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Lil6 (Free Version)
Lil6 (Free Version)
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Lil6 is tailored for fussless adventures, a bit exuberant, a bit dangerous but not too
much. The first chapter gives the basis of the system and the fundamental mechanics.
The following chapters introduce optional rules sorted by universe. Of course,
it’s possible to mix everything: using Lil6 Fantasy’s magic to play in an apocalyptic
universe, hacking spaceships rules to power flying drakkars in a mythical era or
transforming cybernetics into steampunk bolted grafts.
The Game Master may mix and twist the content of this book according to her
taste or needs. She can adjust the rules that will best suit her gaming universe
– allocating different character creation points, allowing new optional skills, man-
aging and calibrating a financial system, etc.
SUMMARY
Lil6......................................................................................................5
Fantasy.............................................................................................. 13
Swashbuckler.................................................................................... 16
Steampunk......................................................................................... 18
Pulp...................................................................................................20
Modern..............................................................................................22
Cyberpunk..........................................................................................24
Post-Apo............................................................................................28
Super..................................................................................................30
Mecha................................................................................................32
Space..................................................................................................34
Transhuman....................................................................................... 37
Frequently Asked Questions.............................................................38
Table of Contents............................................................................. 41
Character Sheet and Screen............................................................ 44
3
LIL6
Fundamental mechanics of the game.
THE DICE
Lil6 uses d6 abbreviated as D. 2D+2 means rolling two d6, adding up the faces
and then a bonus of 2. The result must be equal to or higher than a Target
Number (TN). Each player must therefore have a pool of six to ten d6.
One die rolled is always of a different size or color: it’s the Wild Die. On a
result of six, the player rolls the die again and adds the new result to the total. She
keeps up rolling and adding as long as she rolls a six. The Game master never roll
the Wild Die for creatures and extras.
Most of the time, it’s necessary to ascertain the level of success of an action
by counting the even faces (2, 4 or 6) obtained on the dices. Each even face is a
quality. All even faces count when the Wild Die is rolled again.
As a character gains experience, they increase the D associated with their attri-
butes and skills following a special scale: 0D, 1D, 1D+1, 1D+2, 2D, 2D+1, 2D+2,
3D, etc. The associated number is the bonus that is added to the roll.
THE CHARACTER
Might Agility Cunning Composure
Courage Dexterity Eloquence Erudition
Force Dodge Machines Etiquette
Intimidation Elegance Preparation Healing
Melee Marksmanship Survival Stealth
Stamina Movement Vigilance Willpower
EXPERIENCE
At the beginning of a game session, characters earn 3XP. At the end of a full
story, they earn between 5 and 10 additional XP.
Skill costs the number of D to reach: to go from 3D to 3D+1 or from 3D+1 to
3D+2, you need 3XP. To go from 3D+2 to 4D, you need 4XP.
The principle is the same for attributes, but with a x5 multiplier to the cost.
A new expert skill costs 10XP.
5
RULES
GENERAL MECHANICS
Rolling the dice. When her character needs to act or react (and it’s not a
routine action), the player rolls a pool of dice equal to the sum of an appropriate
attribute and an associated skill. If the character has no dice in the skill, the player
simply rolls the attribute. She adds the results of each face and then all the bonuses.
Don’t forget that one of the dice is the Wild Die.
Advantages and disadvantages. If the circumstances are favourable or if the
character has prepared their action, the player add one or more extra dice to her
pool. Similarly, when circumstances are bad, she loses dice from her pool.
Under duress. When a character acts under duress (dazed, poisoned, exhausted,
blinded, etc.), the player excludes the Wild Die from her pool, thus rolling one die less.
Expert Skill. If the character uses an Expert Skill, the player ignores and
rerolls all the ones and even if the dice continue to show any. No optional skills can
be Expert Skills (ie. Magic, Psi, Wealth, etc.)
Target Number. For the character to succeed, the player must roll the TN or
higher. The Game master set the Target Number (or roll for it). In case of an active
opposition, the TN is the result of the opponent’s roll.
Difficulty Target Number (Fixed/random)
Easy 8 (2D+2)
Moderate 12 (3D+2)
Hard 18 (5D+1)
Very hard 24 (7D)
Almost impossible 30 (8D+2)
Open roll. Some actions are open. There is no prior Target Number and the
action’s consequences simply depend on the result of the roll and/or the number
of qualities: the more, the better.
Writing conventions. Rolls are noted in the form: Attribute (Skill) TNx.
Quality. Each die coming with an even face (2, 4 or 6) gives a quality. Qualities
are used to establish damage in combat or to enhance an action – with discretion,
silence, speed, efficiency, perfection, etc. Generally, two qualities allow to add one
enhancement to a basic task. One don’t have to bother with qualities on every roll:
sometimes it’s enough to know whether the roll is successful or not. The character
gets an extra quality for every 5 points above the indicated TN – i.e. if the attack
roll is much higher than the target’s defense. The player can sacrifice one or more
qualities to get a +2 bonus per quality to the result of the roll – i.e. if she doesn’t
initialy reach the TN.
Group action. If all characters must perform the same action at the same time,
all players make the roll. If at least half of the characters succeed, the whole group
succeeds together.
Help. A character who help another may make an appropriate skill roll to pro-
vide a +1D (TN12) or +2D (TN18) advantage. This is an Open Roll: the player
applies the advantage corresponding to the result of her roll. In case of multiple
helps, the total advantages can, at best, double the initial dice pool.
6
Extended action. An extended action is defined by a number of qualities to
be met, a time interval between each roll to be made and, quite often, a maximum
time to complete the task. It can be an Open roll or with an assigned TN. Only one
character or several can work on the task at the same time. All these parameters
are fixed by the nature of the task and the circumstances, at the GM’s discretion.
TACTICAL MECHANICS
When the circumstances arise, the Game master calls for round, each character,
extra or creature involved having the opportunity to act at least once before the
start of the next round.
Order of action. Generally speaking and except in special circumstances (i.e.
surprise), the characters act first. In doubt, a member of each side rolls Composure
(Willpower) to determine who goes first. The side that receives the initiative
chooses one of its members who can act.
If their action is not offensive, they may designate another member of
their party to act after them.
If their action is offensive and targets an enemy, they must pass the
initiative to the opposing side.
A round ends when all opponents have been able to act at least once in their
round. If all members of a side have acted, their opponents then act in the order of
their choice, without interruption.
Then a new round begins for the camp that won the initiative.
Action. At their turn, a character can perform one action: move from one zone
to another, carry out an attack, help an ally, take an object out of their bag, interact
with the environment, etc.
Multiple actions. If the character wishes to perform more than one action
during their round, they receive a -1D disadvantage per action beyond the first
one. E.g. they may want to move and make two attacks, which is three actions;
they then receive a -2D disadvantage on each of the attack rolls. In combat,
multiple attacks must be aimed at different opponents. All actions must
be declared at the start of the round to determine the total disadvantage.
Zones. The battlefield is divided into zones. These zones delineate obvious
tactical spaces: spaces separated by obstacles or gates, open or closed, cluttered
or free, etc.
7
COMBAT
Moving. It takes an action to move from one zone to another; acting within
the same zone, regardless of its size, does not require an action. If obstacles or
difficult terrain prevent a simple translation, the player rolls Might (Force) or Agility
(Movement) against varying TN for the character to complete his movement. This
is not an offensive action.
Prone. Getting up is always an non-offensive movement.
Attack. In order for her character to engage an opponent and inflict damage, the
player rolls Might (Melee) or Agility (Marksmanship) against the target’s Defense. If
successful, the number of qualities obtained assess the damage inflicted. Attacking
is an offensive action. The Game master is free to apply advantages or disadvan-
tages to attack rolls depending on distance, cover, obstrusion, visibility, tactical
position, etc. The attacker must be in able position to attack the target.
Dodge. Dodge is a non-offensive reaction that must be declared at the beginning
of one’s round. It is possible to carry out one or several dodge in the same round,
using multiple actions. Each dodge allows the player to attempt a single Agility
(Dodge) roll to defeat or limit an attack roll that has beaten the character’s defense.
Help. Helping is an indirect and non-offensive action. It is an opportunity for the
player to be creative – using the scenery, distracting or intimidating the opponent,
etc. The player makes an Open Roll with an appropriate skill, depending on the cho-
sen approach, in order to offer a +1D (TN12) or +2D (TN18) advantage to an ally.
Damage. Damage is determined by the number of qualities obtained on the attack
roll, depending on the weapon used. This damage reduces the target’s Body points.
Players’ characters benefit from Soak and armour that give them temporary Body
points each round: damage always starts by reducing those temporary points.
Zero Body points. When a character falls to 0 Body points, they choose one
of the following options:
Concede victory. The character is out of combat until the next scene and
cannot return to the game. They run away or fall unconscious. Their opponents
ignore them. They are temporarily out of the game, but will suffer no long-term
consequences of their defeat.
Continue the fight. The character decides to continue the fight. There are
under duress until the next scene. They immediately regain half of their Body
points. If they fall back to 0 Body points again, they are dead.
Creatures and extras. Generally speaking, the characters’ opponents con-
cede victory and flee or surrender, but the most relentless can, more rarely, con-
tinue the fight, especially if tactical objectives are particularly important to them.
Special moves. The character can devote all or part of their qualities to inflict
a special blow to an opponent, at the cost of 2 qualities per effect: e.g. disarming
them, knocking them prone, making them move back to another zone, placing
them under duress for their next action, etc. Generally speaking, the effect aim to
inflict a -1D disadvantage on the next action or the necessity to take an extra-action.
8
HEALING AND RESTING
Short rest. At the end of a fight, a character immediately recovers 2D Body
points. He can also receive healings. He regains one Body point per quality
obtained on a Composure (Healing) TN12 roll.
Long rest. A character regains a number of Body points per night of rest equal
to the result of a Might roll.
Healing item. Healing item (healing potions, medikits, etc.) are characterized
by their power, that is a dice pool. Consuming a healing item costs one action and
restore a number of Body points equal to the result of the roll.
LUCK (OPTIONAL)
The character has 1 point of luck, which they renew at each game session. They
can buy luck for 10XP per point. Spending one point allows them to (choose one):
Ignore all the damage of an attack.
Obtain a quality on all dice rolled.
Describe a new element of the decor.
Restore all they Body points.
Reroll a failed roll, as if it were an Expert Skill.
EQUIPMENT
Equipment. The player doesn’t have to worry about a precise inventory. Her
character possess the equipment they need to practice their skills – in their pock-
ets, bag or tool kits. If they need more specific or less obvious material, the player
makes a Cunning (Preparation) roll, with a variable TN depending on the size,
nature or rarity of the item requested. The roll’s qualities indicate the quantity
available, the solidity or the specific attributes of the material.
Superior equipment. Some equipment, which the player notes explicitly on
her character’s sheet, is particularly useful and grants 1D or more to the actions
concerned – e.g. superior tools or magic items.
Shield. A shield grants +3 in Defense. One can’t use a shield at the same time
as a heavy, massive or monstrous weapon. Depending on the universe, the shield
can be replaced by a second weapon (parrying dagger) or specific technological
equipment.
Armor. The protection of an armor is expressed as a Soak bonus – thus tempo-
rary Body points rolled at the beginning of each round. An armor is cumbersome:
its protection reduces the player’s dice pool on all actions involving movement,
discretion, and even diplomacy in some cases.
Armor Soak/Disadvantage Examples
Heavy clothing, leather armor,
Light +1d6/0 exploration gear, work gear...
Ring armor, chainmail, bounty hunter
Medium +2d6/-1D armor, ablative armor...
Plate, heavy tactical armor, commando armor,
Heavy +3d6/-2D energized armor, Eradicator armor...
10
CREATURES AND EXTRAS
Creatures and extras are defined by their concept, dice pools, Defense and Body
points. Some have special capacities.
Concept. The concept of the creature or extra indicates their motivations and
general scope.
Dice pools. A creature or extra possess Talents and Specialties, written in the
form of aspects, traits or qualifiers associated with dice pools. Depending on the
action undertaken, the game master chooses the appropriate dice pool. Here is an
example:
Dragon
Talents Breath fire; watch over their treasure.
Specialties Acrobatic flight; Sleight of claws; Human politics; Seduce princesses.
Defense
Body
Creature or extra High Low
Weak 9 5 5
Average 12 7 10
Strong 18 9 15
Very strong 21 11 25
Superior 24 13 50
Extraordinary 30 15 100
11
TABLE OF CONTENTS
Summary..............................................................................................3
Lil6......................................................................................................5
The dice............................................................................................................................. 5
The character.................................................................................................................... 5
Rules................................................................................................................................... 6
Equipment....................................................................................................................... 10
Creatures and extras...................................................................................................... 11
Fantasy.............................................................................................. 13
Folks................................................................................................................................. 13
Magic................................................................................................................................ 13
Swashbuckler.................................................................................... 16
Cursing............................................................................................................................. 16
Chase................................................................................................................................ 16
Steampunk......................................................................................... 18
Relationships................................................................................................................... 18
Wealth.............................................................................................................................. 18
Pulp...................................................................................................20
Shock factor.................................................................................................................... 20
Twist generator............................................................................................................... 20
Modern..............................................................................................22
The Gift............................................................................................................................ 22
Devising plans................................................................................................................. 22
Cyberpunk..........................................................................................24
Cybernetics..................................................................................................................... 24
Augmented reality.......................................................................................................... 25
Post-Apo............................................................................................28
Mutant-Fu Fighting........................................................................................................ 28
Noise................................................................................................................................ 29
Super..................................................................................................30
Superheroes.................................................................................................................... 30
Scenery............................................................................................................................ 31
Mecha................................................................................................32
Big Beautiful Robots...................................................................................................... 32
Missiles............................................................................................................................ 33
Space..................................................................................................34
Weapons.......................................................................................................................... 34
Vehicles & spaceships.................................................................................................... 35
Transhuman....................................................................................... 37
Sleeves............................................................................................................................. 37
Psi..................................................................................................................................... 37
Frequently Asked Questions.............................................................38
41
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. Definitions: (a)»Contributors» means the copyright and/or trademark owners who have
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transmit or otherwise distribute; (d)»Open Game Content» means the game mechanic and
includes the methods, procedures, processes and routines to the extent such content does
not embody the Product Identity and is an enhancement over the prior art and any additional
content clearly identified as Open Game Content by the Contributor, and means any work
covered by this License, including translations and derivative works under copyright
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42
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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.
Mini Six Bare Bones Edition by Ray Nolan and Phil Morris, Copyright 2010, AntiPaladin Games
Lil6, Copyright 2020, John Grümph.
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43
Name
Concept
Description
NOTES