The D6 System is a role-playing game system published by West End Games and licensees. While the system is intended for pen-and-paper role-playing games, variations of the system have been used in live action role-playing games and miniature battle games; the system is named after the 6-sided die, used in every roll required by the system. Characters in the D6 System are defined by skills. Attributes represent the raw ability of a character in a certain area. Most D6 System games utilize anywhere from six to eight attributes, though these can vary in number and name by the game in question. Acumen, Knowledge, Perception and Technical are examples of mental attributes. Skills are associated with a specific attribute; each attribute and the skills under it are rated in values of Pips. The more dice and pips in the rating the better the character is at that skill or attribute. A character with a Strength rating of 4D+2 is stronger than a character with a Strength rating of 3D+1, for example. Character actions are resolved by making dice rolls against a difficulty number.
There are two types of difficulties and opposed. To perform a standard difficulty action, the gamemaster calls for the player to roll the dice for a certain attribute or skill; the value of each die is totalled and the pips are added to the die roll to get a total. This total along with any GM or system imposed modifiers is compared against a target difficulty number. To perform an opposed roll action, the two parties involved both roll their appropriate skills dice, total them and any modifiers and compare the results. If the first party's roll is higher than that of the second, he wins the contest and the rest of the result is resolved. If the second party equals or exceeds his opponent's roll the second party wins the contest. One of the dice rolled for each skill or attribute check or for damage is considered to be the "wild die", is treated somewhat differently from the other dice; this mechanism was added in 2nd Edition. If an initial six is rolled on the wild die the die "explodes", meaning you add the six to the total plus re-roll the wild die, adding the result to the total.
You get to keep rolling as long. If an initial one is rolled on the wild die, you disregard both it and the highest regular die from the total making you fail. You re-roll the wild die. If it comes up another one, a critical failure or complication occurs with bad results for the character. Use of the wild die tends to make the game feel more cinematic. In order to increase their characters' effectiveness, players may spend character points and fate points; the exact number of character points that may be spent is limited by the quantity possessed by the character, the situation that they are used in, with two being the typical limit. Each character point spent attribute roll. A roll of one has no negative effect with wild dice generated from character points. Alternately, a character may spend one fate point on an action. Characters have fewer fate points, but the expenditure of them doubles the number of dice rolled on an action. Most D6 System games use the resolution system described above, sometimes called The D6 Classic System, though some variants exist.
In one variant, The Legend System, instead of adding the die totals up, the dice showing 3, 4, 5 or 6 are each counted as a success. Use of a skill requires rolling a certain number of such successes. Pips are not used in the Legend System; this variation of the system was referred to, in jest, as "The D6 variant for the mathematically challenged" on WEG's own discussion forum. The Legend System has been utilized in the Hercules & Xena Roleplaying Game and the DC Universe Roleplaying Game. Other variants, such as those featured in the Star Wars Live Action Adventure Game and the Star Wars Miniatures Battles game, involve rolling a single six sided die and adding the result to a skill or attribute; this total is compared to a difficulty number, as with the other variants. A precursor to the D6 System first appeared in Ghostbusters: A Frightfully Cheerful Roleplaying Game, designed by Chaosium alumni Sandy Petersen, Lynn Willis and Greg Stafford, published by WEG in 1986; the following year, Greg Costikyan, Curtis Smith and Bill Slavicsek reworked elements from the Ghostbusters game into Star Wars: The Roleplaying Game.
For a decade, West End Games published over 140 titles for the Star Wars Universe including a magazine, The Star Wars Adventure Journal. In 1996, WEG released The D6 System: The Customizable Roleplaying Game, written by George Strayton, the first core D6 System book not tied to a specific licensed or original property. Allowing total freedom to create any kind of roleplaying game through variation in attributes and every other game element all centered around the core mechanic of rolling six-sided dice against a difficulty number, the D6 System book shared as much in common with the role-playing game toolkit Fudge as it did with other universal systems like GURPS. WEG followed the D6 core book with Indiana Jones Adventures and the stand-alone Men in Black RPG. Another licensed game, the Hercules & Xena Roleplaying Game was the last title released by the original West End Games before their b
Mekton is a role-playing game which centers on the conventions of mecha anime and science fiction. It has seen several editions since its introduction in 1984, the most recent, Mekton Zeta being first published in 1994. Mekton was the first anime role-playing game available in North America; the use of katakana to represent the title of the game begins with the "Zeta" edition and may or may not be carried over into future editions. A "fourth edition," referred to as Mekton Double Zeta and assumed to be using the Fuzion System rules, has been rumored to be in development by publishers R. Talsorian Games since 1997. According to designer Mike Pondsmith, one of the biggest stumbling blocks to the introduction of a new edition is a lack of a true "generic" pre-made campaign setting for the game. Mekton is a moderately supported system, with a active albeit small fanbase, centered on the Mekton Zeta Mailing List, an ezmlm based mailing list active since the fall of 1996; the intricate detail of the mecha that can be built in Mekton is both the game's biggest strength and biggest drawback.
Within the context of the RPG, mecha are referred to as "mektons," abbreviated as "meks" and sometimes alternately called "suits". Several official settings have been published. Mekton II is an important historical artifact in that it was among the first RPG books to use the then-new technique of desktop publishing. Mekton Zeta has a more pronounced anime influence than the previous two editions. Mike Pondsmith decided to self-publish a game which originated in his interest in the Mobile Suit Gundam manga which he combined with the Imperial Star game system, which he had designed for his own amusement: the result was the "white box edition" of Mekton, a game of giant robot combat. Mekton was designed by Pondsmith and Mike Jones and published as a boxed set with a 32-page book, a large color map, two cardstock counter sheets, dice. Pondsmith founded R. Talsorian Games in 1985 put out a second edition of Mekton through the new company; the second edition rulebook included counters and two maps.
Mekton II – the third edition of the game – made use of the company's Interlock System. Mekton II was designed by Pondsmith and published as a 96-page book, included art by Ben Dunn. Mekton received. R. Talsorian published a reprint of that game as the ANimechaniX-branded Mekton Zeta; the first edition of Mekton was a science-fiction system of combat between giant robots, drawing on Japanese animation for inspiration - the first of its type. The second edition from 1985 would add basic role-playing rules; the game covers character and robot construction and combat, including a boardgame-combat-resolution system, plus historical background for the world of Algol and an introductory scenario. Mekton II is a complete revision of the original Mekton rules, including expanded character generation and political info on Algol; this version is compatible with Cyberpunk. "White Box" Mekton - not a role-playing game, rather a boxed tactical war-game including counters and maps. Mekton - softcover book using a custom percentile-based task resolution system.
Notable for having misspelled its own name in the katakana. Roadstriker - rules for human-scale transformable vehicles and power suit mecha, more advanced transformable mecha design options, a police drama adventure Mekton II - converted Mekton to run on the Interlock System used in Cyberpunk 2020. Cover art by Ben Dunn. Roadstriker II - rules for human-scale transformable vehicles and power suit mecha, more advanced transformable mecha design options, a police drama adventure converted to the Mekton II system. Operation Rimfire - campaign book. A Gundam-esque adventure in which representatives of both major political factions on Algol are sent on a long-range interplanetary mission to determine the nature of an anomaly at the edge of the star system. Written to be played as'episodes' in a'series'. Mekton Techbook/Mekton Technical System - a major conversion of the mecha-building system of Mekton Mekton Empire - This expansion book reduced the Algol system to just one more star among hundreds in the Bendarian Galactic Empire.
Mekton Zeta - general update and improvement of Mekton II Mekton Zeta Plus - general update and improvement of the Mekton Techbook Gundam Senki - Japanese language Mobile Suit Gundam RPG using the Mekton system. Scheduled for US release, release date unspecified at this time. Mekton Zero - crowdfunded project still in development Algol - A "grab bag" setting in an
Marvel Universe Roleplaying Game
The Marvel Universe Roleplaying Game is a role-playing game set in the Marvel Universe. It was published in 2003 by Marvel Comics; the game used a diceless system different from either of the previous RPGs set in the Marvel Universe. The game included versions of several popular Marvel characters, including Spider-Man, Captain America, the Fantastic Four, the X-Men, it allowed for designing one's own heroes and villains. The SAGA-based Marvel Super Heroes Adventure Game lasted into 2000, after that, TSR's long history with Marvel came to an end; the next Marvel RPG would be The Marvel Universe Roleplaying Game, published by Marvel itself, more short-lived than TSR's previous game. The game featured tactical resource management, something made popular in the indie RPG movement; the central game mechanic is the allocation of energy/effort, in the form of "red stones". These stones equal in number to the character's "Energy Reserve" statistic are allocated to powers and defenses by the players and GM.
Allocated stones are compared to determine success or failure at tasks. Opposed tasks are handled by comparing how many red stones each character has allocated to the struggle, with the character who has put in more winning; the degree of success is determined by how many more stones the winner put in. Normal tasks have both a Difficulty Level and a Resistance; the Difficulty Level determines the minimum value one must have in a relevant trait to have any chance of success at all. If the character's trait meets or exceeds the Difficulty Level the player may allocate red stones of effort to the task. For some tasks, the Resistance must be overcome in a single action; the latter type applies where a task can be accomplished over some time—e.g. Safecracking, solving a puzzle, or other such tasks. At the end of each turn, characters lose the red stones they expended during the turn, they "regenerate" red stones, regaining a number depending on their Health or Intelligence modified by special powers.
Energy reserves are capped, but temporary energy can be stored, draining away as time passes. While Energy Maxes are higher than normal regeneration gained. Combat tasks are resolved using the basic task resolution system. Red stones are allocated to each character's powers and defense. Stones are compared; some powers give bonuses to defense, but some attacks can ignore some defensive powers. If the attacker has a higher attack than the defense total the defender loses a number of Health equal to the attacker's excess stones; when Health reaches zero, a character is stunned and can no longer regenerate red stones. Further attacks have the possibility to cause a coma or kill the character. In an effort to emulate comic book conventions, the game allows players to choose not to lose Health from an attack, but to instead have their character be "knocked out" for a time. MURPG used an abstract, flexible system of turns called "panels" and "pages". Thus, a single "page" could represent a few seconds of combat, or hours or days of building a device or searching a city.
The main form of advertising was a 75-page pull out preview of the game featured in the April 2003 issue of InQuest Gamer which included the basic rules, minus character creation, a number of character profiles to allow people to play the game. The system was a heavy seller with multiple print runs for the main book. Designers for the system revealed that Marvel did not consider the system a success since it did not sell in quantities similar to its top selling comics or Dungeons & Dragons, the most popular roleplaying system in the world; the Marvel Universe Roleplaying Game Guide to The X-Men Guide to the Hulk & the Avengers Guide to Spider-Man's NYC Guide to Wolverine RPGnet review Marvel Universe Roleplaying Headquarters Marvel Universe Roleplaying Board
Talislanta is a fantasy role-playing game written by Stephen Michael Sechi, with significant stylistic input by artist P. D. Breeding-Black and released in 1987 by Bard Games. Talislanta has endured a bumpy publication history, such that there have been five different editions published over the years, nearly all by different companies. Talislanta is now available online via a Creative Commons licence. While being a pseudo-medieval fantasy role-playing game, there are few references to Norse/Celtic mythology or the imagery of J. R. R. Tolkien's The Lord of the Rings novel. Instead the diverse setting is more akin to the Dying Earth novel series by Jack Vance. Indeed, Vance is listed by Sechi as a primary influence, each edition has been dedicated to that author. Other stated influences include The Travels of Marco Polo, the journeys of Sir Richard Francis Burton, The Dream-Quest of Unknown Kadath and a host of other pulp-era fantasy fiction; as the game reviewer Rick Swan stated, "It's as if H. P. Lovecraft had written Alice in Wonderland, with Hans Christian Andersen and William S. Burroughs as technical advisors."
Existing game literature deals with the continent of Talislanta on the world of Archaeus, home to several dozen distinct peoples and races, including the Cymrilians, the Gnorl, the Xambrians. These cultures and races are wholly alien, or akin to Earth cultures not of the stock seen in other RPGs, thus the slogan, "No Elves!", which appeared in ads for the games upon its initial release, establishing that little of the common Tolkienic influence was present in the setting. In the distant past Talislanta was ruled by the Archaens, a race of decadent sorcerers who lived in floating cities and used their uncanny powers in the pursuit of pleasure and distraction, it was this haphazard use of dangerous and unstable arcane powers which weakened the dimensional fabric, causing the magical devastation known as "the Great Disaster". The disaster shattered the Archaen society in a day, had numerous ripple effects on the continent of Talislanta. Most contemporary races are either some offshoot of the Archaen race, "Neomorphs" created by magical means, or one of a handful of mysterious races more ancient than the Archaens.
The continent is one of great magic, with the eldritch forces being in common use within every social strata of the continent and its many cultures. Arguably the greatest of the magic wielders are the people of Cymril, who founded the Seven Kingdoms, it is stated many times. Archaeans possessed magical equivalents to spaceships, virtual reality theme parks, space stations, other trappings of an advanced technical life. Many of these advances are left in ruins to be rediscovered by the intrepid adventure seekers; the setting is grim in places, comic in others. Situations vary on the Continent and it is possible to have Talislanta games of varied tone due to this. Areas of the continent are grim with warring factions and brutal survivalists who live each day to see the next, while others are decadent areas where wealth and leisure have made the inhabitants petty and argumentative; the Talislanta rules system, called at various times the'Action Table System', the'D20 System' and the'Omni System', is simple relative to other role-playing game systems.
Characters are defined by Attributes and Skills, when used are combined and compared to a target number, the difference between them applied to the roll of a single twenty-sided die. The final number resulting is looked up on an Action Table, giving one of five possible results: Mishap, Partial Success, Full Success or Critical Success; this system not only indicates success or failure, but relative effectiveness as well, scales probability based on the difference between character effectiveness and task difficulty, rather than a flat "roll higher than this number" system common in many other RPGs. This system became available in 2005 as a stand-alone set of generic RPG rules under the title "The Omni System" by K. Scott Agnew. For most of the game's history, character creation was handled by offering a list of archetypes to choose from. Early editions of the game offered several dozen archetypes, expanding to over a hundred in editions; each archetype represents an adventuring personality particular to a certain culture with such colorful names as "Cymrilan Rogue Magician", "Jaka Beastmaster" and "Mandalan Mystic Warrior".
Each archetype offered all relevant information needed to start playing the character including Attributes, Skills and equipment and, after making a few personalizations, was ready to begin play right from the book. Little attempt was made to balance the archetypes, many were more powerful than others; the rationale being that it was more important to present characters that were faithful to the setting than mechanically equal. In the fifth edition, a more traditional character generation system was introduced to create balanced characters, but critical response was mixed. Many ideas and concepts which would become integral to Talislanta first appeared in an early role-playing game written by Stephan Michael Sechi in 1983, Arcanum known as The Atlantis Trilogy; the first edition of Talislanta was published by Bard Games in 1987, a company in part founded by Talislanta's primary creator Stephan Michael Sechi. Bard Games published a revised second edition in 1989, a series of supplements followed, culminating in the Cyclopedia series.
However, the la
QAGS is a generic role-playing game system for use in freeform role-playing games. QAGS is not tied to any particular genre or setting, has been used to run everything from paranormal teenagers to post-apocalyptic super-heroes to fantasy sailing adventure to gun-toting monster hunters to "hard-core" luchadore action to Regency romance to 80’s cartoons to Shakespeare meets Tarantino. In 1998, three gamers published the First Edition of the game after a year of development. Since QAGS has been updated with a Second Edition, the publisher, Hex Games, has continued to release games. To date, Hex Games has used the core system for M-Force: Monster Hunting In The 21st Century, Rasslin’, The Adventures Of Sindbad, Rocket Jocks, Weird Times At Charles Fort High, Funkadelic Frankenstein on the Mean Streets of Monstertown, "Hobomancer", "Edison Force", "The Pytheas Club", as well as several stand alone adventures such as Deep Space Rescue and The Dungeon Of Moderate Annoyance. In 2001, Hex Games was the Gaming Guest of Honor at Marcon 36.
In 2006, Hex was the "Gaming Guest" of Honor at Archon 30. In QAGS, player characters are defined by six Words. Body and Nerve represent the character’s physical, "intellectual" and mental abilities. Job and Weakness represent what the character does, what makes him unique in the world, what limits him in a grand Shakespearean way; these last three Words are qualified. For example, a character’s Job might be “Animal Control Officer”, his Gimmick “Hide In Plain Sight”, his Weakness “Dies if touches peanut butter”; each of these six Words is assigned a Number ranging from 6 to 16. Skills, areas of knowledge that round out the character, with Numbers ranging from +1 to +5 are assigned, they will be used to modify target numbers when rolls are called for. Numbers are generated by using either the Qik Start system that relies on dice-rolling, or the Point Built system in which the player is given a certain number of points with which to create the character. Player characters are further fleshed out by assigning them a Tag Line, WWPHITM, any number of Dumb Facts.
When the Game Master determines that a character’s action goes beyond what would be considered normal or everyday, she decides what Word is applicable and use that Word’s Number as the target number. If no Word is applicable, the GM will use half the player’s Body, Brain or Nerve Number rounded down as a default target number. Any Skill modifiers are added to determine the modified target number, she asks the player to roll a 20-sided die. The number rolled on the die is compared to the modified target "number" assigned to the appropriate Word. If the roll is under the modified target number, the action succeeds. If two characters are in opposition, hand-to-hand combat for example the higher successful role is the one that succeeds. In an example of play, Our Hero, Rollo the Superspy, wants to impress Isvestia, a beautiful Ruritanian counterintelligence agent, at the casino in Monte Carlo, he adds his +2 skill in “Tango Dancing” to the 12 of his “Superspy” Job, which she will oppose with her 15 Nerve.
He rolls a 13 while she rolls a 4. Both are "successful"; the result should be that he has her eating out of his hand, but Rollo has “Overplays His Hand” for a Weakness with a Number of 13. He rolls a 9, the Weakness wins and takes effect, thus releasing Isvestia from her fascination. Simple dice-rolling is augmented by the use of Yum Yums. Yum Yums are edible, anything from hard candies to potato chips. Yum Yums may be used to buy automatic successes, chances to re-roll failed rolls, to modify things like damage given and taken, they give players a chance to take control of a game and determine details about the game world. Additional Yum Yums are handed out for advancing the plot, role-playing well, or making the GM snort lemonade out her nose. In the play example of Rollo the Superspy, he can throw the GM a Yum Yum instead of rolling dice, granting him an automatic success in his attempt to impress Isvestia; the GM again invokes his weakness, but Rollo can throw another Yum Yum to avoid having his Weakness take effect.
Now Isvestia's ready to tell him "anything". QAGS can be as complex or as simple as the GM and players want it to be, the rules can be adapted to include whatever mechanic a new setting might require. For example, Rasslin’ needed to add a mechanic for resolving the showy combat of professional wrestling. Hex Games company website QAGS Review, RPGnet, August 29, 2003 QAGS Review, d21gaming.com, June 29, 2007 QAGS Review, RPGnet, September 26, 2005 QAGS featured in article about Rules Light RPGs, BellaOnline, 2009 Hex Games Listing, RPGnet Game Index
Amazing Engine was a series of role-playing game books, published by TSR, Inc. from 1993 until 1994. It was a generic role-playing game system - each publication employed the same minimalist generic rules, as described in the Amazing Engine System Guide, but each world book had an different setting or genre. David "Zeb" Cook was credited with the design of the game rules. In 1993 TSR closed down all of its subsidiary roleplaying lines, from Gamma World and Marvel Super Heroes to Basic D&D, soon replaced these with a new universal game system released via the Amazing Engine System Guide. Amazing Engine was a simple beginner's system, after the initial rulebook, TSR started publishing setting books, each of which presented a different milieu to play the game in. After 1994, Amazing Engine was cancelled as well. Alternity was intended to be a replacement for Amazing Engine. In Amazing Engine, player characters are generated with a set of four core statistics; the core stats were intended to be migrated from book to book, keeping a general character design concept.
These stats were used to build random ability scores, basic characteristics, skills. The skills have prerequisites. Skill checks are made using percentile dice. Below you'll find summary information for the published worldbooks. Bughunters A near future worldbook. Recycled for d20 Future. For Faerie and Country Magical Victorian England with a twist. Magic and Faeries are real. Includes poster map; the Galactos Barrier Space opera a la Star Wars. Kromosome Biopunk using both traditional cyberware and genetic materials from animals. Magitech D&D meets Earth. Fantasy mixed with the contemporary world. How the world would be different if magic were real and elves, etc. were around. Metamorphosis Alpha to Omega Post-apocalyptic science fiction with high technology and mutants - based on Metamorphosis Alpha. Once and Future King King Arthur lives in 4485 AD. Space flight, combat armor. Tabloid! A spoof comedy world where you are reporters for a sensationalist newspaper like the ones referenced in the film'Men In Black'.
Like the film, it's all true. The Loch Ness monster is an alien, Elvis is alive and well etc
Rolemaster is a role-playing game published by Iron Crown Enterprises. Rolemaster has come in four separate editions; the third edition, first published in 1995, is known as the Rolemaster Standard System. Rolemaster Fantasy Roleplaying was first published in 1999 as a reorganized edition of RMSS, is compatible with that edition; the most recent publication of the Rolemaster rule set is Rolemaster Classic, a republished set of the second edition rules. Rolemaster uses a percentile dice system and employs both classes and levels to describe character capabilities and advancement. Task resolution is done by rolling percentile dice, applying relevant modifiers, looking the result up on the appropriate chart to determine the result. There are various charts to increase the realism of the results, but most of these are optional, many rolls can be made on a small number of tables. For combat each character has an Offensive Bonus, which takes into account one's natural physical adeptness, weapon skill, other factors, a Defensive Bonus, which takes into account natural agility, the use of shields and "Adrenal Defense", the ability of martial artists to avoid blows without effort.
In addition various modifiers for position and other factors are present. An attacking combatant rolls percentile dice, adds his or her OB to the total, adds modifiers, subtracts the defender's DB; the total is applied to a table for the attacker's weapon. The attack total is cross-indexed with the type of armor worn by the defender and the result will be a number of concussion hits dealt, which are subtracted from the defender's running total. If sufficient hits are dealt, the defender may go unconscious, but death results purely from concussion hit damage. In addition to concussion hits, however, a critical hit can be dealt by the result on the weapon table; these are described by severity. Critical Hits, can inflict additional concussion hits, broken bones, loss of limbs or extremities, internal organ damage and outright death. If a crit is inflicted, a second roll is made on the appropriate critical table. Thus, for example, Dungeons & Dragons, Rolemaster describes wounds not only in the number of points of damage dealt, but with specific details of the injury inflicted.
Death occurs, for both player characters and Gamemaster-controlled adversaries through this critical damage, not through loss of hit points. In addition, specific injuries carry with them injury penalties, which inhibit further actions on the part of the wounded part, loss of concussion hits, can bring about similar penalties. All die rolls in Rolemaster are'open-ended', meaning that if a result is high enough, one rolls again and add the new roll to the original result - and this can happen multiple times, so in theory, there is no upper limit to how well one can roll; this means that a halfling does have a chance, albeit slight, to put down a troll with one well-placed dagger strike. However, the fact that one's opponents fight using these same rules can make Rolemaster a deadly game for both PCs and NPCs. Fans of the system maintain that this adds a great deal of realism not present in many other fantasy games, reflects the true deadliness of a well-placed strike from a weapon a small one such as a dagger.
Death from natural weapons can happen but is rare against armored combatants. Unarmored characters may well suffer serious wounds when mauled by animals, but again this allows for more credible confrontations than in other fantasy games, where the threat posed by an "unfantastic" beast such as a wolf, grizzly bear, or tiger is considered minimal; because Rolemaster's approach to combat favors a warrior, properly armed and armored, a character, poorly equipped is decidedly vulnerable. Such characters can have a tough time prevailing against fairly mundane opponents; this can prove frustrating for new players, has given rise to hyperbolic tales of housecats cutting down promising young heroes in their prime. Rolemaster is sometimes derisively called'Chartmaster' or'Rulemonster' for depending upon numerous tables and charts for character generation and resolving game actions, for its perceived vast array of rules covering every possible situation. Supporters of the game argue that many of these rules and charts are optional.
Rolemaster is a skill-based system in which few absolute restrictions on skill selection are employed. All character abilities are handled through the skill system. A character's profession represents not a rigid set of abilities available to the character, but rather a set of natural proficiencies in numerous areas; these proficiencies are reflected in the cost to purchase the skills themselves. Rolemaster characters have ten attributes, called "stats", which represent their natural abilities in such areas as physical strength, self-discipline, agility. Both random and points-based methods for determining stat totals exist, but the final result will be a number on a percentile scale, used to determine the character's skill bonus at actions which empl