Mini Six Bare Knuckle Edition (v. 0.7 RC2)

Ray Nolan

Posted: 2023-06-11
Last Modified: 2024-05-17
Word Count: 10766
Tags: rpg srd

Table of Contents

Editor’s Note

This is the complete text of “Mini Six: Bare Knuckle Edition” as downloaded from Google Docs on 2023-06-10. My only changes were to add Markdown and whitespace and to make minor spelling and formatting fixes as needed. If this copy does not accurately reflect the original text I take full responsibility.

As Antipaladin Games publishes new versions I will update this text with the differences.

– Frank Mitchell


Mini Six: Bare Knuckle Edition

Version 0.7 RC2

by Ray Nolan

Mini Six: Bare Knuckle Edition © 2023 by Ray Nolan is licensed under CC BY-SA 4.0. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

Update Log: Nothing in this document has been changed from v0.7 RC1 other than updating the license to CC BY 4.0.

Dice Basics

This game uses regular six-sided dice. The number before the“d6” is how many dice to roll, and any number after a “+” is how much to add to the roll. For instance, 2d6+2 means to roll two dice and then add two to the total.

The Exploding Die

One die (and only one die) of every roll is an “exploding” die (abbreviated as “Xd.”) Use a different color die to represent this or roll the dice one at a time making the last die rolled the exploding die. When the Xd results in a six, then roll again adding the six and the new result together. If a six comes upon the reroll, then you add six and reroll again! Keep doing it until the Xd lands on something other than a 6.

Splitting Dice

Skill and attribute dice may be split into “steps.” The steps follow a pattern 1d6, 1d6+1, 1d6+2, 2d6, 2d6+1, 2d6+2, 3d6, etc. When creating a character, an attribute or skill die may be split into 3 “pieces.” Those pieces could be distributed as three individual “+1” steps, a +1 and a +2, or all three steps could be recombined back into a whole d6.

Combining Dice

Sometimes you will need to know how to add dice totals together. This is common when you add attribute dice to the skill dice you distribute at character creation. First, add the whole dice together. Then add the “+1s” and “+2s” together. Every total of 3 converts back into a whole d6 and any leftover plusses are added back to the total. In the end, you should have either a whole number of dice, a number of dice +1, or a number of dice +2. If you ended up with a “plus” of +3 or more, continue to convert each +3 back into whole dice.

For example:

How to Make a Character

  1. Distribute 11 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.
  4. Choose gear.

Attributes

Each character has four attributes that measure basic physical and mental abilities that are common to every creature. Characters distribute 11d6 among the four attributes. These are normally rated on a scale of 1d6 to 4d6, 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 plusses.

Might represents physical strength, and toughness. The amount of damage dealt when striking unarmed is equal to a character’s Might.

Agility represents aim and coordination.

Wit represents mental creativity and intelligence.

Charm represents charisma, resolve, and leadership.

Skills

Characters are further defined by skills. Players may allocate 7d6 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. When putting dice into each skill you can put whole dice in each or use a mixture of whole dice and plusses. No more than 2d6 may be spent on each skill during character creation. Each skill defaults to the level of the related attribute. For example, a character who has a Might of 3d6 starts with 3d6 in all skills under Might before allocating any dice. If two dice are added to Brawling it is recorded as 5d6, because 3d6 + 2d6 = 5d6.

The following is an incomplete skill list designed to serve as an inspiration for what may be used in a game. Each game should have a tailored list of appropriate skills which might include new skills or modify examples given. For example, a typical sword and sorcery game might use an expanded list of melee skills to further define its warriors while a science fiction game may lump them all into a unified skill named “Melee Combat.”

Genre Might Skills Agility Skills Wit Skills Charm Skills
All Genres Brawling*
Knife*
Lift
Mace*
Stamina
Athletics
Dodge*
Pickpocket
Stealth
Throwing
History
Language
Medicine
Pick Locks
Search
Tracking
Command
Courage
Diplomacy
Persuasion
Seduce
Modern or Sci-Fi BFG*
Drive
Pilot
Pistol*
Rifle*
Computer
Navigation
Repair
Science
Streetwise
Fantasy Axe*
Polearm*
Smithing
Sword*
Bow*
Crossbow*
Magic
Ride

* = Combat skills are not allowed specializations.

Skill Specializations

Specializations are focused aspects of a skill. For example, Drive specializations might include Car and Motorcycle. One skill die can be spent to gain three specialty dice. Combat skills don’t have specializations. Example: A character with an Agility of 3d6 focuses on the Running Speciality of Athletics. He spends one skill die in it, but records it as Running 6d6 on his character sheet. He has an Athletics of only 3d6. This is the only time the 2d6 skill limit can be exceeded during character creation.

Perks

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

Racial Perks

Dwarf (1): You’re long lived, you can see in the dark, you receive +2 to smithing or any one other craft skill. Your maximum Might is 5d6 but your maximum Agility is 3d6.

Elf (2): You’re long lived, you can see in the dark, you receive a +1 on all ranged attacks, Your maximum Agility is 5d6 but your maximum Might is only 3d6.

Reptoid (2): You’re green and scaly, this gives a +1 Armor Value.You also have claw-tipped fingers which grant you +1 damage on unarmed attacks.

Robot (4): You don’t eat, breathe, or sleep. You can have your memory wiped. You don’t heal but you can be repaired. As long as your memory core survives you may be rebuilt if destroyed.

General Perks

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 your Soak score is 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, 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.

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 9d6 to spend on attributes and 4d6 to spend on starting skills. They normally only receive 1 to 3 XP per session, but never as many as their fearless leader.

Esoteric Perks

Energy Blast (5): You can throw bolts of pure energy. These do 4d6 damage and use your Throwing skill.

ESP (3): You can read minds. Targets resist using their Charm against your Wits.

Flying (4): You can fly (at twice your move).

Regeneration (3): You heal 1 wound level/hour.

Sorcerer (3): You’re magically sensitive. Magic spells really work for you.

Telekinesis (3): You can move stuff with your mind. Make a Wits roll and treat it like the Lift skill. People resist using their Might.

X-Ray Vision (3): you can see through 1 foot of material.

Complications

During character creation only, players may select up to two complications. These grant no additional skill dice during character creation; however, anytime one comes up in play the character earns one XP. Characters may not earn more than one XP 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 XP.

Crazy: You have issues that are guaranteed to put the therapist’s kids through college. Could be you’re just really paranoid, or maybe just a touch too OCD. That fear of almost 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. Earn one XP any time your psychosis really gets in the way.

Enemies: Someone doesn’t like you at all. And they are a credible threat. Maybe they have more friends than you, or maybe they’re just bigger and meaner. Either way, you have your own personal bully. You earn the bonus XP when they complicate your life.

Gremlins: You have a special touch. Specifically, the kind that breaks machines. You’re no good with engines, electronics, magical gizmos, or any other trinket. If it’s a device, you can’t trust it. Earn one XP whenever the GM takes his one free shot on you this way.

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 it’s 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 XP whenever your code complicates your or your friends’ success.

Skeletons in the Closet: You earn the bonus XP whenever your past comes back to haunt you.

Unlucky in Love: Things just don’t work out for some folks. You earn bonus XP 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 XP when you lose a significant amount of cash through your own foolishness or bad luck and have nothing to show for it.

Gear

Some games may assume the character has the trappings of a middle-class lifestyle, while others may take place in a world of fantasy where only those items in your pack mean the difference between life and death. Characters might start with one piece of related gear for each skill they allocated dice to during character creation. For example a pistol for the Pistols skill, a medic bag for Medicine, etc. For anything else, beg the GM.

Fantasy and Low Tech Weapons

Weapon Damage
Axe Might +3d6
Bow Might +2d6+2
Club Might +1d6+1
Crossbow 4d6+1
Hatchet Might +1d6+1
Halberd Might +3d6
Knife Might +1d6
Mace Might +1d6+1
Rapier Might +2d6
Staff Might +1d6+2
Spear Might +2d6
Sword Might +2d6+2
Sword, Two Handed Might +3d6+1
Unarmed Strike Might
Warhammer Might +3d6

Modern Tech Weapons

Weapon Damage
Light Pistol 3d6+2
Heavy Pistol 4d6
Rifle 5d6
Shotgun 4d6+2
BFG 6d6
Grenade 5d6 to everyone within 3 paces

Sci-Fi Tech Weapons

Weapon Damage
Plasma Pistol 5d6
Plasma Rifle 6d6
Plasma BFG 7d6
Plasma Sword Might +4d6
Plasma Grenade 6d6 to everyone within 3 paces

Weapon Ranges

Weapon Ranges Short Medium Long
Bow 10 30 100
Crossbow 15 45 150
All Pistols 10 50 100
All Rifles 30 100 200
Shotgun 20 50 100
All BFGs 30 100 300
All Grenades and Thrown Weapons 5 10 15

Fantasy Armor Value

Armor Bonus
Leather +2
Chainmail +6
Platemail +9
Shield +4

Modern Armor Value

Armor Bonus
Armor Vest +3
Armor Jack +6

The Game Mechanics

Scenes and Rounds

A scene is a single encounter, an ongoing challenge, or what would narratively be described of as a single scene in a film or TV show. Sometimes, the gamemaster may gloss over even the day-to-day activity of a group of characters to arrive at the next scene. For example, when traveling a long distance on foot, the GM might play out a scene in the starting village, then advance to the next scene near the destination or a point of interest, days later.

When scenes become action-oriented, and it is important to know who acts before someone else, the game switches over to timekeeping by rounds. When the matter at hand is settled or the story reaches the point where time is no longer tracked by rounds, the scene usually ends as well.

General (non-combat) Challenges

Characters roll the appropriate skill against a set target number based on the task attempted. (Remember that every skill already includes its corresponding attribute dice within its dice.) Tasks may have a specific Target Number (TN) listed, or may use a plain language descriptor (simple, moderate, etc.) that corresponds to the following chart. Both may also be listed. For example, the GM or a rule might instruct you to make a Moderate (TN15) roll.

TN Description
5 Very Simple
10 Simple
15 Moderate
20 Hard
25 Very Hard
30+ Legendary
Very Simple:
Nearly everyone can do it. These checks should only be made if a success is critical to the scenario at hand and the character would roll 3d6 or less, otherwise the GM should presume that success is automatic.
Simple:
Characters will seldom have trouble with these tasks, but an untrained individual may find them challenging. Characters rolling 6d6 or more may opt to skip this roll and assume they presume they scored a 10.
Moderate:
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.
Hard:
Tasks at this level are truly challenging. To succeed a character needs to be well skilled or very lucky.
Very Hard:
Challenges of this level fall into the domain of masters in the skill being used; few others will succeed at them.
Legendary:
These challenges are almost impossible. Only the very lucky or true masters can consistently succeed at them.

Order of Actions in a Round

(A round is considered to be approximately 10 seconds)

  1. Declare all actions planned for the round.
  2. Determine the order of Initiative by rolling Agility for each character. The highest result goes first.
  3. Characters make rolls for all actions they are attempting. The target may get an opportunity to resist or avoid the action.

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. Characters may not attempt an action if this “multiple action penalty” reduces them to zero dice in that action.

Note that every character may move 5 paces for free in a round. Moving 10 paces counts as an action, thus doing so inflicts a -1d6 penalty on every other action performed that round. Alternatively, the character may use a skill (usually athletics in most settings) to move faster, but that would also count as an action.

Scale Factor

Not all objects are on the same scale. Humans and horses may be close enough to be equals, but humans and dragons aren’t. When things that are different scales engage in combat, compare their scale factor.

Scale Scale Factor
Character Scale: Characters, Most Animals 0
Large Scale: Car, Wagon, Small boat 5
Huge Scale: Dragon, Mecha, Tank 10
Giant Scale: Fighter, Light Transport, Heavy Mecha 15
Colossal Scale: Capital Ship, Space Station 20

The difference in scale factors is the scale modifier. When the bigger thing attacks the smaller thing, this modifier is a bonus to the damage roll. When the smaller thing attacks the larger thing, this is a bonus to the large thing’s soak score.

When a big thing attacks a smaller thing, that smaller thing receives the scale modifier as a bonus to an active defense (usually dodge, but it could be block or parry if that makes sense.)

When a smaller thing attacks a big thing, that small thing receives the scale modifier as a bonus to the attack roll.

Note that weapons may be designed to work at different scales. For example, a capital ship might have point defense guns at the giant scale, to attack enemy fighters. These guns could easily target another capital ship (they would receive the scale modifier as a bonus to hit) but the target capital ship would receive the same modifier as a bonus to soak the damage.

Scale is somewhat arbitrary and has no concrete definitions. A big thing that is weak may be treated as if it is a different scale than size alone might suggest, and might be treated as different sizes for different purposes. For example, a primitive hot air balloon of the 18th century might be considered to be huge when others attack it, for the purpose of the attack roll, but behaves as if it is only character scale to resist damage. This would make it easy to hit, yet it would have no special resistance to character-scale damage.

Finally, when applying these scale Factor modifiers, don’t convert them to dice. Just add or subtract these numbers, as needed, from the dice totals. This means that “+5” means just that, add five.

Movement

Units of distance in Mini Six are measured in “paces.” A pace may alternatively be called a yard or a meter, based on GM fiat. If you use a grid to track characters, then each square or hex is one pace/yard/meter.

A character may move up to 5 paces as a free action or move 10 paces at the cost of one action. If a character wishes to run faster, make an athletics roll (or whatever appropriate skill is available in the game or setting) with a TN of 10.

Experience

At the end of each session the GM awards each character a number of experience points. The number of points given per session typically varies from 3 to 7 depending on drama, danger, success, and fun!

Spending experience points (XP)

Any skill may be increased one plus (from 2d6 to 2d6+1, for example) by spending a number of XPs equal to its current number of dice. No skill may be increased more than one plus per session. Skill specializations cost only half as much to raise, rounding up.

Experience 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 plus. All skills under this attribute also improve by one plus. For example, if a character had a Wit of 3d6+1 and wanted to improve it to 3d6+2 it would cost 30 XP.

Hero Points

Characters start with 1 hero point every adventure and may spend it before any roll. Hero Points provide a variety of options, but once spent the point is lost forever.

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. Lesser actions may also be rewarded at GM fiat.

Healing

Natural Healing: If a wounded character rests they are allowed a Might check and if successful they heal a wound level. The frequency of the check depends on the severity of the character’s wounds.

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.

Wound Level Frequency (Natural) Might Difficulty Assisted Healing TN
Stunned 1 minute automatic Simple (5)
Wounded 4 hours 6 Moderate (15)
Severely Wounded 2 Days 6 Moderate (15)
Incapacitated 1 Week 8 Hard (20)
Mortally Wounded 2 Weeks 9 Very Hard (25)

Combat

Attacking a Target

The Target Number, or TN, is the number needed to successfully hit the target. The base target number of an attack is based on the target’s Defense score. Range: Add the range modifier to the Target Number in all cases (Point Blank/ Hand-to-Hand -5, 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. It’s impossible to hit a target behind 100% cover. Darkness can also be considered as cover at the GM’s whim.

Defenses

Characters calculate their Dodge, Block, and Parry prior to the game. This static number becomes the attacker’s TN modified as noted above. To calculate each, multiply the number of dice a character has in the relevant skill by 3 and add any plusses to the total. Then note it down on the character sheet. For example, Sir Baelen has a Sword skill of 5D+1. His static Parry score would become 16 ((5 x 3)+1) when armed with a sword.

Full Dodge: If the character does nothing except dodge until his next turn they will add 10 to their Dodge score, and apply range and cover as usual. This result is useful against any number of attacks.

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 Damage Total Exceeds Total Soak Score By*:
Unharmed 0 or less
Stunned 1 - 4
Wounded 5 - 9
Severely Wounded** 5 - 9**
Incapacitated 10 - 14
Mortally Wounded 15 - 19
Dead 20 or more

* Note: Any additional damage level other than Unharmed that is lower than or equal to the character’s current wound level moves the character by one level toward death.

** Note: A character is Severely Wounded only if the result is between 5 and 9 and they are currently at the Wounded level.

Wound Level Effects

Stunned: -1D for all remaining actions this round and the next round.

Wounded: -1D to all actions until healed.

Severely Wounded: -2D on all actions until healed.

Incapacitated: As a free action before losing consciousness, the character may try to stay up with a Moderate (15) Stamina roll. If successful, he may continue to act, but with a -3D penalty. If he fails, he is knocked out for 5d6 minutes.

Mortally Wounded: The character is near death and knocked unconscious with no chance to stay up. Roll the character’s Might each round. The character dies if the roll is less than the number of minutes he’s been at this level.

Dead: The character has perished.

Vehicles

All vehicles from ancient chariots to futuristic starships are defined by a common set of statistics. The following stats help the GM and players quickly resolve all actions related to vehicles.

Vehicle Combat

Some vehicles have weapons. Unless specified in their descriptions they are considered to be the same scale as the vehicle. Attacks are resolved in the same manner as character vs.character combat with the only difference being the character uses their drive/pilot skill in place to calculate the defense (Dodge) to avoid being hit. If the hit was successful the character would roll the vehicle’s Body to resist the damage and consult the following chart to determine how severe the damage is:

Damage Rolled ≥ Effect
Body Roll Overloaded System: Temporary effect for one round
2 X Body Roll Damaged System: Permanent effect until repaired
3 X Body Roll Destroyed System: Permanent effect until parts replaced

Once the severity of the damage is determined the GM may roll randomly on the the following chart or use common sense to determine which part is damaged.

Roll 1D Effect
1 Lose 1D from Maneuverability
2 - 3 Random System Damaged
4 - 6 Structural Damage

Effects of Damage

Maneuverability:
Each time this is affected the vehicle loses 1d6. This can go negative becoming a penalty to the driver’s skill roll.
System Damaged:
Randomly select a vehicle’s system and it either becomes broken or loses 1d6 from its rating (if applicable). Examples include communications/radio, sensors, shielding, sail, rigging, armor, etc.
Structural Damage:
The vehicle receives one wound level. Treat these like character wound levels. Mortally wounded vehicles stop functioning and “dead” vehicles are considered destroyed.

Ramming

When vehicles are at short range, a pursuer may try to ram.To successfully ram the pilot needs to roll higher than the target’s Pilot (or appropriate) skill check. If successful both vehicles take damage equal to the body of attacking plus relative move dice.

Multiple Weapons on Vehicles

When vehicles have more than one weapon of a single type,they can be fired as a single salvo. This requires a successful Command skill roll with the difficulty based on the number of guns being combined. Each doubling of the number of weapons combined increases the damage by 1 plus (3d6, 3d6+1, 3d6+2, 4d6, etc.)

Chases

When attempting to overtake or outrun an opponent the GM determines what range you are at (Short/Medium/Long). Each turn each vehicle makes a drive/pilot check, with the vehicle’s Move dice granting a bonus. The higher roll either closes or increases the distance 1 range as desired. If reduced below Short you catch up, if increased beyond long you escape.

Repairing Vehicles

Characters may repair vehicles using their skills. The difficulty and cost is determined on the following chart. The cost is based on the price of a new vehicle.

Dice Lost Difficulty Cost Time Needed
1d6 Easy 10% 1 Hour
2d6 Moderate 15% 4 Hours
3d6 or more Difficult 20% 1 Day

Vehicle Movement

Move dice represent relative speed between vehicles of similar types. Vehicles are divided into four broad categories including Primitive Craft /Muscle Powered, Motorized Ground and WaterCraft , Aircraft , and Spacecraft . If vehicles of different categories must compare speeds, such as a fighter chasing a tank, the faster vehicle is granted bonus move dice based on the difference in speed factors in the following chart:

Speed Factor Modifier
Primitive Craft or Muscle Powered 0d6
Motorized Ground or Water Craft 2d6
Aircraft 5d6
Spacecraft 10d6

Weapon Ranges in Space

Space is big and empty. Guns shoot great distances and shipsare extremely fast. The ranges given are abstract units that are defined by the needs of the individual game.

Vehicle Costs

Sample Fantasy Vehicles

Air Ship
$$$$
Scale: +10
Skill: Pilot
MNV: 0d6
Body: 2d6
Move: 1d6
Crew: 4
Psg: 12
Cargo: 2 tons

Automaton
$$$$
Scale: +5
Skill: Command
MNV: 0d6
Body: 5d6
Move: 1d6
Crew: 1
Psg: 0
Cargo: None
Weapon: Mace (3d6), Range: melee.

Galleon
$$$
Scale: +10
Skill: Sailing
MNV: 0d6
Body: 4d6
Move: 2d6
Crew: 70
Psg: 30
Cargo: 15 tons
Weapons: 16 cannons (4d6/ea), 8 small cannons (2d6+2/ea)
Range: 10/30/50.
May only fire 50% of guns at one target once every three turns.

Small Ship
$$
Scale +10
Skill: Sailing
MNV: 1d6
Body: 2d6+2
Move: 2d6+2
Crew: 12
Psg: 8
Cargo: 5 tons
Weapons: 6 cannons (2d6+2/ea)
Range: 10/30/50.
May only fire 50% of guns at one target once every three turns.

Sample Modern Vehicles

Car
$$
Scale +5
Skill: Driving
MNV: 1d6
Body: 2d6
Move: 2d6+1
Crew: 1
Psg: 4
Cargo: 500 lbs

Fighter Jet
$$$$$
Scale +15
Skill: Pilot
MNV: 3d6
Body: 2d6
Move: 3d6
Crew: 1 or 2
Psg: 0
Cargo: None
Weapons: Guns (2d6)
Range: 30/50/100
4 missiles (4d6/ea)
Range: 1/2 mile / 2 miles / 5 miles

Motorcycle
$
Scale +5
Skill: Motorcycle
MNV: 2d6
Body: 1d6+2
Move: 2d6+2
Crew: 1
Psg: 1
Cargo: None

Sports Car
$$$
Scale +5
Skill: Driving
MNV: 2d6
Body: 2d6
Move: 3d6
Crew: 1
Psg: 1
Cargo: 200 lbs

Tank
$$$$
Scale +5
Skill: Driving
MNV: 1d6
Body: 6d6
Move: 2d6
Crew: 3
Psg: 1
Cargo: 500 lbs
Weapons: BFG (character scale, see gear)
Main Gun (6d6)
Range: 1/2 mile / 1 mile / 2 miles

Sample Sci-Fi Vehicles

Air Cycle
$
Scale +5
Skill: Pilot
MNV: 2d6
Body: 1d6+2
Move: 3d6
Crew: 1
Psg: 1
Cargo: None

Capital Ship
Galaxy Class Destroyer.
$$$$$$
Scale +20
Skill: Command
MNV: 0d6
Body: 6d6
Move: 1d6
Crew: 5,000
Psg: 500
Cargo: 100 kilotons 30 starfighters
Weapons: 100 AA Guns (3d6, Fighter scale)
Range 1/3 /5
32 Plasma Cannons (4d6+1)
Range 5/10/15
6 100 Megaton Warheads (8d6)
Range 15
Only 50% of guns or cannons can be on any one target at any time.

Mecha
$$$$
Scale +10
Skill: Mecha
MNV: 1d6
Body: 5d6+1
Move: 2d6
Crew: 1
Psg: 0
Cargo: None
Weapons: Punch (5d6, melee)
Arm Gun (4d6)
Range: 400 yards / 1/2 mile / 1 mile

Star Fighter
$$$
Scale +15
Skill: Pilot
MNV: 3d6+2
Body: 2d6+1
Move: 4d6
Crew: 1 + 1 Robot
Psg: 0
Cargo: None
Weapons: Twin Guns (4d6)
Range: 1/3/5

Star Yacht
The choice of beginner smugglers.
$$$$
Scale +15
Skill: Pilot
MNV: 1d6
Body: 3d6+1
Move: 3d6
Crew: 2
Psg: 8
Cargo: 50 tons

Sample Characters by Genre

The characters presented below are sometimes less powerful than starting player characters, sometimes more. Here is an arbitrary scale to help determine potency:

  1. * Not a threat usually.
  2. ** Minor threat only in a group.
  3. *** Credible threat.
  4. **** Watch out, Heroes!
  5. ***** Bold or foolish to even try.

Skills listed in each entry include the base attribute, but effects of character scale haven’t been prefigured. All attributes, skills, and gear are just for typical or average characters. Superior and inferior individuals exist of every type.

Static defenses are precalculated with any skills listed. Soak is listed as X(Y) where X is the base soak value and Y includes any armor or other bonus listed. If a bonus die is granted to Brawling,Dodge, or melee skills simply add 3 per die to the score.

While listed by genre type, these are only rough guidelines.If you need a bloodthirsty alien race for a space opera campaign,take the orc template, change its name to Xargon, arm them with laser rifles and a 4D skill with them. Likewise, if you need a few brooding emo vampires, take the vampire template as written, give him hair product, eye make-up, a trendy wardrobe, a tattoo, an attitude, and go team Edgar.

Animals have Wit scores of 0D due to their limited intelligence. Even very clever animals have this restriction.

All Genres

Average Human
“Everyman.”
*
Scale: 0
Might: 2d6
Agility: 2d6
Wit: 2d6
Charm: 2d6
Skills: Any three at +1d6 each.
Static: Dodge 6, Soak 6
Gear: As needed by profession.

Ape
The Great Ape or Yeti.
***
Scale: 0
Might: 4d6+2
Agility: 2d6+1
Wit: 0d6
Charm: 1d6
Skills: Acrobatics 3d6+1, Brawling 6d6+2, Stealth 4d6+1
Static: Dodge 7, Block 20, Soak 14

Bear
Black, brown, or grizzly.
***
Scale: 0
Might: 5d6+1
Agility: 2d6
Wit: 0d6
Charm: 1d6
Skills: Brawling 6d6 (claws: 6d6+1 damage)
Static: Dodge 6, Block 18, Soak 16

Dog
Man’s best friend.
**
Scale: 0
Might: 2d6
Agility: 2d6+1
Wit: 0d6
Charm: 1d6
Static: Dodge 7, Soak 6

Elk
Any large herbivore.
**
Scale: 0
Might: 4d6+2
Agility:1d6+2
Wit: 0d6
Charm: 1d6
Static: Dodge 5, Soak 14

Elephant
They never forget
**
Scale: +5
Might: 4d6+1
Agility: 1d6
Wit: 0d6
Charm: 1d6
Static: Dodge 3, Soak 13

Horse
Saddle up.
**
Scale: 0
Might: 4d6+1
Agility: 2d6+2
Wit: 0d6
Charm: 1d6
Static: Dodge 8, Soak 14

Monkey
A pirate’s best friend.
*
Scale: 0
Might: 1d6
Agility: 4d6+2
Wit: 0d6
Charm: 2d6+1
Skills: Acrobatics 6d6+2, Dodge 6d6+2
Static: Dodge 20, Soak 3

Snake
An archaeologist’s nightmare.
*
Scale: 0
Might: 1d6+2
Agility: 3d6+1
Wit: 0d6
Charm: 1d6
Skills: Brawling 3d6, Stealth 4d6
Static: Dodge 10, Soak 5
Special: Targets bitten by a snake must pass a Moderate (15) Might roll or be poisoned. Poisoned victims suffer 2d6 to 4d6 damage depending on the species of snake.

Tiger
Jungle cats, ho!
**
Scale: 0
Might: 3d6+1
Agility: 3d6+2
Wit: 0d6
Charm: 1d6
Skills: Brawling 5d6+1, Stealth 4d6+2
Static: Dodge 11, Block 16, Soak 10

Wolf
They hunt in packs.
**
Scale: 0
Might: 3d6+2
Agility: 2d6+1
Wit: 0d6
Charm: 1d6
Skills: Brawling 4d6+2, Dodge: 4d6+1
Static: Dodge 13, Block 14, Soak 11

Modern Stock Characters

Confidence Man
“Have I got a deal for you…”
***
Scale: 0
Might: 2d6
Agility: 2d6+1
Wit: 3d6+1
Charm: 3d6+1
Skills: Dodge 3d6+1, Fast Talk 5d6+2, Seduce 5d6
Static: Dodge 10, Block 6, Parry 6, Soak 6
Gear: Counterfeit money, fake ID, stolen credit card

Criminal
Mooks!
**
Scale: 0
Might: 2d6+2
Agility: 2d6+1
Wit: 1d6+2
Charm: 1d6+1
Skills: Brawling 3d6, Pistol 3d6
Static: Dodge 7, Block 9, Soak 8
Gear: Crowbar, heavy pistol, ski mask

Ninja
Agent of the shadows.
****
Scale: 0
Might: 3d6+1
Agility: 4d6
Wit: 2d6+2
Charm: 2d6
Skills: Brawling 5d6, Dodge 5d6, Stealth 5d6, Sword 5d6+1
Static: Dodge 15, Block 15, Parry 16, Soak 7
Gear: Sword (6d6)

Policeman
To serve and protect.
**
Scale: 0
Might: 2d6+2
Agility: 2d6+1
Wit: 2d6
Charm: 2d6
Skills: Brawling 3d6, Pistol 3d6, Search 3d6
Static: Dodge 7, Block 9, Soak 8(11)
Gear: Armor vest, handcuffs, heavy pistol

Soldier
The few, the proud.
***
Scale: 0
Might: 3d6+1
Agility: 2D+1
Wit: 2D
Charm: 2D
Skills: Dodge 3D+1, Rifle 4D+1
Static: Dodge 10, Block 10, Soak 10(16)
Gear: Armor jack, rifle

Spy
Licensed to kill.
****
Scale: 0
Might: 2d6+2
Agility: 3d6+1
Wit: 3d6
Charm: 3d6
Skills: Dodge 5d6+1, Pistols 5d6+1, Stealth 4d6
Static: Dodge 16, Block 9, Soak 8
Gear: Camera, passport, light pistol, secret phone, sports car, suicide pill

Sci-Fi Stock Characters

Apprentice-Mystic
Devoted pupil.
***
Scale: 0
Might: 3d6
Agility: 3d6+2
Wit: 3d6
Charm: 2d6+1
Skills: Dodge 4d6+2, Magic 5d6, Sword 4d6
Static: Dodge 14, Block 9, Parry 12, Soak 9
Gear: Plasma sword
Perks: Sorcerer

Cybercop
“Stand down, citizen.”
***
Scale: 0
Might: 4d6
Agility: 3d6+1
Wit: 2d6+1
Charm: 2d6+1
Skills: Brawling 5d6, Dodge 4d6+1, Pistol 5d6+1, Rifle 4d6+1
Static: Dodge 13, Block 15, Parry 12, Soak 12(21)
Gear:Armor jack, heavy pistol, rifle
Perks: Cybernetics (dermal armor +3, built-in holster in leg)

Kid Genius
“You didn’t know that?! Hah!”
**
Scale: 0
Might: 1d6+1
Agility: 3d6
Wit: 3d6+2
Charm: 2d6
Skills: Dodge 5D, Science 4D+2, Throwing 4D
Static: Dodge 15, Block 4, Parry 4, Soak 4
Gear: Baseball, pocket knife, galaxy guide

Knight-Mystic
Monastic warriors of truth.
****
Scale: 0
Might: 3d6
Agility: 3d6+2
Wit: 3d6
Charm: 2d6+1
Skills: Courage 5d6, Diplomacy 5d6+1, Dodge 6d6+1, Magic 8d6, Sword 6d6+2
Static: Dodge 19, Block 9, Parry 20, Soak 9
Gear: Plasma sword
Perks: Sorcerer

Reptoid Pilot
Smuggler with two hearts of gold.
***
Scale: 0
Might: 4d6
Agility: 3d6+1
Wit: 2d6+1
Charm: 2d6+1
Skills: Dodge 5d6+1, Stealth 4d6, Pistol 4d6, Pilot 5d6
Static: Dodge 16, Block 12, Parry 12, Soak 12(13)
Gear: Plasma pistol, star yacht
Perks: Reptoid
Complications: Unlucky in Money

Robot Mechanic
*
“Beep.”
Scale: 0
Might: 3d6
Agility: 1d6+2
Wit: 4d6
Charm: 1d6+1
Skills: Navigation 5d6, Pick Locks 5d6, Repair 6d6
Static: Dodge 5, Block 9, Parry 9, Soak 9
Perks: Robot (Built in tools: drill, extinguisher, oiler, saw, spanner, spot welder, magnetic feet)
Complications: Personal Code (pacifist)

Pulp Stock Characters

Cultist
“We’re not worthy.”
**
Scale: 0
Might: 2d6
Agility: 2d6
Wit: 2d6+1
Charm: 1d6+2
Skills: Brawling 3d6, Stealth 3d6, Magic 3d6
Static: Dodge 6, Block 9, Parry 6, Soak 6
Gear: Hooded robe, knife

Dame in Distress
“Anything goes.”
**
Scale: 0
Might: 1d6+2
Agility: 2d6
Wit: 2d6+1
Charm: 3d6
Skills: Brawling 2d6+2, Dodge 4d6, Seduce 5d6
Static: Dodge 12, Block 8, Parry 5, Soak 5
Gear: Compact mirror, hair pin, lipstick

Elder God
“Klaatu barada nikto.”
******
Scale: +15
Might: 5d6
Agility: 3d6+2
Wit: 10d6
Charm: 10d6
Skills: Magic 17d6
Static: Dodge 11, Block 15, Soak 15
Perks: Maddening Visage (All characters that witness the Elder God must succeed on a Heroic Charm roll or gain the Crazy complication), Dimensional Shift (The Elder God can return to it’s home dimension after it’s Cosmic Appetite is sated), Sorcerer
Complications: Summoning Ritual (The Elder God will appear when summoned. Summoning requires a Heroic Magic roll if its secret name is known to the summoner.) Cosmic Appetite (It must eat 1d6 characters before it may activate Dimensional Shift.)

Mad Scientist
“1.21 jigawatts should do it!”
**
Scale: 0
Might: 2d6
Agility: 2d6
Wit: 4d6
Charm: 2d6
Skills: Dodge 4d6, Repair 6d6, Science 7d6
Static: Dodge 12, Block 6, Parry 6, Soak 6

Scaly Kin
Survivors out of time.
***
Scale: 0
Might: 2d6+1
Agility: 2d6+2
Wit: 2d6
Charm: 3d6
Skills: Dodge 3d6+2, Pole Arm 3d6+1, Stealth 4d6
Static: Dodge 11, Block 7, Parry 10, Soak 7
Gear: Spear
Perks: ESP

Fantasy Stock Characters

Barbarian
Savage from the north hills.
**
Scale: 0
Might: 3d6+2
Agility: 2d6+1
Wit: 1d6+2
Charm: 2d6+1
Skills: Brawling 4d6+2, Dodge 4d6+2, Sword 5d6+2, Tracking 3d6+2
Static: Dodge 13, Block 14, Parry 17, Soak 11(13)
Gear: Leather armor, two-handed sword

Dwarf Warrior
Clansman of the Great Hall.
***
Scale: 0
Might: 4d6
Agility: 2d6
Wit: 2d6
Charm: 2d6
Skills: Axe 5d6, Brawling 5d6, Dodge 3d6
Static: Dodge 9, Block 15, Parry 15, Soak 8(14)
Gear: Axe, chainmail
Perks: Dwarf

Elf Bowman
Guardian of the forest.
***
Scale: 0
Might: 2d6
Agility: 4d6
Wit: 2d6
Charm: 2d6
Skills: Bow 5d6, Dodge 5d6, Sword 3d6
Static: Dodge 15, Block 6, Parry 9, Soak 6(8)
Gear: Bow and arrows, leather armor, sword
Perks: Elf

Guard
Guard, gladiator, or soldier.
**
Scale: 0
Might: 3d6
Agility: 2d6
Wit: 2d6
Charm: 2d6
Skills: Brawling 4d6, Dodge 3d6, Sword 4d6
Static: Dodge 9, Block 12, Parry 12, Soak 9(11)
Gear: Leather armor, sword

Knight
“For King and country!”
***
Scale: 0
Might: 3d6+1
Agility: 2d6+2
Wit: 2d6
Charm: 2d6
Skills: Dodge 3d6+2, Sword 4d6+2, Riding 3d6
Static: Dodge 11, Block 10, Parry 14, Soak 10(23)
Gear: Horse, platemail, shield, sword

Priest
Righteous defender.
***
Scale: 0
Might: 2d6+1
Agility: 2d6
Wit: 2d6+2
Charm: 3d6
Skills: Dodge 3d6, Magic 4d6+2
Static: Dodge 9, Block 7, Parry 7, Soak 7(13)
Gear: Chainmail, staff

Pirate
“Yoho!”
**
Scale: 0
Might: 2d6
Agility: 4d6
Wit: 2d6
Charm: 2d6
Skills: Brawling 3d6, Dodge 5d6, Navigation 3d6, Sailing 5d6, Sword 4d6
Static: Dodge 15, Block 9, Parry 12, Soak 6
Gear: Compass, spy glass, sword

Thief
“What was yours is now mine.”
**
Scale: 0
Might: 2d6
Agility: 3d6+1
Wit: 2d6
Charm: 2d6+2
Skills: Pick Locks 3d6, Pickpocket 4d6, Stealth 5d6
Static: Dodge 9, Block 12, Parry 12, Soak 9(11)
Gear: Leather armor, lock picks, knife

Wizard
Sorcerer or necromancer.
****
Scale: 0
Might: 1d6+2
Agility: 2d6+1
Wit: 4d6
Charm: 2d6
Skills: Dodge 3d6+1, Magic 6d6
Static: Dodge 10, Block 4, Parry 4, Soak 5
Gear: Knife
Perks: Sorcerer

Fantasy Bestiary

Centaur
“Can you ride me? I say nay.”
**
Scale: 0
Might: 4d6
Agility: 2d6+1
Wit: 1d6+2
Charm: 2d6
Skills: Bow 4d6+2, Dodge 3d6+1, Stamina 5d6
Static: Dodge 10, Block 12, Parry 12, Soak 12
Gear: Bow and arrows

Devil (Minor)
“I’m the best there’s ever been.”
****
Scale: 0
Might: 3d6
Agility: 2d6+2
Wit: 3d6+1
Charm: 5d6
Skills: Brawling 5d6, Dodge 4d6+2
Static: Dodge 14, Block 15, Soak 9
Perks: Regeneration, Speaks All Languages

Dragon
Master of all he surveys.
*****
Scale: +10
Might: 4d6
Agility: 2d6
Wit: 4d6
Charm: 3d6
Skills: Brawling 5d6, Breath Attack 5d6
Static: Dodge 6, Block 15, Soak 12(15)
Perks: Scales (+3 armor), Fly (90 ft/rnd)

Elemental (Fire)
Body of living flame.
***
Scale: 0
Might: 4d6+1
Agility: 4d6+2
Wit: 1d6
Charm: 1d6
Skills: Brawling 5d6+1, Dodge 5d6+2
Static: Dodge 17, Block 16, Soak 13
Perks: Ignition (Targets struck by a brawling attack must succeed at a Moderate Might check or will catch fire for 4d6/rnd damage until extinguished.)
Complications: Weakness to Water (1d6 damage per gallon.)

Fairie
“Third star to the right…”
*
Scale: 0
Might: 1d6
Agility: 4d6+1
Wit: 2d6
Charm: 2d6+2
Skills: Athletics 3d6, Dodge 6d6+1, Magic 4d6
Static: Dodge 19, Block 3, Soak 3
Perks: Sorcerer, Fly (60 ft/rnd)
Spells: Charm, Illusions, Light, Slumber

Gargoyle
Stone guardian.
***
Scale: 0
Might: 2d6
Agility: 2d6+2
Wit: 1d6
Charm: 1d6
Skills: Brawling 4d6+1, Dodge 4d6
Static: Dodge 12, Block 13, Soak 6(15)
Perks: Fly (20 yd/rnd), Armor Skin (+9)

Ghost
Doomed spirit.
****
Scale: 0
Might: 0d6
Agility: 4d6
Wit: 3d6+2
Charm: 3d6+2
Skills: Brawling 4d6+2, Dodge 5d6, Stealth 6d6
Static: Dodge 15, Block 14, Soak 11
Perks: Insubstantial (can only be harmed by Magic or enchanted weapons. Use Charm instead of Might to calculate soak and in place of Might for unarmed damage.), Mournful Wail (All who hear the wail must succeed at a Moderate (15) Charm check or flee.)

Giant
“I’ll grind your bones to paste.”
******
Scale: +10
Might: 5d6
Agility: 2d6
Wit: 2d6
Charm: 3d6
Skills: Brawling 7d6, Mace 7d6, Throwing 4d6
Static: Dodge 6, Block 21, Parry 21, Soak 15
Gear: Mace (tree trunk)

Goblin
Vermin from below.
**
Scale: 0
Might: 1d6+1
Agility: 2d6+1
Wit: 1d6+1
Charm: 1d6
Skills: Bow 3d6, Dodge 3d6+1, Stealth 2d6+2
Static: Dodge 10, Block 4, Parry 4, Soak 4(8)
Gear: Bow and arrows, knife, shield

Golem
Automaton of destruction.
****
Scale: +5
Might: 4d6+1
Agility: 2d6
Wit: 1d6
Charm: 1d6
Skills: Brawling 6d6+1, Dodge 4d6, Lift 6d6+1
Static: Dodge 12, Block 19, Soak 13(16)
Perks: Armor Skin (+3)

Gorgon
With bated breath.
***
Scale: 0
Might: 5d6+1
Agility: 1d6+2
Wit: 0d6
Charm: 1d6
Skills: Brawling 6d6+2, Breath Attack 3d6+2
Static: Dodge 5, Block 20, soak 16(21)
Perks: Armor Skin (+5), Petrifying Breath (Range 20 yards. All creatures caught in its foul breath must succeed at a Moderate (15) Stamina check or be paralyzed for 1d6 rounds.)

Griffon
Hunters of the sky.
***
Scale: 0
Might: 3d6+2
Agility: 3d6+1
Wit: 1d6
Charm: 1d6
Skills: Brawling 5d6, Dodge 5d6+1, Stamina 6d6
Static: Dodge 16, block 15, Soak 11
Perks: Fly (20 yd/rnd), Talons (4d6+2 damage)

Harpy
She’s a maneater.
***
Scale: 0
Might: 2d6+2
Agility: 3d6+1
Wit: 2d6
Charm: 1d6
Skills: Brawling 4d6+2, Dodge 5d6, Stealth 5d6
Static: Dodge 15, Block 14, Soak 8
Perks: Fly (20 yd/rnd), Talons (3d6+2 Damage)

Hellhound
The devil’s lapdog.
***
Scale: 0
Might: 3d6+2
Agility: 2d6+1
Wit: 1d6
Charm: 1d6
Skills: Breath Attack 4d6+1, Brawling 4d6+2, Dodge 3d6+1, Tracking 5d6
Static: Dodge 10, Block 14, Soak 11
Perks: Fire Breathing (Range 5 yards, 3d6 Damage)

Hydra
Many headed terror.
*****
Scale: +10
Might: 3d6
Agility: 2d6
Wit: 1d6
Charm: 1d6
Skills: Brawling 5d6, Search 4d6
Static: Dodge 6, Block 15, Soak 9
Perks: Hydra Heads (A Hydra starts with three heads and has one Wounded level for each head but has no Severely Wounded level. A head is destroyed when each time the Hydra takes a Wounded damage level. Three rounds after each head is destroyed two new ones take its place. These heads provide extra Wounded levels.), Extra Attacks (A Hydra may make one unpenalized attack for each head it currently has.)

Medusa
Stone cold killer.
*****
Scale: 0
Might: 2d6+2
Agility: 2d6+2
Wit: 2d6+2
Charm: 1d6
Skills: Bow 4d6+2, Dodge 4d6+2, Stealth 4d6
Static: Dodge 14, Block 8, Soak 10
Gear: Bow and arrows
Perks: Petrifying Visage (Laying eyes upon a medusa will turn a character to stone if they fail a Hard (20) Stamina check. To avoid looking at her while targeting her requires a Moderate (15) Wit check or closing one’s eyes. Closed eyes incur a -20 penalty to the attack.)

Minotaur
Master of the maze.
***
Scale: 0
Might: 5d6+2
Agility: 2d6+1
Wit: 1d6+2
Charm: 1d6+1
Skills: Dodge 3d6+1, Pole Arm 6d6+2, Tracking 5d6+2
Static: Dodge 10, Block 17, Parry 20, Soak 17
Gear: Spear

Ogre
Mercenaries and brigands.
****
Scale: +5
Might: 4d6
Agility: 1d6+1
Wit: 1d6+1
Charm: 1d6+1
Skills: Axe 6d6, Brawling 5d6+2, Dodge 3d6+1
Static: Dodge 10, Block 17, Parry 18, Soak 12(14)
Gear: Axe, leather armor

Orc
Scourge of civilization.
***
Scale: 0
Might: 3d6+1
Agility: 2d6
Wit: 1d6+2
Charm: 1d6
Skills: Dodge 3d6, Stealth 3d6, Sword 4d6+1
Static: Dodge 9, Block 10, Parry 13, Soak 10(14)
Gear: Sword, shield

Pegasus
Sky mounts of the elves.
***
Scale: 0
Might: 4d6+1
Agility: 2d6+2
Wit: 1d6
Charm: 2d6
Skills: Athletics 3d6, Dodge 4d6+2
Static: Dodge 14, Block 13, Soak 13
Perks: Fly (20 yd/rnd)

Phoenix
The eternal bird.
****
Scale: +5
Might: 2d6+1
Agility: 3d6+2
Wit: 2d6
Charm: 2d6
Skills: Brawling 6d6, Dodge 6d6+2
Static: Dodge 20, Block 18, Soak 7
Perks: Fly (20 yd/rnd), Explosive Death (When a Phoenix dies a 5 yd radius fireball erupts from it’s body dealing 5d6 damage.), Resurrection (At the next sunrise a new Phoenix rises from the ashes.)

Rat of Unusual Size
Most doubt they exist.
**
Scale: 0
Might: 3d6
Agility: 2d6
Wit: 0d6
Charm: 1d6
Skills: Athletics 4d6, Brawling 4d6, Dodge 3d6
Static: Dodge 9, Block 12, Soak 9

Skeleton
Fleshless undead.
**
Scale: 0
Might: 2d6
Agility: 3d6
Wit: 0d6
Charm: 0d6
Static: Dodge 9, Block 6, Parry 6, Soak 6

Troll
Nearly mindless killers.
****
Scale: 0d6
Might: 6d6
Agility: 2d6
Wit: 1d6
Charm: 1d6
Static: Dodge 6, Block 18, Parry 18, Soak 18
Gear: Club
Perks: Regeneration
Complications: Weakness to Fire (+2d6 damage from fire.)

Vampire
Cursed to feed on the living.
*****
Scale: 0
Might: 3d6+1
Agility: 4d6+2
Wit: 3d6+1
Charm: 4d6
Skills: Athletics d6D, Brawling 5d6, Dodge 6d6+1, History 5d6, Seduce 6d6, Stealth 5d6
Static: Dodge 19, Block 15, Parry 10, Soak 10
Perks: ESP, Vampiric Bite (The vampire heals a wound level when inflicting at least a serious wound by brawling. Anyone killed this way rises as a vampire the next night.)
Comp: Weakness to Sunlight (the vampire suffers -2d6 to all rolls and -6 to all defense and soak scores while in direct sunlight.) Stake Vulnerability (Targeting a vampire’s heart with a wooden stake adds 20 to the TN to hit but kills it instantly.)

Werewolf
He’s the hairy-handed gent…
***
Scale: 0
Might: 4d6
Agility: 3d6+2
Wit: 1d6+2
Charm: 2d6
Skills: Brawling 5d6, Dodge 5d6+2, Stealth 5d6
Static: Dodge 17, Block 15, Soak 12
Perks: Regeneration, Damage Immunity (Can only be harmed by silver, magic, and enchanted weapons.) Infectious Attack (Anyone Severely Wounded or worse by a werewolf must make a Moderate Charm roll or transform into a werewolf during the full moon).

Zombie
**
Scale: 0
Might: 3d6
Agility: 2d6
Wit: 0d6
Charm: 0d6
Static: Dodge 6, Block 9, Parry 9, Soak 9

Freeform Magic

The casting of magic spells is part of some settings. This optional system can be used as a guideline for handling spellcasting. It is a flexible, contemporaneous system, though the GM and players should discuss the limitations of magic within the setting at hand. The GM should consider whether certain applications of magic should be banned or “gatekept” behind special perks.

In many settings, the use of spells will require that the caster has a perk, such as Sorcerer. In addition, the caster will need a particular skill, for example, “Spells” might be a Wit or a Charm skill depending on whether magic is dependent on knowing complex lore for the former, or depends on the caster’s force of will in the latter.

These rules will presume that the GM has designed a setting where “Spellcasting” is a Wit skill, but it should be trivial to adjust this to the particular of your game.

In this case, Spellcasting only works for characters who have the Sorcerer perk. It’s possible that in very-high magic settings, the GM might decide that a perk isn’t necessary to use magic, even if it remains true that not everyone can cast magic. This would mean that all player characters could use magic, and beyond that, only the NPCs that the GM grants that power.

The Limitations of Magic in a Setting

Most settings that include magic will have at least some limitations on magic.

Balancing Sorcery Against Mundane Ability.

When designing a setting, this will be a major concern the GM should consider if the game mixes mundane and magical characters. The guidelines in Bare Knuckle Edition don’t necessarily create a system where mundane characters will be the equals of characters designed to cast spells. Think about what limits sorcery from dominating the setting. Rarity is a common factor in fiction, but since players generally play exceptional heroes, that factor alone may not do much to balance the scales.

In some settings, this may not be a concern. For example, in one where the heroes are students at a magical academy, every PC is presumed to have access to magic, so little consideration to balance mundane PCs against sorcerer PCs needs to be given. In others, magic might be rare, even among heroes.

The following are some possible options to consider:

Schools of Sorcery

This option splits general sorcery into multiple skills so that it’s much more costly to master every kind of magic. Examples could include “White Magic” and “Dark Magic.” Alternatively, magic could be divided into “abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.” It could be split into “air, earth, fire, and water.” Another permutation could be “altering magic, controlling magic, and sensing magic.”

The division of magic will probably be related to something within the setting, and some methods of division will create implicit limitations about spellcasting. For example, in a setting where sorcery is divided into the four classical Greek elements, magic that beguiles the mind has no obvious placement. In this setting, it’s probable that all magic spells have obvious physical effects related to their element, and that magic that doesn’t relate in theme to those elements isn’t possible.

In a setting that chooses the Schools of Sorcery option, it must also be decided whether characters can gain skill in multiple types.

Magic as an Attribute

In this option, Sorcery isn’t a skill, it’s a fifth attribute. A character who chooses the Sorcery perk at character creation distributes their attribute dice between Might, Agility, Wit, Charm, and Magic, but doesn’t receive any additional attribute dice. The character must distribute at least 1d6 to each attribute. Spellcasting still exists as a skill under Magic.

Backlash (suboption under Magic as an Attribute.)

A further option would be that if the caster uses a number of skill dice that exceeds the number of attribute dice when casting a spell, failure brings additional danger. When the caster fails to successfully cast the spell, then they must resist damage as if an enemy had successfully hit them with a damaging effect equal to the difference. They may resist damage with either Might or Magic, whichever is higher.

For example, the character has a Magic attribute of 3d6 and a Sorcery skill of 8d6. When they cast a spell, they can choose how many dice to roll, up to 8d6. (Remember, the 3d6 from the attribute is already included within the 8d6 skill.)

Suppose that the caster tried a spell with TN of 26, and they decided that they would need all 8d6 to succeed. They rolled poorly and got a total of 24. They failed. Now they must suffer backlash of 5d6 damage!

Casting a Freeform Spell

The caster must first describe the intended effect of the spell. Spells should have a clear purpose and defined effect, and that effect should thematically make sense. For example, a caster might want to cast a “fire lash” at a target. The caster describes it as a whip made of flame, that erupts toward the target. That sounds like a damaging spell. There’s no reason for the spell to coincidentally have unrelated characteristics, like the ability to breathe water or to also heal a friend. Spells must remain along the theme defined in their descriptions.

The caster is not obligated to make the impromptu spell any more powerful than exactly what they need. For example, if last round they cast their fire lash spell at a target far away and needed a long range in order to reach the target, they can select a shorter range the next time they cast in order to attack a nearer target. Every spell may be independently calculated to take advantage of lesser needs.

Compare the base target number required for each component of the spell. Range, Duration, The highest TN is the base target number. For example, suppose that the character wants to cast a spell that will transform him into an ogre. In this setting, an ogre is a being one size bigger than a human.

When selecting the range, the choice is obvious. Since the caster is casting the spell on themselves, they choose “self” (TN5.)

When selecting duration, the caster has a choice. Since they need to keep the spell going, it must be sustainable or have a long automatic duration. Moderate (TN 15) would allow them to sustain the spell at the cost of incurring a multi-action penalty as long as they keep the spell sustained. Hard (TN20) will mean the spell persists without the need to be maintained for an hour or the remainder of the scene. Since the caster expects things to go poorly after the transformation, they choose the latter, Hard (TN 20) so that they don’t have to deal with the penalty when they are an ogre.

Choosing the target is easy. They are casting the spell on themself, so Very Simple (TN 5) is good enough.

Lastly, comes selecting the effect. This one is the most up to interpretation. The spell doesn’t cause damage or heal directly, so the caster ignores those charts. Looking at the non-damaging effects, they see that the description of Hard (TN 20) fits the bill exactly.

The TNs of the spell are 5, 20, 5, and 20. Since 20 is the highest number, that is the TN for the spell.

Optional Rule: Advanced calculation.

When calculating the TN of the spell, calculate base TN as normal. Look at the numbers remaining for the other 3 spell factors and add to or subtract from that TN as the chart below.

Base 5 10 15 20 25 30
5 0 0 -1 -2 -3 -4
10 - +1 0 -1 -2 -3
15 - - +1 0 -1 -2
20 - - - +1 0 -1
25 - - - - +1 0
30 - - - - - +1

This chart adds +1 to the TN for each category that is the same level as the base TN, and takes 1 away for every level below that number. 0, or no modifier for the next level less difficult, -1 for the next, etc. The exception to this rule is that when a spell has a TN of 5 in every category, don’t calculate modifiers at all, the final TN will remain 5.

Block

Looking at the ogre transformation spell example above, under this calculation, the base TN and associated TNs remain the same. The Base is TN 20 (the highest number.) There is another TN 20. The modifier for any TN equal to the base TN is +1, which is also shown on the chart. Next we have a Very Simple TN 5, which is three TN categories lower than Hard TN 20, or -2 according to the chart. (Remember that we count down three steps: “zero, minus one, minus two.”) We finally have another TN 5, which is another -2 modifier.

Base TN 20 +1 -2 -2 = 17. The final spell TN is 17.

This optional rule rewards careful selection of spell characteristics, but it takes more time, and the player might need the aid of a chart.

Range

Duration

Target

Non-Damage Effects (See damaging effects, below)

Non-damaging effects are the most difficult to adjudicate and require the most give and take between the player and the gamemaster.

Damaging Effects

Damaging spells may be sustained, but this counts as one action every round as long as it’s sustained. Every round the damage is sustained, the caster must make another casting check at a TN 5 higher than the previous round. (This casting check is not a separate action. It is part of the action necessary to sustain the spell.)

Healing Effects

Gamemasters may want to limit the amount of magical healing a character can receive. A suggestion is that a character may only receive magical healing once per day (between scenes) and once per scene otherwise.

Rote Spells (Optional rule.)

Under this rule, characters can learn specific spells. Unlike the flexible casting rules above, the formula for the spell never changes. Characters learn two rote spells for every whole die in their casting skill. They may learn additional spells at a cost of 3 character points apiece.

These rote spells are easier to cast. It is recommended to use the optional advanced calculation rules to come up with the TN, then subtract 3 from that. As always, the GM should keep an eye out for spells that would break the game if abused. One way to help balance that can be to require the spell to be highly defined. For example our “ogre transformation spell” used an example above is exactly that - a spell that transforms the caster into an ogre. It doesn’t transform the caster into anything else other than an ogre, even if of similar size, because that’s how the player defined it. There’s no reason that the GM must be that specific, but if the spell seems to be near the edge of what’s going to break the game, (and there’s no reason an ogre transformation spell would in a high fantasy setting), being nit-picky and specific is a way to hem a spell in a bit.

Using our ogre transformations spell from the advanced calculation example above, the TN of this spell as a rote spell would be 17 - 3 = TN 14.