Wednesday 17 May 2023

Mini Six 10KYAD

 Mini Six 10KYAD is highly compatible with BreachWorld.

Mini Six Rules - free in pdf

Rules & Character Generation

Dice Basics 
This game uses regular six sided dice. The number before the “D” is how many to roll, and any number aft er a + is how much to add to the roll. For instance 2D+2 means roll two dice and add two to the resulting total. One die rolled is always the Wild Die. Use a different  color die to represent this or roll the dice one at a time making the last die rolled the wild die (online I use the first die rolled as the wild die). If the wild die results in a six, then roll again adding the six and the new result together. If a six comes up on the reroll, then you add six and reroll again! Keep doing it until the wild die lands on something other than a 6.

How to Make a Character 
1: Distribute 12 dice between the four attributes. No attribute may have less than one nor more than four dice assigned to it. 
2: Distribute 7 dice to skills and perks. No skill may have more  than two dice assigned to it at character creation. 
3: Select Complications (minimum none, maximum two). 
4: Choose a Heroic Narrative (below).
5: Choose gear.

Splitting Diceskill and attribute dice may be split into “pips.” Each die is equal to three pips. An attribute must always have at least 1D. An attribute may have dice only (no bonus pips), +1 or +2. Going to “+3” advances the die code to the next largest die. Example progression is 1D, 1D+1, 1D+2, 2D, 2D+1, etc. Attributes Each character has four attributes which measure basic physical and mental abilities that are common to every creature. Characters distribute 12D among the four attributes. These are normally rated on a scale of 1D to 4D, although perks may change these limits. When putting dice into each attribute you can put whole dice in each or use a mixture of whole dice and pips.
Might represents physical strength, toughness, and  amount of damage dealt when striking unarmed. Agility represents aim and coordination.
Wit represents mental creativity and intelligence.
Charm represents charisma, resolve, and leadership.

Hero Points 
Characters start with 1 hero point and may spend it before any roll. Hero Points provide a variety of options, but once spent the point is lost: 
1. Gaining a +6 to any single roll or static defence (up to 3 points may be used at one time when using this effect). 
2. Just a flesh wound. Once per combat a hero point can be used to reduce the severity of a character’s wounds one level. 
3. Get a lucky break or clue connected to the PC's background and/or abilities, eg you meet an old friend or recognise the strange runes.
4. Use in connection with the PC's Heroic Narrative power.

Hero Points are earned through superior play and given as an incentive by the GM to help encourage the style of action desired in a game. If playing a gritty western and the character makes a clever quip using the “in-game” jargon that makes everyone laugh without disrupting play that may be worth a Hero Point. Unless completely against the nature of the game played, extremely clever ideas and grand heroic deeds should always be rewarded.
Normally PCs in Thule gain +1 HP at the end of each session, plus any bonus HP gained during the session.
Hero Points can be spent pre-roll to add +6 to D/B/P/s static defences per HP (max +18), as well as to dice rolls.
A Hero Point 'lucky break' should concern the PC's background, eg the apparently hostile NPC is an old friend, or the runes are in a language the PC has encountered before. Player should suggest an appropriate lucky break, the GM can add complications, or deny if wholly inappropriate.

2. Skills 
Characters are further defined by skills. Players may allocate up 7D on skills to best represent the unique talents of their character. Unspent skill dice can be used to purchase Perks. Skills are areas of expertise that represent focus and training. Skills equal Attribute plus additional skill dice. When putting dice into each skill you can put whole dice in each or use a mixture of whole dice and pips. No more than 2D may be spent in each skill during character creation. Each skill defaults to the level of the related attribute. For example, a character who has a Might of 3D has 3D in all skills under Might before allocating any dice. If two dice are added to Brawling it is recorded as 5D. The brawling skill then counts as 5D for all purposes.

ATTRIBUTES & COMMON SKILLS
Might Skills  
Brawling Knife/Blade Mace/Blunt Stamina/Lift Throwing Axe Pole Arm Smithing Bow (War)
Agility Skills
Athletics Dodge Pickpocket Stealth Bow (Light) Crossbow Thieves Tools Initiative
Wit Skills 
Lore/History Language Medicine/Herbalism  Sailing/Shipcraft Search/Perception Tracking/Survival Magic
Charm Skills
Command Courage Deception Persuasion Seduce Streetwise Ride/Animal Handling

Mini Six character sheet 


2. Perks

During character creation, unspent skill dice may be spent to acquire Perks. The following perks serve as examples and inspiration. The cost listed next to each is in whole skill dice.


Racial Perks – Cost 1 Skill Die
Lizardman (1) You have thick scaly skin (armour +1). Your claws do +1 damage with Brawl attacks. You can swim at your full speed, and you can hold your breath underwater for an hour if not moving, or for 15 minutes of moderately strenuous activity.

General & Exotic Perks - cost in Skill Dice
Attractive (1): Others find the character pleasing to look at. This can help reduce suspicions or distract others depending on the given situation. Once per session the character can double one roll for any action related to their appearance. Examples include seduction, a subtle bluff  or simply distracting guards.
Daredevil (2): Once per session you may throw caution to the wind taking extremely reckless action that may result in your own death. Your dodge, block,  and parry are reduced by half however all Might rolls are doubled when resisting damage for one round.
Destiny (2): Characters with Destiny feel they are fated to some grand purpose. Once per game session a character may declare a failed roll is not part of their Destiny and immediately reroll to get a different result.
Favors (1): People owe you. Once per session you can call in one of those debts. This can take the form of information, a temporary use of equipment (borrowing a truck, plow, pump action shotgun, etc.), a place to hide someone or something for a brief time, or any similar event.
Lucky (2): Once per session you can declare you are feeling lucky. Double the result of your next roll.
Perceptive (2): The GM may reveal small clues to you that others would miss. Once per session a character may announce they are studying an object or situation and the GM may reveal something that would be impossible for a normal character to determine. If nothing is revealed this perk may be used again. “Elementary, my dear Watson.”
Recall (1): Any time the character chooses to recall anything he has experienced, the GM must tell him the truth in as much detail as the character would have been aware.
Sidekick (3): You have a boon companion willing to join in your adventures. This character only gets 10D to spend on attributes and 4D to spend on starting skills. They normally only receive 1 to 3 CP per session, but never as many as their fearless leader. 

Sorcerer (3): You’re magically sensitive. Magic Spells/Psychic Powers actually work for you - you can cast spells.


3. Heroic Narratives & Benefits 
NobleUrgent Command - on your turn you may spend a Hero Point to allow one ally within 30' to make a single melee or ranged weapon attack, with full dice. You may begin with either a steel mail cuirass (Soak 6, stealth/dodge -2, -4 magic) or +100 gold.
Beast FriendAnimal Rapport. You may spend a Hero Point and use 1 Action to charm any non-monstrous animal, or to call local animals to your vicinity, potentially disrupting enemies (opposed Animal Handling vs Courage).
Savage HunterHunter's Strike. You may use a Hero Point when making an attack against an opponent who has not acted yet, or is who unaware of you, to get both +6 to hit and damage (instead of choosing one). As normal, up to 3 HP may be spent on one roll.
FreebladeOpportunist. You may spend 1 HP to make a free melee attack (at full dice) against an adjacent opponent on their turn, before or after they act. You begin with an iron mail cuirass.
CorsairInescapable Strike - You may spend one Hero Point after making an attack or damage roll, to add +6 to that roll. You begin with +50 gold.
MysticPerfect Clarity - You may spend (only) one Hero Point after making any Wit or Charm roll, to add +6  to that roll.
Barbarian ReaverReaver's Charge. In the first round of combat you may spend one HP to get +6 to initiative, 15' extra movement while charging towards foe (so 45' total), and +6 to your first melee attack roll that round. You have furs +1 armour -1 stealth etc.
Initiate of MysteriesHealing Blessing. You may spend one HP and use an Action to heal yourself or an ally with a touch. The target has their Wound Level reduced by one; a Wounded (-1d6) character is fully healed (ie heals 2 levels/ignoring Stun level).
TraderEstimate Value. You may spend one HP to fully identify one item. You may also spend one HP per transaction to buy at 2/3, or sell at 3/2, a +50% bonus. You begin with +100 gold.
Pit FighterResuscitating Action. On your turn you may spend one HP when Severely Wounded, Incapacitated, or Mortally Wounded, to reduce your Wound Level by one. This does not use an Action.
MyrmidonInspiring Call. You can spend 1 HP on your turn to give yourself and all allies within 30' +1D on all attack rolls and Courage rolls, until the end of their next turn. You begin with lamellar or scale armour.
Occult ScientistMetaphysics. You can spend a HP to add +6 to a Magic roll after the roll has been made. Up to 3 Hero Points may be spent on the roll, as usual. This also increases any damage inflicted by the spell by the same amount.
Panjandrum. Panjandrum's Example: You may spend 1-3 Hero Points to add +6 to +18 to another character's roll, not just your own. You begin with +100 gold.
ThiefThief's Feint. When you spend 1 or more HP on an attack roll, you also do +2 to the damage roll per HP spent, and you may move up to 30' after the attack.
Sacred SlayerSlayer's Strike. When you spend 1 or more HP on an attack roll, you also do +2 to the damage roll per HP spent, or +6 damage if the target is a special enemy of your god.
Star-Lore AdeptPotent Lore. When you spend 1-3 Hero Points to boost a Magic roll or spell damage roll, you add +10 per HP spent (max +30). "Unlimited ...Power!!"
Tribal OutcastIsolated Action. When you spend one to three Hero Points on a melee or missile attack, and no one else is adjacent to the target, you get +6 to both the attack roll and the damage roll per HP spent (max +18).
Escaped SlaveBlend With the Crowd. Spend 1 HP and take an action to automatically  become hidden by blending into any modest crowd of laborers or servants, such as a typical city street, a tavern, a work gang, or the slaves attending to a noble banquet. The character is unnoticed until they potentially draw attention by unusual action, which may require a Stealth roll to avoid attention.
Time-Lost AdventurerSkeptic. Spend 1 HP to negate the direct effects of any one spell on yourself, such as the heat from a fire spell. This does not protect against indirect effects, such as falling into a (real) chasm opened by an earthquake spell.
4. Complications
During character creation only, players may select up to two complications. These grant no additional skill dice during character creation; however, if one comes up in play the character earns one CP. Characters may not earn more than one CP per complication per session regardless of how often it comes up.
Age: You’re either really old or really young. In addition to all the social issues caused by your age, the GM might choose to impose a penalty to an action based on your character’s age. Grandpa throws a hip, a weird dude offers you candy on the street, and it’s hard for either of you to seduce the supermodel at the bar. Whenever your age causes you great difficulty receive one CP.
Crazy: You have issues that are guaranteed to put the therapists’ kids through college. Could be you’re just really paranoid, or maybe just a touch too OCD. That fear of most everything could also be a problem. Then again maybe you really are Napoleon and everyone else is wrong, good luck convincing anyone else since you’re a lunatic. Hastur, Hastur, Hastur! Take your pills and earn one CP any time your psychosis really gets in the way.
Enemies: Someone doesn’t like you a at all. And they are a credible threat. Maybe they have more friends than you, maybe they’re just bigger and meaner; either way you have your own personal bully. You earn the bonus CP when they complicate your life.
Personal Code: You live by a creed and you will not cross that line. Maybe you won’t fight an unarmed opponent and always make sure they know its coming or maybe you never tell a lie. No matter how you define it, your code has to mean something. Some caped crusaders won’t kill, paladins won’t resort to deception, and sometimes there is even honor among thieves. Earn one CP whenever your code complicates you or friends’ success.
Skeletons in the Closet: You’ve been a naughty boy. Maybe you’re a closet smoker. Maybe those hookers buried themselves. Maybe that enemy uniform in the closet really isn’t yours. Maybe the bank really meant to let you take all that money out that day. Whatever, the universe doesn’t judge. You earn the bonus CP whenever your past comes back to haunt you.
Unlucky in Love: Things just don’t work out for some guys. Your love interest is always dying, being kidnapped, betraying you, or even worse dumping you. You earn bonus CP when your love life falls apart in a meaningful way.
Unlucky in Money: You have a hard time holding onto money. You earn the bonus CP when you lose a significant amount of cash through your own foolishness or bad luck and have nothing to show for it.


5. Standard starting equipment - Choose any 4 items from these 6. 
You may also start with clothing appropriate to your Narrative, and 3d6 silver pieces.
1. Any one melee weapon (iron or bronze). You may choose this option more than once.
2. Any one bow, with a quiver holding 12 arrows or quarrels.
3. 4 javelins, with javelin quiver.
4. A shield, block/parry +4, -4 to stealth athletics and magic.
5. Leather cuirass armour, +3 Soak/-1 Dodge & Stealth, +3 to Magic spellcasting difficulty.
6. One of the following starter packs:
A. Backpack, large sack, lantern, 2 oil flasks, tinderbox, 6 bronze-tipped wood spikes, small bronze hammer, waterskin, normal rations, 3d6 silver pieces.
B. Backpack, 2 large sacks, 6 torches, 3 oil flasks, tinderbox, 10' pole, 50' rope, waterskin, normal rations, mirror. 3d6 silver pieces.
C. Backpack, 4 small sacks, HOLY SYMBOL or THIEF'S TOOLS or VIAL OF HOLY WATER, 6 bronze-tipped wood spikes, 50' rope, waterskin, normal rations.

General (non-combat) Challenges
Characters roll the appropriate attribute plus skill against a
set target number (TN) based on the task attempted.
Very Easy (2-5): Nearly everyone can do it. These checks should only
be made if a success is critical to the scenario at hand.
Easy (6-10): Characters will seldom have trouble with these tasks, but
an untrained individual may find them challenging.
Moderate (11-15): Average character have a reasonable chance of failing
at this level. Consistent success often requires training in the skill
or a high level of natural ability.
Difficult (16-20): Tasks at this level are truly challenging. To succeed a
character needs to be well skilled or very lucky.
Very Difficult (21-29, average 25): Challenges of this level fall into the domain of
masters in the skill being used; few others will succeed at them.
Heroic (30+): These challenges are almost impossible. Only the very
lucky or true masters can consistently succeed at them.


COMBAT

Combat Notes
Rather than ablative hit points the game uses a wound track, and with the Wild Die in theory any hit can be fatal, though if you have a Hero Point you can change Dead Dead to Only Mostly Dead (but still Dying). :D
Eg a PC with Might 3D and leather cuirass has Soak 3x3=9+3=12. They are Stunned on a 12-15, wounded 16-20, incapacitated 21-24, mortally wounded 25-27, and killed instantly on a 28+. A typical attacker with Might 3D and sword +2D rolls 5d6 for damage, so average 17.5 (wound), but 1 of the dice, the wild die, can 'explode' - on a 6 roll again and again, adding damage, until a 6 not rolled. So a peasant with her kitchen knife can in theory fell the greatest hero.

Order of Actions in Combat (a round is considered to be approximately 10 seconds)
At start of combat, determine order of Initiative by rolling Agility for each character. Highest goes first.
In order of character initiative:
1. Player declares all character actions planned for the round.
2. Player makes rolls for all actions the character is attempting.
3. Go to next character, and repeat #1 & #2.
In case of tied initiative, character actions are almost simultaneous. Resolve in order of actions - first, second, third etc. In case of opposed actions on tied initiative or a readied action the higher roll (eg attack) resolves first.

Multiple Actions
Characters may attempt to do more than one thing on a turn by withholding one die from every action they attempt, for each action beyond the first. For instance, if a character tries to shoot twice, he will subtract one die from each attempt. A character must be able to allocate at least one die to each action. A character may take up to ten actions per round, provided that at least one die may be allocated to each action.

Attacking a Target
The Target Number, or TN, is the number needed to successfully hit the target. The base target number on an attack is based on the target’s static defense score.
Range: Add the range modifier to the Dodge score in all cases (Short +0, Medium +5, Long +10). See the sample gear list for ranges.
Cover: If the target is behind at least 50% cover, add +5 to the Target Number. Add +10 for 75% cover, +15 for 90% cover. It’s impossible to hit a target behind 100% cover. Darkness can also be considered as cover at the GM’s whim.

Static Defenses
Characters precalculate their Dodge, Block, and Parry prior to the game. This static number become’s the attacker’s TN modified as noted above. To calculate each simply multiply the number of dice a character has in the relevant skill by 3 and add any pips to the total. Then note it down on the character sheet. For example, Sir Baelen has a Sword/Blade skill of 5D+1. His static Parry score would become 16 ((5 x 3)+1).
Block = (Brawling skill dice x 3) + pips.
Dodge = (Dodge skill dice x 3) + pips.
Parry = (Weapon skill dice x 3) + pips.
Soak = (Might attribute dice x 3) + pips plus armor value + any magical, super-tech, or other AV bonus.

Dodge Action: A character may take the Dodge action on their turn. They may roll their Dodge skill, and apply range and cover modifiers as usual. This result is their minimum Dodge score TN against any number of attacks, and applies until the start of their next turn. The character may freely move up to 15', as normal.

Dodge & Dash: If the character takes no other actions except Dodge and (possibly) Dash on their turn, they may roll their Dodge skill, add 10 to the result, and apply range and cover modifiers as usual. This result is their minimum Dodge score TN against any number of attacks, and applies until the start of their next turn. The character may freely move up to 15', as normal, +30' when combined with a Dash action.

Movement
A character may freely move up to 15' during their turn. This does not use an action, and can normally be split up before, within and after actions.
Alternatively, Charge an opponent is an attack action that gives +15' (total 30') movement towards foe, followed by a melee attack. Movement ends after the charge (no additional free movement), but the character may make additional attacks with additional declared actions.
Dash action 1/round, gives an additional +30' movement and may be combined with other actions including charge, which would give total move either 60' before attack, or up to 30' charge plus 30' after attack.
Full run - if a character takes no other action but move, they move up to 60' plus the result of an Athletics check. If sprinting in a straight line they may move 90' + double Athletics check.
Slow creatures charge +10' (so 25' total), dash +25', and run 50' plus athletics, sprint 75' + double Athletics check.

Defences
Shields add +4 to Block/Parry, not to Soak. An offhand weapon dagger, dirk, shortsword or similar adds +1 to Parry. An offhand buckler adds +2 to Parry.
Static Block Limit = 1 attacker/weapon per limb (so usually two), plus any scale dice bonus (eg Scale +4D = can Block +4 smaller attackers). When successfully Blocking an edged weapon attack, the defender still takes half damage if their Scale is equal to or less than the attacker's.
Static Parry Limit = 1 attacker/weapon per weapon and/or shield (so usually two), plus any scale dice bonus. A two-handed weapon may parry against two attackers.
Can only Block or Parry missile weapons with a Shield (or an appropriate Spell or Perk), but the number of missiles that can be Blocked or Parried from the front with a shield is unlimited.
Static Dodge applies vs all attacks that the defender is aware of.
Dodge Action is a Dodge roll combined with other actions. Roll Dodge dice, and if higher than Static Dodge use the result vs all attacks until the character's next turn.
Full Dodge is a Dodge with no other actions. It is good against all attacks (even ones they are unaware of) until the dodger's next turn. The TN becomes their Dodge roll (or their static dodge score if lower) +10; + any range modifier.

Resisting Damage

When a target has been hit, the attacker rolls damage and the target’s Soak score is subtracted from the damage. The player or GM then checks the Wound Level chart below to see how badly the target was wounded.

Wound Level Dmg Total* ≥ Res Total by:
Unharmed: Below Res
Stunned 0 – 3 (2 Stuns = 1 Wound)
Wounded 4 – 8 (1 Wound)
Severely Wounded** 4 – 8 (2 Wounds)
Incapacitated 9 –12 (3 Wounds)
Mortally Wounded 13 – 15 (4 Wounds)
Dead 16+ (5 Wounds)
*Note: An additional damage less than or equal to the character’s current Wound Level moves him up by one level per Wound (two Stuns count as one Wound).
**Note: A character is Severely Wounded if the result is between 4 and 8 and he already has the Wounded level.

Wound Level Effects
Stunned: -1D for all actions until the end of the character's next turn.
Wounded: -1D to all actions until healed.
Severely Wounded: -2D on all actions until healed.
Incapacitated: The character falls over. The character may try to stay conscious with a Moderate (15) stamina roll at the start of their next turn. If successful, he may continue to act, but with a -3D penalty. If he fails, he is knocked out for 10D minutes.
Mortally Wounded: The character is near death and incapacitated, knocked unconscious with no chance to keep up. Roll the character’s Might each minute, the character finally dies if the roll is less than the number of minutes he’s been at this level.
Dead: The character has perished.

Healing 
Natural Healing: If a wounded character rests long enough he is allowed a Might check, and if successful heals a wound level. The frequency of the check depends on the severity of the character’s wounds, eg 3 days for a Wound. Stuns are always recovered after 1 minute.
Assisted Healing: Characters with the Medicine skill can attempt to help others heal more quickly. A skill check may be made once per day for each patient treated. On a successful roll, the patient heals one wound level. This normally takes about ten minutes (mortally wounded characters do not roll their death save until after the healing attempt).

Wound Level Frequency (N.Healing) Might Difficulty Assisted Healing Difficulty
Stunned/ 1 minute automatic Easy (10, 6 with medicine kit)
Wounded 3 days 6 Moderate (15, 11 with medicine kit)
Severely Wounded 3 days 6 Moderate ((15, 11 with medicine kit)
Incapacitated 2 weeks 8 Difficult (20, 16 with medicine kit)
Mortally Wounded 5 weeks 9 Very Difficult (25, 21 with medicine kit)

Unarmed Combat
A character with no skill in Brawling halves their total Might damage (including any Wild Die bonus) in unarmed combat, unless using an improvised weapon, gauntlets, knuckleduster etc.

Armour Penalty
Armour reduces Static & Active dodge and some skill checks for Stealth, Athletics etc by an amount equal to half its Armour score, rounded down (minimum -1). Eg Armour 5 > -2 Dodge & Stealth.
Armour & Shields add to spellcasting TN by an amount equal to their protective bonus, eg a shield is +4 to TN; a chain cuirass is +5 to TN. Magical armour & shield bonuses reduce this penalty, eg +3 magic bronze cuirass (base armour +7) is 7+3=+10 to armour but only 7-4=+4 to spell TN.

Money 
10 silver pieces = 1 gold piece 
A subsistence wage is 1 silver/day. Copper is rarely used for currency.
Coins typically weigh 1/50 lb.

Weapons Damage
Axe, Great axe (2h) M+3D+1;  15gp; Steel 1500gp
Axe, war axe or Axe-Mace (1h) M+2D; (2h) M+2D+2; 10gp or 25gp; Steel 1000gp or 2500gp
Club (1h) M+1D; 1gp
Hatchet M+1D+1; 4gp
Knife M+1D; 2gp
Mace M+1D+2, +2 damage vs armour; 8gp
Staff (2h) M+1D; 1gp
Spear, War Spear (1h) M+2D (2h) M+2D+2; 8gp; Steel 800gp
Sword, Long (1h) M+2D (2h) M+2D+2; 15gp; Steel 1500gp
Sword, Short (1h) M+2D; 10gp; Steel 1000gp
Sword, Great (2h) M+3D+1; 50gp; Steel 5000gp
Maul, 2h M+3D; 20gp
Morningstar or Great Club M+3D; 20gp
Bow, Heavy/War Might +2D, reload during turn is 1 action (so 2 shots is 3 actions); 30gp
Bow, Light/Short Agility +1D; 15gp
Crossbow 4D+1 (fixed), reload during turn is 2 actions (so 2 shots is 4 actions); 35gp; Steel 3500gp
A character may carry 12 arrows or quarrels in a quiver without being encumbered (-1D to Agility & Might skills).
Javelin (thrown) M+1D+2; 3gp
A character may carry at most 4 javelins to hand or in a quiver without being encumbered (-1D to Agility & Might skills).

Effective Missile Ranges in Feet (S +0/M +5/L +10) 
Bow 30/150/300
Crossbow 30/100/200
Javelin 30/120/-
Hatchet 20/60/-
Knife 10/30/-

Armour 
Heavy clothing +1 Soak, -1 Dodge; 2gp
Heavy Furs or Padded Gambeson  +2 Soak, -1 Dodge; 5gp
Leather Cuirass +3 Soak, -1 Dodge; 20gp
Scale or Lamellar +4 Soak, -2 Dodge (usually boiled leather scales or plates); 40gp
Iron Mail Cuirass +5 Soak, -2 Dodge; 400gp
Full Iron Mail +6 Soak, -3 Dodge; 600gp
Plate Cuirass +7 Soak, -3 Dodge; 900gp
Armour normally applies its full soak value as a TN target penalty to spellcasting rolls, and to most Athletics rolls also (eg run, jump).

Shields
Shield +4 Block/Parry; 10gp
Shield, Light +2 Block/Parry, 3gp


Sword Sister of Dawnspire
Experience 
At the end of each session the GM awards each character a number of character points (CP). The number of points given per session typically varies from 3 to 7 depending on drama, danger, success, and fun! 

Spending Character Points (CP) 
Any skill may be increased one pip by spending a number of CPs equal to its current number of dice. No skill may be increased more than one pip per session.
Character points are also used to improve attributes*. This costs 10 times the number of dice a character has in the attribute to raise it one pip. All skills under this attribute also improve by one pip. For example, if a character had a Wit of 3D+1 and wanted to improve it to 3D+2 it would cost 30 CP.  All Wit skills would increase by +1 pip.

*To a maximum of 5D, plus or minus any racial limit modifier. Eg a Dwarf may raise Might to 5D+1, but Agility to only 4D+2. An Elf may raise Agility to 5D+1 but Might to only 4D+2. An Atlantean may likewise raise Wit to 5D+1.

Ability Caps
Maximum human/humanoid Attribute achievable is 5D, 5d6, an average of 17.5. 
Maximum human/humanoid Skill achievable iis Attribute+10D, giving a theoretical maximum of 15D in most cases.
Hero Points apply to all rolls, up to 3 per roll, so normally the effective maximum attribute roll is 5d6+18 (ie an average of 35-36); the maximum skill roll is 10d6+15+18, an average of 68!
Likewise the maximum static defence prior to HP & other bonuses is Attributex3 (so Soak 5x3=15 plus armour) or Skillx3 (so Dodge, Block & Parry 15x3 = 45; plus shields etc). HPs spent still apply, up to +18 as normal (Soak 15+18=33, D/B/P 45+18=53).
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Sample Pregenerated PCs
The listed Heroic Narrative may be swapped for another, and Complications may be swapped or eliminated, without otherwise affecting the stat line.


Item Crafting (Smithing and/or Magic)
Item Type  Skill DC  Time (weeks) Creation Cost
Legendary    60       50   62500-125000gp eg Steel Juggernaut Plate
Very Rare     50       25   12500-25000gp eg Steel Plate Harness, +3 Steel Weapon or Shield
Rare              40      10   2500-5000gp eg Steel Cuirass, +2 Steel Weapon or Shield
Uncommon   30       2   500-1000gp eg +1 Steel Weapon or Shield; Steel Mail Cuirass, Steel Full Mail
Commmon    25       1  100-200gp  eg Cloak of Billowing, +0 Moonblade
Consumables take 1/5 as long and cost 1/5 to create, eg a potion of healing takes 1 day and costs 40gp to make.
All items require a Formula.

Mundane Item Creation (Smithing etc)
Mundane 500-2499gp 20   20 gp/day; eg bronze cuirass 900gp; mail cuirass 600gp
Mundane 100-499gp 15     10 gp/day; eg leather cuirass 100gp
Mundane 20-99gp 10          5 gp/day; eg khopesh 20gp; chakram 20gp; scale coat 40gp
Mundane 4-19gp 5              2 gp/day; eg mace-axe 15gp; war spear 8gp
Mundane under 4gp  0        1 gp/day

Skill Training
With the GM's agreement, PCs may be able to spend gold to train specific skills between adventures, via such activities as combat training, carousing, research etc. PCs will often gain or use training contacts, mentors, drinking companions, peer friends and rivals etc via such activity, and costs may vary depending on the PC's relationship with the NPCs. The player may be permitted to detail such NPCs, who may then become useful contacts.

Settlement Size; Maximum Skill via Training
Metropolis  50,000+         10D
Large City  25,000+           9D
Small City  12,000+           8D
Large Town 6,000+            7D
Medium Town 3,000+        6D
Small Town 1,500+            5D
Large Village 750+            4D
Medium Village 400+        3D
Small Village 200+            2D
Hamlet 100+                      1D

The table is indicative only. Rather than huge cities, in some cases the greatest masters of a particular skill may be found in hidden monasteries, wandering the countryside, or even on other planes of existence.
No skill may be raised above Attribute+5D via training; therefore the maximum skill achievable via training is normally 10D.

Cost & Time to train a Skill +1 pip
Skill Die;    Time                         Cost
1D            1 week    (7 days)          7.5gp
2D            2 weeks                          25gp
3D            3 weeks                          75gp
4D            1 month (4 weeks)         250gp
5D            2 months                        750gp
6D            1 season (3 months)      2,500gp
7D            2 seasons                       7,500gp
8D            3 seasons                      25,000gp
9D            1 year (4 seasons)        75,000gp
10D          2 years                        250,000gp

Again, the table is indicative only, though learning times may rarely be reduced other than through exceptional, often supernatural means. For instance, Skill training may be granted as a reward for service, rather than charged for, or even extracted from unwilling captives by villainous PCs.
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Mass Combat
In mass combat (typically 6+ NPC attackers, starship guns, etc), each die other than the Wild Die is treated as a 3.5. Each Wild Die is still rolled normally, and added to the total. The GM typically works out the target number, then rolls all WD together.
Eg: 10 skilled archers, each with attack 5D, shoot once at 1 PC, so each rolls a 14+WD for their attacks.
If the TN is 6+ over the base number, then assume 1 WD result of '6' per 6 rolls, and roll the remainder.
If the to-hit number TN is 8+ higher than the base number, then reroll all '6's after the first results are determined.
Eg: 65 elite archers, each with attack 7D, shoot at the Mighty Hero with Dodge Defence 30. Each archer rolls 21+WD for their attacks. 10 from 60 are assumed to roll a '6', giving 27+WD, while the remaining 5 are rolled as 21+WD.  Rolls of 30+ actually hit.

Skill Mass Roll
1D      WD
2D     3+WD
3D     7+WD
4D     10+WD
5D    14+WD
6D    17+WD
7D    21+WD
8D    24+WD
9D   28+WD
10D 31+WD
+1D  +3

Damage
For mass combat, 3+ wound results or 1 incapacitate+ result take out 1 target. So eg if you get 24 wounds and 3 incapacitate+ results on a unit, you take out 11 men. You can also use the Scaling rules to have units fight as single Scaled entities vs smaller units, eg squad of 10 +4D, company of 100 +8D, brigade of 1000 +12D.

Links
Brian's Mini Six Blog
Mini Six Conversions

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