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Welcome to S6, the action-packed role-playing game that will take you on a thrilling journey through a world of danger and adventure!

License: Creative Commons Zero v1.0 Universal

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s6rpg's Issues

Combat Example Clarification

The current combat examples are not great. Here's an updated version.

Rules:

Initiative:

Turn and Initiative: Each turn lasts approximately 10 seconds in-game. Before taking actions, all players (and the Game Master) roll for initiative, determining the order of actions from highest to lowest.

Movement:

Actions and Action Points: Characters can perform various actions during their turn, using action points (typically 5) to determine the number and type of actions they can take.

Each character has 5 action points in a round to spend however they’d like each round of combat.

Full Round Actions (5 points)
Delay action. The character can choose to take their turn at any time after their initiative turn
Full attack. If the character has multiple attacks, then they make a full attack to use them all.
Run. Allows character to move at double of their current movement rate

Standard Actions (3 points)
Cast Spell
Melee attack. Take one swing at an enemy.
Ranged attack. Shoot an error, throw a chair, etc.
Ready action. Prepare a specific action to respond to another specific future action (e.g., “as soon as something comes through the door, I shoot it”).
Equip Item. Draw a weapon, put on a ring, drink a Potion, Use a Device, Open a Door or Pick Something up.

Move Actions (2 points)
Crawl. Allows prone character to move five feet
Move. Allows character to move at their current movement rate
Stand up

Free Actions (0 points)
Drop an item
Drop prone
Talk

Combat Rules:

To hit: Roll 1d6 and add your melee ability. Compare to defense

To damage: If the number is greater than defense, first determine how much over the defense stat. Then add any damage modifier. This is the total damage. You do NOT roll for damage.

Saving vs Damage: The target, then, can roll 1d6 per point of damage. Any roll of a 6 would negate that point of damage.

Negating Damage: instead of taking the damage, the target can negate all damage by taking a negative tag to their character (like broken arm: -2 melee, -1 defense)

Combatants:

Alice's Stats:

Move: 8" (40 ft)
Melee: +3
Ballistics: +5
Fortitude: +2
Action Points: 5
Health: 10
Defense: 2 (Fortitude +2)
Save: 6
Tags: "Backstab" (+2 when attacking from behind), Dagger (+2 damage)

Bob's Stats:

Move: 8" (40 ft)
Melee: +5
Ballistics: +1
Fortitude: +4
Action Points: 5
Health: 15
Defense: 6 (Fortitude +4)
Save: 6
Tags: "Power Strike" (+2 when using a two-handed weapon), Leather Armor (+2 Defense), two-handed Baseball Bat (+3 damage)

Turn Example:

Alice rolls initiate (1d6) for 5
Bob rolls initiate (1d6) for 3

Alice wins initiative

After Alice successfully moves behind Bob for a backstab using 2 action points, she spends 3 action points to attack him. She rolls 1d6 for 4, and adds her melee stat of +3 and her tag "Backstab" of +2 for a total of 9.

Bob's defense stat of 6 is not enough to avoid the attack, so Alice hits him for 5 (3 over +2 dagger) damage. Bob rolls to save against the damage by rolling 1d6 per point of damage (5d6) and gets 1, 2, 2, 4, and 6. Bob can negate one point of damage with the roll of a 6, so he is only able to negate 1 damage. To avoid the remaining 4 damage, Bob decides to take a negative tag: "bruised ribs" that gives him a -1 penalty to his defense stat.

Now, Bob has the negative tag "bruised ribs" for the rest of the encounter, which will make it more difficult for him to defend himself against future attacks. The tag will remain with him until the end of the encounter, unless he finds a way to heal his injuries or remove the tag in some other way.

Using his 3 action points, Bob swings his two-handed baseball bat at Alice. He rolls 1d6 for 2, +5 melee, +2 Power Strike for a total of 9. Alice's defense is 2, so (9-2) = 7 damage.

Alice decides to take a negative tag to avoid the damage and chooses to take a tag: concussion (-2 Wits).

The turn ends, and the initiative order is rolled again for the next round.

Negative Tags

Instead of taking damage, players can choose to take a negative tag in exchange
for reducing the damage taken. Here are 20 tags that could negatively impact a player and their effects on their stats:

Limpy: -2 to Move, -1 to Fortitude, -1 to Defense.
Concussed: -1 to Wits, -1 to Personality, -1 to Defense.
Deafened: -2 to Ballistics, -1 to Personality, -1 to Defense.
Exhausted: -1 to Move, -1 to Ballistics, -1 to Fortitude, -1 to Defense.
Bleeding: -1 to Fortitude, -1 to Defense.
Poisoned: -1 to Fortitude, -1 to Wits, -1 to Defense.
Stunned: -1 to Action Points, -1 to Defense.
Disarmed: -2 to Ballistics, -2 to Melee, -1 to Defense.
Blinded: -2 to Ballistics, -1 to Wits, -1 to Defense.
Sprained: -1 to Move, -1 to Fortitude, -1 to Defense.
Crippled: -2 to Move, -2 to Fortitude, -2 to Defense.
Terrified: -2 to Personality, -1 to Wits, -1 to Defense.
Confused: -1 to Wits, -1 to Personality, -1 to Defense.
Disoriented: -1 to Ballistics, -1 to Fortitude, -1 to Defense.
Nauseated: -1 to Fortitude, -1 to Wits, -1 to Defense.
Burned: -2 to Fortitude, -1 to Defense.
Paralyzed: -3 to Action Points, -3 to Defense.
Dazed: -1 to Wits, -1 to Defense.
Maimed: -3 to Fortitude, -2 to Defense.
Mutilated: -4 to Fortitude, -3 to Defense.

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