Thunderscape-Conversion3-Mini6

Conversion Codex
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Mini Six Conversion
Mini Six is a cinematic role-playing game produced by AntiPaladin Games and distributed free online in the form of its Bare
Bones Edition, which is available at http://www.antipaladingames.com.
Written By: Shawn Carman
Editing: Shawn Carman & Mikael Brodu
Art Direction: Matthew Schenck
Brand Design: Daniel Moenster
Original Graphic Design & Layout: Robert Denton
Layout: Mikael Brodu
For Kyoudai Games, LLC
Shawn Carman, Creative Direction
Rich Wulf, Mechanical Design
Ryan Carman, Development
Robert Dake, Production
Matthew Schenck, Promotion
Butch Carman, CFO
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a,
Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, nations, etc.), dialogue, plots,
storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or
are in the public domain are not included in this declaration.)
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Thunderscape Skill List
Might Skills
Agility Skills
Brawling
Archery
Knife
Athletics
Lift
Dodge
Melee Combat
Firearms
Smithing
Pickpocket
Stamina
Piloting
Stealth
Wit Skills
Divination
Entomancy
Herbalism
History
Language
Mechamagic
Naturalism
Search
Sorcery
Survival
Thaumaturgy
Charm Skills
Animal Handling
Bargain
Command
Courage
Diplomacy
Perform
Persuasion
Ride
Racial Perks
Nation Perks
There are numerous races in Aden, all distinct and with their
own abilities and customs. Because there is such a diversity of
races, all player characters in a Mini Six Thunderscape game
should select one of the following racial perks at no cost to represent the people from which they hail.
● Dwarf: Dwarves may place up to 5D in Might, but only 3D in
Agility. They possess low-light vision.
● Echo: Once per day, an Echo may cast the Shape Change spell
for free without any Skill Roll. This spell allows him to change
into one specific individual, not a creature. An Echo may only
transform into an individual if he has a portion of that individual
on hand, a piece of the corpse or something similar.
● Elf: Elves may place up to 5D in Agility, but only 3D in Might.
They possess low-light vision.
● Faerkin: Faerkin may place up to 5D in Wits, but only 3D in
Might. Once per day they may cast a non-combat spell without
making a Skill Roll.
● Ferran: Ferrans may place up to 5D in Agility, but only 3D in
Wits. They possess low-light vision.
● Goreaux: Goreaux may place up to 5D in Wits, but only 3D in
Charm. They add +1 to the total of all magic Skill Rolls.
● Half-Elf: Half-elves may place up to 4D+2 in Agility. They
gain one free Skill Specialization.
● Human: Humans gain one additional Skill Die, for a total of
8D.
● Ilithix Exile: Ilithix Exiles may place up to 5D in Might, but
only 3D in Wits. Ilithix possess insect wings and may fly at a
speed equal to their walking rate.
● Jurak: The mighty jurak may place up to 6D in Might, but only
3D in both Agility and Charm. They add a bonus of +1 to the total
of all melee attack rolls.
● Rapacian: Rapacians gain a bonus of +1 to their Armor Value.
Like racial perks, national perks are a free choice that each
player character should make to indicate their nation of origin.
A nation perk confers a bonus of +1D to rolls using one skill,
chosen from two options available for each nation.
● Aramyst: Spellcraft or Sorcery
● Arasteen: Smithing or Thaumaturgy
● Carraway: History or Thaumaturgy
● High Steppes: Ride or Naturalism
● Ionara: Survival or Divination
● Kyan: Survival or Entomancy
● Le’Ciel: Perform or Divination
● Misland Republics: Piloting or Entomancy
● Rhanate: Survival or Sorcery
● Urbana: Piloting or Mechamagic
● Vanora: Smithing or Naturalism
● Yzeem: Bargain or Mechamagic
Thunderscape Perks
The following perks are unique to Thunderscape, although
GMs may certainly import them into any other setting of their
choice.
● Fallen (1D) – You have been touched by the Darkfall, and you
intend to make it suffer for leaving you alive. You suffer a penalty
of -5 to the result of any Charm Skill Roll, but increase your
attack and damage rolls against nocturnals by +5.
● Golemoid (1D) – You have been augmented with a mechamagical prosthetic that replaces one of your natural body parts. When
attacking using this part, your Might is considered 1D higher for
calculating damage. It costs double to increase the rank of your
Magic Skills.
● Mechamage (2D) – You are gifted at mechamagic and have a
permanent golem servitor, rather than having to summon one all
the time. You must have Mechamagic 5D to purchase this perk.
● Natural Weapons (2D) – You possess some form of natural
weapons, whether in the form of fangs, claws, or other such
weapons. You may inflict Might+1D damage with your unarmed
attacks. Only Ferrans, Ilithix Exiles, Juraks, and Rapacians may
purchase this perk.
● Seer (2D) – You are a rare survivor of the seer order, and
possess many abilities thought lost to the Darkfall. You may
give up your action during a turn to distribute a number of +1D
bonuses equal to your Divination skill to your allies.
● Shieldwarden (1D) – You are trained in the ways of the arbiters, the defenders of the law and the innocent. You may confer
the bonus from your shield to an ally’s Armor Value instead of
your own as long as they are within ten feet of you.
● Steamwright Guild (1D) – You are a member in good standing of the Steamwrights Guild, and have access to technology
that many others do not even understand. Whenever you cast a
spell against a target that is predominantly metal, you gain +2
to the roll.
● Thunder Scout (1D) – You are one of those who blazed the
trail for the Thunder Trains atop a variety of steam powered vehicles. You gain +2 to the total of all Pilot rolls, and your vehicles
all have +1D Move.
Magic in Aden
Magic in Aden is a very pervasive and influential force, and
one that is common to a great number of people throughout
the land. There are numerous disciplines, each with their own
strengths and weaknesses. To reflect this, there are five different
Skills that are used to represent different schools of magic: divination, entomancy, mechamagic, naturalism, and sorcery.
Divination is the mark of the seers, an order now dangerously
close to extinction in the wake of the Darkfall, and is popular in
Ionara and Le’Ciel. It involves enhancing one’s perception and
even manipulating the outcome of certain actions.
Entomancy is a unique science created in Kyan that deals
with the summoning, controlling, and augmenting of insects. It
has also spread to see significant use in the Misland Republics
due to the heavy jungle terrain there.
Mechamagic is one of Aden’s most defining characteristics,
as it marries steam-powered technology with sorcery that keeps it
running. Urbana is the unquestioned domain of mechamagic with
its steam wagons and Thunder Trains, but the airships of Yzeem
are likewise a notable example.
Naturalism is the study of natural magic, including influence over such things as animals, weather, one’s own shape, and
various other aspects of the natural world. The philosophy of
Vanora lends its people to this method, as do the primitive traditions of the High Steppes tribesmen.
Sorcery is the general study of magic, broader in scope than
the other disciplines but also less focused and capable of fewer
specific feats. Aramyst was the pinnacle of sorcery before it was
destroyed in the Darkfall, and the hardy folk of the Rhanate also
use it in a variety of ways to survive life in the Sundered Desert.
Spells
There are a variety of spells available to magic-users in Aden.
Which spells are available depends upon the nature of training
that a character has undergone, in the form of which magical
skill is used. Spells are associated with different magical disciplines, although there are some that are associated with multiple
disciplines. It is possible to cast a spell associated with a different skill, but the TN to cast that spell is increased by 15. Consequently, very few spellcasters make a regular habit of crossing
over between disciplines.
All Schools: Bless, Curse, Dark Vision, Heal, Light, See
Magic Aura
Divination: Clairvoyance, Dispel Magic, Divination, ESP,
Hasten, Still Mind
Entomancy: Charm, Conjure Insects*, Death Spell, Fly,
Growth, Paralysis
Mechamagic: Conjure Golem*, Enhance**, Everheat**,
Lightning Bolt, Telekinesis
Naturalism: Animal Growth, Beast Tongue, Control Weather,
Earthquake, Resist Elements, Shape Change
Sorcery: Animate Dead, Conjure Elemental, Illusions, Invisibility, Slumber, Teleport
* These spells are identical to Conjure Elemental except that
they summon different creatures (entomancers summon giant
insects and mechamages summon golems).
** This is a new spell included below.
New Spells
Enhance (TN 30)
● Duration: 1 hour
● Range: Touch
● Resisted: None
One of the most essential spells of any mechamage, enhance
allows a mechamage to significantly increase the capabilities of a
golem under his control. While a golem is enhanced, it gains +2D
Might, +1D Agility, and +2D in Brawling.
Everheat (TN 25)
● Duration: Permanent
● Range: Touch
● Resisted: None
In many ways the defining secret of mechamagic, everheat
allows a mechamage to place a rune that generates a constant
source of heat. Everheat runes are what keep the boilers that
power mechamagical devices running, eliminating the need for
coal, wood, or other fuels. Inscribing the rune and enchanting it
takes a total of one hour, and can only be placed on inanimate
objects. If for whatever reason it is placed on an object that will
sustain damage from its presence (GM’s decision), the everheat
rune inflicts 4D damage per round.
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Equipment
Firearms
The following firearms are readily available in the world of Aden:
● Holdout (pistol): 3D
● Wheelock (pistol): 3D+2
● Scattergun: 4D+2
● Musket (rifle): 5D
● Sniper (rifle): 5D+2
Golems
Steam-powered golems have existed on Aden for over a
century, since the development of mechamagic as a discipline
independent of but including both sorcery and technology. They
are created primarily by mechamages, but can also be created and
maintained by trained steamwrights.
Common Labor Golem ($$$, Scale +1D)
Might 3D (Brawling 4D, Lift 5D), Agility 1D, Wits 1D, Charm 3D
Vehicles
There are a number of vehicles that are present in Aden,
including the airship (primarily in Yzeem), the galleon, and the
small ship described in the Mini Six core rules. Others include
the following:
The Steam Wagon ($$, Scale +4D)
Steam wagons are common in most settlements of any real
size. As the name suggests, they are steam-powered wagons used
to transport materials without having to worry about horses or
other animals to pull them.
Skill: Piloting, MNV: 0D, Body: 4D, Move: 2D, Crew: 1,
Passengers: 3, Cargo: 800 lbs.
The Thunder Cycle ($$, Scale +2D)
The smallest of steam-powered conveyances, the thunder
cycle is a one-person transport that can be used to traverse the
wilderness relatively quickly. Although they are not particularly
expensive, the number of people with the expertise to create them
is limited, and so they are not as common as steam wagons.
Skill: Piloting, MNV: 2D, Body: 3D, Move: 2D+2, Crew: 1,
Passengers: 0, Cargo: 50 lbs.
The Thunder Train ($$$$$, Scale +6D)
There are only four Thunder Trains in existence, and all were
created, maintained, and operated by the government of Urbana.
They traverse the face of Aden, allowing trade to flow once again
and staving off starvation for many smaller surviving settlements.
Skill: Piloting, MNV: 0D, Body: 8D, Move 1D, Crew: 50,
Passengers: 50, Cargo: 1,000 tons
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15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
D6 Adventure (WEG51011), Copyright 2004, Purgatory Publishing Inc.
West End Games, WEG, and D6 System are trademarks and properties of Purgatory Publishing Inc.
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Mini Six, and APG are trademarks and properties of AntiPaladin Games.
Thunderscape: the World of Aden is trademark and property of Kyoudai Games, LLC.
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