Mini Six Rules - free in pdf
Dice Basics
This game uses regular six sided dice. The number before the “D” is how many to roll, and any number aft er a + is how much to add to the roll. For instance 2D+2 means roll two dice and add two to the resulting total. One die rolled is always the Wild Die. Use a different color die to represent this or roll the dice one at a time making the last die rolled the wild die (online I use the first die rolled as the wild die). If the wild die results in a six, then roll again adding the six and the new result together. If a six comes up on the reroll, then you add six and reroll again! Keep doing it until the wild die lands on something other than a 6.
How to Make a Character
1: Distribute 12 dice between the four Attributes, between 2D and 4D per Attribute. No more than one attribute may have 4D assigned to it. One Die may be broken down into three "Pips" with 1 or 2 Pips assigned to an Attribute.
2: Distribute 7 dice to Skills and Perks. No skill may have more than two dice assigned to it at character creation. One Die may be broken down into three "Pips" with 1 or 2 Pips assigned to a Skill.
3: Select Complications (minimum none, maximum two).
Splitting Dice: skill and attribute dice may be split into “pips.” Each die is equal to three pips. A PC attribute must always have at least 2D. An attribute may have dice only (no bonus pips), +1 or +2. Going to “+3” advances the die code to the next largest die. Example progression is 1D, 1D+1, 1D+2, 2D, 2D+1, etc. Attributes: each character has four attributes which measure basic physical and mental abilities that are common to every creature. Characters distribute 12D among the four attributes. These are normally rated on a scale of 1D to 4D, although perks may change these limits. When putting dice into each attribute you can put whole dice in each, or use a mixture of whole dice and pips.
Might represents physical strength, toughness, and amount of damage dealt when striking unarmed. Agility represents aim and coordination.
Wit represents mental creativity and intelligence.
Charm represents charisma, resolve, and leadership.
Normally PCs in Thule gain +1 HP at the start of each session, plus any bonus HP from previous sessions.
Hero Points can be spent pre-roll to add +6 to D/B/P/s static defences per HP (max +18), as well as to dice rolls.
A Hero Point 'lucky break' should concern the PC's background, eg the apparently hostile NPC is an old friend, or the runes are in a language the PC has encountered before. Player should suggest an appropriate lucky break, the GM can add complications, or deny if wholly inappropriate.
2. Skills
Characters are further defined by skills. Players may allocate up 7D on skills to best represent the unique talents of their character. Unspent skill dice can be used to purchase Perks. Skills are areas of expertise that represent focus and training. Skills equal Attribute plus additional skill dice. When putting dice into each skill you can put whole dice in each or use a mixture of whole dice and pips. No more than 2D may be spent in each skill during character creation. Each skill defaults to the level of the related attribute. For example, a character who has a Might of 3D has 3D in all skills under Might before allocating any dice. If two dice are added to Brawling it is recorded as 5D. The brawling skill then counts as 5D for all purposes.
Mini Six character sheet
2. Perks
During character creation, unspent skill dice may be spent to acquire Perks. The following perks serve as examples and inspiration. The cost listed next to each is in whole skill dice.General & Exotic Perks - cost in Skill Dice
Daredevil (2): Once per session you may throw caution to the wind taking extremely reckless action that may result in your own death. Your dodge, block, and parry are reduced by half, however all Might rolls are doubled when resisting damage for one round.
Destiny (2): Characters with Destiny feel they are fated to some grand purpose. Once per game session a character may declare a failed roll is not part of their Destiny and immediately reroll to get a different result.
Favors (1): People owe you. Once per session you can call in one of those debts. This can take the form of information, a temporary use of equipment (borrowing a truck, plow, pump action shotgun, etc.), a place to hide someone or something for a brief time, or any similar event.
Lucky (2): Once per session you can declare you are feeling lucky. Double the result of your next roll.
Perceptive (2): The GM may reveal small clues to you that others would miss. Once per session a character may announce they are studying an object or situation and the GM may reveal something that would be impossible for a normal character to determine. If nothing is revealed this perk may be used again. “Elementary, my dear Watson.”
Recall (1): Any time the character chooses to recall anything he has experienced, the GM must tell him the truth in as much detail as the character would have been aware.
Sidekick (3): You have a boon companion willing to join in your adventures. This character only gets 10D to spend on attributes and 4D to spend on starting skills. They normally only receive 1 to 3 CP per session, but never as many as their fearless leader.
Sorcerer (3): You’re magically sensitive. Magic spells actually work for you - you can cast spells.
During character creation only, players may select up to two complications. These grant no additional skill dice during character creation; however, if one comes up in play (and a player may request this at any appropriate time) then the character earns one CP. Characters may not earn more than one CP per complication per session regardless of how often it comes up.
Age: You’re either really old or really young. In addition to all the social issues caused by your age, the GM might choose to impose a penalty to an action based on your character’s age. Grandpa throws a hip, a weird dude offers you candy on the street, and it’s hard for either of you to seduce the supermodel at the bar. Whenever your age causes you great difficulty receive one CP.
Crazy: You have issues that are guaranteed to put the therapists’ kids through college. Could be you’re just really paranoid, or maybe just a touch too OCD. That fear of most everything could also be a problem. Then again maybe you really are Napoleon and everyone else is wrong, good luck convincing anyone else since you’re a lunatic. Hastur, Hastur, Hastur! Take your pills and earn one CP any time your psychosis really gets in the way.
Enemies: Someone doesn’t like you a at all. And they are a credible threat. Maybe they have more friends than you, maybe they’re just bigger and meaner; either way you have your own personal bully. You earn the bonus CP when they complicate your life.
Personal Code: You live by a creed and you will not cross that line. Maybe you won’t fight an unarmed opponent and always make sure they know its coming or maybe you never tell a lie. No matter how you define it, your code has to mean something. Some caped crusaders won’t kill, paladins won’t resort to deception, and sometimes there is even honor among thieves. Earn one CP whenever your code complicates you or friends’ success.
Skeletons in the Closet: You’ve been a naughty boy. Maybe you’re a closet smoker. Maybe those hookers buried themselves. Maybe that enemy uniform in the closet really isn’t yours. Maybe the bank really meant to let you take all that money out that day. Whatever, the universe doesn’t judge. You earn the bonus CP whenever your past comes back to haunt you.
Unlucky in Love: Things just don’t work out for some guys. Your love interest is always dying, being kidnapped, betraying you, or even worse dumping you. You earn bonus CP when your love life falls apart in a meaningful way.
Unlucky in Money: You have a hard time holding onto money. You earn the bonus CP when you lose a significant amount of cash through your own foolishness or bad luck and have nothing to show for it.
set target number (TN) based on the task attempted.
Very Easy (2-5): Nearly everyone can do it. These checks should only
be made if a success is critical to the scenario at hand.
Easy (6-10): Characters will seldom have trouble with these tasks, but
an untrained individual may find them challenging.
Moderate (11-15): Average character have a reasonable chance of failing
at this level. Consistent success often requires training in the skill
or a high level of natural ability.
Difficult (16-20): Tasks at this level are truly challenging. To succeed a
character needs to be well skilled or very lucky.
Very Difficult (21-29, average 25): Challenges of this level fall into the domain of
masters in the skill being used; few others will succeed at them.
Heroic (30+): These challenges are almost impossible. Only the very
lucky or true masters can consistently succeed at them.
COMBAT
Eg a PC with Might 3D and leather cuirass has Soak 3x3=9+3=12. They are Stunned on a 12-15, wounded 16-20, incapacitated 21-24, mortally wounded 25-27, and killed instantly on a 28+. A typical attacker with Might 3D and sword +2D rolls 5d6 for damage, so average 17.5 (wound), but 1 of the dice, the wild die, can 'explode' - on a 6 roll again and again, adding damage, until a 6 not rolled. So a peasant with her kitchen knife can in theory fell the greatest hero.
Order of Actions in Combat (a round is considered to be approximately 10 seconds)
At start of combat, determine order of Initiative by rolling Agility for each character. Highest goes first.
In order of character initiative:
1. Player declares all character actions planned for the round.
2. Player makes rolls for all actions the character is attempting.
3. Go to next character, and repeat #1 & #2.
In case of tied initiative, character actions are almost simultaneous. Resolve in order of actions - first, second, third etc. In case of opposed actions on tied initiative or a readied action the higher roll (eg attack) resolves first.
Multiple Actions
Characters may attempt to do more than one thing on a turn by withholding one die from every action they attempt, for each action beyond the first. For instance, if a character tries to shoot twice, he will subtract one die from each attempt. A character must be able to allocate at least one die to each action. A character may take up to ten actions per round, provided that at least one die may be allocated to each action.
Attacking a Target
The Target Number, or TN, is the number needed to successfully hit the target. The base target number on an attack is based on the target’s static defense score.
Range: Add the range modifier to the Dodge score in all cases (Short +0, Medium +5, Long +10). See the sample gear list for ranges.
Cover: If the target is behind at least 50% cover, add +5 to the Target Number. Add +10 for 75% cover, +15 for 90% cover. It’s impossible to hit a target behind 100% cover. Darkness can also be considered as cover at the GM’s whim.
Static Defenses
Characters precalculate their Dodge, Block, and Parry prior to the game. This static number become’s the attacker’s TN modified as noted above. To calculate each simply multiply the number of dice a character has in the relevant skill by 3 and add any pips to the total. Then note it down on the character sheet. For example, Sir Baelen has a Sword/Blade skill of 5D+1. His static Parry score would become 16 ((5 x 3)+1).
Block = (Brawling skill dice x 3) + pips.
Dodge = (Dodge skill dice x 3) + pips.
Parry = (Weapon skill dice x 3) + pips.
Soak = (Might attribute dice x 3) + pips plus armor value + any magical, super-tech, or other AV bonus.
Dodge Action: A character may take the Dodge action on their turn. They may roll their Dodge skill, and apply range and cover modifiers as usual. This result is their minimum Dodge score TN against any number of attacks, and applies until the start of their next turn. The character may freely move up to 15', as normal.
Dodge & Dash: If the character takes no other actions except Dodge and (possibly) Dash on their turn, they may roll their Dodge skill, add 10 to the result, and apply range and cover modifiers as usual. This result is their minimum Dodge score TN against any number of attacks, and applies until the start of their next turn. The character may freely move up to 15', as normal, +30' when combined with a Dash action.
Movement
Alternatively, Charge an opponent is an attack action that gives +15' (total 30') movement towards foe, followed by a melee attack. Movement ends after the charge (no additional free movement), but the character may make additional attacks with additional declared actions.
Dash action 1/round, gives an additional +30' movement and may be combined with other actions including charge, which would give total move either 60' before attack, or up to 30' charge plus 30' after attack.
Full run - if a character takes no other action but move, they move up to 60' plus the result of an Athletics check. If sprinting in a straight line they may move 90' + double Athletics check.
Dwarfs and other slow creatures charge +10' (so 25' total), dash +25', and run 50' plus athletics, sprint 75' + double Athletics check.
Defences
Shields add +4 to Block/Parry, not to Soak. An offhand weapon dagger, dirk, shortsword or similar adds +1 to Parry. An offhand buckler adds +2 to Parry.
Can only Block or Parry missile weapons with a Shield (or an appropriate Spell or Perk), but the number of missiles that can be Blocked or Parried from the front with a shield is unlimited.
Dodge Action is a Dodge roll combined with other actions. Roll Dodge dice, and if higher than Static Dodge use the result vs all attacks until the character's next turn.
Full Dodge is a Dodge with no other actions. It is good against all attacks (even ones they are unaware of) until the dodger's next turn. The TN becomes their Dodge roll (or their static dodge score if lower) +10; + any range modifier.
Resisting Damage
When a target has been hit, the attacker rolls damage and the target’s Soak score is subtracted from the damage. The player or GM then checks the Wound Level chart below to see how badly the target was wounded.Wound Level Dmg Total* ≥ Res Total by:
Unharmed: Below Res
Stunned 0 – 3 (2 Stuns = 1 Wound)
Wounded 4 – 8 (1 Wound)
Severely Wounded** 4 – 8 (2 Wounds)
Incapacitated 9 –12 (3 Wounds)
Mortally Wounded 13 – 15 (4 Wounds)
Dead 16+ (5 Wounds)
*Note: An additional damage less than or equal to the character’s current Wound Level moves him up by one level per Wound (two Stuns count as one Wound).
**Note: A character is Severely Wounded if the result is between 4 and 8 and he already has the Wounded level.
Wound Level Effects
Stunned: -1D for all actions until the end of the character's next turn.
Wounded: -1D to all actions until healed.
Severely Wounded: -2D on all actions until healed.
Incapacitated: The character falls over. The character may try to stay conscious with a Moderate (15) stamina roll at the start of their next turn. If successful, he may continue to act, but with a -3D penalty. If he fails, he is knocked out for 10D minutes.
Mortally Wounded: The character is near death and incapacitated, knocked unconscious with no chance to keep up. Roll the character’s Might each minute, the character finally dies if the roll is less than the number of minutes he’s been at this level.
Dead: The character has perished.
Assisted Healing: Characters with the Medicine skill can attempt to help others heal more quickly. A skill check may be made once per day for each patient treated. On a successful roll, the patient heals one wound level. This normally takes about ten minutes (mortally wounded characters do not roll their death save until after the healing attempt).
Wound Level Frequency (N.Healing) Might Difficulty Assisted Healing Difficulty
Stunned/ 1 minute automatic Easy (10, 6 with medicine kit)
Wounded 3 days 6 Moderate (15, 11 with medicine kit)
Severely Wounded 3 days 6 Moderate ((15, 11 with medicine kit)
Incapacitated 2 weeks 8 Difficult (20, 16 with medicine kit)
Mortally Wounded 5 weeks 9 Very Difficult (25, 21 with medicine kit)
Spending Character Points (CP)
In mass combat (typically 6+ NPC attackers), each die other than the Wild Die is treated as a 3.5. Each Wild Die is still rolled normally, and added to the total. The GM typically works out the target number, then rolls all WD together.
Eg: 10 soldiers, each with attack 4D, shoot once at 1 PC, so each rolls a 11+WD for their attacks.
If the TN is 6+ over the base number, then assume 1 WD result of '6' per 6 rolls, and roll the remainder.
If the to-hit number TN is 8+ higher than the base number, then reroll all '6's after the first results are determined.
Eg: 65 elite gunners, each with attack 6D, shoot at the Mighty Hero with Dodge 9D, Dodge Defence 27. Each rolls 17+WD for their attacks. 10 from 60 are assumed to roll a '6', giving 23+WD, while the remaining 5 are rolled as 17+WD. Rolls of 28+ actually hit.
Skill Mass Roll
1D WD
2D 3+WD
3D 7+WD
4D 10+WD
5D 14+WD
6D 17+WD
7D 21+WD
8D 24+WD
9D 28+WD
Damage
For mass combat, 3+ wound results or 1 incapacitate+ result take out 1 target. So eg if you get 24 wounds and 3 incapacitate+ results on a unit, you take out 11 men. You can also use the Scaling rules to have units fight as single Scaled entities vs smaller units, eg squad of 10 +4D, company of 100 +8D, brigade of 1000 +12D.