So I've had the itch to try and convert Dark Sun setting to Mini Six and think this is a good start. I did use material from a few different books (Breachworld, MightySix and Scarrpot Conversion) to flesh it out and the base file was from the person who converted Scarrport (big thanks!)
https://dl.dropboxusercontent.com/u/44967224/MiniSix%20Dark%20Sun.pdf
Let me know thoughts or some things you think can be fixed. I was trying to keep it as simple as possible but still have that Dark Sun feel.
made few minor updates to the pdf.
Athas dwarves are a bit different than normal dwarves. Instead of Might 5D and Agility 3D should be Might 5D and Charm 3D. Also gave the insect men 5D max Agility to fit more with the race.
https://dl.dropboxusercontent.com/u/44967224/MiniSix%20Dark%20Sun.pdf
Interesting project.
I want to hear about how Dark Sun plays in D6 at the table.
I so deeply associate D6 with Star Wars heroics that I have trouble envisioning how it plays with something gritty & brutal like DS.
Quote from: nethru;874089made few minor updates to the pdf.
Athas dwarves are a bit different than normal dwarves. Instead of Might 5D and Agility 3D should be Might 5D and Charm 3D. Also gave the insect men 5D max Agility to fit more with the race.
https://dl.dropboxusercontent.com/u/44967224/MiniSix%20Dark%20Sun.pdf
Doesn't 5d Agility make them the ultimate warriors?
Quote from: AsenRG;874158Doesn't 5d Agility make them the ultimate warriors?
Hmm how does Mini6 do multiple attacks?
With their 4 arms, you could balance them if making multiple attacks has to split the dice up, or take a penalty.
I'm using the Mighty Six rules for multi limb. For each extra limb it adds 1 pip to the skill your using like melee/brawling. So with 4 arms and say 5D brawling skill if they opt to do 2 attacks they still take the multi action penalty so would be 4D+2 for each attack. If they do 3 attacks in a round it's 3D+2 for each attack and so on. I don't think this makes them super powerful and they are a 3 perk cost race.
having 5D max agility doesn't help them for melee type attacks and the extra limbs won't help with Dodge skill.
I guess the one main advantage of having 4 arms if you can have 2 2handed weapons or 1 2handed weapon and a shield.
Quote from: Spinachcat;874138Interesting project.
I want to hear about how Dark Sun plays in D6 at the table.
I so deeply associate D6 with Star Wars heroics that I have trouble envisioning how it plays with something gritty & brutal like DS.
I think D6 does gritty and brutal pretty nicely using the standard wound table. Combat is dangerous and you can get dropped pretty fast.
I'm still working some things out and will def try it on table top and let you know how it goes.
I also added Wild Talents to the PDF now forgot about those from the old school Dark Sun books. Almost everyone has some kind of Psion power :) Also added the Pterran race. I like them lizzards.
(http://vignette2.wikia.nocookie.net/deathbattle/images/d/d6/MOAR.jpg/revision/latest?cb=20150225155017)
Added more powers for the spell casters and especially Psions. Removed small complication from Halflings it just seemed way to harsh with -5 to all Might based skills and them only getting max 3D+1 Might.
Tweaked the Wild Talents a bit with chance to not get one and added TN's to activate those powers.
I'll probably be doing a test run of the game in very near future will let you know how it goes.
I am very interested in an Actual Play breakdown.
Has anyone run D6 fantasy?
Put the small disadvantage back on Halflings. They are small people so should have it and they get enough bonuses to make up for it and 1 extra CP per session for being small.
Added Ambidextrous Perk as well as optional two-weapon fighting rule which I like better than saying if you use 2 weapons it's the same as using 1 weapon 2 times in D6 system.
I'll be running a game on another forum in near future using the rules and will keep ya posted.
Made some changes to some of the training perks. Split up Fighter and Gladiator perks. Added a few more powers and tweaked the races a bit to me more in line on the 2nd edition rules.
If your interested in playing in an online forum game send me a PM and i'll shoot you the link. Got spot for 1-2 players.
Added a few more powers and changed the exceptional success to 10 over not 5. I think 5 would make it to easy to get those exceptional successes and getting all that extra damage or special affects all the time is no fun.
Made penalty a little harsher (not to much) to be a preserver and kept the +3 for defiling. so there is a 5 point gap minimum between preserving vs defiling. I like having defiling give a boost since your sucking the life from the land to fuel your power.
Few updates.
Changed the Wild Talent table to be 4d6 which chance to have a boost to a power, chance to get 2 powers but with penalty and if you roll 4 1's you just get psychic resistance.
Added some more rules for Defiling. Corruption! The path to becoming a defiler is not always a good thing and you gain tainted aura if you fall.
Added a wizard only power Drain Life (Got the idea from re-reading the Prism Pentad) where you can use life force energy from living creatures to power your spells (not defiling the land).
I still have room in the Play by Post game i'm going to be running send me PM if interested. Hasn't started yet.
Starting Spells/Slots
Each realm of magic has their own method of gaining new spells/slots.
Elementalist: Elementalist knows every spell in the list but is limited to a number of spells they may cast per day via daily devotions to the elements. They start out with (1 + 1 x Number of Skill Points) spent in spell slots per day. Ex: Spend 2 skill points on magic you have 3 spells per day. They regain spell slots back after rest. Elementalist gain more spell slots at a cost of 2CP per slot.
Wizards: Wizards are not limited to the number of spells they know as long as they have access to Tomes or a teacher. A Wizard stores their spells in a spell book and has the mental ability to cast a set number of spells per day from memorization. Learning new spells does not cost any CP but may cost gold to acquire the material/tome, etc... They start out with (1 + 2 x Number of Skill Points) spent in spell slots per day. Ex: Spend 2 skill points on magic you have 5 spells per day. They start out with 1 + 1 spells per Skill Point spent at creation. Ex: Spend 2 skill points on magic you have 3 spells known at start. Wizards gain more spell slots at a cost of 2CP per slot.
Psions: Psions must learn their new powers via CP spending and may use their powers any number of times throughout the day (2CP per power). They start out with 1 + 1 power per Skill Point spent at creation.
This is excellent!
You know what it lacks to really be perfect?
Stat blocks for typical NPCs (Templars, Halfling raiders....The Dragon) and maybe some spot rules for desert survival.
I doubt I'd stat out npc's as they should be rather easy for a GM to put together and have a bunch of basic stuff in the minisix book that can be referenced and tweaked.
Desert survival though is something to think about since it is a harsh harsh world. Probably want something simple but still dangerous.
Added new perk for Head Adaption and rules for Heat Exhaustion. let me know if you think they are to harsh. Trying to keep the rules not to complex but still feel like original dark sun.
Wouldn't it be easier if Heat was just a normal damage roll?
Like:
Every 4 hours in the desert roll 1d base damage
+1d for no water in the last 4 hours
+1d for no water in the last day
+1d for extreme heat
+1d for no food in last day
armor adds to damage instead of adding to Soak.
You can use Stamina skill as a base for your Soak value instead of base Might.
Stun damage from heat is not healed until you can get rest in the shades
If you accumulate more Stuns than you have Might dice you become unconscious for 1d6 hours.
Characters in cities or other settlements do not need to roll because they can usually get enough shade/rest/water to keep going without problems unless the GM states otherwise.
Too convoluted?
Looks interesting. I may simplify it even more just to make things not TOO complex. How about adding a Fatigue system sort of like Savage World.
Fatigue: Every character has 4 levels of fatigue. Every point of Fatigue reduces your dice pool by 1D. After 4 levels of Fatigue characters falls unconscious and has chance of death if not saved.
very 4 hours in the desert without water roll Stamina TN 12 or take 1 Fatigue damage.
Modifiers:
Water: If character cannot drink at least half gallon they suffer -2 to Stamina roll. If they get no water it is -4 penalty. This is in addition to Fatigue effects.
Resting: +1 to Stamina roll if character stops any physical activity
Shade: +1 to Stamina roll if character can stay under significant shade.
looking for 2 players for a play by post game. send me PM.
Added Channelling rules for casters so for those harder to cast spells they can do it over time but if they are hit the spell is interrupted.
Changed defiling to be +2D on magic roll.
Added new perk Armor Optimization which reduces the initiative penalty by -1 for armor wearing.
Dragon of Tyr
Scale +4D
Might: 5D
Agility: 3D
Wit: 6D
Charm: 3D
Skills:
Brawling: 7D
Breath Attack: 7D
Magic: 9D
Psion: 9D
Attacks:
Bite (Normal Scale, 9D damage)
Tail Bash (Normal Scale, 9D damage)
Breath Weapon 3x Day (Super Heated Sand - 15D damage range 50 ft Cone)
Perks: Scales (+10 armor), Fly 90 ft/round, Drain Life, Resist Magic/Psion +8
Static: Dodge 9, Block 21, Soak 15 (25)
Magic: Knows all Wizard/Psion powers