At the end of the day, 6S is designed to create a fun game to play. So if any of the existing rules are inhibiting your group's fun, you are more than welcome to make any changes you all see fit. Also, as this system is still a work in progress, things may need to be adjusted for balanced play.
6S is based around the d6 (six-sided die), and often operates using scales of 1 to 6.
Throughout the game, if there is ever an action with a fair concern that you wouldn’t automatically succeed at it, someone or something working against that action, or if someone would prefer to leave the result up to chance, you must roll a d6 to determine to what extent the action succeeds or fails.
Sometimes, you will add or subtract a number from your roll, giving you a final Roll Total. The result of your Roll Total can be found below:
Roll Total | Result |
---|---|
1 or less | You fail and things get much worse. |
2 | You fail. |
3 | You somewhat fail. |
4 | You somewhat succeed, or succeed at a cost. |
5 | You fully succeed. |
6 or above | You succeed and beyond. |
If you are trying to act in a way that is opposed by another party, you must both roll the appropriate skill check to see who succeeds and how it plays out. The magnitude at which one party beats the other determines how successful their action is. (Rules are slightly different in combat.)
Difference Between Roll Totals | Result |
---|---|
0 | Whoever has a higher Level in the relevant Skill wins, but just barely, or wins at a cost. If the Skill Levels are even, and a tie is not appropriate for the scenario, whoever has more Energy Points wins, but just barely. If these are even as well, re-roll. |
1 | Whoever has the higher roll wins by a small margin, or wins at a coste. |
2 | Whoever has the higher result wins. |
3 | Whoever has the higher result clearly wins, and the losing party might suffer a cost or effect. |
4 or more | Whoever has the higher result wins and gains the upper hand in the scenario, and the losing party suffers a cost or effect. |
Sometimes, a roll might have advantage. This means you roll the d6 twice and use the result you want (almost always, the higher result). A roll might also have disadvantage, which means you roll the d6 twice and take the lower result.
If a roll has multiple cases of advantage, it acts as just standard advantage. It's the same for disadvantage. If a roll has both advantage and disadvantage, they cancel each other out and the roll is a normal roll. In the rare case that a roll has multiple cases of advantage and disadvantage, each case of advantage and disadvantage cancel each other out. For example, if a player has two cases of advantage and one case of disadvantage for a roll, they will end up with advantage on the roll.
There are 18 skills in the game:
Skill Level | What It Means |
---|---|
6 (excellent) | You have mastered this skill. You have a +2 modifier to these rolls. |
5 (great) | You are very good at this skill. You have a +1 modifier to these rolls. |
4 (proficient) | You are getting better at this skill. You have a +1 modifier to these rolls. |
3 (average) | You are average at this skill and have no modifiers. |
2 (poor) | You are not good at this skill and have a -1 modifier to these rolls. |
1 (terrible) | You are actively bad at this skill. You have a -2 modifier to these rolls, if you can even attempt them. |
*: Optional Resist Rule: Resist is a special Skill. If you fail a Resist skill check with a 1 or below, you lose a Resist skill level. The only way to gain back a Resist level is through successfully role-playing its recovery and succeeding in a relevant skill check. This could be bonding with someone new, deepening an existing relationship, talking with someone about the scenario in which the Resist check failed, engaging in therapeutic activity, creating art, or something character-specific.
Endure Skill Level | Starting Amount of Health Points |
---|---|
6 | 6 HP (plus advantage on all Life Checks) |
5 | 5 HP |
4 | 5 HP |
3 | 4 HP |
2 | 4 HP |
1 | 3 HP |
Health Points | What It Means |
---|---|
6 HP | Very good health; no effects |
5 HP | Good health; no effects |
4 HP | Average health; no effects |
3 HP | Low health; skill checks for physical actions get disadvantage |
2 HP | Very low health; all skill checks automatically fail; basic actions require a roll |
1 HP | Critically low health; unconscious or nearly there; any additional damage, including mental, will kill you; no skill checks can be attempted; Life checks to stay alive must be rolled every 30 seconds until stabilized; failure to stabilize within 3 minutes will kill you |
0 HP | You are dead |
Life Checks:
What Lowers Your Health:
Physical damage (and/or mental if you are at 1 HP) will lower your health by a certain amount, depending on the severity of the damage (determined by GM)
Buffer Points:
How to Regain Health:
Stabilizing Someone Else:
Death:
Death isn't always the end.
There are three types of Aspects: Drives, Bonds, and Proficiencies. Every character has these Aspects, regardless of being a player or non-player character. These Aspects can be invoked in the game, or called upon to give advantage or disadvantage to a character for a relevant roll.
Drive Aspects: