OpenD6 Fantasy Creatures - Rules

Bears - Larger Specimens

This benchmark provides a quick way to add descriptors like 'Large' or 'Dire' to an existing animal with minimum amount of fuss.

Giant Boar's Fur Cloak

The pelts of other creatures can be used as well. There is no reason that a "Giant Boar's Fur Cloak" is any different than a "Giant Bear's Fur Cloak". In addition, the use of material from an animal might not stop at just the mundane. The hide of fire dragon may very grant some protection against the fierce desert heats or the skin of an eel might make a waterproof satchel.

Bull Fighting

The motion of waving the cape creates the perception of the cloth as the threat; the person holding the cape is irrelevant to the bull. A talented bullfighter can keep a bull occupied for several minutes with this technique and may play to the crowd by putting his back to the bull or even going to his knees to “fight” the animal. To perform this kind of bull taunting, the character needs training in a specialization of dodge, called bullfighting. Each round, the fighter makes an intimidation roll versus the bull’s mettle, in addition to a dodge: bullfightingattempt against the animal’s Acumen. As the performance requires both each round, multi-action penalties apply. Missing the intimidation roll means that the bull does not charge, while missing the bullfighting attempt indicates that the bull plowed into the fighter.

Some bullfights require the fighter to kill the bull or lance it with several spears in order to finish the contest. Once the bull becomes injured, it gets even more enraged and more difficult to control. Any bullfighting tests made after the bull is wounded (a loss of more than five Body Points or one Wound level) are done against the bull’s mettle instead of Acumen.

Some fighters like to show off by moving to the side at the last moment and placing themselves close enough to the side of the bull as it rushes past. (This adds +5 to the bullfightingdifficulty.) It is a very dangerous but crowd-pleasing stunt and could, eventually, earn the character some fame.

Invocations and Ghouls

Use of a banish invocation (see pages 110–111 of the D6 Fantasy Rulebook) or the presence of a holy person and holy symbol can disrupt the ghoul’s powers or cause it to flee. Killing a ghoul is difficult but possible with force of arms, burning, or drowning. (For example, a ghoul held underwater for 1D+1 rounds dissolves into foul ichors, destroying it and possibly contaminating the water source). Some legends say ghouls could only be vanquished by a single powerful blow (a second blow could bring it back to life!).

Horses and Multiple Attacks

This is one of those ? moments. Why does a horse get no multi-action penalty... unlike all of the creatures in the book. Though okay in theory, there are other creatures that deserve an ability such as this such as the squid? Wait, does the centaur get this ability as well, since it has the body of horse? Or perhaps it is just a ability of the equine mind. Food for thought.

Cloak of the wendigo: This thick, furry cloak provides some of the abilities of the mythic creature, but at the risk of succumbing to the madness. (Intangibility (R2), +6D to damage resistance against physical attacks; Hypermovement (R20), +40 to base Move. All Special Abilities have Burn-out (R1), can be lost or stolen; Restricted (R4), a Critical Failure while using the cloak’s abilities makes the wearer insane and at +5 to all difficulties for 6 rounds; Singularity (R2), can only use one ability at a time, takes an action to switch abilities.) One corpse could theoretically make four such cloaks.

OpenD6 Genre Conversion

Because the skill resolution and damage mechanics are the same in all of the OpenD6 genre rulebooks (OpenD6 Adventure, OpenD6 Fantasy, and OpenD6 Space), the only parts you need to convert to use this supplement in another are skills and attributes.

As with all conversions, this one gives you a starting point. Once you’ve made the conversion, you may want to move some pips around, so that they better reflect your idea of that character’s or creature’s abilities.

Base Attributes

The attributes used in D6 Space do not corresponding directly to the attributes specified in D6 Adventure or D6 Fantasy. The accompanying tables offer the best and quickest equivalents for each attribute. The top one is for characters, and the bottom one is for nonsentient beings, such as animals and monsters.

Base Skills

Some skills convert smoothly from one genre to another, though you might need to move them from one attribute to another. With others, one genre rules set represents them with one skill while another uses two or more. (For example, marksmanship in D6 Fantasy translates to firearms, gunnery, and missile weapons in D6 Space.) The Skill Conversion List offers the best fit is listed first, followed by other options should you want to have a “contemporary” version of the character or creature.

When you have to move a skill from one attribute to another or split the skill among multiple abilities, you need to know the number of skill adds. You can figure out this by subtracting the old skill from its governing attribute. This is the value of the skill adds for that skill. (Remember that three pips equal one die.)

Attribute Conversion for Characters

D6 FantasyD6 SpaceD6 Adventure
AgilityAgility Reflexes
IntellectKnowledge Knowledge
CoordinationMechanical Coordination
Charisma Perception Presence
Physique Strength Physique
Acumen Technical Perception

Attribute Conversion for Creatures

D6 Fantasy D6 SpaceD6 Adventure
Agility Agility Reflexes
Charisma Knowledge Presence
Coordination Mechanical Coordination
Acumen Perception Perception
PhysiqueStrength Physique
Intellect Technical* Knowledge

*Animals and monster receive Intellect -1D in Technical, with a minimum of 0D (not +1 or +2).

Example: Disguise is under Presence in D6 Adventure and Acumen in D6 Fantasy. If your D6 Adventure character has 4D+1 in disguise and 2D+2 in Presence, she has 1D+2 skill adds in disguise. If two or more skills translate to a single skill in the new genre, there are two methods of handling this:

1. The new genre’s single skill receives the skill adds from the highest skill in the old genre. If this is a player’s character, reserve the other dice for skills that equate to two or more skills in the new genre. Extra dice that cannot be used to purchase skills may be converted to Character Points on a “one pip for one point” basis. For gamemaster’s characters, ignore the extra dice.

2. The new genre’s single skill receives the skill adds from the lowest skill in the old genre. Other skills equivalent to the new skill become specializations of the new skill with specialization bonuses equal to the difference between the single skill’s die code and the old skill’s die code (minimum of +1). This is best for gamemaster’s characters where you aren’t concerned about the total number of dice used to make the character.

If the old skill equates to multiple different skills in the new genre, either put all dice into the skill that best fits the character concept or divide the dice from the old skill among the various skills. If you have dice leftover from converting multiple skills to a single skill, you may divide the extra dice among the multiple new skills.

You can, of course, add any skill from any genre to any other genre, if you think that it will get sufficient use in your adventures to warrant including its ability category.

Extranormal Attributes and Skills

Extranormal attributes and skills can be ported as-is to the new genre set.