Introductory…

 

What is a Role-play Game?

 

Terms and Such

D6

Base

Body Trait

Experience Points

Derived

Game Master

Party

PC

NPC


 

Background


 

Character…

Characters in the D666 system are built on three sets of statistics. These are Body, Learning, and Peculiarities.

 

Body is the big picture with a character. It’s the skills they were born with or have learned without really trying.

 

Learning, however, are skills that the character has put their mind to mastering. Things they’ve dedicated time and effort into gaining.

 

Peculiarities are just that. Odd little things that can’t really be placed or defined, studied or learnt.

 

Body

Each type of Body trait has two scores, ‘Base’ and ‘Derived’. The Base score is used to modify a Learning, the Derived is used when the Body Trait is rolled on its own. The Body is made up of six traits, each of these influences a Learning. For each of the Body traits roll a D6 individually. This roll determines a characters Base Body score for each of the six traits. Each ‘Derived’ Body trait is the Base score multiplied by three. Naturally, these may be shuffled and swapped for each other if the Player desires their character to be better at one thing than another.

 

Eyes

The eyes are used for looking. You can see and find stuff with them. It sounds pretty obvious. That’s because it is.

 

Face

The face is a social organ. It lives to be shared around. It’s the characters communication tool with the world around them. Anyone whoose got a good sword can get their party into trouble, but a decent face can talk the party’s way out of it.

 

Feet

Feet is a bit of an odd one. It reflects the character’s ability to get out of harms way in Melee combat. As such, it starts at eighteen and has three Learnings subtracted from it. These are Acrobat, Brawl, and Melee. Each of these creates a separate Feet score. When being attacked in combat an attacker must not only roll over their own Brawl, Gun or Melee Leaning. They must roll over the target’s Feet as well.

 

Which Feet do you use if there is three, then? Well, Acrobat can be used in any circumstance. Brawl can be used in close quarters and hand-to-hand combat. Melee can only be used in hand-to-hand combat when the character has a weapon in their hand.

 

Hand

Eyes might seem straight forward. Hands are a little more tricky. They’re good for manual manipulation. That means everything from hammering a nail, popping a cork through to swinging a sword.

 

Heart

The Heart is a tool of passion. It loves and it lusts. It’s the physical component of the ethereal drive in the soul. The Heart is used for all matters that aren’t exactly physical and aren’t exactly mental, but some strange emotional discipline in between. Painting, poetry, and music are all products of the heart.


Limbs

The Limbs lift and bend. They do all the hard physical labor. The Hands may move the sword deftly, but the Limbs put the force behind the blow.

 

Skull

The Skull thinks and plots. It schemes. It’s a thinking organ, used for all those mental processes that we love so dearly.

 

Other Bits

While items such as Skull or Hand help in determining Learnings, there are other statistics required of a character in a role-playing game. Things such as Hit Points, wealth or the number of languages a character may speak. These particular aspects of a character are determined by Torso, Nose and Ears. Each of these starts at eighteen. Each of these are determined in their own individual manner.

 

Ears

Ears are used to hear, but this statistic reflects how well known an individual is. The lower the number the more is said about the character. Unlike other rolls, Ears is not used by the character. Rather, other individuals use the characters Ears. An Ears score for a character begins at twenty-four minus 1D6 plus their Face, meaning that the character is most likely unheard of or has very little known of them. Simply by rolling 3D6 against the target characters Ears determines what, if anything is known about them.

 

Nose

If you’re on the Nose, that means you smell. Like the lower classes, that is. The lower ones Nose score is, the higher up on the social food chain they are. Nobles have a lower Nose score. Nose also determines a characters starting wealth and possessions. This score is determined by rolling a single die, which is 1D6.

 

6          Begger

            One-fourth starting cash

5

            Half starting cash

4

            Three-fourths starting cash

3         

            No change to starting cash

2

            1.5 times starting cash

1          Nobility

            Double Starting cash

 

Tongue

A measure of how many languages the character knows. This is six minus their Skull score.

 

Torso

Basically a measure of how many hits or how badly wounded the character may endure before death. Basically equal to Limbs+Heart+D6, every time a character is hit in Combat they roll 3D6 against their Torso score. The results of this roll have both the weapons damage and the number of times the character has been previously hit removed from its total. If the roll is successful, the character is fine and may continue acting. If it fails the character is unconscious.

 

Learnings

A character begins with a base score in their Learnings. This score is eighteen, meaning that an unskilled check requires the optimum roll to succeed. However, the player additionally gains the same, eighteen points with to purchase Learnings. Each point spent in a Learning lowers the level of said Learning by the same. No more than six points may be spent on a single Learning.

 

Additionally, as stated each Learning is associated with a Body trait. Each Learning to which the player places points lowers said Learning a number of points. Ironically this number goes higher the lower ones Body score is. See the table below for details.

 

Body score-

1          2          3          4          5          6

9          7          5          3          1          0

Learning reduction-

 

Acrobat (Limbs)

Any mixture of leaping, swinging, ducking, diving and other swashbuckling feats.

 

Apothecary (Skull)

Medical knowledge. A successful roll of this skill removes the penalties of a successful hit from a character. Such a roll may be made once per day per patient.

 

Archery (Eyes)

Use of a bow-and-arrow. This includes hunting, still target-shooting as well as combat.

 

Art-craft (Heart)

Creating a painting, sculpture or other such work.

 

Bark (Face)

The ability to bluff, sweet-talk and down-right lie convincingly.

 

Blacksmith (Hand)

Metal work of common-place objects. Requires a forge and tools.

 

Brawl (Limbs)

The ability to fight unarmed in combat.

 

Climb (Limbs)

Scaling a face such as a wall, a cliff, a rope or a ladder.

 

Craft (Hand)

The workmanship of a whittler, wheelwright, and hand-carving common place items such as a table or bed.

 

Empathy (Face)

The opposite to Intimidate. Empathy is the characters ability to play ‘good guy’, appealing to an individuals softer side.

 

Esoteric (Skull)

The character with Esoteric knows much about magic and monsters. The occult is no mystery to them having thumbed there way through texts such as the Necronomicon or visited the dread Plateau of Leng.

 

Flirt (Face)

This learning allows an individual to conjure momentary sexual interest from another individual.

 

Gambling (Heart)

Telling the odds, picking a poker face and using every fiber in your being to win.

 

Gun (Eyes)

Not merely hunting, or still-target shooting. It is also the ability to use firearms in battle and under-fire.

 

Intimidate (Face)

A method of putting on bully-boy manners to get ones way.

 

Investigation (Eyes)

Picking up details, sorting through facts and noting clues.

 

Lock-pick (Hand)

Picking a lock.

 

Magic (Heart)

The ability to weave and direct spells. Actual rules on spell-casting are detailed under the Rules chapter in the section entitled Magic.

 

Melee (Hand)

Use of close-combat weaponry such as knives, clubs or swords.

 

Military Education (Skull)

Reflects graduation from an academy or some other sort of formal training in the leading and marshalling of troops, tactics, logistics and so forth.

 

Music (Heart)

Training in a wide variety of instruments and songs. The ability to give a professional performance.

 

Orate (Heart)

Public speaking with passion and conviction. The ability of every good Politician.

 

Perform (Heart)

Giving a performance as an actor.

 

Persuade (Face)

Using words and manners to push one agenda on an unwilling party.

 

Scout (Eyes)

Picking trails and tracks for optimum safety and speed.

 

Sense (Eyes)

Using ones senses to pick out details not blindly obvious. May occupy any of the five normal senses.

 

Scholar (Skull)

Books, and copious amounts thereof. The character with this Learning is well read and versed in a wide variety of formal academic topics.

 

Schooling (Skull)

Reflects the products of some basic education. This includes rudimentary history, geography and literacy.

 

Steal (Hand)

Taking and planting object from people or off shelves without being noticed.

 

Stealth (Limbs)

Moving silently so as not to be seen, heard or smelled.

 

Survival (Hand)

Building a fire, a shelter and foraging for survival in the wilderness.

 

Stock (Face)

Taking ‘Stock’ of an individual. Digging through their demeanor for signs of falsehood.

 

Swim (Limbs)

An action in water that does not result in sinking and drowning.

 

Theologian (Skull)

The skills of a trained priest, monk or other religious official.

 

Throwing (Limbs)

Simply put, Throwing is the ability to hurl an object over a distance.

 

Tracking (Eyes)

Noticing marks, trails, broken branches and other signs that point to a bodies passing.

 

Peculiarities


 

Rules

 

Die Rolling

The basic rule of the D666 system is to grab 3D6 and roll them together, adding the sum of each die to get a number between three and eighteen. The sum is then compared to the associated Learning or Derived Body Trait. If the result of the three dice is greater than the number of the Learning or Body the roll is considered a success. Note, we say greater, not equal. Thus a roll of three always fails, regardless of how good the characters Learnings or Body traits actually are. The exception to this rule is that of a score of eighteen, which is considered a pass regardless.

 

These sort of rolls are generally called when the Game Master is uncertain as to the characters ability to complete the task at hand. For example, say we had an Occultist scouring his highly worn copy of the Necronomicon for one particular sentence. The Necronomicon is a big and weird book, so the Game Master asks him for an Esoteric roll to find the sentence. The scholar’s Esoteric score is thirteen and their player rolls 3D6. If the result was say two sixes and a two- a fourteen, which passes the roll. If, however, the result was a five, a six and a two- thirteen –the result would be a failure.

 

Contested Rolls

Contested Rolls are called for when two characters compete. In this situation, it’s not simply passing the roll which matters. Rather, its passing and getting the highest roll possible. Imagine two swimmers, both competent, racing from one end of a stream to the other. They would both make Swim rolls. If one passes and the other fails, its clear to see who the winner is. One reaches the end while the other is floundering around. But if they both pass, then whoever rolls higher than the other is considered the victor, in the case of our swimmers, reaching the other side first.

Combat

Sometimes simple die-rolling isn’t enough. When the characters come face to face with a gang of thugs or a hideous monster a few more rules may be necessary to cover the violence and chaos that follows. For this reason, we have Combat.

Order

All players roll a single die for the party. At Game Master does so for each Extra or group of Extras involved in the combat. Compare each of the players dice to the Game Masters. Equal rolls cancel each other out. Whoever has the highest at the end goes first.

 

If it is the Game Master they then proceed to describe the actions of each Extra or group of Extras in a suitably applicable and dramatic manner.

 

If it is the players then, beginning clockwise from the Game Master, each player describes what their character is doing.

 

Action

Combat slows the normal progression of a game. Each action a character undertakes consists of roughly five seconds of real time. This is essentially enough time to do one thing. In the interests of less complicated play a character may speak a short sentence and move one Range increment for free. Aside from these two all actions, including those involving rolls, constitute an Action.

 

Multiple Actions may be undertaken at a penalty of negative one from the total of the roll. This effect acuminates. Thus drawing a blade counts as an action. Using the in an attack counts as a second action, and incurs the negative one penalty from the results of the roll. Attacking a second time after the first two actions incurs a penalty of negative two, and so forth.

 

Range

Combat utilizes five loose range increments to work out approximately how far combatants are from each other. These are Close, Short, Medium, Long and Extreme.

 

Close is about an arms length. Short is a stones throw away. Medium could be considered across the street, while Long would be several blocks down it. Extreme would be in the distance and on the horizon.

 

Various weapons have differing ranges, but generally a Melee weapon is close range and a thrown is short.

 

Flight

When calculating the range against a flying target calculate also how high up the target is. Characters, creatures and vehicles with the ability to fly may make two movement actions each turn. One moving a Range Increment and one increase or decrease their Height measurement.

 

Height measurements use the same rulings as Range: Close, Short, Medium, Long and Extreme. The difference is it measures the characters height from the ground not other character.

 

Essentially this means the character has two movement characteristics to consider. The first is how far they are from their target on a straight incline; the other is how high up they are. To attack a target on the ground, or be attacked from the ground, the character must be within both ranges. That is, they must be within Height as well as Range. This is calculated like a normal range.

 

For example, say a hunter wants to shoot at a game bird flying overhead. The bird is flying at a Medium distance away, but they are an Extreme height from the ground. That means the hunter must have a ranged weapon capable of reaching an Extreme range, as that is a measure of how high the bird is flying. If the bird was flying at a Short distance from the ground, the hunters weapon would only need a Medium range to hit it.

Attack and Defence

Unless noted above, the range of an attack is noted by the characters weapon. Anyone within the weapons range can be targeted. The attacking character or extra then rolls their appropriate combat Learning- be it Archery, Brawl, Gun, Melee, or Throwing.  Details of which Learning to use with which weapon are detailed both in the Weapons and Learnings sections.

 

The result of this roll is compared both to the characters Learning rating and that of their targets appropriate Feet statistic.

 

Um… Which Feet was it?

Basically, each character has three sets of Feet. These are Acrobat, Brawl, and Melee.

 

Acrobat Feet can be used in any combat situation, even ranged, since it represents the characters ability to duck, weave, dodge and generally move with skill.

 

Brawl Feet are used when the character is unarmed and attacked from a Close range.

 

Melee Feet are the same as Brawl Feet except that the character must be armed with a Melee weapon of some kind to make use of this statistic.

 

Ouch! My Torso!

Any successful attack does damage to the target. This is usually determined by the attackers’ weapon. A character may take damage equal to the sum of their Limbs and Heart scores, plus the roll of a D6. This is termed ‘Torso’. A character that looses all their Hit Points falls unconscious. Torso can be regained at a rate of one per day of rest with an additional one per day gained through application of the Apothecary Learning.

 

Death

Ultimately, a role-play game tells a story. Killing a character for bad roles doesn’t necessarily make a good story. While this may seem like a free pass for all sorts of havoc wrought by power gaming players, think of all the fun a villain can have with characters who just won’t die. Death, in the D666 system, comes to a character at a suitably dramatic moment.

 

Damage and Soak

Each successful attack does damage. The base, bare fisted damage a character does is equal to their Limbs. Melee weapons improve this and fire arms do damage all their own. However, armour helps reduce damage. This is termed a Soak rating. This reduces the amount of damage dealt equal to the Soak.

 

Environmental Rules

Environmental Rules cover an entire collection of circumstances and rulings that may come into play under certain circumstances- combat or otherwise.

 

Fire

Characters exposed fires might find themselves on fire. All characters in contact with fire are at risk of catching. Characters are allowed a Limbs roll . If a character’s clothes or hair catch fire, they suffer a D6 of damage equal to the number of burning areas of their body immediately. For purposes of determining this a character has six areas of their body- two arms, two legs one head and one torso. In each subsequent Action the burning character suffers the same until someone attempts to put them out. When this happens must make another Limbs roll. Success means that the fire has gone out.

                                                                                                                          

Cold

Cold and exposure deal damage to the victim. An unprotected character in cold weather must make a Survival roll each hour or take a die of points of damage.

 

In conditions of severe cold or exposure an unprotected character the Game Master may rule that the roll is made  every half hour. Extreme cold may deal 2D6 points of damage.

 

Darkness

Sometimes a character has trouble seeing. This is usually the case when dealing with situations at night, or places with poor lighting such as caves or dungeons. Each ‘sight impairment’ correlates with a negative one pnealty involving sight- such as attacks or Apothecary rolls. 

 

Poor Light (Negative one) constitutes the times such as dusk and dawn or an average lit city-street by night.

 

Limited Light (Negative two) constitutes a single good light source in darkness, or many limited ones, such as a campfire or a several-dozen strong search party all armed with torches.

 

Darkness (Negative three) constitutes one source of light alone- such as the moon, or a single candle in a large room.

 

Total Darkness (Negative four) constitutes no source of light whatsoever.

 

Drowning

Any character can hold her breath for a number of rounds equal to their score in the Swim Learning. After this period of time, the character suffers D6 wounds each round until unconscious or out of danger.

 

Falling

The basic rule is simple: One Die of damage per Height increment fallen, to a maximum of 5D6. If it happens to exceed Extreme, simply start adding on from close again. In the end it pans out something like this:

 

Height Increment       Damage

Close                          D6

Short                           2D6

Medium                      3D6

Long                           4D6

Extreme                      5D6

 

Fog

Whether in the form of a low-lying cloud or a mist rising from the ground. Any character attempting to see more than Close must make an Eyes check. 

 

Rain

Rain reduces visibility and impairs the actions of those beneath it. Treat as Darkness varying based on how heavy the rain is.

 

Snow

Falling snow has the same effects on visibility, ranged weapon attacks, and skill checks as rain. Additionally it reduces a characters speed by one range increment every two rounds. Heavy snow has the same effects as normal snowfall, but also restricts visibility as fog does.

 

Sleet

Essentially frozen rain, sleet has the same effect as rain while falling and the same effect as snow once on the ground.

 

Hail

Hail does not reduce visibility, but the sound of falling hail makes hearing things more difficult (a negative one penalty). Sometimes hail can become large enough to deal D6 points of damage to anything in the open. Once on the ground, hail has the same effect on movement as snow.

Magic

Like most Role-play games, a few extra rules are needed to represent Magic. In the D666 system anyone can do magic. All they need is the Magic Learning. Making it work is simply a different story. The nature of Magic, and the rules used to represent it, means that an inexperienced or unknowing practitioner can only produce the most minute effects with the most effort.

 

That said, there are no set spells. Magic is free-form. Essentially character designs their own spells based on a list of common effects listed below. Each has a difficulty attached to it. These are then tallied and added onto the score of each characters Magic Learning. The greater and more numerous the effects, the more it costs.

 

Magic, however, is also communal. Meaning that the more people with the Magic Learning the Character has helping them cast a spell the easier it is to cast. The afore mentioned cost- represented by an increase of the Magic rolls difficulty -is then divided amongst the number of characters participating in the casting ritual, rounded up. Each participant must make a successful Magic roll for the spell to succeed. Any partial numbers are rounded up.

 

For example, a one may wish to see into the future. They wish to spend twenty minutes casting the spell (+3) and they want the vision to be clear, so they take six dice (+6)- used to generate Bonus’ for Investigation or Skull rolls to examine the vision later. Now, they want to know tomorrows lottery numbers, so that’s a day’s duration (+3) and the range is only themselves (+1). Still, all that adds up to a difficulty of thirteen. Even if the characters Magic Learning is at its lowest, three, that still becomes a difficulty of sixteen- a difficult number on their own.

 

However, if the individual wished to bring three friends, the difficulty would be three with a fraction remaining, rounded down to three for each of them. If each of those four had a Magic Learning of three that would make the difficulty six- easily manageable. Still, only the character initiating the spell gains the effect, for all four characters to be affected the difficulty would increase by another two.

 

It should be noted, however, that to conjure a spell successfully all participants in the casting process must succeed in their Magic rolls.

 

Casting Time

This is the time it takes to cast the spell. The shorter the time, the less chance the casters have to gather their power.

 

The casters may perform the spell over a prolonged period of time. This would allow greater effects to be manifested, let the casters rest and recover their strength before resuming their work, permit new elements to be introduced slowly or the difficulty to be divided amongst multiple occasions. Each time the spell is left and taken up again adds a new +1 to the difficulty. If the spell is in anyway disturbed between castings the casters must stage again.

 

Time               Difficulty

Hour+              +1

40 Minutes     +2

20 Minutes     +3

10 Minutes     +4

1 Minute         +5

1 Action          +6

 

Dice

Dice measures the number of Dice a spell will use to manifest its effect. Essentially this can work in one of two ways.

 

The first way depends on the nature of the spell in regard to the target. If it is benevolent then the dice are rolled, the result becoming a bonus for the target of the spell. If it is malevolent then the opposite occurs. The dice are rolled and the result becomes a penalty. A curse on a gambler, for instance, might add a penalty to his next gambling roll for the duration of the spell.

 

The second way is to provide dice that correlate to an in-game outcome. This is used most commonly in the case of anything requiring statistics of any kind. A Golem creation spell might use its dice to generate the creatures Body.

 

Dice                Difficulty

1                      +1

2                      +2

3                      +3

4                      +4

5                      +5

6                      +6

 

Duration

Duration basically describes how long the spell is to last. Like Casting Time, a Spell’s duration can be divided over time by the casters- allowing it to be maintained beyond its original parameters. Each time the Spell is maintained new effects can be added. Each time the Duration is maintained, this adds +1 to the difficulty of the Spell.

 

Duration         Difficulty

Instant +1

Minute +2

Hour                +3

Day                 +4

Week              +5

Month              +6

 

Range

Range determines the distance between the spell and the target. The target must be within the range the second the spell is cast for it to work.

 

Range                        Difficulty

Self                 +1

Close              +2

Short               +3

Medium          +4

Long               +5

Extreme          +6

 

Targets

Affecting one person, object or item with magic is easy. All that energy and conjuring has to go somewhere, after all. Its when the Wizards try to divide it amongst a number of targets that things start to get tricky. Note the term ‘General area’ cannot be taken to mean an entire Kingdom, forest or other vast swath of land. Rather it could mean a courtyard, street-block or particular area of a forest.

 

Target(s)        Difficulty

Single             +0

A Pair             +1

Half-dozen      +2

Dozen             +3

Twenty            +4

Thirty               +5

General area +6       

 


Game Mastery

 

Experience Points

After a game, it is usually customary for the Game Master to award the players with a number of experience points based on how they played and how much enjoyment was had by all. Generally this number is between one and five points, but really, it’s up to the Game Master. As stated the player uses these points to improve their characters. This pans out as follows:

 

10 Points.

 

 

Body Score                Cost

6                                  9

5                                  8

4                                  6

3                                  5

2                                  3

1                                  2


 

Bestiary & Such

Priest

Body

Eyes 4/12, Face 2/6, Hand 4/12, Heart 1/3, Limbs 4/12, Skull 1/3

 

Learnings

Acrobat (18), Apothecary (3), Archery (18), Art-craft (10), Bark (3), Blacksmith (18), Brawl (18), Climb (18), Craft (18), Empathy (5), Esoteric (3), Flirt (8), Gambling (9), Guns (15), Intimidate (5), Investigation (8), Lock-pick (18), Magic (9), Melee (18), Military Education (7), Music (6), Orate (3), Perform (6), Persuade (6), Scout (18), Sense (14), Scholar (3), Schooling (3), Survival (18), Steal (18), Stealth (18), Stock (4), Swim (18), Theologian (3), Throwing (18), Tracking (18).

 

Other

Ears (12), Feet (A: 0 B:0 M:0) Nose (2), Tongue (5), Torso (11).

 

Possessions

Robes, holy book and a religious symbol on chain around neck.

 

Soldier

Thief

 

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