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Adventure
rulebook
DESIGN
Nikola Vrtis
INTERIOR ILLUSTRATION
John Bridges (p. 81), Bob Cram Jr. (pp. 26, 28,
49, 64, 74, 76, 117, 123), Elizabeth T. Danforth
(p. 100), Talon Dunning (p. 34, 41, 66), Malcolm
Hee (p. 31), Fil Kerney (pp. 23, 73, 79, 121),
Jaime Lombardo & Ron Hill (p. 58), John Paul
Lona (p. 7), Christopher Martinez (pp. 20, 25, 32,
47, 78, 80, 107), Aaron McCellan (p. 18), Allen
Nunis (pp. 10, 11, 93, 109), Brian Schomburg (p.
45), Lee Smith (pp. 44, 75, 82, 128, 129, 130,
131, 132, 133, 134, 135, 136, 137), Pete Venters
(pp. 5, 42, 97), Chris Watkins (pp. 50, 69, 125)
BASED ON MATERIAL BY AND WITH SPECIAL THANKS TO
Greg Farshtey, Douglas Kaufman, Fred Jandt,
Peter Schweighofer, Bill Slavicsek, Bill Smith,
Ed Stark, George R. Strayton, Teeuwynn Woodruff,
and other D6 System, MasterBook, Shatterzone,
and Torg contributors
COVER ART
Chris Dien
COVER GRAPHIC DESIGN
Eric Gibson
D6 ADVENTURE PLAYTEST TEAM
Ron Fricke, Max Hattuer (with Peter Amthor,
Joe Eddy, Bob Scott, Bruce Wiseman, Lori
Cordell), Matthijs Krijger, Kevin MacGregor
(with Shari MacGregor, Greg Nagler, John
Jacobsma, Chuck Walle), Scott Palter, German
E. Vargas Ramos, M. Shanmugasundaram,
Tom Zunder, the D6-WEG mailing list (d6-weg-
subscribe@yahoogroups.com), the Torg mailing
list (torg-request@roadkill.com)
… and their groups, friends, and accomplices.
Thank you for the use of your imaginations and
your time.
INTERIOR GRAPHIC DESIGN
Nikola Vrtis
PROOFREADER
Kevin MacGregor
PUBLISHER
Eric Gibson
SPECIAL THANKS TO
German E. Vargas Ramos (for firearms
consultation), Rachel Gibson,
Scott D. Haring, Steven Marsh
For free support, information about books for this game system and
other WEG systems, links to fan sites, details on licensing this system,
and much more, visit our Web site at www.westendgames.com!
WEG 51011 • Version 2.0
ISBN 1-932867-00-7
WEST END GAMES • www.westendgames.com
© 2004 Purgatory Publishing Inc. All Rights Reserved. West End Games, WEG, and D6 System are trademarks and properties of Purgatory Publishing Inc.
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Contents
Introduction ............................................................................................................................3
Introductory Adventure ............................................................................................. 4
Key Terms .. 8
Chapter One: Character Basics ................................................................................. 9
Character Creation Methods ...................................................................................... 9
Attributes ................................................................................................................. 10
Skills ........................................................................................................................ 11
Advantages, Disadvantages, and Special Abilities ...................................................... 13
Move........................................................................................................................ 13
Special Points (Character Points and Fate Points) ..................................................... 13
Body Points and Wounds ......................................................................................... 14
Strength Damage ..................................................................................................... 14
Funds ....................................................................................................................... 14
Equipment ............................................................................................................... 14
Background and Character Features ......................................................................... 14
Chapter Two: Character Options ............................................................................15
Costs at Character Creation ..................................................................................... 16
Disadvantages .......................................................................................................... 17
Advantages ............................................................................................................... 27
Special Abilities ........................................................................................................ 33
Special Ability Enhancements.......................................................................... 40
Special Ability Limitations .............................................................................. 40
Chapter Three: Improving Characters ..............................................................43
Chapter Four: Game Basics ........................................................................................ 46
Rolling Dice............................................................................................................. 46
Wild Die......................................................................................................... 46
Improving a Roll ............................................................................................. 46
Using Skills .............................................................................................................. 47
Untrained Skill Use......................................................................................... 48
Game Time .............................................................................................................. 48
Initiative ......................................................................................................... 48
Performing Actions in Rounds ........................................................................ 49
Preparing ........................................................................................................ 51
Rushing .......................................................................................................... 51
Choosing Difficulties ............................................................................................... 51
Standard Difficulties ....................................................................................... 51
Opposed Difficulties ....................................................................................... 52
Special Difficulties .......................................................................................... 52
Generic Modifiers ........................................................................................... 53
Determining Success ................................................................................................ 53
Result Points ................................................................................................... 53
Second Chances .............................................................................................. 53
Gamemaster’s Fiat ........................................................................................... 53
Chapter Five: Movement .............................................................................................54
Chapter Six: Combat .......................................................................................................58
Step 1: Generating Initiative .................................................................................... 58
Step 2: Attacking and Defending ............................................................................. 58
Base Combat Difficulty................................................................................... 58
Determining Success ....................................................................................... 59
Step 3: Determining Damage................................................................................... 60
Combat Summary.................................................................................................... 60
Combat Example ..................................................................................................... 60
Chapter Seven: Damage ................................................................................................61
Body Points.............................................................................................................. 61
Wounds ................................................................................................................... 62
Chapter Eight: Healing ................................................................................................. 64
Body Points.............................................................................................................. 64
Wounds ................................................................................................................... 64
Chapter Nine: Combat Options ................................................................................66
Chapter Ten: Example Skill Difficulties ..............................................................71
Information Difficulties ........................................................................................... 71
Observation Difficulties ........................................................................................... 72
Interaction Modifiers ............................................................................................... 72
Mental Defenses....................................................................................................... 72
Chapter Eleven: Magic ....................................................................................................83
Obtaining Access to Magic....................................................................................... 83
Learning and Improving Magic Skills....................................................................... 83
Magic Skills.............................................................................................................. 83
Characteristics of a Spell........................................................................................... 84
Using Spells and heir Effects .................................................................................. 84
Building the Spell..................................................................................................... 85
Determining the Desired Effect ...................................................................... 85
Basic Aspects................................................................................................... 86
Summary ........................................................................................................ 89
Optional Aspects............................................................................................. 89
Final Spell Total and Spell Difficulty ............................................................... 94
Design Time ............................................................................................................ 94
Spell Design in Action.............................................................................................. 95
Blank Spell Worksheet ............................................................................................. 96
Chapter Twelve: Precalculated Spells ................................................................97
Chapter Thirteen: Psionics ......................................................................................104
Obtaining Access to Psionics .................................................................................. 104
Learning and Improving Psionics Skills .................................................................. 104
Using and Resisting Psionics .................................................................................. 105
Psionics Modifiers .................................................................................................. 107
Psionics Skills ...............................................................................................................
Chapter Fourteen: Equipment ...............................................................................112
Purchasing Equipment (Funds) .............................................................................. 112
Gear ...................................................................................................................... 113
Mystical Items ....................................................................................................... 114
Protective Gear ...................................................................................................... 114
Firearms ................................................................................................................. 115
Explosives .............................................................................................................. 117
Missile and hrown Weapons................................................................................. 118
Melee Weapons ...................................................................................................... 119
Improvised Weapons .............................................................................................. 119
Vehicles .................................................................................................................. 120
Chapter Fifteen: Gamemaster Tips .....................................................................121
Chapter Sixteen: Adventure Tips ..........................................................................122
Rewarding the Players ............................................................................................ 126
Generic People ....................................................................................................... 126
Generic Animals..................................................................................................... 127
Generic Monsters ................................................................................................... 127
Character Templates ....................................................................................................128
Blank Character Sheet ................................................................................................139
D6 Reference Sheet ........................................................................................................140
Die Code Simplification ..............................................................................................142
Index .........
143
 
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Introduction
his book provides the fundamentals necessary to play in a Wild
West, pulp fiction, modern adventure, espionage, low-level super
hero, or similar setting using West End Game’s famous D6 System
roleplaying game rules.
If you’re reading this book, you probably already know what a role-
playing game is. In case you need a refresher or to explain it to your
friends, we suggest telling them that this is an interactive storytelling
game wherein they play the part of major characters in the story. If
they’re still interested, let them read this introduction.
You might also want to start with this introduction if you’ve role-
played before getting this book but it wasn’t with the D6 System.
What Is a Roleplaying Game?
A roleplaying game is very much like improvisational acting or
interactive storytelling — but with rules. Many video games are like
this, and there are plenty of online interactive worlds, so chances are
good that you know what a roleplaying game is about. his roleplaying
game, however, doesn’t need any expensive equipment or special software
or cartridges or a connection to the Internet.
What Do I Need to Play?
To play this game, you need this book, some paper, something to
write with, some six-sided dice, a lot of imagination, and a group of
people, one of whom is willing to be the guiding force in the game.
his person is called many things, but “gamemaster” serves well as a
short hand for someone who presents information about the game
setting and obstacles the other players encounter; who takes the part
of the people the players’ characters interact with; and who adjudicates
the rules. he rest of the group, simply called “the players,” take on
roles of major characters in the story that they and the gamemaster
create together.
he stories are called “adventures,” or “scenarios.” Very short adven-
tures, usually encompassing only one or two obstacles to a simple goal,
are referred to as “encounters.” A series of encounters can become an
adventure, while a series of adventures can turn into a campaign. his
book contains a chapter on how to come up with adventures, and West
End Games has an encounter generator online.
Where Do I Go Next?
Will you be you joining a game where everyone else knows how
to play, and you don’t have a lot of time to learn the rules? Read
Chapter 1, “Character Basics” and then flip to the character templates
on pages 128–137 of this book. Ask the gamemaster which one or ones
you can use. (hese are also available for downloading from the West
End Games Web site). Fill in the template as you learned from Chapter
1, then take the sheet to the game session and start playing. he rest
of the players will teach the details as you go along.
Do you have some time to learn the rules, but you don’t want to
be the gamemaster? Read all of the chapters up through the “Healing”
chapter. In this introduction is a solitaire adventure that will get you
started on the basics; the rest of the chapters fill in more details. hen
skip to the “Equipment” chapter. If you want to play someone with
psychic or magical abilities, you’ll also need to read those chapters.
Do you want to be the gamemaster, with all its responsibilities
and privileges? You’ll need to read this entire book, or at least through
the “Healing” chapter and skim the rest. hen use the “Adventure Tips”
chapter to design your own scenario, invite some friends over, introduce
them to creating characters, and have fun!
System Overview
his overview provides basic concepts germane to roleplaying with
the D6 System . he concepts presented herein are further explained in
the rest of this book, and an introductory adventure will give you a
chance to try out what you’ve learned here.
Making Actions
Each player has a character with attributes and skills that describe
how well that character can perform various actions. Attributes repre-
sent a character’s innate abilities, while skills are specific applications
of those abilities.
Most game mechanics in D6 involve rolling some six-sided dice. A
die code associated with each attribute and skill represents how good
the character is in that area. A die code associated with a weapon
shows how much harm it can cause. he larger the number, the more
experienced, trained, or naturally adept your character is, or the more
deadly the weapon, or the more useful the equipment.
Each die code indicates the number of six-sided dice you roll when
you want your character to do something (1D, 2D, 3D, 4D, 5D, etc.),
and sometimes an added bonus (called pips) of “+1” or “+2” you add
to the total result you roll on the dice.
Example: If your character’s Physique attribute is 3D+1, when you
have her try to lift a cargo container, you would roll three dice and add
1 to the total to get her result.
To represent the randomness of life (and the tons of little modifiers
that go along with it), every time you roll dice, make sure that one of
them is of a different color than the others. his special die is the Wild
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Rea lity
h e D6 S ystem ru les are n ot mean t to refle ct reality ’s reality .
When you spend a Fate Point, that means your character is using
all of her concentration to try to succeed. You may spend a Fate Point
only before any die rolls are made. Doing so doubles the number of
dice you’d normally roll, usually for one round and one action only,
though the gamemaster may allow players to spend more Fate Points
in particularly challenging moments. his allows the character to do
one action really well.
Once a Character Point or Fate Point is used, it’s gone. You gain
more Character Points at the end of a game for completing goals and
playing well. You may get back Fate Points at the end of the game if
they were used at a brave, heroic, or climactic moment.
reali ty of sto ries, tele vision s hows, co mic bo oks, and movies .
G amem asters wh o want to use th is syste m to des cribe th e real
worl d will n eed to a dd their own m odifiers and lim its.
Die, and it can have some interesting effects on your dice total. (If you
only have one die to roll, then that die is the Wild Die.)
If the Wild Die comes up as a 2, 3, 4, or 5, add the result to the
other dice normally. If the Wild Die comes up as a 6, this is a Critical
Success. Add the 6 to your other dice results and roll the Wild Die
again. As long as you roll a 6, you keep adding the 6 and you keep
rolling. If you roll anything else, you add that number to the total and
stop rolling. If the Wild Die comes up as a 1 on the first roll, this is a
Critical Failure. Tell the gamemaster, who will let you know whether
or not to add it to your total.
he higher you roll, the better your character accomplishes the task
at hand. When your character tries doing something, the gamemaster
decides on the required skill and a difficulty based on the task’s com-
plexity. he gamemaster doesn’t usually tell you the difficulty number
you need to equal or beat to succeed. He often won’t inform you which
tasks are easier and which are harder, though he might give you hints.
(“Hmmm, catching your grappling hook around that small outcropping
is going to be pretty hard.…”) he gamemaster then uses the rules to
interpret the die roll and determine the results of the action.
Try It Out!
Now that you have the basics down, let’s try out a short scenario.
First, you’ll need a character. On the next page, you’ll find a template.
Most of the game characteristic information is filled in. he attributes
and skills are listed in two columns on the left-hand side of the page.
he attributes names — Reflexes, Coordination, Physique, Presence,
Knowledge, Perception, and Extranormal — are printed in bold above
the skill names. here are more skills in the game than the ones listed
on this sheet, but these are the ones commonly associated with the type
of profession this template is supposed to represent.
On the far left column, below the gray line at the bottom, you’ll
find “Strength Damage.” his shows how much harm your character
can cause with brute force.
Right next to those, in the center column below the gray line, are
some more characteristics. Fate Points and Character Points show
the number of these special roll-improving bonuses your character
currently has. Funds is a measure of how much wealth your character
can usually get at. Below that is “Move.” his characteristic lists the
number of meters your character can easily walk in five seconds. his
quick encounter doesn’t require using any of these.
In the far right column, you’ll see Advantages, Disadvantages,
Special Abilities, and a description of your character. hese give you
an idea about the kind of character that you’re playing. he equipment
paragraph lists the items your character can use during the game.
Below that are Body Points, Wound levels, and the related Body
Point ranges for your character. Each of these represents how much
injury your character can take. his short adventure won’t use Wounds
or the Body Points range, so you can ignore them. Instead, you only
need to use your Body Points number.
Now that you can find your way around a character template, let’s
fill in the missing game characteristics. To keep it easy, pick seven skills
that you want your character to have experience or training in. Look at
Taking Damage
To describe how much injury a character can sustain, the game-
master decides on one of two ways of determining how much damage
a character can take: Body Points or Wounds.
With the Body Points system, each character has a certain number
of Body Points (which are figured out when you create your character).
You subtract the amount of damage the attacker rolls for his weapon
from the total number of Body Points your character has.
With the Wounds system, each character has a certain number of
Wounds. You roll your character’s Physique while the attacker rolls
damage. Compare the difference between the damage and the Physique
roll a Wounds level chart; the chart lets you know how many Wounds
your character gets from the attack.
In either system, when your character has no more Body Points or
Wounds left, she’s toast.
Improving Rolls
In addition to scores for a character’s attributes and skills, she has
Fate Points and Character Points. You can spend these points in par-
ticularly difficult and heroic situations.
When you spend a Character Point, you get to roll one extra die
when you character tries to complete a task. You may choose to spend
a Character Point after you’ve made a roll (in case you want to improve
your result).
R ather, t hey hav e been d esigned to mod el fictio n reality , the
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