Under the Crimson Sun (Inactive)

Game Master Nethru

This is a Dark Sun campaign using MiniSix ruleset.


House Rules:

Modified Wound System
Unharmed = 0 or less (No Penalties)
Stunned = 1 - 5 (-1D for current and following round)
Wounded = 6 - 10 (-1D until healed)
Severely Wounded = 11 - 15 (-2D until healed)
Incapacitated = 16 - 20 (Might check TN15 or knocked out for 10D minutes. -3D until healed)
Mortally Wounded = 21 - 25 (Unconscious. Stamina Check vs TN Minutes or dead)
Dead = 26+

Wild Die House Rule:
6 will still explode as normal. Rolling a 1 has no negative effect.

Multiple Action Penalty Rule:
Each action you preform beyond the first decreases your "Dice pool" provided by your skill by -1D

If you have 5d In a skill and do a total of 3 action.. EACH action you preform in that round suffers the penalty for having done 3 actions.. (-2D)

1 action - No penalty..
2 Actions - Penalty of -1D
3 Actions - Penalty of -2D
4 Actions - Penalty of -3D
5 Actions - Penalty of -4D

This continues on..

Combat Options:

Combat Difficulty Modifiers:
All-Out-Attack (+2D Attack, +1D Damage, -10 Static Defenses)
Grab (Normal Brawling, Resist Might)
Lunge (+1D Attack, -1D Damage, must be using melee weapon)
Tackle/Knockdown (-1D Attack, Resist Might, Opponent Prone)

Other Modifiers:
Attacker is blind/blinded: +12 to Static Defenses
Attack from behind or opponent blind/blinded: -12 to Static Defenses

Info & Books

MiniSix Bare Bone Edition

MiniSix Dark Sun Rules

Extra Perks and Complications
Max of 2 Complications can be taken.

Character Sheet

Race Info

Map

Screens

Dealing Damage

Difficulties and Modifiers

Healing Damage

Scale Modifiers

Character Advancement:

Improving Skills: Any skill may be increased one pip by spending
a number of CPs equal to its current number of whole dice. No skill may
be increased more than one pip per session. Skill specializations cost
only half as much to raise, rounding up.

Gaining Skill Specializations: A skill specialization may be
learned by spending CPs equal to the base skill’s current number of
whole dice. This gives the character the specialization at a skill
level +1D over the base skill. Only one specialization may be learned
per session. Remember that Advanced Class skills such as the Mage/Psion
skill don’t usually allow for specializations.

Improving Move: A character’s base Move score can be improved
one point by spending a number of CPs equal to the current Move. Move
may be increased by only one point per session, and may be increased a
total of three points, total.

Improving Attributes: Character points are also used to improve
attributes. This costs 10 times the number of dice a character has in
the attribute to raise it one pip. All skills under this attribute also
improve by one pip.

Buying New Perks: If you have a good reason and the GM agrees
you may buy a perk after play has begun for 10 CP times the standard
cost. Some perks make no sense; you don’t wake up an elf. Training
Perks cost 45cp after character creation.

Powers and Perks
If there are old school powers or feats/abilities that you remember
and and would love to see converted let me know and we can work on
that. We aren't limited to what's in the books provided here.

Types of Actions:

The most typical action during a round is the performance of a skill or
combat maneuver, such as throwing a punch, dodging an explosion, firing
a weapon, or making a piloting check. Additionally, consider the
following during the course of a round.

Free Actions. Activities that do not take a character’s full
attention are considered free actions. This includes things like
walking, talking into a radio, opening a door, and making witty retorts
during a firefight. More complex acts like running, giving detailed
instructions over the radio, picking a door lock, or actively trying to
bluff someone that you have a gun all count as actions.

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 or she is penalized -1D on each attempt.

Movement. A character may move up to his or her base Move in
feet as a free action or move double the base Move in feet plus the
results of an Athletics roll at the cost of one action. If the only
action taken in a round is running, the total move is doubled.

Other Movement. Some characters have ways to move beyond simply
walking or running, such as flying, tunneling, vine-swinging, or any
other type of movement. These will use their own rate of movement,
given with the character’s racial description, Feat, or Perk. Most
characters can swim at a rate equal to their move. Swimming, unlike
normal movement, always takes an action. If no other action besides
swimming is undertaken, the rate is doubled.