict and Damage chapter.) Each casting HUMANS inhabit a number of nations scattered
weakens the magic user however, causing the across Dalethica. Some differences in human
equivalent of Graze damage. appearance, occupations, and language accent
depend on their region of origin.
TRANSFORMATION: Magic users of sufficient
DIGGERS are dwarves: short, stocky miners who
skill can use Darkblood to change their shape and
tend toward irascibility. The largest digger city is
size. Initiating this change requires at least three
Shalemont, but diggers dwell in towns and villages
Success Levels in a single roll. Transforming into
throughout Faerine’s midlevel mountains and hills.
a smaller creature means shedding mass—
“sweating” away Darkblood. Transforming into a SYLVES are the elf-like antithesis of diggers: tall,
more massive creature requires absorption of an graceful, and serene, cherishing their woodlands,
equivalent amount of Darkblood. With this skill, pools, and gardens. Their great city is Spendorial,
and ready Darkblood, a magic user can shrink to on the shores of Faerine’s greatest lake. They also
as small as a toad or grow as large as a drackan, have many settlements in lowlands and forests.
also gaining all physical abilities of the new shape. TWISSELS are found throughout Faerine. Small
TRANSPORT: Like Auraclouds, Tarclouds of and slight, they can fly under the power of their
Darkblood vapor can serve as airships. These butterfly-like wings. They are the finest singers in
Tarclouds have the added ability of shooting the Watershed and can sometimes exert a nearly
bolts of lightning that do vehicle-scale Graze hypnotic effect with the beauty of their song.
damage (see the Game Host chapter). Each bolt Twissels can also turn invisible, although this
fired by a Tarcloud reduces that cloud’s size and requires concentration (imposing a 2-point task
duration (at the Game Host’s discretion). penalty on all dice rolls).
Some few magic users can use Darkblood GIGANTS are humanoids that attain a height of three
pools or Tarclouds as teleportation portals. This to four meters. Though not terribly smart (they
requires four Success Levels in a single roll, and cannot have Wits Focused), gigants are marvelously
the distance is effectively unlimited, though the strong (gaining a bonus Success Level on any roll
destination must be a Darkblood pool well- involving Brawn). They live in clans in some of the
known to the magic user. highest mountains of Faerine and are stubborn about
change and suspicious of all outsiders.
MIXED WATERS SARTORS are lusty, playful creatures of the
Normal water dilutes Aura and Darkblood, woodlands, with lower bodies and legs resembling
weakening their effect. goats, while their upper portions are humanoid.
Aura and Darkblood explode on contact. They can run at great speed (four meters per
Mixing a single liter of each is equivalent to round instead of the normal two), and can wield a
igniting four sticks of dynamite. (Exact story variety of weapons in battle, in which they prove
effects are left to the Game Host.) themselves to be savage, exultant warriors.
The only place where all three waters combine
is as ice on the Glimmercrown, the very pinnacle OTHER DALETHICAN AND FAERINE CREATURES
of the Watershed. See the novels for examples of DRACKANS are flying serpents of Faerine who
the magical effects possible with this mixture. often hibernate for decades. They prefer lives of

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solitude and isolation. Types of drackan are shape (though not size) to disguise themselves,
differentiated by green scales and brown scales. and the most intelligent can learn foreign
SNOW LIONS are great, maned cats that live in the tongues—albeit with a lisping, sibilant accent.
highest mountains near the Glimmercrown. TERRIONS are flying creatures resembling great,
GUARDIANS are charged with guarding the winged dinosaurs. They have sharp, rending
borders of the three realms. Two types exist: beaks and two sturdy hind legs tipped by
High Guardians are intelligent humanoids powerful talons. Terrion skin is reflective and
who dwell on the high ridges dividing the realms. shimmery, making the creatures very difficult to
Larger than human, their bodies appear to be made see from the ground below.
of gray slate. They communicate telepathically. LORD MINIONS are the “generals” of the
Deep Guardians are armored behemoths Sleepstealer’s armies. Only three survive his failed
with gaping maws and steely claws that can invasion from a millennium ago: Nicodareus, the
excavate through the densest of rock. They live Eye of Dassadec; Phalthak, the Fang of
underground and interrupt any excavations that Dassadec; and Reaper, the Talon of Dassadec.
violate the sanctity of the Watershed. (See the novels for more information.)

MINIONS OF DASSADEC, THE SLEEPSTEALER SAMPLE ADVENTURE:


All the minions of Dassadec must regularly
consume Darkblood to survive. TOXIC VALLEY
KROAKS are the brawny, brutish foot soldiers of In which intrepid Dalethicans and Faerines unite
Dassadec’s army. They possess weapons skills, to locate a band of the Sleepstealer’s minions
generally with blades, though some are trained as who have been stranded far from Duloth-Trol.
archers, and others wield pikes and spears.
BRUTOX are bigger than kroaks and bully their ACT I: MEETING ON THE MOUNTAIN
underlings mercilessly. Brutox emit sparks from their This adventure occurs in a region of low
finger talons when they are angry or suspicious. They mountains along the border between Faerine and
are prone to using crushing weapons and whips. Dalethica. The heroes can be humans or Faerine,
but those races begin the adventure as separate
STALKERS are intelligent humanoids with
parties, separated by a high but climbable ridge.
snakelike heads and serpentine limbs and tails.
Each hero should select at least one combat skill
Their bite is mildly poisonous. Stalkers can change
and can be girded with Light armor.

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Rumors of strange incursions have driven one window in the opposite wall. The skeletons of
both groups to explore these barren hills. In two sylvan warriors, one weaponless, the other
Dalethica, people have seen monstrous creatures clutching a broken sword, lie just outside the door.
wandering the wilderness. In Faerine, a gigant has THE WELLHOUSE: Within the structure is a
been found slain, his body torn by terrible claws. small, spring-fed pool of Aura. Loose rocks are
INITIAL DISCOVERY: What the heroes first piled in one corner of the building, and a pile of
encounter depends upon their race. dry wood has been stacked along one of the
Humans encounter a frail, elderly hermit who walls. The rock pile conceals a keen sylvan sword
promises, in a sibilant lisp, to lead them to bandits and a quiver of 10 arrows, all of exceptional
who have been preying on travelers. Starting toward quality. Each of these weapons increases the
the high country, he directs the characters into a damage inflicted on a hit by one level—i.e. a
narrow ravine and an ambush. The Game Host can Graze becomes a Stun, and so forth.
allow suspicious characters to roll against Wits or Also hidden in the rock pile is an empty clay
Scholarship to determine that the hermit is a stalker. jug. A character with Literacy skill (in Faerine)
The creature will reveal its true form if attacked. In can read the term “Auracloud” engraved on the
reptilian form the stalker attempts to flee toward the jar. Any sylve will also recognize a carved
ridge crest, following the bed of the ravine if possible. hieroglyph as a symbol for “fire.”
Six kroaks (three on each side) lie hidden atop Meanwhile, more minions close in, a brutox
the bluffs. One kroak in each group has Throwing leading five kroaks along the crest of the ridge
skill; all have a Focus of 6. If they can spring an from either direction, joining the party that
ambush, they bombard the characters with rocks chased the Faerines up to the ridge, and a similar
and then slide down the steep slope to attack with group coming from the Dalethica. Each group
swords. If the heroes discover the kroaks first, these attacks upon arrival. The Game Host should keep
minions will attempt to flee higher into the hills. the action moving, without overwhelming the
characters. If two or more monsters from one
Faerines discover a blood trail leading upward
group are slain, they will withdraw to await the
from the body of a slain gigant. As they proceed
arrival of the next group of reinforcements.
higher, night falls, and they discover the body of a
The wellhouse makes a decent fortress: two
second dead gigant (the source of the blood trail).
characters can use swords or axes to fight at the
They also observe the sparking illumination of
doorway and the window, which is large enough
several hulking creatures approaching from below.
for a kroak, but not a brutox, to crawl through.
This is a party of three brutox and ten kroaks.
The minions close in slowly but will attack if the ACT II: AURAFLIGHT
heroes don’t beat a hasty retreat toward the high The jug is enchanted, capable of generating an
country. If the heroes try to diverge from the Auracloud. If filled with Aura (from the spring) and
ascent, they are harassed by four terrions who then set into a hot fire for half an hour, the Aura will
attack relentlessly and quickly draw more kroaks turn to steam and rise to form a small Auracloud that
and brutox, forcing the heroes back into the climb. grows large enough to support all the heroes. They
JOINING FORCES: Once the Faerines and can climb onto the cloud from the top of the
humans reach the crest of the ridge, they will see wellhouse, or by a rope dangled from above.
each other, and have trapped between them the When the jar is empty, the cloud drifts—but not
remainder of the six kroaks and one stalker that exactly with the wind. Instead, it moves steadily
initially encountered the humans. After this fight, westward, following the Watershed’s crest as the
the two groups of heroes can make introductions low mountains rise to become more formidable.
and share their stories. Four terrions attack the characters on the cloud,
The ridge is devoid of trees and greenery; but a until these creatures are killed or wounded so badly
nearby glade just a little lower than the crest does they can no longer fly.
offer some shelter, and a green swath of grass THE VALLEY OF DARKBLOOD: The cloud
leads downward (into Faerine.) There the heroes disperses after about 24 hours, sinking into a bowl-
will find a square stone structure within the grove shaped vale; characters must be lowered by rope
of trees. This roofless building has one door, and or jump about three meters down to the ground.

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LESTER SMITH
The rocky terrain inside the bowl is slick, and all with swords, are on sentry duty here. If they hear
darkened as if by a spray of dirty oil. This black the heroes coming, the kroaks will meet them with
coating is Darkblood—diluted enough that it is drawn swords while the stalker runs deeper into the
not toxic, but it still irritates exposed skin. mine. (The tunnel continues past the room.)
One part of the valley is obscured by a grayish Finally the tunnel terminates in a round
mist. The valley wall does not quite surround it; on chamber 20 meters across. In the center is a
the southern side (toward Faerine) there is a notch circular pool of Darkblood three meters wide.
in the surrounding wall so that liquid could flow Two brutox are in the room; each has a club and
out. The notch leads to a sheer cliff dropping 50 a whip. In battle, they attempt to wrap the lash
meters to a more gradual downward slope. around an opponent, and drag that victim into
Any character with mining experience will the toxic pool. The stalker sentry, if it survived,
notice partially concealed entrances to four mines in will also be here to join the fight.
the rocky walls near the base of the bowl, three on If a hero throws a bottle or other vial of Aura
the western side and one to the east. The middle into the pool, a sharp explosion results, Stunning
mine to the west looks to be significantly newer or even Wounding those creatures close by. The
than the other three. The mist comes from a spring only way to destroy the pool, however, is to
of Aura that trickles a short way and evaporates channel the Aura from the valley spring into the
from contact with the Darkblood. The spring is shaft and the pool of Darkblood. A digger or
located up the slope, above the western mines. experienced miner can easily excavate this channel.
Soon, kroaks and brutox (two of each) appear
at the rim of the valley. They make their way ADVENTURE SEEDS
down the steep sides to attack. More of the MOUNTAIN HEIR: When a noble’s mountain-
monsters, arriving in small groups, show up and climbing expedition in Halverica does not return
begin to make their way down. If two or more of on schedule, a reward is offered for his rescue.
the minions are killed, the survivors will take
SERVANTS OF NIGHTMARE: Human pirates
cover and wait for reinforcements.
terrorize coastal realms, hauling prisoners aboard
ACT III: THE DARK POOL their ships. The raiders prove to be agents of the
This valley has been polluted by the collapse of a Sleepstealer; the captives to be sacrificed in a
Tarcloud that drifted from Duloth-Trol; all the ritual that strengthens one of his elite legions.
minions in this area are the survivors, and are FEVER FURY: A drackan awakens from
living off on the limited supply of Darkblood hibernation and drinks, discovering too late that its
they were able to channel into the new mine rejuvenating pool has been polluted by an infusion
when the cloud collapsed. of Darkblood. The beast goes mad and launches
Each of the three old mines is now guarded by attacks against human and Faerines alike.
a Deep Guardian, lurking about 30 meters in from
the entrance. The creatures remain in place, and CAMPAIGN IDEAS
fight to prevent the heroes from proceeding Besides their own political machinations and
deeper into the mine. Each will not pursue if the internecine wars, Dalethica and Faerine are
heroes withdraw. These three mines are dead ends. continually lusted after by the Sleepstealer’s
Only the newest mine is not blocked by a minions, who seek a foothold through subversion,
guardian. It extends straight into the mountain with assassination, and infiltration. Sadly, human
a slight downward incline. A channel 15 centimeters memory is short, and old stories quickly fade to
wide runs down the middle of the floor. legend. Heroes who stumble upon a plot will be
About 50 meters in, the tunnel widens into a hard pressed to convince others of the danger,
five-meter-square room. Two kroaks and a stalker, while themselves being targeted for death.

CREDITS
DESIGN: Douglas Niles. DEVELOPMENT: Lester Smith. EDITING: Dale A. Donovan.
COVER & ILLUSTRATION: K8 Smith. PROOFREADING: Winifred Lewis. LAYOUT: Ralph Faraday.

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THE WORLD OF ZERO


Steve Stone
In 1997, Archangel Entertainment
hired me to design Zero, a role-
playing game world based on the
artwork of Steve Stone. This chapter
boils that setting down to its
essence.
—Lester Smith

BACKGROUND
It’s the best of all possible worlds.
Or so you’ve been taught. Everyone
telepathically conjoined in one
immense, contented family,
hunkered down in a world of
caverns and warrens, maintaining
centuries-old machinery to keep the
hive alive.
But you’ve always felt a niggling
sense of being different. While
everyone around you basks in “The
Equanimity,” a sea of psychic
satisfaction, complacent in their
togetherness, you’ve subconsciously
felt less-than-perfect-happiness. Your
nascent self-awareness has made you
a truly creative troubleshooter, but it
has also caused you discomfort. And
today, it’s about to get you
terminated.
Queen Zero cannot abide malcontents. She ARCHIVISTS are keepers of ancient
has already birthed and programmed your information—computer librarians, if you will.
replacement. You’ve been ejected from the With millennia of knowledge cataloged, if they
hive mind, and Human Resources is on its way do not know something, they know how to
to recycle your body. look it up. Tall and reedy, they exist on a diet
Happy birthday! And welcome to the rest designed to maintain their enormous brains.
of your short, miserable life. Archivist characters must Focus Wits.
DRONES are general-purpose workers, with
OCCUPATIONS no specialization. Highly adaptable, these
Unlike other D6×D6 game settings, the World characters treat all abilities as either Focused as
of Zero has only five occupations: Archivist, Unfocused. They have no Unfamiliar attributes
Drone, Healer, Technician, and Warrior. or skills.

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HEALERS are the biological experts of the TELEGNOSIS: This is literally “knowledge at a
hive. They are responsible for maintaining life distance” whether in time or space. It is
and health, for grafting body parts and sometimes referred to as clairvoyance, and it
machinery in useful combinations, and for ranges from a hunch at low levels to virtual
recycling organic material. Soft and rotund, prophecy at higher levels. In game terms, each
they are the only reproductively fertile Success Level from a Telegnosis roll gains the
members of the hive, as an emergency backup character one insightful bit of information
in case of mechanized birthing facility failure. from the Game Host, who chooses exactly
Healer characters must Focus Will. what to reveal.
COMBAT TELEGNOSIS: This gives its user
TECHNICIANS are the machine experts of the
an insight into an enemy’s weaknesses. Each
hive. They are equally adept in mechanical and
Success Level with Combat Telegnosis gives
electrical engineering. Small and wiry, they are
the user a 1-point bonus on attack and defense
designed to fit in tight places when hard-to-
against one specific enemy for the duration of
reach machinery requires repair. Technician
one battle.
characters must Focus Grace.
TELEKINESIS: Sometimes called psychokinesis,
WARRIORS are the defenders of the hive, this is the ability to move objects by the power
patrolling its outermost tunnels, where of thought. Multiply the exact dice roll by the
savage, mutated animal life yet survives. Large number of Success Levels to determine the
and bulky, they are mechanically enhanced possible combination of kilos and meters
with grafted armor (one point of subdermal moved in a game round.
mesh) and weaponry (see Equipment below). Example: A character with Focused
Their bodies and gear require constant Telekinesis and a Focus rating of 6, whose roll is
maintenance by healers and technicians to 18, would score a 36 (18 × 2 Success Levels).
remain in fighting condition. Warrior With that roll, the character could move 36 kilos
characters must Focus Brawn. 1 meter, or 1 kilo 36 meters, or 4 kilos 9 meters,
or any other combination up to 36.
SKILLS COMBAT TELEKINESIS: This allows the
From the Basic Skills chapter, Athletics, character to strike a target with loose objects in
Computers, First Aid, Navigation, Shooting, the vicinity. Use the Small Pistol rating from
Sneaking, Swimming, Throwing, Tracking, and the Conflict and Damage chapter as a basis for
Vehicle apply. Others are unknown to this world damage and range.
(though the heroes’ explorations may later TELEPATHY: This is, of course, the ability to
expose them to new skills). Also, characters may communicate mind to mind. Because the
choose any of the following skills. heroes originated in Queen Zero’s hive, they
COMBAT PSIONICS: This is the ability to use are able to communicate by projecting
the combat effects of the psychic abilities listed thoughts to one another. (As explained under
below. Rolls are made versus the specific Special Rules, below, players must choose
psychic ability being used. Telepathy as either a Focused or Unfocused
skill for their characters.)
ELECTRONICS: This skill involves building
Eavesdropping on unprojected thoughts, on
and repairing electrical equipment. When
the other hand, requires a skill roll. If the
combined with Computers skill, it includes
“listener” is successful, the target is allowed a
programming ability.
Wits roll to recognize the intrusion. If the
HYDROPONICS: This is used to raise food in target’s Success Levels equal or exceed those of
this underground environment that possesses the listener, the target becomes aware of being
no natural light or soil. scanned and is allowed a Will roll to guard
MECHANICS: This skill involves building and thoughts from being overheard. If Success
repairing mechanical equipment—including Levels for this roll also equal or exceed the
most weapons and ammunition. original Telepathy roll, the thoughts are

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guarded. (The Game Host may also
allow a character to make an
Uncertain Task roll—see the Dice
and Tasks chapter—using Will to
guard thoughts before entering a
situation.) Guarding thoughts
requires concentration, which
imposes a 1-point penalty on any
other dice rolls the target makes.
COMBAT TELEPATHY: This
involves projecting doubts or other
distracting thoughts into a target’s
mind. For each Success Level the
telepath gains, the target must
hesitate for one round and can take
no action other than attempting to
shake off the effects with a Will roll.
Each Success Level on this Will roll
reduces the number of rounds lost
by one.
TELEPORTATION: This skill is the
ability to move from one location
to another instantaneously. In the
World of Zero setting, the number
of Success Levels on a roll
determines the distance that can be
traveled, in terms of combat ranges:
1. Throwing; 2. Shooting; 3.
Viewing; 4. Lost. Teleporting
another person (or object of equivalent mass) target is allowed a Will roll to resist, and
makes the task one step more difficult. Each Success Levels are compared. If the Will
additional person teleported imposes another Success Levels are higher, the target is
step of difficulty. The teleporter must unaffected; if the Success Levels are tied,
physically touch the object to be teleported, neither character can take any other action that
and all travel together. round; if the Telergy Success Levels are higher,
Example: A character could transport itself the telergist controls the target for one round
and two additional people as a Formidable task per excess Success Level.
(see the Dice and Tasks chapter). Example: If a telergist achieves three
COMBAT TELEPORTATION: This allows a Success Levels versus a target who achieves
character to rapidly “blink” into and out of one Will Success Level, the telergist controls
existence, which makes that character more that target for two rounds. Note that a telergist
difficult to target. Each Success Level the cannot force its victim to attack itself, though
teleporting character gains on the roll adds one the victim could be forced to attack its
level of difficulty to attack rolls against it. The companions.
power requires an action to activate, however. It COMBAT TELERGY: This allows its user to
also requires concentration to maintain, which cause damage to a living target by slowing its
means the teleporter treats all other task rolls as heart and reducing blood flow to its brain.
one point more difficult than usual. Base damage for this attack is Graze, and each
Success Level increases that damage by one
TELERGY: This skill is the ability to affect
step. As an action, the victim may attempt
another person’s thoughts or emotions. The

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LESTER SMITH
a Brawn roll to resist the effect, with each with two-handed weapons, allowing them to
Success Level reducing the damage one step. attack twice per round (roll four dice and
assign two to each arm's attack). For mundane
SPECIAL RULES tasks such as reloading, feeding themselves,
NAMES for hive members consists of an and so on, they either rely on Healers and
occupation and a four-digit number: “Warrior Techs or develop extraordinary Telekinesis.
3414,” for example. After choosing your BLASTER: This Large Pistol fires a particle
character’s occupation, roll a six-sided die four beam that can hit targets up to Viewing range.
times to generate the digits. Unfortunately, the beam is diffused by dust or
GENDER doesn’t much matter for characters mist. (The Game Host will determine damage
other than Healers. Choose one if you wish, or reduction based on level of obscurity.)
simply mark this spot “N/A” on the character FLAMER: This Throwing-range weapon can
sheet, and remember to refer to your character attack two adjacent targets, with a base damage
as “it.” of Hit against each on the round it strikes.
AGE is either Immature, Adult, or (rarely) Each following round, the flame causes
Elderly. Years since birth are not recorded. automatic damage at one level less.
Example: If a Warrior wielding a flamer
LANGUAGES are unheard of (literally) in Queen strikes with two Success Levels, damage is
Zero’s hive. All players must choose Telepathy Wound on the first Round, Hit on the second,
for their characters as either a Focused or Stun on the third, Graze on the fourth, and
Unfocused skill. Only Archivists are aware of None on the fifth, at which point the fire dies.)
the existence of spoken languages as a primitive
form of communication. NEURAL WHIP: This retractable Throwing-
range weapon does Stun damage, ignoring most
EQUIPMENT armor. As long as at least two of its metal studs
can touch bare flesh, the electrical circuit
The equipment in Queen Zero’s realm is an
completes. It is especially useful against naturally
odd mix of the very archaic (though carefully
armored creatures such as cave crocodiles.
maintained) and high tech. Vehicles are
scarce—most travel being on foot or via the POWER BLADE: Whether a chainsaw, an
Teleport skill—but weapons are readily electrified sword, vibro-blade, or an electrically
available for Warriors; and other odd devices rigidified monofilament wire, this two-hand
can be found, or looted after battles. weapon does Wound damage and ignores one
level of armor.
VEHICLES
Those few vehicles that do exist are primarily PULSE CANNON: This spinning multi-barreled
slow, treaded trucks for hauling ore, or heavily Blaster causes Kill damage on a successful
armored versions for troop transport. Some attack against living creatures. It also counts as
few one- or two-person flying craft or an anti-vehicle weapon with a Graze damage
underwater vessels are sometimes seen. rating. After three shots, it must be recharged
with a new battery pack.
WEAPONS
Queen Zero’s security forces have stockpiled SPECIAL EQUIPMENT
weapons from every era. Heroes might The heroes may come across special equipment
encounter any of the weapons listed in the such as the following during their adventures.
Conflict and Damage chapter, as well as the BIOHAZARD SUIT: This bulky clothing
following. Note that many Warriors have had a protects the wearer in any hazardous
forearm surgically removed and a two-handed environment. It acts as four levels of armor
weapon mounted in its place, in order to against all but psychic damage and contains a
operate the weapon one-handed. Some one-hour oxygen supply. Any physical activities
Warriors even have both forearms replaced suffer a two-point difficulty modifier, however.

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BOOSTER DRUG: An adrenaline
derivative, this injector gives the user
a 2-point bonus on all dice rolls for
15 minutes, then causes automatic
Hit damage as withdrawal.
CHAMELEON SUIT: A full-body
suit with computerized light sensors
and matching light emitters, this
clothing mimics the wearer’s
environment, giving a 3-point bonus
to Sneaking rolls. It must be
recharged after an hour of use.
IRE: This biomechanical infrared
eye, permanently implanted in an eye
socket, allows the user to see heat as
if it were visible light.

DENIZENS
Queen Zero has survived millennia
by body-swapping at least once each
generation. She keeps a specially
prepared Drone on hand at all times
in case of emergency. As psychic
mother to the hive, she can see
through anyone’s eyes and draw
upon any skill with an effective
Focus rating of 0. The chance of the
heroes meeting her in person is
virtually nil, though she might
confront them through a telergically
controlled surrogate. power’s base damage is Hit. Armor does not
protect the target, though defensive Success
CYBERKILLERS: They are Queen Zero’s Levels with Telekinesis can.
personal guard. Gender: Female. Age: Adult.
TELEPATHY—PSI BLAST: This psychic
Attributes: Will Focused; None Unfamiliar.
“shout” has a base Stun damage. Armor does
Occupation: Assassin. Skills: Focused Combat
not protect the target, though defensive
Psionics, Shooting, Sneaking, Throwing, and
Success Levels with Telepathy can.
Tracking; Unfocused all psychic skills. Focus: 6.
Notes: Cyberkillers wear form-fitting reactive TELEPORTATION–WRACK: This attack pulls
armor that provides 3 levels of protection and the target apart, doing a base damage of
acts as a Chameleon Suit. Each member also Wound. Armor does offer protection, as do
carries a Pulse Cannon. But their signature defensive Success Levels with Teleportation.
equipment is a Psi Lens helmet treating all THE FIVE and THE FORTY: They are hive
psychic skills as Focused and conferring these members of each occupation, possessing a single-
special Combat Psionics abilities: digit name (such as Drone 1 through Drone 9).
TELEKINESIS—PYROKINESIS: 1 Success Level The 1s personally attend the queen; the
causes a flammable item to smolder; 2 causes remainder serve as their agents in the hive.
them to ignite; 3 makes metal blisteringly hot; Gender: Female. Age: Adult. Attributes, Occupation,
4 causes it to melt. Against living creatures, the and Skills: Varied. Focus: Identical to name.

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LESTER SMITH
THE MULTI-DIGITS: They are hive members providing the opportunity to steal a vehicle to
of each occupation in descending order, ramp up the chase.
roughly 450 members with two-digit names,
4,500 with three-digit names, and 45,000 at the ACT III: COMPANY STORE
heroes’ level. They can be of any gender and As the climax to this adventure, a Cyberkiller
age. In general, their Focus ratings are roughly arrives. She begins clearing a path to the
twice the number of digits in their names (so heroes by slaying anyone else in her way—
most four-digit-named characters have a Focus using Pyrokinesis and Wrack in a display of
of about 8). wanton destruction. If the heroes somehow
CAVE CREATURES: These are mutated defeat this Cyberkiller, more appear to take her
animals that survived some long-forgotten place. Queen Zero cannot allow independent
planetary cataclysm. They survive outside the beings to remain within the hive.
hive, raiding it for food or from sheer rage. If the heroes flee, they are pursued only to
Their exact natures are left to the Game Host. the edges of the hive, where light and power
fall behind. The queen assumes they will perish
SAMPLE ADVENTURE: without further pursuit.

SEVERANCE PACKAGE ADVENTURE SEEDS


In which the heroes are evicted from the hive. MILK RUN: The heroes find themselves
running low on food, medicine, battery packs,
ACT I: TERMINATION or ammunition. They must plot a series of
Begin by asking the players to describe what raids on the hive to resupply.
their characters are doing on a typical day in
HERE THERE BE MONSTERS: Weary of an
The Equanimity. As they become involved in
ever-vigilant existence on the outskirts of the
this description, interrupt them with a mental
hive, the heroes discover a promising new
command to report for duty at a new location.
cavern—seemingly unoccupied. To move there,
They arrive as strangers to one another, in an
however, they must investigate why it is empty.
abandoned chamber none have visited before,
somewhere near the center of the hive. LIBRARY DAY: The heroes discover an
Suddenly, their connection to the hive mind is impressive piece of equipment in need of
dropped, and a Warrior teleports into the room repair (perhaps even a starship). An Archivist
and begins attacking. Each combat round, recalls plans in the hive’s computer library, and
another Warrior teleports in, to a maximum of a Technician knows where parts might be
one enemy per hero. Let the heroes begin to stolen or manufactured.
bond in mutual defense against this threat.

ACT II: EXIT THE BUILDING CAMPAIGN IDEAS


If the heroes defeat their attackers, they hear Surviving their forced retirement thus far, the
the approach of many more hive members in heroes explore ever farther afield, eventually
the corridors outside. Remaining here is clearly finding themselves on the planet’s surface. This
suicide. Or the heroes may already have ravaged wasteland is home to small enclaves of
chosen to flee the arriving Warriors. In either civilization, some being descendants of people
case, a chase scene ensues through heavily who previously escaped Queen Zero, others
occupied regions, punctuated with Drone descendants of forgotten nations, or even
ambushes, locked bulkhead doors a Technician former members of star-faring races. The
must open, other obstructions an Archivist heroes may shape the destiny of this world, with
must find a path around, and so on. Consider supplies taken from Queen Zero.

CREDITS
ZERO © Steve Stone. Used by permission. SETTING TEXT © Lester Smith. EDITING: Dale A. Donovan.
ILLUSTRATIONS: Steve Stone. PROOFREADING: Winifred Lewis. LAYOUT: Ralph Faraday.

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D6XD6 ™ RPG

APPENDIX: BONUS CHARACTERS


The following characters were provided by Kickstarter backers of the D6×D6 game.
English, Magic Knowledge; Unfocused Tracking,
Ride Animal, Swimming. Focus: 7. Notes: Goffredo
lives in Itlay during the 21st century and has a great
knowledge of magic that leverages to help the
world to preserve the balance. —Francesco Ferrini
AUSK BROKEN TUSK. Gender: Male. Age: 24.
Attributes: Brawn Focused; Will Unfamiliar. Occupation:
Warrior. Skills: Focused Athletics, First Aid, Frenzy,
Martial Arts, Ride Animal, Tracking; Unfocused
Navigation, Sneaking, Throwing. Focus: 6. Notes:
Ausk is a fast rising young Chief on the world of
Fagara. —John F. Watson
NATHAN CAPSHAW. Gender: Male. Age: Mid 30s.
Attributes: Grace Focused; Wits Unfamiliar.
Occupation: Soldier (Monster Hunter). Skills:
Focused Athletics, Persuasion, Second Language:
Spanish, Sneaking, Tracking, Vehicle: Auto;
Unfocused Computers. Focus: 7. Notes: Capshaw
retired early from the US Army with a mental
disability because he swore he saw monsters. He
learned not to talk about them. Now he hunts
them, looking for help wherever he can find any.
—W. Schaffer Tolliver
KOA CONNELY. Gender: Female. Age: 17. Attributes:
Will Focused; Brawn Unfamiliar. Occupation:
Student. Skills: Arts, Music, Second Language:
French, Second Language: Russian. Focus: 5. Notes:
Avid reader and fan of the Touchstone novel series.
—Anonymous
CHGUCK. Gender: Male. Age: Adult. Attributes:
Brawn Focused, Wits Unfamiliar. Occupation:
Outcast. Skills: Focused Luck. Focus: 2. Notes:
Bumbles his way through encounters that should
have killed him without a scratch. —Chuck Pint, for
Esfah, the World of Dragon Dice
MARQUES CEDA. Gender: Female. Age: 36. Attributes:
Will Focused; Brawn Unfamiliar. Occupation: Record
Store Owner. Skills: Focused Spiritual Knowledge
(Yoruban), Spiritual Divinity (Yoruban), Mythology,
Persuasion, Martial Arts (Machete Fighting), Sneaking;
Unfocused Spiritual Knowledge (Ashanti), Computers,
“Ms. Carol Christmas, Esq.” illustration by Lenka Šimečková for Big Trouble in Little Canton Throwing. Focus: 6. Notes: Marques lives in 21st Haitian immigrant who
migrated to New Orleans. He is motivated by a thirst for power and
ARNOLD ALBERT. Gender:: Male. Age: 38 Attributes: Wits Focused; revenge against a family enemy who has denied his mother entry to
Will Unfamiliar. Occupation: Marine Biologist. Skills: Focused Orun Rere (Heaven). —Scott McClenaghan
Computers, Navigation, Persuasion, Swimming, Tracking, Vehicle:
One-man Submersible; Unfocused Persuasion, First Aid, Second JASPER CONROY. Gender:: Male. Age: 58. Attributes: Wits Focused;
Language: Latin. Focus: 7. Notes: Arnold works aboard a time- Grace Unfamiliar. Occupation: Librarian. Skills: Focused Pulp
traveling bioresearch flotilla capturing and cataloging prehistoric Literature, Crime Historian, Photography, Intuition, Cigar expert, ;
deep-sea predators. —Jun Omachi Unfocused Sneaking, Throwing, Bravery. Focus: 6. Notes: Jasper is a
single man in contemporary times. He fancies himself a librarian
BANISTERMAN. Gender: Male. Age: Adult. Attributes: Wits Focused; Will Columbo and that any crime can be solved if enough of pieces can
Unfamiliar. Occupation: Technician. Skills: Steady Thinker, Methodical be uncover. Unfortunately he rarely has the courage needed to
Worker, Vehicle: Rundown Jet Ski. Focus: 4. —Ben Sharratt uncover those pieces. —David Wolfe
TREVOR BRADY. Gender:: Male. Age: 21 Attributes: Will Focused; RACKO “THE REBORN” CYBILL. Gender:: Male Age: 33. Race:
Brawn Unfamiliar. Occupation: Rigger. Skills: Focused Computers, Human Attributes: Wits Focused Brawn Unfamiliar Occupation: Battle
Reasoning, Partying, Second Language: Sarcasm; Unfocused Social Control Wizard Skills: Focused: Magic (Conjunction); Magic
Skills, Dancing. Focus: 5. Notes: A hopeless romantic, Trevor spends (Evocation); Craft (Rod and Staff); Knowledge; Ride Animal
his days marveling at the small things in life. He is a fan of horror Unfocused: Sword Fight, Tracking, Battle Control. Focus: 5 Notes:
stories. —Trevor Ray Brady Racko the Reborn is a mighty wizard. He was selfies and saw every
GOFFREDO DI BUGLIONE. Gender: Male. Age: 40 Attributes: Wits other being as mere pawns for him to use for the greatest personal
Focused; Brawn Unfamiliar. Occupation: Scholar. Skills: Focused gain. However, 50 years ago he was captured by Sun Elves, locked
Persuasion, Shooting, Sense Motive, Dodge, Second Language: away in the cage, he starved himself to death, as he had long ago

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LESTER SMITH
prepared a clone to serve as a new vessel for his soul, should he ever Herbalism, Fencing, Archery, Sneaking; Unfocused Brawling, Lock-
die. However, the journey to rebirth changed the mighty wizard, and picking, Acting. Focus: 8. Notes: Isabel has travelled across many
he now strives to right the wrongs of his previous life and stand as a planes and hundreds of worlds in search of the vast wealth and the
vigil against darkness and corruption. —Stefan Wilken ultimate power she craves and enthusiastically hoards. —Jeremy Kear
AERIM DARKLIGHTER. Gender: Male. Age: 38. Attributes: Will GROAN. Male. Age: 41 Attributes: Wits Focused; Brawn Unfamiliar.
Focused; Grace Unfamiliar. Occupation: Tech Engineer. Skills: Occupation: Hermit Sage. Skills: Focused Computers, Persuasion,
Focused Martial Arts, Computers, Tracking (geocaching), Second Shooting, Vehicle: Auto (20th-21st century); Unfocused Bargaining,
Language: Dutch, Vehicle: Honda Shadow; Unfocused Navigation, First Aid, Second Language: German. Focus: 5. Notes: Groan lives
Sneaking, Throwing. Focus: 9. Notes: Aerim lives in a commune atop a small mountain from where he dispenses his wisdom to those
where feudal Japanese rules apply. It’s an open community, so who seek it, and sometimes to those who don't. His life is mostly
wondering the world is an option. a two-month visit each year is solitary since at the bottom of the mountain there are annoying
mandatory though. —John van Schaik trolls. Despite this he does sometimes go out and adventure with his
AXYS DENYED. Gender: Male. Age: Adult Attributes: Wits Focused; friends. —Jonathan L. Wolff
Grace Unfamiliar. Occupation: Hacker. Skills: Focused Bargaining, MONGO HAKALA. Gender: Male. Age: Adult. Attributes: Strength
Computers, Lockpicking, Persuasion, Vehicle: Motorcycle; Focused; Wits Unfamiliar. Occupation: Russian Mobster. Skills:
Unfocused Shooting, Sneaking. Focus: 6. Notes: Axys Denyed has a Focused Firearms, Computers, First Aid, Martial Arts, Second
penchant for vintage Ducati motorcycles and old cyberpunk pulp Language: Russian, Vehicle: Fusion Powered Ford Mustang;
novels. —J Sumner, Jr. Unfocused Navigation, Sneaking, Throwing. Focus: 7. Notes: Mongo
DICE COMMANDER PRIME. Gender: Male. Age: 40. Attributes: Will lives in a 22nd century Martian colony, is a “button man” for the
Focused; Brawn Unfamiliar. Occupation: Scholar. Skills: Focused local Russian mob and has a secret fascination with Jane Austen
Bargaining, Computers, Persuasion, Second Language: Esperanto. novels. —Adam W. Roy
Unfocused First Aid, Navigation, Sneaking. Focus: 5. —Mike DeZearn MARV HALLOWSTONE. Gender: Male. Age: 30. Attributes: Brawn
MORGRIM DIMZAD. Gender:: Male Age: 132. Race: Dwarf Focused; Will Unfamiliar. Occupation: Blacksmith. Skills: Focused
Attributes: Wits Focused Grace Unfamiliar. Occupation: Battlepriest Martial Arts, Shooting, Throwing, Tracking, Persuasion, First Aid.
of Moradin Skills: Focused Martial Arts (Morningstar), First Aid, Unfocused Computers, Ride Animal, Sneaking. Focus: 7 Notes: Marv
Persuasion, Magic (Earth); Unfocused Lockpicking, Sneaking, has a large amount of rage built up and is out for revenge for the
Swimming. Focus: 5. Notes: Morgrim Dimzad was a dwarf priest of death of his girlfriend. —Garrett Hayes
forgotten times, serving the dwarven Church of Moradin. He was KAIRAM AHMED HAMDAN. Gender: Male. Age: Adult. Attributes:
known for his courage and was always at front in the heat of Brawn Focused; Wits Unfamiliar. Occupation: Former Saudi Emergency
battle, wearing his full plate armour and swinging his Morningstar. Force official. Skills: Focused Second Language: English, Navigation,
He was also very wise and was even said to know everything. Tracking, Dematerialize, Possession, Write, Will o’ Wisps, Dream
—Casper Entzelmann Christoffersen Walk, Appear; Unfocused Computer, Vehicle: Auto, Ride Animal.
MOOSE FARELY. Gender:: Male. Age: Adult Attributes: Wits Focused; Focus 10. Equipment: Ectoplasmic sniper rifle with night vision
Grace Unfamiliar. Occupation: Information Broker. Skills: Focused scope, Technika Destroyer Black-ops suit. Notes: Born 1956, Mecca.
Computers, Vehicle: Auto; Unfocused Shooting, Throwing. Focus: 3. Joined Saudi Emergency Force, 1978. Married a colonel’s daughter,
Notes: Moose was a company commander in the US Army before 1981. Daughter Dinazade disappeared, 2000 (18th birthday). Kairam
retiring. He now provides rapid-response background and research followed her to Dubai to a slaver, Robin, a djinn. Leading a night raid,
information through the network to ghost/monster hunters. Kairam was ambushed and killed by a trio of ghouls. —Kairam Ahmed
—Norm Fenlason Hamdan, for Ghost of a Chance
TYRONE FETTERS. Gender: Male. Age: Adult. Attributes: Grace LASERACID. Gender:: Male. Age: 30 Attributes: Battle Ready;
Focused; Brawn Unfamiliar. Occupation: Peacekeeper. Skills: Focused Unmatched Wits. Occupation: Nightclub Owner. Skills: People Skills,
Persuasion, Pickpocketing, Sneaking, Tracking; Unfocused First Aid, Computers, Katana Training, Martial Arts. Second Language:
Martial Arts. Focus: 7. Notes: Tyrone had previously just worked for Russian, Vehicle: Pontiac Trans-Am; Notes: Laseracid owns the most
whoever could pay him, getting the information or item needed, but high class chain of night clubs in the USA, loves sports cars and
now he knows there’s consequences and he’s only working for the swords, and is a well-known ladies man. —Dan Steinmetz
“good guys.” —Russ Luzetski DASH HARRISON. Gender: Male. Age: 24 Attributes: Grace Focused;
GORKO GALGENSTRICK. Race: Dwarf. Gender: Male. Age: Adult. Brawn Unfamiliar. Occupation: Gunslinger. Skills: Focused Shooting,
Attributes: Brawn Focused; Will Unfamiliar. Occupation: Thief. Skills: Bargaining, Persuasion; Unfocused Ride Animal, Sneaking, Second
Focused Melee Combat, Mountaineering, Mining, Appraisal; Language: Latin. Focus: 4. Notes: Dash, with his loyal dog Sammy,
Unfocused Tracking, Swimming. Focus: 7. Notes: Gorko is a rough- aimlessly wanders the world to become the fastest gunslinger in
and-tumble rogue torn between fascination and hate for all things history. —Lee Alley
magical. He loves bashing up opposition with his two-handed KITHLYRAE “KIT KAT” KATCHJNE. Gender: Female. Age: Young
sword. —Thomas Biskup Adult. Attributes: Grace+ Focused; Brawn Unfamiliar. Occupation:
AMANDA “RED ANGEL” GEISLER. Gender: Female. Age: 35. Spacecraft Engineer. Skills: Focused Bargaining, Computers:
Attributes: Will Focused; Brawl Unfamiliar. Occupation: First Advanced Technology, Empathy: Machines, Persuasion, Second
Response Technician. Skills: Focused Athletics, Bargaining, Language: Human), Sneaking; Unfocused Lockpicking, Navigation,
Computers, Lockpicking, Persuasion, Vehicle: Auto, Vehicle: Tracking. Focus: 7. Notes: Kit is a half-blood human with feline
Motorcycle. Focus: 8. —Kris Herzog features and a prehensile tail. She comes from a planet of non-
MICHAEL GIBSON. Gender: Male. Age: Adult. Attributes: Will combative empaths. Outcast as a half-breed with a “technology
Focused; Grace Unfamiliar. Occupation: Politician/MC. Skills: fixation,” Kit was mostly raised in a human colony. —K8 Smith
Focused Bargaining, Persuasion, Computers, Pickpocketing, FREDDY LOE. Gender: Male. Age: 42. Attributes: Wits Focused; Brawn
Navigation, Vehicle: Auto; Unfocused Athletics, Lockpicking, Ride Unfamiliar. Occupation: Band Manager/Promoter. Skills: Focused
Animal. Focus: 7. Notes: Michael rides the line between model citizen Bargaining, First Aid, Sneaking, Pickpocketing; Unfocused Athletics,
and con artist, but always for his interpretation of the “greater Ride Animal, Swimming. Focus: 5. Notes: Freddy currently manages a
good.” —Michael J Gibson Heavy Metal band by the name of WyrmTongue. —Robert W. Iliff
ISABEL GOTHMAROTHMAGOGGOGOTH. Gender: Female. Age: KIMBERLY LOKIDOTTIR. Gender: Female. Age: 41. Attributes: Wits
Adult. Attributes: Will Focused; Brawn Unfamiliar. Occupation: Rogue Focused; Brawn Unfamiliar. Occupation: Psychic Mecha Pilot. Skills:
Sorceress. Skills: Focused Arcane Lore, Alchemy, Witchcraft, Focused Vehicle: Mecha, Computers, Navigation, Vehicle: Starship,

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Psychic Combat, Psychic Senses; Unfocused First Aid, Persuasion, pocket. That Rosben is still alive is a wonder, but Lady Luck
Shooting. Focus: 7. Notes: Kimmie is a 31st Century explorer. Whether seems to always smile upon him when it really counts. He has
flying a starship, piloting mecha, or journeying beyond the five senses, seen the inside of a dragon and found his way out. Rosben
she lives for the experience. —Kimberly Burgess believes he is so blessed because of his good soul. And while he
KATHERINE MARDELL. Gender:: Female. Age: 24 (Apparently. seldom sees any problem in “borrowing” other people’s
Actually she’s 49 but doesn’t look it). Attributes: Grace Focused; belongings, he truly is always ready to help anyone in need
Brawn Unfamiliar. Occupation: Vampire. Skills: Athletics, Martial Arts (whether they want his help or not). Rosben is always on the
(Streetfighting), Persuade (Charm), Shapeshift (Bat, Wolf), Sneaking. move, seeking new discoveries, typically joining up with a group
Focus: 6. Katherine is a modern-day vampire, living on the fringes of of fellow travelers deep in trouble (which he may or may not have
society along the south coast of England. She and a small number of partially caused). The only time he sits still is to write his
her kind survive by attempting to blend in with the human populace, experiences and observations in The Big Books on Everything Worth
avoiding the attention of the authorities and the Church of England’s Knowing, by Rosben Runderbough. —Thomas Bybjerg Brock
witch hunters. Katherine still adopts the late 80s blend of Goth and CHRIS SAGUISAG. Gender: Male. Age: Adult. Attributes: Wit Focused;
hippie style clothing she was wearing back in the late 1980s when her Brawn Unfamiliar. Occupation: Network Systems Administrator. Skills:
human existence ended, favoring long skirts coupled with motorcycle Focused Bargaining, Computers, First Aid, Navigation, Persuation,
jackets and knee-high boots. —Mike Jarvis Vehicle: Auto; Unfocused Athletics, Shooting, Throwing. Focus: 7.
MAYA MIKULSKI. Gender: Female. Age: 37. Attributes: Will Focused; Notes: Chris was working in his everyday job at the Judicial Council of
Brawn Unfamiliar. Occupation: Physician. Skills: Focused California, until oneday he was swept up into a world of adventure.
Investigation, Martial Arts, Second Language: English, Vehicle: Car, —Chris “Pepsiman” Saguisag
Magic: Restoration, Magic: Energy; Unfocused Acrobatics, ANTONIO SANTINO. Gender:: Male. Age: 28. Attributes: Brawn
Sneaking, Magic: Movement. Focus: 7. Notes: Maya is a doctor turned Focused; Grace Unfamiliar. Occupation: Private Investigator
into monster hunter by a set of unforeseen events. She lives in late (Tracking). Skills: Focused Athletics, First Aid, Martial Arts,
20's of XXI century in alternative reality where magic is Persuasion, Shooting, Sneaking, Vehicle: Auto; Unfocused
commonplace and monsters are real danger. —Jiima Arunsone Bargaining, Lockpicking, Second Language: Italian. Focus: 8. Notes:
ONO. Race: Dwarf. Gender:: Male. Age: Adult. Attributes: Brawn Tony is a former professional boxer who has become a PI in 1980’s
Focused; Wits Unfamiliar. Occupation: Warrior. Skills: Focused Martial California. —Jeff Mowen
Weapons, Martial Arts, Second Language: Common; Unfocused BALO SHANDOR. Gender:: Male Age: Adult Race: Human Attributes:
Sneaking, Magic. Focus: 4. Notes: Ono isn’t…smart, but he is strong Brawn Focused; Will Unfamiliar. Occupation: Mercenary Skills:
and quite good at breaking things. Oddly enough, somehow he’s Focused: Athletics; Bargaining; Navigation; Shooting Unfocused:
learned a few simple spells along the way, they rarely work quite like First Aid, Tracking, Ride Animal Focus: 5 Notes: Balo’s weapon of
he expects however. He has little patience for long, elaborate choice is a gargantuan two-handed hammer that seems way to large
planning, as he is the more the “charge in and hit it with me axe” for a human to wield. While he goes about his life selling his
kind of Dwarf. —Mark James Featherston services, it is not always the biggest coin that get him; rather he lets
Patty Papanopolis. Gender: Female. Age: Adult. Attributes: Grace his adventurer’s heart guide his hammer and seeks the pay that
Focused; Brawn Unfamiliar. Occupation: Children’s TV Host (Patty seems the most exciting. —Frederik Kühl
Pancakes). Skills: Focused Bargaining, Lockpicking, Shooting, SOERINTH. Gender:: Male Age: 28 Attributes: Wits Focused; Brawn
Sneaking, Swimming; Unfocused Athletics, First Aid, Vehicle: Unfamiliar. Occupation: Military (munitions). Skills: Focused
Auto. Focus: 6. Notes: Tends to take drastic action when spooked. Explosives, Gamer, Devil’s Own Luck, Shooting, Survivor. Notes:
—Christopher Reed Known lecher with a weakness for women. —Cody Butler
GERALD ROBINSON. Gender:: Male. Age: Adult. Attributes: Wits “TATTLE” TAYLOR. Gender:: Female. Age: 19. Race: Human
Focused; Grace Unfamiliar. Occupation: Sales. Skills: Focused Attributes: Wits Focused; Brawn Unfamiliar. Occupation: Thief. Skills:
Bargaining, Computers, Persuasion, Swimming. Second Language: Focused Computers, Cold-Reading, Psychology, Persuasion;
Klingon, Vehicle: Auto. Focus: 7. —Gerald Robinson Unfocused Vehicle: Auto, Tracking, Bargaining. Focus: 5. Notes:
RUMPUS THE MEATY. Race: Feral (wild boar) Gender: Female. Age: Taylor is a 20th century professional thief, burglar, and heist
82 Attributes: Brawn Focused; Wits Unfamiliar. Occupation: Warrior. planner. She uses her impressive talents for reading people and
Skills: Focused Athletics, Martial Arts, Shooting, Tracking, figuring out their secrets to climb the ladder of the criminal
Throwing, Navigation; Unfocused Second Language: Undead, underground. —Henrik Høeg
Sneaking, Swimming, Magic: Earth. Focus: 7. Notes: Rumpus wears ZEPHRAS THUNDERFIST. Gender:: Male. Race: Dwarf (Vagha). Age:
light leather armor and wields her mother’s Spear of Spearing, which 60. Attibutes: Brawn Focused; Grace Unfamiliar. Occupation: Warlord
has no special value and is just an ordinary spear…with an (Battlefield Commander). Skills: Unarmed Combat, Athletics,
extraordinary name! —Christopher Reed, for the World of Esfah Survival, Persuasion, Toughness. —Steve Braun
ROSBEN RUNDERBOUGH. Race: Halfling. Gender:: Male Age: CLEM VANDEL. Gender: Male. Age: Adult. Attributes: Wits Focused,
Adult. Attributes: Grace Focused; Brawn Unfamiliar. Occupation: Brawn Unfamiliar Occupation: Chef. Skills: Martial Arts, Second
Adventurer/Explorer. Skills: Focused Athletics, Literacy, Language: Gaelic, Vehicle: Auto, Computers Focus: 5. Notes: Clem is
Lockpicking, Navigation, Persuasion, Pickpocketing, Sneaking, an Irish chef with an interest in the strange and unexplained who
Swimming, Tracking; Unfocused: Martial Arts (Escaping), has a knack for finding trouble. —Jeremy LaMastus
Shooting, Throwing Focus: 10 Notes: Jack of all trades, master of ALYNNA VERBINE. Gender: Female. Age: Appears 40-something.
none (or all, if you ask Rosben). Curiosity and high spirits are his Attributes: Wits Focused; Grace Unfamiliar. Occupation: Artisan
two defining traits. He is too curious to ever be afraid, finding Inventor (makes unusual, attractive, very useful things). Skills:
every new creature and new thing very fascinating. In one of his Focused Bargaining, Persuasion, Tinkering, Crafting, First Aid,
many run-ins with magic, he was fused with a bottomless bag—a Second Language: English; Unfocused Martial Arts, Vehicle: Auto,
true advantage, if you ask Rosben, as that allows him to carry a Vehicle: Light Aircraft, Lock Picking. Focus: 7. Notes: Alynna is that
“small” sample of the previously mentioned fascinating items with quirky aunt that everyone doesn't realize that they have, until she
him, without worrying about such boring issues as size and just shows up for the first time. She always seems a bit
weight. Many times has he pulled from the pocket a wondrous anachronistically out of sync with her time and place, arriving with a
item that has helped him and his companions out of peril. Quite large handbag filled with useful and attractive gimmicks, tools, toys,
as often, that that peril was caused by something else from his and tinkered wonders. —Jennell Jaquays

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LESTER SMITH
Gentility. Focus: 5. Notes: Victoria is the daughter of a 16th
century artist who failed to deliver on a royal
commission and sold her into an aristocratic marriage to
avoid prison. Unlike a fairytale princess, she thoroughly
resents her fate. Using skills she learned unlawfully at her
father’s feet, she subtly ridicules polite society through
the very art they pay to possess. She takes portrait
commissions through the agency of a male apprentice
(her secret lover). He sketches each courtly model in
person, and she finishes the painting in private, relying
upon her own clandestine observation of the subject at
aristocratic fêtes. These paintings by a “secretive master”
are in such demand that subjects forgive any less-than-
flattering details as simple evidence of the painter’s
genius. Victoria employs the funds from these
commissions to hire spies, thieves, and assassins against
the aristocracy she so despises. —Jennifer Smith
“WRENCH” WALKER. Gender:: Male Age: 31 Attributes:
Wits Focused; Will Unfamiliar. Occupation: Mechanic.
Skills: Focused Juggling, Boxing, Mime; Unfocused
Sneaking, Sleight-of-Hand. Focus: 4. Notes: “Wrench”
grew up in a Depression-era traveling carnival and works
a day job in an auto factory. He moonlights as a clown
whenever the circus comes to town. —John Card II
LIN WEN-WU. Gender: Male. Age: 35. Attributes: Wits
Focused; Brawn Unfamiliar. Occupation: Super Spy. Skills:
Computers. Martial Arts, Persuasion. Pick Pocketing,
Sneaking, Shooting, Second Language: Italian. Focus: 8.
Notes: A Taiwanese Super-Spy warrior-poet, like Jet Li
meets Roger Moore, a HUGE Film/Anime buff (loves
Hong Kong Jet Li and Jackie Chan Films, Roger
Moore's James Bond Films and “Heartwarming
Friendship Anime like K-ON! and Angel Beats”) when not
on the mission/job. —林立人 Lin Liren
WILFRED THE WIZARD. Gender: Male. Age: Ancient.
Attributes: Will Focused; Brawn Unfamiliar. Occupation:
Illusionist+++. Skills: Focused Persuasion+++;
Unfocused Bargaining+, First Aid+, Magic: Aquatic+,
Magic: Pyrotechnics+, Navigation+, Pickpocketing+,
Ride Animal, Second Language: High Elvish++,
Shooting, Sneaking+, Swimming, Throwing+, Tracking.
Focus: 2. Notes: Wilfred began his magical studies early in
life and pursued a well-rounded adventuring career
“The Pale Viscount” illustration by Lenka Šimečková before developing a total devotion to illusion. Beginning
with small conjurings, he proceeded to triggered images such as faces
THE PALE VISCOUNT. Gender: Androgynous Age: Indeterminate that warn intruders away, then to fully interactive illusory companions,
Adult Attributes: Will Focused; Brawn Unfamiliar. Occupation: Keeper of and finally to seemingly solid creations lasting a century and a day.
Secrets Skills: Focused Sneaking, Persuasion, Tracking, Edged Weapons; Hiding his ancient body in a protected location, he has projected his
Unfocused Appear When Needed Focus: 6. Notes: The Pale Viscount mind into such an illusion and wanders the world, taking on whatever
serves one of human-beings’ basest desires: to prove one possesses shape is needed for the task currently facing him (which obviates the
private, valuable knowledge by divulging it to another person. Clients pay need for other skills). He has come to believe that all of existence is an
the Viscount richly to keep their secrets safe from enemies, their own illusion dreamed into being by the gods, and that with sufficient will, a
unreliable memories, and the indifference of time. Implicit in this truly inventive and dedicated person might join them. —Ralph Faraday
payment is a vow that if ever the Viscount while walking the world learns
a secret he keeps is divulged, he slays the one who uttered it, and the one CENDRA XALCERC. Gender: Female. Age: Adult. Attributes: Grace
that person had it from, and so on back to the original offender. Focused; Will Unfamiliar. Occupation: Peacekeeper. Skills: Martial
Sometimes clients return to the Viscount to be reminded of their secrets, Arts, Persuasion, Athletics. Focus: 4. Notes: Damage and abilities are
which requires a second fee. The Viscount prefers shadow and silence, greater when character uses a drug; health is affected if character
speaking in a vaguely medieval Italian accent only as necessary to does not have access to drugs. Cendra Xalcerc is a spy on an
complete his work. —Tim Ryan interstellar ambassadorial hub world, working for the Qolari
Diplomatic Corps. —KS Augustin
VICTORIA VON VICKERY. Gender: Female. Age: About 30. Attributes:
Grace Focused; Brawn Unfamiliar. Occupation: Artist. Skills: Focused GLEN IVEY. Gender:: Male. Age: Adult. Attributes: Wits Focused;
Chisel, Knife, Painting, Persuasion; Unfocused Embroidery, Equestrian, Grace Unfamiliar. Occupation: Engineer (any kind) —Glen Ivey

ADDITIONAL NAMES
ANCHALUK DAVE “JUSTDAVE” MALCUM BENVENUTI, EVAN MATUA STAN
BEASTLYPOET DUPUIS, BARBARIAN INVESTIGATOR REX PETERSEN NERO STEELGRAVE
CHIPPYMUM JERUSALEM JONES NOHR, HEALER/THIEF SECOND CHANCE TADK
LORD DONSKI JOHNY PLASMUS MAGUS SIR. SIROCCO TENKAR

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