Archive for the ‘Adventurous’ Category

Pulp Adventure Skill List

Sunday, March 2nd, 2008

Ever wanted to run a game set in an action packed “pulp” setting?  Have you wanted a special “feel” for the skills, that properly reflected the setting?  Well here is a skill list for you.

 This list utilizes the Star Wars attributes, but provides skill that properly reflect a pulp adventure type of setting. 

This list originally created and posted on the D6 Yahoo group.

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D6 Mook Aggregation System

Sunday, March 2nd, 2008

The Mook Aggregation System is desgined to combine large number of combatants into single units for purposes of simplifying rolling things out.  A common staple of heroic fiction is being vastly outnumbered, but, it gets really boring and time consuming to roll out a fight of 1 vs 250.  Now, one versus 5 entities each composed of 50, that works nicely!

This requires D6 Fanasy or D6 Adventure or something that has the handy spell table and the Helper Participation table.

 This idea originally created by Kalzazz on the WEG boards.

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Genre Style Fate Points — Fantasy

Sunday, February 17th, 2008

Fantasy Fate Points

In addition to codes of personal conduct, a GM can reward Fate Points on uses that reinforce the feel of the genre. The following suggestions are for a fantasy setting.

  • Racial Affinity: Every race in fantasy is known for something. Elves for their bond to nature, Dwarves for their craftsmanship and Humans for their tenacity.
  • Ancient Knowledge, Ancient Rites: Whether it’s a forgotten sword technique or a lost spell. The Last Grand Age has secrets that motivate
  • Racial Hatreds: There are creatures and foes that raise the ire of entire cultures
  • The Long Trek: Often, quests involve lots of traveling. If something impedes the trip, it must be removed.

Genre Style Fate Points – Pulp

Sunday, February 17th, 2008

In addition to codes of personal conduct, a GM can reward Fate Points on uses that reinforce the feel of the genre. The following suggestions are for a pulp setting.

  • Patriotism: Helping your country is a call you can’t resist. When it looks like another country could get ahead of the game, you push full steam ahead.
  • Explorer: Doing something that helps expand the borders of the known world. Long leaps across crevasses and dodging mud slides is second nature.
  • Protect the Innocent
  • Always offer to help a lady — By doing it first and asking forgiveness later if she happens to be a … progressive lady.
  • Slavery is evil: It must be stopped at all costs.
  • Helping science helps you: Your belief in the benefits of science bolsters you when scientific equipment and personnel friendly to you are threatened. Doomday devices and ray gun pointed in your direction is another matter.
  • A witty punchline is a good as a punch: Saying something clever helps you do your task.
  • Don’t resort to evil’s methods to defeat evil: Taking the high road to avoid being “like them” goes a long way.
  • A punch is as good as a gunshot: Never shoot what you can fisticuff instead.
  • The Rare Air: Something in exotic locations like lost civilizations and the Hollow Earth promotes healing