D6 Core Reference Sheet

Generic Difficulties

Automatic (0): Almost anyone can perform this action; there is no need to roll. (Generally, this difficulty is not listed in a pre-generated adventure; it is included here for reference purposes.)

Very Easy (1–5): Nearly everyone can accomplish this task. Typically, only tasks with such a low difficulty that are crucial to the scenario are rolled.

Easy (6–10): Although characters usually have no difficulty with these tasks, an untrained character may find them challenging.

Moderate (11–15): There is a fair chance that the average character will fail at this type of task. Tasks of this type require skill, effort, and concentration.

Difficult (16–20): Those with little experience in the task will have to be quite lucky to accomplish these actions.

Very Difficult (21–25): The average character will only rarely succeed at these kinds of task. Only the most talented regularly succeed.

Heroic (26–30), Legendary (31 or more): These kinds of tasks are nearly impossible, though there’s still that possibility that lucky average or highly experienced characters will accomplish them.

Interaction Difficulty Modifiers

Base Difficulty: 10 or target’s Presence or willpower
Situation Modifier
Target is friendly or trusting -5
Target is neutral toward character or of equal standing 0
Target is hostile or has superior standing +5
Target is an enemy +10
Target is in weakened position -10
Request is something target would do anyway or target feels is of minor importance 0
Request is illegal or highly dangerous +10
Target is on guard or actively resisting* +10
*Do not include this modifier if you are using the active mental defense described in the “Mental Defenses” sidebar.

Information Difficulties

Amount of Information Difficulty
Basic or common information; unconfirmed rumors 5
Theories; generalities 10
Complex concepts; moderately detailed information 15
Professional level; extensive (though not complete) information 20
Cutting-edge topics; extensive information, including peripheral details and extrapolations 30
Condition Modifier
Age of information (per century in the past) +5
Closely guarded secret +15

Observation Difficulties

Situation Difficulty
Noticing obvious, generic facts; casual glance 5
Noticing obvious details (ex. number of people) 10
Noticing a few less obvious details (ex. gist of conversation) 15
Spotting a few specific details (ex. identities of individuals) 20
Spotting a few obscure details (ex. specifics of conversation) 25
Noticing many obscure details 30 or more

Lifting Difficulties

Weight Difficulty
1 kg 1
10 kg 3
50 kg 7
100 kg 12
120 kg 13
200 kg 17
250 kg 18
500 kg 23
750 kg 28
1000 kg (1 ton) 33
1100–2000 kg 34–43
(+1 to base of 33 per 100 kg over 1000 kg)
2500–10,000 kg 44–59
(+1 to base of 43 per 500 kg over 2000 kg)
15,000–100,000 kg 60–77
(+1 per to base of 59 per 5000 kg over 10,000 kg)

Movement Difficulty Modifiers

Base Difficulty: 5
Situation Modifier
Easy terrain (flat surface, smooth water, using a ladder) 0
Moderate terrain (uneven surface, small obstacles, choppy water, climbing a tree) +5
Rough terrain (large but negotiable obstacles, strong undercurrent, climbing a rough wall) +10
Very rough terrain (dense and large obstacles, stormy weather, a few airborne hazards) +15
Hazardous terrain (minefield, narrow walkway, many airborne hazards, large waves, climbing a smooth surface) +20
Very hazardous terrain (corridor filled with falling debris and explosions, swimming in a hurricane) +25 or more

Combat Summary

Determining the Difficulty

Base combat difficulty = defense total

  • Defense total = (passive defense value or active defense value) plus combat difficulty modifiers
  • Passive defense value = 10
  • Active defense value = full defense value or partial defense value
    • Full defense value = any defense skill roll + 10
    • Partial defense value = any defense skill roll

Determining Success

If the attacker’s combat skill total plus any modifiers equals or exceeds the target’s defense roll, the attack succeeds and may do damage.

Determining Damage

Damage total

  • For attacks that do damage not modified by strength: damage total = roll of weapon damage die code plus damage modifiers
  • For attacks that do damage modified by strength: damage total = roll of weapon damage die code plus character’s Strength Damage die code plus damage modifiers

Damage resistance total

  • Body Points: roll of Armor die code plus defense modifiers
  • Wounds: roll of Physique plus Armor die code plus defense modifiers

If the damage total is greater than the damage resistance total, the target was injured. If the damage total is less than or equal to the damage resistance total, the target was not injured.

If the target was injured, subtract the damage resistance total from the damage total. Then either subtract this from the target’s current Body Total or compare the value on the “Wound Level” chart.

Common Combat Difficulty Modifiers

Cover
Situation Modifier
Light smoke/fog +1D (+3)
Thick smoke/fog +2D (+6)
Very thick smoke/fog +4D (+12)
Poor light, twilight +1D (+3)
Moonlit night +2D (+6)
Complete darkness +4D (+12)
Object hides 25% of target +1D (+3)
Object hides 50% of target +2D (+6)
Object hides 75% of target +4D (+12)
Object hides 100% of target *
*If cover provides protection, the attacker cannot hit the target directly, but damage done to the cover might exceed the Armor Value it gives the target, and, indirectly, the target receives damage. Most of the time, the attacker must eliminate the cover before having a chance to hit the target.

Range
Range Distance to Target Modifier
Point Blank 0–3 meters -5
Short 3 meters to first value* 0
Medium First to second value* +5
Long Second to third value* +10
*Values refer to values given in the weapon’s range listing.

Weapon is difficult to use (character unfamiliar with technology, object is hard to throw or grasp, melee or thrown weapon is more than 60 centimeters long, etc.): +5 or more to the combat difficulty. The gamemaster may decide that such factors as experience, strength, and features of the weapon (such as a well-balanced sword) lower this modifier.

Strength Damage

To figure the Strength Damage die code, drop the pips from the character’s Physique or lifting die code (but include any Disadvantages or Special Abilities), divide the number by 2, and round up.

Wound Levels

Wounds* Body Points†
Damage Total ≥
Effect Resistance Total By: Body Points Left
Stunned 1–3 80% - 60%
Wounded 4–8 59% - 40%
Severely Wounded 4–8** 39% - 20%
Incapacitated 9–12 19% - 10%
Mortally Wounded 13–15 1% - 9%
Dead 16 or more 0

*Note: Penalties imposed by each level are not cumulative and they are not included when determining the resistance total or damage done by non-strengthbased weapons. Any additional damage less than the character’s current level moves the character up by one level.

**A character moves to the Severely Wounded level if the difference is between 4 and 8 and she already has the Wounded level.

†Note: This is an optional chart for use with Body Points. The “Body Points Left” column is based on the character’s maximum Body Points. Round so no overlap exists between levels. Penalties imposed by each level are not cumulative; do not include them when determining the stun or damage resistance total or any total not involving a skill or attribute.

Stunned: -1D for all remaining actions this round and next round.

Wounded: -1D to all actions until healed.

Severely Wounded: -2D on all actions until healed.

Incapacitated: The character is severely injured. As a free action before losing consciousness, he may try to stay up with a Moderate (15) stamina roll. If the character succeeds, he may continue to act, but all actions have a -3D penalty. If he fails, he is knocked out for 10D minutes.

Mortally Wounded: The character is near death and knocked unconscious with no chance to keep up. Roll the character’s Physique each round, the character finally dying if the roll is less than the number of minutes a character’s been Mortally Wounded.

Dead: The character is toast. Sorry.

Abbreviated Healing Chart

Medicine Body Points Wound Level
Total Recovered Healed
1–5 2
6–10 1D Stunned, unconscious
11–15 2D Wounded, Severely Wounded
16–20 3D Incapacitated
21–25 4D
26–30 5D Mortally Wounded