Conversion Codex 3 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.) 1 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. 3 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 OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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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. Mini Six Bare Bones Edition, Copyright 2010, AntiPaladin Games. Mini Six, and APG are trademarks and properties of AntiPaladin Games. Thunderscape: the World of Aden is trademark and property of Kyoudai Games, LLC. 5
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