Based on minimald6 – Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) https://creativecommons.org/licenses/by-sa/4.0/
1. Creating characters
1.1 Roll your attributes with 1d6
Fight, Invent, Run, Explain
These numbers are ballpark. 1 = really bad, 6 = really good. You will develop a working definition in play, but essentially everything boils down to these four things if you need to compare the size of your sonic tool and find out who’s better at something.
In a straight forward comparison, a higher score always beats a lower score.
For example, if two characters run across an open space to grab a prize, the character with Run 5 will beat the character with Run 2 every time. A complication may turn this into a conflict or competition, with dice, in which case Run 5 will definitely provide an advantage.
1.1.1 Optional rule: Assign 15 points to your attributes
Instead of rolling random values, you can assign 15 points across the four attributes.
All attributes must have a score at least = 1 and no character should have more than one attribute with a score = 6.
1.2 Starting Level
You start on Level 2.
1.3 Choose your character archetype
Choose your character and pick (Level) specials for your starting character.
★ Centre of Everything, Friends in High Places, Incorrigible Boffin, Psychic Sensitivity, Resourceful Pockets
Cheeky Scallywag (2)
★ Affable Ignorance, Charm, Lucky, Run like the Wind, Street Savvy
★ Insatiable Curiosity, Eidetic Memory, Professor of Science, Technobabble, Unnatural Charm
★ Code of Conduct, Commanding Voice, Cool Under Fire, Field Training, Five Rounds Rapid
★ Face in the Crowd, Friends in All the Right Places, Gift of the Gab, Insatiable Curiosity, A Nose for Danger
★ Connoisseur, Empathy, Run for Cover, Supply Teacher Trivia, Weekend Reservist
2. Playing the game
Describe what your character is doing. Roll 2d6. A 5 or 6 = successful.
+1d6 for advantage of any kind (item, high attribute, superior tactics etc).
-1d6 for disadvantage of any kind (low attribute, hindrance).
Do NOT ADD dice results. Simply look for Fives and Sixes.
Never roll more than 3d6. Never roll less than 1d6.
Roll when you try to hit, to evade, to do stuff, to save your ass. The GM will tell you when and why.
Play the world and everything in it. Roll for it, if necessary.
If the order of things matters, then Explain, Run, Invent and Fire.
Success in combat = narrate what happens – assigning an appropriate hindrance. The good folks don’t die in Renegades – they get separated, trapped, gloated at, imprisoned, deprived of a vital McGuffin, or monologued into submission.
Enemies acquire hindrances until they can’t act or threaten anymore, suffer a setback, disappear behind falling debris, or take leave of their senses.
Major successes are possible (you decide when it happens and what happens).
Likely success: don’t roll dice, it happens.
Unlikely success: roll dice.
Impossible: don’t roll dice, tell the players what happens.
Skills are likely, except when impossible. All rolls change the situation.
2.3 Antagonists and Bystanders
GM, if it’s required, create specials for your characters (just like character classes). If not, wing it.
Bystanders tends to:
- get in the way,
- split the party,
- scream and run scared,
- question aggressively,
- call the authorities, or
- turn out to be unwilling puppets of the central villain, either openly violent, needlessly obstructive or certain to report back on what the player’s characters are up to
2.3.1 Ancient Reptilian
Agile and Athletic, Shoot to Stun, Whipping Tongue, Vulnerable to Cold
2.3.2 Clone Trooper
A Thousand Years of War, Everything By The Book, Bred for War, Unprotected Vent
2.3.3 Cybernetic Immortal
Arm-mounted Particle Weapon, Networked, Nothing Natural Remains, Plodding Pace, Weakness to Precious Metal
2.3.4 Mutant War-machine
Anti-Gravity Field, Impenetrable Shell, Shrieking Fury, X-Ray Exterminator (heavy), Bleeding Edge Technology, Vulnerable Eye-stalk
2.3.5 Unhinged Robot Servitor
Disarming Personality, Expressionless, Reinforced Shell, Slave Circuit
2.3.6 Shape-shifting Infiltrator
Shape-shifting, Organic Technology, Pet Dragon, Unwelcome handshake, Fear of Fire
2.4 Leveling Up
When it‘s dramatically appropriate, a character reaches a new experience level.
They may then pick another special from their own list (or, with your OK, from another).
2.5 Optional rule: Time Token
If you make a roll with three dice (excluding the Dilemma Die, see below) and both (a) fail and (b) roll the same number on all three, you gain a Time Token.
Time Tokens form a communal resource for anyone in the group to use and can be spent to either:
- Succeed in any task, even impossible ones, without having to roll the dice, providing you have an sound, if highly improbable, explanation
- Tweak the plot or the course of events in your favour when it matters most, introducing a McGuffin, deus ex machina, or other infeasible turn of events that allows you to avoid the left turn and go another way entirely
2.5.1 Optional rule: Classic Tokens
Call Time Tokens Keys to Time instead. Some people will appreciate the reference.
2.6 Optional rule: Dilemma Die
Every roll includes an additional die, the Dilemma Die. That’s a d6 with one side marked with a special symbol.
Always roll the Dilemma Die with your other dice.
If you roll the one marked side, something negative happens in addition to what’s going on, and it doesn’t matter if the other dice show a success or not.