View Full Version : Original System 6X6 Lite System

2015-03-12, 11:51 AM
Welcome. This system is a work in progress. Any commentary can be made in comments below the original posts, which will be edited as the system is tuned up.

The standard issue setting will be the Megatopolis of Aleris, which is another original work of my own. It can be seen in various other threads on GITP, and on Strmod.com. It is a setting familiar to 3.0/5/P in feel, and features an enegmatic element known as Alerum.

Thanks for viewing and commenting. I'll try to get back to as many questions and comments as I'm able.

The 6X6 Lite System(better name needed!) is designed for lightening fast character creation(20min or less for new person, 10 or less for experienced person), rules crunch light, simplification of skills, rule of cool #1, massive character customization, multi-setting capability, less rules lawyering, and more quick-paced storytelling.

Let's get into it!

In 6X6 there are 2 stat colums: BackStory Abilities and Physical Abilities.

BackStory Abilities


Physical Abilites


There are also Skill Groups, and Skills - But we'll get to those later.

Everything in 6X6 is done using a combination of an ability from the first column(BSA's) combined with an ability from the second column(PA's).

Rouge the Rogue(tm) wants to open a lock!

Pick a stat from each column as appropriate to the task.

Her STATION is a D12+4 and her backstory says she's a storied thief.

Her DEXTERITY is a D10+3

She rolls a D12 and a D10 and adds 7(4+3)

Result 17, which easily beats the lock challenge of 10. Success!

The modifiers(+1, +2, +3, +4) come from the size of the dice. A d4 is +0, a d6 is +1, etc..

When assigning these scores, a player gives each BSA attribution in their back story. TALENT for example, could be different skills depending on wether they were a street-taught rogue or naturally talented sorcerer.


1 Think of the character you have in mind.
2 Put the stats in the order that you think would make sense for a character like this.
3 Assign a D12, D10, D8 , D6, D6, and a D4 to the BackStory Abilities.
4 Do steps 2+3 with the Physical Abilites
5 Assign some details to your BSA's
6 Spend DPs(Development Points) on Skill Groups and Skills. Starting PCs get 40 DP, and are limited to Novice when purchasing Skill Groups and Skills.

Alternate Character creation method:
200 DP given. All abilities start at d4. Player purchases increases to Ability Scores, Skill Groups, and Skills ad hoc.

40 DP are given in a standard character creation after dice assignment. More points may be given in order to create more advanced characters(in either creation method). The Novice limit may also be increased depending upon the desired power level for the game or PC.

When using DP to increase the BSA's or PA's, use this information:

Stat upgrade tree:

D4->D6 : 10dp
6-8 : 15dp
8-10 : 20dp
10-12 : 25dp
d12 -> d12+d4 : 30dp
d12+d4 -> d12+d6 : 35dp

Skill Groups and Skills

Skill Groups are another way to improve your rolls. A skill group is a description of some skills that are tied together. You can be specific or as general as you like, though you'll get better bonuses the more specific your Skill Group is to your task at hand. See RIGHT TOOL FOR THE JOB in the rules section.

Example Skill Groups:
Mounted Combat
Destruction Magic

As you can see, Skill Groups feel like job titles and can vary widely in specificity and in abilities they might grant to the resourceful player.

When purchasing Skill Groups you'll need to give them an associated stat from the BSA's column.

Novice (5dp, d4)
Adept (10dp, d6+1)
Journeyman (15dp, d8+2)
Master (20dp, d10+3)
Grand-Master (25dp, d12+4)

Most ranks/increases add to the dice rolled and bonus in this order:

+1 (only for basic skils)
D6 +1
D8 +2
D10 +3
D12+d4 +4
D12+d6 +5
This order is repeated throughout the system.


Skills are specific actions. They must be tied to a Skill Group when purchased.

1 - Basic (Doesn't need to be associated with a skill group) +1
5 - Novice d4+0
10- Adept d6 +1
15 -Journeyman d8 +2
20 - Master d10 +3
25 - Grand Master d12+4

Derived Stats

In 6X6 lite, there are 6 total derived stats based on the BSA's and PA's.

Heart Points and Heart Score:

Best of Combat or Spirit + Best of Strength and Body = HEART POINTS

If the best scores are a d12+4 and a d6+1 the HEART PONTS = 29

To find the HEART SCORE add only the bonus from all four stats(Combat, Spirit, Strength, and Body). If Combat is d12+4, Spirit is d4+0, Strength is D6+1, and Body is d4+0 the HEART SCORE is 5.

To find the Soul Points and Soul Score, use the same two equations substituting: Influence + Talent(BSA's) and Willpower+Perception(PA's).

To find the Mind Points and Mind Score, use the same to equations substituting: Station + Arcane(BSA's) and Guile + Mind(PA's).

2015-03-12, 11:54 AM


This rule grants up to +5 for each portion of your roll that is decidedly perfect for this situation.

EX: A burglar(Talent D10+3 - I'm a trained burglar!) wants to roll to pick a pocket. They would get +3 to the ABS portion of their roll(because burlar is definetly what their doing - but could more specific would be "I'm a trained pickpocket!). They combine it with their Guile stat(no bonuses on PA's), then add the novice Skill Group: "Burglar"(1d4). I would again add 3 as a GM for this column - the skill group is nearly exactly the right tool for the job, but not exact.

Then,they are going to add the Skill: "Pick-Pockets". This is exactly the RIGHT TOOL FOR THE JOB. +5 to you player!


Straight damage is done in multiples of 5. If your check winds up being a 15, you deal 3 damage.

Normal sword swing might be

BSA Combat D10+3, PA Str d8+2, Skill Group Fighter: D4 (no applicable skill)
Max roll is 27 - You'd do 5 damage to HEART POINTS of the enemy.

Same can be applied to damage that might be done to a soul via (SOUL POINT damgage - say by a spector, poltergeist, soul draining raygun or spell, etc...

If one of your totals becomes 0(or less) all die rolls are halved until you have hit points in all categories again. Damage dealt to you is also doubled.

Having 2 totals reach zero means you're knocked out. An enemy may "finish you" if they are able to leave you for dead for 24 hours or get a coup-de-gras on you.

2015-03-12, 11:55 AM

Each skill is goverened by a skill group, and each skill group is goverened by an Ability Score, which is factored into a SCORE.

SCORE is the number of times that SKILLS can be used. A Novice SKILL costs 1 SCORE to apply to a roll. The SKILLS's rank determines how much is paid. A Novice SKILL would cost 1, a basic SKILL 0, adept SKILL 2, and so on.

SCORES are refreshed after a simple rest - the definition of which is up to the GM. Could mean overnight campfire, 20 minute break, or an hour-long nap depending on the setting.

2015-03-12, 11:57 AM

Actions that are not directly opposed by actions must reach the target's THRESHOLD in order to be effected.

The PC's THRESHOLD is: SCORE(of applicable stat block - ex: Heart SCORE) + 10.

THRESHOLD may be effected by things like mundane or magical equipment, enchantments or magical effects, or bonuses from other sources.

EX: Player A is being attacked by an archer! Player A has a Heart SCORE of 6, so starting THRESHOLD is 16. They have a combat kit which adds +1 because it would include basic armor. They have also recently been granted a blessing from a church which has increased all THRESHOLDs by 2.

Total THRESHOLD is 19.

Any effect or attack targeting this player must reach 19 in strength, or it simply will not effect Player A.

If an action is opposed by the players combat decision(in this case the player might suggest hiding behind a box and using a shield), then the player adds a defensive bonus determined by the defenders roll, which may include a skill group and skill if desired.

If the action is opposed, and simultaneously threatenes the attacker then both rolls are rolled, and the damage is applied as normal. As usual, the GM may add bonuses or penalties based on the specifics of the situation.

2015-03-12, 01:06 PM
Final reserved post