There are three pillars of gaming in a FreeD6 game: skirmish, social interaction, and problem-solving. Role-playing means approaching each of these pillars using the attitude and abilities of a created character. The results of the game create the emergent narrative which feeds memorable role-playing. The three pillars are the ways in which characters interact with the setting of the game.
The Skirmish Game
The skirmish game allows players to make tactical decisions and resolve conflict within a tactical framework. Skirmish conflicts involve tactical scenes in which the order of action is important and in which the players are being actively opposed by the environment or other characters. Some common skirmish conflicts are melee combat, ranged combat, and pursuits.
The skirmish game is essentially a contest of resource depletion, where characters try to create damage or composure conditions on their opponent in an attempt to take them out of action.
Combat
Pursuit
Melee
Ranged
Personal
Mounted
Skirmish Games
The Social Interaction Game
The social interaction game allows characters to interact with non-player characters and cause them to make decisions or take actions. Social interaction conflicts involve dramatic scenes or simple checks in which the order of action is not important, and which allows the characters to influence the behavior of NPCs. Some common social interactions are bluffing your way past a guard, interrogating a source of information, and charming your way into a mark’s good graces.
Social interaction is a way to control the actions and decisions of other characters in the setting. Social interactions allow players to force a reaction, prompt an action, coerce a decision, or weaken an opposing character’s resolve. The social interaction game involves an attempt to influence and control the decisions and actions of opposed characters.
A back-and-forth argument, or any type of verbal battle, is a type of social interaction. An argument conflict typically takes place for the purpose of impressing an audience rather than as an attempt to influence a character. Some examples of argument conflicts are: courtroom trial, formal debate, stage microphone battle (eg, rap or poetry), or schoolyard put-downs.
The social interaction game is essentially a press-your-luck exercise in which characters attempt to gain advantages or concessions from their target until they either cease to press their influence or they fail badly enough to lose all of their progress.
Skills to Convince
Skills to Coerce
insight (resistance)
discipline (resistance)
bluff
rapport
fast-talk
taunt
charm
intimidate
command
pressure
Social Interaction Games
The Problem-Solving Game
The problem-solving game allows players to interact with otherwise passive elements of the setting in a dramatic scene or a simple check. Problem-solving conflicts involve dramatic scenes or isolated decision points in which the order of action is not important, and which allows characters to explore the setting and to react to the actions of the environment or other characters. Some common problem-solving conflicts are disabling traps, crossing treacherous terrain, and tracking a target.
Exploring the setting and making decisions about where to go and what to do next are also forms of problem-solving. Any time a player is presented with incomplete information, confronted with a situation that requires a reaction, or offered a choice between courses of action, they engage in a form of problem-solving. The problem-solving game includes interaction with characters and obstacles that are not actively opposed to the players in order to determine the outcome and effectiveness of the NPC actions. Problem-solving includes crafting traps, preparing equipment, conducting investigations, and exploring locations.
The problem-solving game is essentially a timed opportunity-cost game in which a player attempts to accomplish a goal within a limited time frame.
There are six normal abilities that describe characters and most opponents: Strength, Dexterity, Intelligence, Perception, Presence, and Wits. Each of these abilities has five untrained skills; each skill has three untrained specializations. Untrained skills and untrained specializations do not require ranks before they can be used.
Strength (normal ability)
Strength describes a character’s overall athleticism, the ability to exert physical force, and the ability resist damage or fatigue. This ability is used to calculate damage in unarmed combat, overcome obstacles that test endurance, and shift objects through applied leverage. The Strength ability, without any skill modifiers, is used to resist damage and to inflict unarmed damage.
Brawling
Melee
Athletics
Lifting
Stamina
strike
martial weapons
climbing
shift
recover
block
long weapons
jumping
carry
endure
grapple
deflect
sprint
crush
resilience
Normal Strength Skills and Specializations
Brawling (Strength skill)
Brawling is the untrained skill of unarmed close combat. Unlike formal martial arts, brawling lacks structured training and discipline, relying more on instinct, brute strength, and adaptability. Brawling is used for attack and defense in unarmed close combat.
Strike (brawling specialization)
Striking in the context of brawling involves delivering powerful and effective hits meant to incapacitate an opponent and take them out of action. A strike includes attacks such as punches, kicks, elbows, knees, and even headbutts. This skill also includes attacks with improvised weapons such as broken bottles or steel chairs. Strike is used primarily to make an attack roll in close or melee combat when unarmed or considered unarmed.
Block (brawling specialization)
Blocking is the defensive counterpart to striking; it protects against unarmed and close weapon attacks. Blocking maneuvers involve ducking, weaving, side-stepping, and controlling where a blow strikes to protect vulnerable areas. Blockis used primarily to provide a fixed or full-action defensive value in close or melee combat.
Grapple (brawling specialization)
Grappling involves close-quarters combat techniques focused on gaining control over an opponent, restraining them, or forcing them to move. Grappling includes arm or leg locks, shoves, throws, and takedowns. Grapple is used primarily to force an opponent to move, prevent them from moving, and to defend against grapple attempts.
Melee (Strength skill)
Melee is the untrained skill of using weapons for attack and defense in melee combat where fighting tends to involve multiple nearby combatants with a limited ability to move around. Weapons used in melee combat take advantage of weight, leverage, or a cutting edge to act as a force multiplier. A melee weapon may be considered martial, long, or both. Melee is used for attack and defense in melee combat when armed with martial weapons or long weapons.
Martial weapons (melee weapons specialization)
Martial weapons are designed for combat and personal defense. They have an effective reach between 5 feet and 10 feet, and they require 5 feet of clearance in order to be used effectively. Martial weapons include most swords, axes, and clubs. Martial weapons is used primarily to make an attack roll when armed with a martial weapon.
Long weapons (melee weapons specialization)
Long weapons emphasize reach and leverage to provide a combat advantage. They have an effective reach between 10 and 15 feet, and they require 10 feet of clearance in order to be used effectively. Long weapons include most spears, polearms, and staffs. Long weapons is used primarily to make an attack roll when armed with a long weapon.
Deflect (melee weapons specialization)
Deflecting attacks involves using weapons to block or redirect an opponent’s strikes, minimizing damage and creating openings for counterattacks. Both martial weapons and long weapons may be used to deflect attacks; deflect may only be used against martial, long, or light weapons. Deflecting requires a minimum distance of 5 feet from the attacker and requires 5 feet of clearance to be used effectively. Deflect is used primarily to provide a fixed or full-action defensive value in melee combat.
Athletics (Strength skill)
Athletics is the untrained skill of navigating a location using strength and endurance. It is used during exploration to overcome obstacle, move around terrain, and perform athletic feats. It can be used to throw objects accurately and with force, including weapons. Athletics is used to move during exploration and combat.
Climbing (athletics specialization)
Climbing involves rapidly and safely ascending vertical or near-vertical surfaces, such as rock faces, walls, or trees. It involves grip strength, footwork, and body positioning. Climbing is used primarily to overcome vertical obstacles during exploration or for positioning during melee combat or pursuit.
Sprint (athletics specialization)
Sprinting involves covering open terrain, with the ability to start quickly, stop rapidly, and change direction fluidly. It involves controlled breathing, stride, and balance. Sprint is used primarily to cover short distances quickly during exploration or for positioning during melee combat or pursuit.
Jumping (athletics specialization)
Jumping involves powerful leaps and precise landings, which can be used both to overcome physical obstacles and to gain strategic advantages in combat. It is used to reach high places, to clear horizontal gaps, to cross obstructed terrain, and to land safely. Jumping is used to overcome obstacles in exploration, and for positioning during melee combat or pursuit.
Lifting (Strength skill)
Lifting is a foundational skill in strength training and physical conditioning, involving the ability to move, carry, and manipulate heavy objects. Lifting is used during exploration to move objects or to alter the terrain during melee combat.
Shift (lifting specialization)
Shift involves moving or adjusting the position of heavy objects without necessarily lifting them entirely off the ground. It focuses on leverage and positioning to alter an object’s balance or location. Shift is used to change aspects of the terrain or to use objects that are part of the terrain to make an attack during melee combat.
Carry (lifting specialization)
Carry allows a character to maintain control and stability of an object while relocating it and lifting it completely off the ground. It relies on proper distribution of weight and balance. Carry is used to relocate obstacles during exploration, placing them quickly and securely in new locations.
Crush (lifting specialization)
Crushing includes any form of object manipulation that forcibly changes the shape or function of an item. It emphasizes leverage and pressure to maximize the force that may be brought to bear on an object. Crush is used to overcome obstacles during exploration by changing them, or to enhance social interaction through feats of strength.
Stamina (Strength skill)
Stamina is the skill of overcoming physical limits; it is essential for maintaining physical and mental resilience during combat and exploration. It involves the capacity to resist fatigue, toxins, and stress, recover from physical and mental damage, and endure challenging conditions. Stamina is used during exploration and combat to resist damaging effects and to recover from damage.
Recover (stamina specialization)
Recover focuses on the ability to heal and regain strength after physical or mental exertion or damage. It is crucial for bouncing back quickly from injuries, stress, and fatigue. Recover is used during combat to remove damage and fatigue conditions.
Endure (stamina specialization)
Endure focuses on sustaining performance under prolonged hardship or challenging conditions. It emphasizes pain tolerance, training for physical improvement, and cultivating the ability to adapt to adverse conditions without breaking down. Endure is used during combat and exploration to resist fatigue.
Resilience (stamina specialization)
Resilience involves building resistance against toxins, pain, and other harmful influences, including extranormal effects. Resistance training helps the body and mind withstand environmental effects with the potential to cause immediate or long-term harm. Resilience is used during exploration to overcome environmental effects and to resist non-damaging area effects during exploration and in combat.
Dexterity (normal ability)
Dexterity describes a character’s agility, reflexes, coordination, balance, and the ability to act with precision. This ability is used to dodge ranged attacks, use light weapons, pilot vehicles, and to navigate obstacles that require precise body control.
Skirmish
Shooting
Acrobatics
Stealth
Pursuit
light weapons
handguns
tumble
hide
positioning
close weapons
rifles
balance
cover
speed
parry
heavy weapons
throwing
follow
timing
Normal Dexterity Skills and Specializations
Skirmish (Dexterity skill)
Skirmish combat involves close-quarters fighting that relies on speed, agility, and precision rather than brute strength. Characters proficient in skirmish combat excel in dodging, quick strikes, and using lighter melee weapons. Skirmish combat involves multiple opponents spread out over the battlefield and with the ability to move around relatively freely. Skirmish is used for attack and defense in melee combat when armed with light or close weapons.
Light weapons (skirmish specialization)
Light weapons focuses on the use of small, agile weapons that allow for quick strikes and fast maneuvers. These weapons are typically easy to wield and allow the user to attack rapidly and move swiftly. This skill can be used with any balanced weapon up to 24 inches. Light weapons is used primarily to make an attack roll when armed with a light weapon.
Close weapons (skirmish specialization)
Close weapons involves the use of weapons designed for extremely close-quarters combat. This includes weapons that are effective in confined spaces, where range and reach are limited. Close weapons occupy a hand, and the user counts as armed. Close weapons is used primarily to make an attack roll when armed with a close weapon.
Parry (skirmish specialization)
A parry is a defensive technique that uses a weapon to deflect or block incoming attacks by redirecting but not interrupting the attack. This allows the skirmisher to protect themselves while setting up counterattacks. Both martial and light weapons may be used to parry; a parry may only defend against attacks by martial or light weapons. Parrying requires a minimum distance of 5 feet from the attacker but requires no minimum clearance to be used effectively. Parry is used primarily to provide a fixed or full-action defensive value in melee combat.
Acrobatics (Dexterity skill)
Acrobatics is the skill of moving over, around, or through obstacles in a location. Tumbling techniques dodge attacks and move unpredictably, making it harder for opponents to land hits. Acrobatic skills allow a character to escape from dangerous situations or to navigate through difficult terrain. Throwing techniques use the whole body to place objects with accuracy and force at a distance. Acrobatics is used to move during exploration and combat, and to attack with thrown weapons.
Tumble (acrobatics specialization)
Tumble focuses on the ability to roll, flip, and maneuver quickly to avoid attacks and navigate obstacles. It allows a character to evade ranged attacks and rapidly change position. Tumble is used to overcome obstacles in exploration, resist damage from falling, and for positioning in melee combat.
Balance (acrobatics specialization)
Balance focuses on maintaining stability and control on precarious surfaces and during complex maneuvers. It allows a character to navigate narrow or unstable terrain such as slippery, uneven, or shifting surfaces. Balance is used to overcome obstacles during exploration or during movement in melee combat.
Throwing (acrobatics specialization)
Throwing involves placing objects at a distance with force and accuracy. The whole body is used to generate power, with emphasis placed on grip, stance, and follow-through. Throwing is used primarily to overcome distant obstacles during exploration or for short ranged attacks.
Shooting (Dexterity skill)
Shooting is the skill of firing ranged weapons. Precision shooting anticipates changes in speed and direction of the target; it may be used both offensively and defensively. Shooting is used to attack in ranged combat when armed with handguns, rifles, or heavy weapons.
Handguns (shooting specialization)
Handguns includes all weapons with a barrel shorter than 16 inches and which do not incorporate a shoulder stock. Handguns is used primarily to make ranged attacks with firearms designed to be wielded with one hand.
Rifles (shooting specialization)
Rifles includes all weapons with a barrel of 16 inches or longer and which incorporates a shoulder stock. Rifles is used primarily to make ranged attacks with firearms designed to be wielded with two hands or with bracing.
Heavy weapons (shooting specialization)
Heavy weapons include any firearm used primarily from a fixed position, primarily designed for indirect fire, or mounted to a platform. Cannon, mortars, vehicle weapons, and grenade launchers are all heavy weapons. Heavy weapons is used primarily to make attacks with weapons that do not allow the user to move while firing.
Stealth (Dexterity skill)
Stealth is a crucial skill in many contexts, particularly in tactical situations, espionage, and survival scenarios. It involves the ability to move quietly and remain undetected, enabling individuals to avoid attention, gather information, or position themselves advantageously. Stealth is used to defend during ranged combat and to remain unseen during exploration.
Hide (stealth specialization)
Hiding means remaining out of sight through the use of cover, concealment, and misdirection in order to prevent detection in general. Hiding often involves remaining stationary; it is more difficult to hide while moving. Effective techniques incorporate efforts to blend in with the scenery and minimize contrast. Hide is used to defend against traps, obstacles, or observation during exploration.
Cover (stealth specialization)
Cover uses objects, terrain, or structures to prevent discovery or observation by a specific individual; both natural and artificial cover may be used. This skill allows movement between sources of cover with minimal exposure. Cover which does not include a physical barrier is known as concealment. Cover is used to defend during ranged combat by interposing physical and visual obstacles between the target and the shooter.
Tracking (stealth specialization)
Tracking is following a target without making them aware they are being followed. Trackers take advantage of obstacles in the terrain, identify signs of passage, mimic their target’s movements, and predict their most likely paths. Tracking is used during exploration to follow a target without being noticed.
Pursuit is the skill of guiding vehicles or mounts through precision maneuvers and dangerous situations. It is used to maneuver a vehicle or mount during a fight and to overcome obstacles during movement. Specialties: speed, timing, positioning.
Intelligence (normal ability)
Intelligence describes the breadth of a character’s knowledge and their ability to apply that knowledge to problem solving and procedural navigation. This ability is used repair and manipulate devices, integrate with social customs, research subjects, and treat injuries.
The normal skills associated with Intelligence are: communications, technical, research, repair, and contacts.
Communications is the skill of understanding and manipulating information systems. It is used to obtain or defend against sensor sweeps or target locks, defeat security systems, and manipulate information banks. Specialties: computer hacking, security systems, sensors.
Technical is the skill of evaluating and applying information to solve problems. It is used to evaluate locations, examine items or information, and apply knowledge in practical ways. Specialties: medicine, forensics, construction.
Research is the skill of discovering information and sifting through logical constructions. It is used discern weakness, establish patterns and reveal information. Specialties: mysteries, memory, puzzles.
Repair is the skill of building, rebuilding, and changing equipment. It is used to construct gear, repair vehicle damage, and disable traps. Specialties: traps, gear, vehicles.
Contacts is the skill of using and navigating social networks. It is used to gather allies, collect information from people, and learn about behavior. Specialties: streetwise, allies, resources.
Perception describes a character’s ability to anticipate actions, gather information from their surroundings, focus the mind, and influence the perceptions of others. This ability is used for sleight of hand, recovering willpower, searching, and resisting sensory manipulation.
The normal skills associated with Perceptions are: tradecraft, operations, surveillance, tactics, and survival.
Tradecraft is the skill of physical deception and misdirection. It is used to perform sleight of hand, construct a disguise, and forge documents. Specialties: sleight of hand, disguise, forgery.
Operations is the skill of using heavy machinery and following system processes. It is used to fire ship weapons, operate ship defenses, and set up all kinds of complex systems. Specialties: gunnery, shields, systems.
Surveillance is the skill of gathering information through observation. It is used to trail a suspect, examine a location for dangers or traps, and spot hidden people or objects. Specialties: trail, search, camouflage.
Tactics is the skill of anticipating and controlling the choices available in a situation. It is used to provoke actions or remove options in a conflict. Specialties: fire team, cavalry, arena.
Survival is the skill of situational awareness and knowledge of the wilderness. It is used to determine initiative in close or ranged combat, to track a target through a location, and to interact with the environment. Specialties: awareness, tracking, wilderness.
Presence describes the force of a character’s personality, their determination, their ability to influence others, and their ability to resist influence. This ability is used to endure hardship, inspire others, ingratiate oneself with them, and to overawe them.
The normal skills associated with Presence are: discipline, command, charm, intimidate, and pressure.
Discipline is the skill of self-control. It is used to resist coercion and mental effects. Specialties: callousness, resolve, conviction.
Command is the skill of leadership through force of personality. It is used to create conditions that inspire and embolden allies or to impress and demoralize opponents.
Charm is the skill of creating admiration through one’s behavior. It is used to create conditions that evoke empathy and sympathy.
Intimidate is the skill of provoking reactions as a result of fear or surprise. It is used startle opponents with sudden movements, demoralize them with physical force, or threaten them with potential actions.
Pressure is the skill of coercing behavior through continual requests and judiciously applied reasoning. It is used to compel behavior by wearing down resistance and discouraging argument.
Wits describes a character’s ability to adapt and react to their environment and to the influence of others. This ability is used to deceive others, perceive their deceptions, provoke a reaction, and to lay out a convincing argument.
The normal skills associated with Wits are: insight, rapport, bluff, fast-talk, and taunt.
Insight is the skill of discerning motivations and methodology. It is used to resist persuasion and deception attempts. Specialties: cues, logic, ego.
Rapportis the skill of connecting with people and finding common interests. It is used to calm and reassure allies or to make opponents more susceptible to deception.
Bluff is the skill of deceiving people by showing them what they expect and allaying suspicions. It is used to prey upon people’s willingness to believe and to aid in infiltration.
Fast-Talk is the skill of laying out an argument or course of reasoning that sounds believable. It is used to gain cooperation through agreement or persuasion.
Taunt is the skill of provoking a reaction by appealing to pride or greed. It is used to cause an opponent to act in a way or at a time that does not benefit them.
Luck is an extranormal ability. A character must be a Dynamic character to have the Luck ability. Luck is a ranked ability; for every rank of Luck, the character begins a play session with one luck point. Normal: a Stock character does not have the luck ability.
Before making a skill check, a character may spend a luck point to double the number of dice in the die code rolled for the skill check. If the character has Wild Dice, they replace normal dice after the luck point doubles the die code. Only skill and ability dice may be doubled by a luck point. Only one luck point may be spent to affect dice during a single turn, regardless of the number of characters with the Luck ability participating in the action.
When a character spends a luck point, it is used up for the session.
Game Masters may award bonus luck points to players who engage in memorable role-playing that entertains the entire table. Trash talking opponents and witty banter between allies are two ways to earn bonus luck points.
The Game Master has the option of vetoing a player’s use of a luck point and narrative influence if he feels it is not justified.
The Wild Die is an extranormal ability. A character must be a Dynamic character in order to have the Wild Die ability. All player characters are automatically Dynamic. Normal: a Stock character does not have the Wild Die ability.
A character with the Wild Die ability designates one of his dice as a Wild Die. This die should be a different color or design than the regular skill dice.
Whenever he makes a skill check, a character with the Wild Die ability rolls the Wild Die in place of a skill die. If the Wild Die rolls a 6, the die explodes and another Wild Die is rolled to add to the total of the skill check. If that Wild Die explodes, another is rolled, until a Wild Die rolls a number other than 6.
If the skill check succeeds, and the Wild Die rolled a 6, the result is a critical success. A fortunate narrative event occurs in addition to the success of the skill check.
If the skill check fails, and the Wild Die rolled a 1, the result is a critical failure. An unfortunate narrative event occurs in addition to the failure of the skill check.
Using Other Dice
A standard set of role-playing dice includes four-sided, six-sided, eight-sided, ten-sided, twelve-sided, and twenty-sided dice. If an effect causes another type of die to be substituted for the Wild Die, the die only explodes on a roll of 7 or greater. For example, if an effect changes the Wild Die to an eight-sided die (WD8), the die would only explode if it rolled a 7 or 8; a WD10 would explode on a roll of 7, 8, 9, or 10.
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