Archive for the ‘Generic D6’ Category

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

Sword Manuevers

Saturday, February 16th, 2008

Swordplay is one of the oldest arts of defense in the world. It has long been the choice weapon of both gentleman and scoundrel. This set of options presents opportunities across a wide variety of D6 settings, from the vibroblades of Star Wars, to the duel in Renaissance Europe, to a fantastic fantasy setting with flashing broadswords. Based on an optional rules set for a martial arts specialization, this set allows for more cinematic sword battles.

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Swordplay rules

Monday, December 3rd, 2007

Swordplay is one of the oldest arts of defense in the world. The sword has long been the choice weapon of both gentleman and scoundrel. This set of options presents opportunities across a wide variety of D6 settings, from the vibroblades of Star Wars, to the duel in Renaissance Europe, to a fantastic fantasy setting with flashing broadswords. Based on an optional rules set for a martial arts specialization, this set allows for more cinematic sword battles.

 This article originally written and posted by Cheshire.

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