NEVERWHERE
Game
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THE BASICS
This game is based on West End Game's D6 system, specifically its Star Wars Role-Playing Game. I recommend picking up an old Star Wars rule book (available at some game stores and on many online auctions) or WEG's new Metabarons game to fill in gaps that I don't cover here. If you have any questions or comments, please email me and I'll try to answer them for you. GAME MECHANICS The Dice
Example: Grimm is trying to walk along a thin ledge without falling. He has a Dexterity of 3D. The GM sets a difficulty number and then the player controlling Grimm will roll 3 dice and sum the results to see if he is successful.The Wild Die Each player should designate one of his or her dice to be the Wild Die (it is helpful if it's a different color or shape). Whenever the Wild Die comes up with a 2,3,4, or 5, add the result to the other dice as normal. But, if the Die comes up with a 6, add 6 to the dice total and roll the Wild Die again and add the new value to the dice total. If another 6 comes up, roll and add again. This continues as long as the player continues to roll 6's on the Wild Die. Example: Grimm has a Crossbow skills of 4D. When he fires, he rolls 4 dice. His values are 2,5,3 and on the Wild Die, a 6, resulting in 16. He rolls the Wild Die again and gets another 6! The total is now 22 and he gets to roll again. This time, he gets a 1 and adds that to the sum to get a 23 for his shot.If the Wild Die comes up with a 1 when a character is first rolling a Skill or Attribute Check, roll the Wild Die again. If the value is 1 through 5, remove the Wild Die and the die with the highest value from the dice to be added. Example: Grimm is firing his crossbow again. He rolls a 2,5,6 and on the Wild Die a 1. He rerolls the Wild Die and gets a 2. He removes the Wild Die and the die that came up 6 and adds the remaining two dice together to get 7.If the second Wild Die roll comes up to be a 6, then the character has Complicated. He or she has screwed up in a particularly bad way....perhaps dropping his weapon down into a sewer grating or twisting an ankle while trying to dodge. Complications should make a character's life more difficult, but never kill them outright. Example: Grimm is running away from a pair of assassins through dark, wet tunnels crowded with old trash. The GM has him make a running roll with a difficulty of 10 to avoid tripping over a pile of debris. Grimm, with a Running skill of 4D, rolls 4 dice. He gets a 2, 2,3 and on the Wild Die a 1. He rerolls the Wild and gets a 6! He not only fails but complicates. The GM tells him that he trips over the pile and lands on his face, dropping his weapon into the depths of the muck. He'll have to spend a round looking for the weapon or leave it behind.The GM could have just as well said that Grimm got a muscle cramp and is -1D to all Dexterity actions for the next 5 rounds, or that he is stunned for the next round--anything that makes Grimm's life a little scarier. Difficulty Numbers
Opposed Rolls
Example: One character tries to shoot another with a crossbow. The first makes a Crossbow roll while the other makes a Dodge roll. If the attacker's roll is higher than the others' Dodge, then he hits.Character Points A character may spend his or her Character Points to gain additional dice during an action. They receive an additional die for each point spent. A character may spend up to 3 CP's per action or attack, and up to 5 CP's for any defensive action (Dodging, Strength rolls versus damage, etc.). If the die purchased with a CP comes up a 6, the player may re-roll it and add the new value to the total (as for the Wild Die, though there is no penalty for rolling a 1). Example: Grimm gets shot by a villain with a crossbow for 23 points of damage. Grimm rolls his Constitution of 3D and gets a 10. That's 13 points below the damage level, which is Mortally Wounded. Grimm's player decides to spend some Character Points. He spends one for an additional die and gets a 5, reducing the difference to 8, meaning Grimm is Wounded. The player decides to spend an additional CP and rolls a 6! He gets to roll again and gets a 4, which means his Constitution roll is 2 over the damage roll. Grimm suffers no damage from the attack!Character Points may not be used the same round a Chi Point is used. Chi Points
Example 1: Grimm is in hand-to-hand combat with another Bravo. He decides to spend a Chi point one round. His Martial Arts is normally 5D. This round, it goes to 10D! For purposes of damage, his Strength doubles from 3D to 6D!See Characters: Chi for rules about using and regaining Chi. Remember, Chi may not be used the same round Character Points are spent. |
August 2002