Spirit D6
Basic Action Resolution
Most things in Spirit D6 are resolved by rolling an amount of D6 equal to a relevant skill rank, and counting the amount of dice that come up as 4 or higher. A character may have Advantage, which lowers the threshold of success by one, or Disadvantage which increases the threshold by one. However, a 1 is always a failure and a six is always a success.
A check may also be opposed. In such a case, both characters roll their respective skill, and the one with higher successes wins. Except where the successes of another directly deduct from the successes of the other, higher rank wins, then the one with advantage wins, and if the opposed roll is still a tie, flip a coin.
Attributes
Characters have 4 Attributes: Might, Agility, Endurance, and Sense. Attributes grant free experience in their associated skills equal to the attribute value -2, and can themselves be rolled as if they were skills with that amount of experience. So a character with Might 6 would be able to roll Might as if it was a skill with 4 experience, and therefore 3 ranks in it. Each race has a minimum and maximum value for each attribute.
This experience value can be negative, so a character with Might 1 who wishes to advance a might skill would first need to spend 1 point to get back up to 0.
Might: Represents the character's physical power. Helps physical skills and and melee weapons, as well as muscle-powered weapon damage.
Agility: Represents the character's speed and agility. Helps some physical skills, as well as initiative.
Endurance: Represents the character's vitality and constitution.
Sense: Represents the character's perception and attention to detail. Helps some social and worldly skills.
Skills
Characters advance primarily through skills, and interact with the game primarily by rolling said skills. To use a skill, the character rolls an amount of d6 equal to their rank, and consults the success table to determine the result. Skills are advanced by spending experience into the skills, and each skill has a rank equal to ([Rank]-1)^2 experience invested into it.
Every character is able to attempt any skill at rank 1, and the 1st rank is effectively free. However, rank 1 can only achieve Basic Success.
Rank | Experience Required |
1 | 0 |
2 | 1 |
3 | 4 |
4 | 9 |
5 | 16 |
6 | 25 |
7 | 36 |
8 | 49 |
9 | 64 |
10 | 81 |
11 | 100 |
12 | 121 |
Character Creation
1. Select a Race and Culture, as well as one Child background and one regular background. Mark down the different abilities gained as well as experience, attribute points, and items from these sources.
2. Assign attributes. With each attribute starting from 0, distribute up to 20 points between Might, Agility, Endurance, and Sense, adding the points from Race and Child background. Each attribute must be within the range determined by your race, with 4 being the average attribute for a human. Each unused attribute point gives you 3 free experience to add to skills.
3. Add experience gained from attributes. Each attribute gives experience in their associated skills equal to the attribute value -2. These skills are Athletics and melee weapon skills for Might, Tumble for Agility, and Insight, Investigate, Perception, Streetwise, and ranged weapon skills for Sense. An attribute of 1 means that you need to spend 1 additional experience to be able to spend experience in an associated skill skill.
4. Add experience to skills. Add up the experience from Race, Culture, and backgrounds, after which you have 8 free experience to distribute in addition to 3 experience for every unused attribute point. Each character is recommended to have at least rank 2 (1 experience) in a power source and Spirit to be able to use powers, rank 3 (4 experience) in Tumble or a weapon skill to have 1 Defense, and rank 2 in the main language of the region. You may only add experience to a single power source during character creation. No skill may have more than 12 experience, or a rank higher than 4 at the end of character creation. You may also optionally spend experience to gain traits, which grant your character various benefits.
5. Select powers. Your powers determine how your character is exceptional, whether you have a magical or martial power source. You gain a number of powers equal to your rank in your power source, though note that many powers have a minimum rank requirement.
6. Select equipment and add items. Select the items granted by your backgrounds.
Combat
Combat is resolved on 1-meter hexes.
Characters act in 3 phases, and in addition have access to a single Reaction. The phases are Immediate Phase, Movement Phase, and Action Phase. At the start of each turn each character rolls 1d10+(Sense+Agi)/2+other modifiers to determine their initiative, with highest roll winning and higher modifier breaking ties. Then, begin the first Immediate Phase.
Immediate Phase
The Immediate Phase represents quick actions that only take split seconds to execute. In the Immediate Phase, each character declares their action in reverse initiative order, and the actions are resolved simultaneously. Immediate phase actions include the following:
Snapshot: The character may attack with an already loaded crossbow or gun at Disadvantage.
Begin a full turn ability or power: A power with a casting time of Full Turn starts in the immediate phase, and ends at the start of the next immediate phase.
Use an Immediate speed ability or power: Cast a power or ability with a speed of Immediate.
Draw weapon:The character may a one-handed weapon, a two-handed weapon, or two one-handed weapons from an easily accessible holster or sheath.
Engage a target:Engage a single creature within range of your melee weapon.
Movement Phase
Next is the Movement Phase, representing the characters maneuvering around eachother in the turn. A character using a Full Turn abiltiy or power may not act in this phase without wasting their power. Movement Phase is resolved in reverse initiative order, with lowest initiative acting first. Movement Phase actions include:
Move:A character may move up to their speed. If a character moves even one hex, place a marker on that character. A character may move into a hex occupied by a creature with a marker on them, at which point the character with a marker must move to an adjacent hex. At the end of the movement phase, remove all markers.
If a character is engaged at the start of their Movement Phase, they may still move but must make a Tumbling Check opposed by the Weapon Skill checks of the characters engaging them, or provoke an Opportunity Attack from each of them.
Reload: A character may reload a weapon with a reload speed of Move.
Stand: A character may stand up from a prone position.
Stabilize: A character may stabilize their firing position to remove disadvantage from musket or pistol attacks in their next action phase.
Retrieve or Stow item: A character may sheath a weapon or other item or put an item into a pack. Alternatively, a character may retrieve an item.
Use a Move Speed ability or power: Cast a power or ability with a speed of Move.
Action Phase
The action phase is resolved in regular order, with highest initiative acting first. At the start of the action phase, check for Engagement. Any creature that is in range to be attacked in melee by a hostile creature is considered Engaged. Action Phase actions include:
Attack: A character may attack once. If the character is wielding two one-handed weapons, they may attack with both, but at Disadvantage on both attacks.Guard: A character may attack once at Disadvantage. For one turn, all attacks against the character have Disadvantage.
Use a Power: Cast a power or ability with a speed of Action.
Run: A character may move up to their speed. This action cannot be taken if Engaged.
Charge: The character may move up to half their speed and make one melee attack at Disadvantage. This does not provoke an Opportunity Attack from the target of the attack.
Assess: A character gains +10 to initiative for the next turn.
Reaction
In some situations a character may act outside their turn in the phases in response to an action taken by another. A character has 1 reaction per turn (reset at the start of each Immediate Phase). All characters have access to the following reaction:
Opportunity Attack: The character may attack a creature that attempts to move while engaged by that character without succeeding on a Tumbling Check (opposed by the character's Weapon Skill).Defense
Most attacks can be defended by using Defense. A character has a Defense value equal to half (Weapon Skill or Tumbling rank -1). Defense may be spent to reduce the success of an attack by 1 or more (each point reduction in successes costs one defense) or reduce both successes of a multi-weapon attack phase attack by 1 or more. Defense resets at the start of each immediate phase. A character may not use Defense while helpless, but may use defense while surprised.
Some powers can be defended with Opposed Spirit. In such a case, the successes of the Power against that character reduced by an amount equal to the successes of their Spirit roll. This is a passive defense that requires no actions or resources.
Size
Each creature has a size attribute. Size modifies damage, and dictates how many hexes the creature takes up. A creature of size 0 or lower takes up 1 hex, while a size 1 creature takes up 3 hexes and a size 2 creature takes up 6 hexes. A character has advantage on any opposed agility based check against a creature larger than itself, and advantage on any opposed might based check against a creature smaller than itself.
Injury and Recovery
A creature has an amount of Hit Points dictated by their race and endurance. Once a character takes an amount of damage equal to their hit points, they receive a wound. In addition, if a creature takes more than half their maximum hit points in damage in a single attack, they must make an Endurance Check (2 successes) or receive a wound. A creature with a Wound has Disadvantage on checks.
Damage does not carry over across wounds, but if both conditions are fulfilled at the same time (character takes more than half max, and goes to zero at the same time) they may sustain multiple wounds from a single attack.
If a creature already has a wound and receives another wound, they must make an Endurance Check (2 successes) or fall unconscious. A creature that receives a third wound is dead.
Massive DamageIf you take damage equal to more than twice your maximum hit points in a single hit, you must make an Endurance Check (2 successes) or take an additional wound in addition to any other wounds you would take. If the damage from a single attack exceeds three times your maximum hit points, you must make two endurance checks (with each failure inflicting one wound), and so on.
At the end of combat, for each Wound the creature has, make an Endurance Check (2 successes). Each failure means the wound becomes Lasting. For each Lasting Wound, roll a 1d8 on the chart below.
1-3: Body Wound. The creature has disadvantage on Endurance Checks.4-5: Arm Wound. The creature has disadvantage on checks that require both hands, and cannot wield two-handed weapons or both a weapon and a shield.
6-7: Leg Wound. The creature has disadvantage on movement based checks, and the creature's speed is reduced by 25%.
8: Head Wound. The creature has disadvantage on ranged attacks and any check that relies on vision or hearing.
During a Short Rest, a character recovers one half of lost hit points. In addition, a character may make a Medicine Check to give first aid to another character. On a single success, the character being aided recovers all of their hit points. On two successes, the character no longer has general disadvantage from having wounds (but still counts as having wounds for other purposes until a long rest), and on three successes, the character's lasting wound is converted to a non-lasting one, and the effects of the lasting wound are removed on the next long rest.