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one die six

 


i found a cool dice and while cleaning out the garage this weekend, so i wrote a game for it.


characters:


fighter: 

1d6+3 hp, 1d6 stamina, 1d6-5 magic


thief: 

1d6 hp, 1d6+3 stamina, 1d6-4 magic


wizard: 

1d6-1 hp, 1d6-1 stamina, 1d6+3 magic


reduce hp and stamina for 1 magic

use magic to reroll any dice


rules:

  • roll: always refers to the d6
  • Xin6: roll X or lower
  • at 0 stamina you are gassed, you cannot move or defend.
  • at 0 hp you are dead, your debts are passed on to those you love.
  • carry 6 things without penalty, reduce max stamina by 1 for each additional item.
  • 1 coin is 1 thing and can feed you for 3 days


attacking: hits deal damage equal to the result

fighter: 1in6 chance to miss

thief: 3in6 chance to hit, multiply damage by itself

wizard: 5in6 chance to miss, damage explodes on 6's.


defending:

block: roll and spend stamina and reduce damage equal to the result. 

or

dodge: costs 1 stamina, dodge to avoid all harm. dodge happens before the enemy rolls.

  • fighter: 1in6 chance to dodge
  • thief: 3in6 chance to dodge
  • wizard: 2in6 chance to dodge


armor: up to 3, each point of armor reduces damage by 1 and increases the cost of dodging by 1


Shoppe: 

1 coin:  three days meals (9): a meal takes 30 minutes to prepare and eat, and restores 1d6+2 stamina.

2 coins:  trollsblood: a gallon in an earthenware jug, like putrid maple syrup, must drink all to recover 1d6+1 hp, filling.

3 coins: armor: a variety of styles and the beating heart of the fashion industry. gives one point

4 coins: electric eel: alive, in water, must be fed twice a day, its shock converts 1d4 hp into 1d6 magic once per feeding. 

5 coins: bribe: roll heat (hin6), then gain a substantial favor and 2 heat (h). on heat: its a sting: spend a week in jail: start adventure at half health. reduce heat by 1/week. 

6 coins: rent: due weekly, hp, stamina and magic halved without. can store 12 items. you may be evicted at any time for any reason, the law works for the owners.


monsters: hp:  armor: miss chance, special:

1: crab: 3: 2A: 4in6, crabs explodes on 6 (10’ radius), chitin shrapnel

2: skeleton: 6: 0A: 3in6, court skeleton on 6

3: warrior: 9: 1A: 1in6, dismember on 6

4: dragon: 12: 5A: 2in6, multiply damage by itself

5: lich: 15: 5in6, may rotate a die in any direction 

6: demon: 18: 6A: 5in6, 6’s kill 



some additional rules . . .

  • square die: 1d6*: multiply the result by itself
  • add Armor to block, then lose 1A
  • ose spells, spend 1 magic per spell level, requires tome or scroll (destroyed)
  • some effects cannot be Blocked(B) some effects cannot be Dodged(D)
  • may spend hp (H) instead of magic (M), or stamina (S)
  • spend 1H to regain 1d6(+2)S 
  • block to 0: deal 1 damage



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