Category Archives: FreeD6

Melee Combat

Melee combat is a melee skirmish scenario in which characters attempt to take each other out of action by damaging their opponent’s health or destroying their composure. In close combat, the order of action is decided by the initiative score. On their turn, characters may take one full action, one bonus action, and as many free actions as are reasonable. The scenario ends when all opponents have either conceded the conflict or have been taken out of action. A character is said to be engaged with an opponent if either of them has the other as the main focus of their attention.

Melee Combat Actions

In close combat, action is ordered by initiative, action is divided into rounds, and characters are limited in their action selection. In a normal round of action, each character in the scene takes one or more actions in initiative order. Each character has one full action and one bonus action, which they may take in any order. After each character has finished acting, the round resets and begins again.

If a character is engaged with an opponent when they take an action, the opponent normally has the opportunity to use an action (full action or bonus action) to respond out of the initiative order. Responding to an action uses the responding character’s action for the round.

If a character is required to make an ability check when it is not their turn, and they either choose not to use an action or do not have an action available to use, the ability check is automatically equal to the fixed value of the ability.

Initiative Order

The order of action is determined by the fixed value of the Perception: survival: awareness skill. Using the fixed value creates an ordered structure to the conflict. Characters with greater situational awareness will consistently act more promptly and decisively.

If the Game Master determines that the combat has become chaotic and disorderly, he may call for an awareness ability check to determine initiative order for the round, the encounter, or for a limited number of rounds. Characters with greater situational awareness still have the potential to act first in the round, but this ability is less consistent.

Full ActionsBonus ActionsFree Actions
AttackGain an AdvantageTrash Talk Opponents
DefendInteractBanter with Allies
MoveMoveMove
RecoverReady an ActionReady Equipment
Force an OpponentSupport a CharacterPlan an Action
Actions in Melee Combat

Full Action Selection

Characters may take one full action during their turn. A full action requires most of the character’s attention and usually requires an ability check. Full actions are used to make an attack roll, go on the defensive, move around difficult terrain, or force an opponent to respond.

Attack

An attack is an attempt to take an opponent out of action by creating a damage condition. If the attack is successful, the character will then roll their damage to generate result points and create conditions. The damage roll is determined by the weapon used in the attack.

To make an attack, a character rolls their skill dice against their opponent’s resistance. Unless their opponent has taken a defensive action, the difficulty of the roll is equal to the fixed value of the opponent’s defending skill.

In order to attack an opponent, a character must be within reach, close enough to strike the target but distant enough to use the weapon’s leverage. They defender must not be closer than the minimum distance and must not be farther than the maximum distance. The following skills are used to make an attack roll or to generate a fixed resistance value.

Attack SkillDefended by
Brawling: strikeBrawling: block
Melee: martial weaponsMelee: deflect
Melee: long weaponsMelee: deflect
Skirmish: close weaponsBrawling: block
Skirmish: light weaponsSkirmish: parry
Attack Skills with Matching Defensive Skills
Weapon CategoryMin ReachMax Reach
closeno minimum5 feet
martial
light
5 feet10 feet
long10 feet15 feet
Weapon Reach by Category

Defend

Characters normally defend against an attack using only the fixed value of a defensive skill and without using an action. As a full action, a character may go on the defensive: until their next full action, when a character is attacked, they may make a defensive ability check and add +10 to the total to generate their resistance.

Going on the defensive allows a character to focus all of their attention on defense. They may use any relevant skill to generate their resistance to an attack roll. If the attack roll is not equal to the fixed value of their defensive skill, there is no need to make an ability check to determine resistance.

In order to defend against an opponent – for both full actions and fixed values – a character must have distance and clearance. The defensive weapon must be distant enough to use the weapon’s leverage defensively and must have enough space around it to move without obstruction. The following skills are used to make a defense roll.

Defensive WeaponDefensive SkillDefends AgainstDistanceClearance
noneBrawling: blockunarmed strike;
close weapons
nonenone
lightSkirmish: parrylight weaponsnonenone
martialMelee: deflectmartial weapons;
long weapons
5 feet5 feet
longMelee: deflectmartial weapons;
long weapons
5 feet5 feet
Defense Skills with Matching Attack Skill and Reach

Move

A character may use a full action to make an Athletics or Acrobatics ability check to move over or around obstacles on the battlefield or to cross treacherous terrain. A character may move up to their full Move distance in a full action. If an ability check would be required, and the difficulty of the check is equal to or less than the fixed value of the character’s ability, no ability check is required. This allows characters to leap up low elevations, to the top of tables, fight on a narrow ledge, or knock over unstable terrain features. If a character fails a movement ability check, the movement may still occur, but the characters suffers a fatigue condition equal to the negative result points.

Normally, a character who is engaged with an opponent in melee combat cannot prevent their opponent from attempting to match their movement. By making a movement ability check, a character may move away from or towards an opponent; the opponent must use an action in order to respond to the movement.

DifficultyVery Easy
1-5
Easy
6-10
Moderate
11-15
Difficult
16-20
Very Difficult
21-25
Distance20 feet30 feet40 feet50 feet60 feet
Ascent10 feet, many handholds15 feet, ready handholds20 feet, some handholds25 feet, few handholds30 feet, finger holds
Terrainfirm groundsoft or loose grounduneven or shifting groundnarrow, weak, or unbalanced groundany previous concealed from view
Passagewide openwide with light obstructionswide with heavy obstructionsnarrow with light obstructionsnarrow with heavy obstructions
Shift Objectunsteady, up to 5D damageunsteady, up to 6D damagefirmly placed, up to 7D damagefirmly placed, up to 8D damagefirmly placed, up to 9D damage
Movement Difficulty Benchmarks

Athletics: sprint allows a character to cover open terrain quickly and suddenly, gaining an advantage from a new position or removing themselves from harm’s way. Any abrupt, sudden, or speedy movement that is primarily along a clear, horizontal surface requires a sprint check.

Athletics: climbing allows a character to quickly ascend or descend a vertical elevation. On the battlefield, this can include sheer walls, large boulders, trees, and netting or rigging. Any movement that is primarily along a vertical surface requires a climbing check.

Athletics: jumping allows a character to leap over, around, or through obstacles that would otherwise block movement. On the battlefield, this can include open pits, hindering terrain, low obstacles, and gaps between locations. Any movement that requires a character to leave the ground and land safely requires a jumping check.

Acrobatics: balance allows a character to quickly and safely cross slippery, unsteady, or treacherous terrain. On the battlefield, this can include a narrow ledge, a shifting log, moss covered rocks, or very small footholds. Any movement that places the character at risk of falling over or entering into an undesirable position requires a balance check.

Lifting: shift allows a character to move, relocate, and knock over objects or parts of the terrain. On the battlefield, this can include dislodging boulders, knocking over trees, toppling structures, and hurling heavy or unstable equipment. Any time a character attempts to move a heavy object, unbalance an object, or make an attack by knocking over or hurling a heavy object up to 15 feet, it requires a shift check.

Recover a Condition

If a character is suffering from a damage, fatigue, or composure condition, they may use a full action to attempt to recover a condition. In order to recover a condition, the character must make an ability check that generates enough result points to match the rank of a condition, including any ranks used to modify the condition recovered.

The difficulty of a recovery check is determined by the highest ranked damage or composure condition on the damaged character. The result points of the ability check determine the recovery condition created. If the recovery check does not create enough ranks to completely remove the condition, it may be able to reduce its severity or duration instead.

Stamina: recover allows a character to recover or reduce their own damage or fatigue conditions. The character takes a moment to bind their wounds, apply treatment, or simply catch their breath. The results of the recover ability check can be used to modify an existing damage or fatigue condition or to create a recovery condition.

Discipline: focus allows a character to recover or reduce their own or another character’s composure conditions. The character stops to think about their situation, focus their willpower, center their spirit, or reevaluate their position. They provide another character with motivation, encouragement, or a renewed sense of purpose. The results of the focus ability check can be used to modify an existing composure condition or to create a recovery condition.

Technical: medicine allows a character to recover or reduce another character’s damage or fatigue conditions. The character provides medical attention, treats injuries, or administers medications or holistic healing techniques. The results of the medicine ability check can be used to modify an existing condition or to create a recovery condition.

RankDifficultyRecovery Effects
1Very EasyRecover a rank 1 condition;
or +1D to the next recovery check.
2EasyRecover a rank 2 condition;
or reduce an existing condition’s duration from the end of the encounter to 1D rounds.
3ModerateRecover a rank 3 condition;
or reduce an existing condition’s duration from the end of the scene to the end of the encounter.
4DifficultRecover a rank 4 condition;
or reduce an existing condition’s duration from requiring intentional recovery to expiring at the end of the scene.
5Very DifficultRecover a rank 5 condition;
Recovery Conditions

Force an Opponent to Move

As a full action, a character may attempt to force their opponent to move around the battlefield, or attempt to forcibly move their opponent. A successful ability check allows the character to choose the direction their opponent moves. The opponent is moved five feet for every rank that would be created.

Tactics: arena allows a character to crowd and draw out their opponent and force them to move around the battlefield. An opponent may be forced into difficult or treacherous terrain, backed up against an obstacle, or forced to attempt a jump or climb. The opponent may even be forced into terrain they know to be damaging or forced into terrain that requires an ability check. This skill is normally resisted by the fixed value of the opponent’s Tactics: arena.

Brawling: grapple allows a character to forcibly move an opponent. The opponent is knocked down or bodily moved against their will. An opponent may not be forced to attempt an ability check but may be forced into damaging terrain. This skill is normally resisted by the fixed value of the opponent’s Brawling: grapple or Acrobatics: tumble.

Bonus Action Selection

Characters may take one bonus action per turn. A bonus action does not require a character’s full attention, and may or may not require an ability check. Bonus actions are used to move around the battlefield, interact with an opponent, or attempt to gain an advantage.

Gain an Advantage

A character may us a bonus action to attempt to gain an advantage over an opponent by creating a physical distraction, identifying a weakness in their opponent, or psyching themselves up. Advantages can be used by the character who created them or they can be “passed” to another character who is able to benefit from them.

Bluff: misdirection allows a character to create a distraction with a flashy or apparently threatening motion such as throwing something in the opponent’s face or setting off a flash bomb. Purely verbal distractions attempt to make an opponent worry about something other than their current situation. Drawing an opponent’s attention from the combat creates openings and makes their actions less effective. Misdirection is resisted by Insight: cues.

Research: memory allows a character to identify weaknesses in their opponent or to leverage patterns of behavior. It uses existing knowledge of an opponent in order to target their weaknesses and avoid their strongest attacks. The difficulty of the memory check is determined by the rarity or unfamiliarity of the opponent.

Survival: awareness allows a character to increase their initiative score on their next turn. It has a fixed difficulty of 10. Result points from the awareness ability check add directly to a character’s initiative on the next round.

RankAdvantage Effects
1+2 to a single ability check for one turn
Advantage on a single ability check
2+1D to a single ability check for one round
+1 bonus action for one round
3+1D to a single skill for one encounter
+1 full action for one round
4+1 Action point
5+1 new ability
Effects for Advantage Conditions

Interact

A character may use a bonus action to interact with their opponent in an attempt to create a composure condition. Words become a powerful weapon on the battlefield when they are used to shake an opponent’s will to fight. A canny fighter not only has the ability to gain an advantage over their opponent, but can actually take an opponent out of action without ever causing damage.

Taunt: insult attempts to shake an opponent’s focus and cause them to make poor tactical choices. A taunt does not have to be verbal; insulting gestures or pointedly disregarding an opponent as a threat can both infuriate the weak willed. Insult is resisted by Insight: ego.

Intimidate: startle attempts to shock an opponent and cause them to react without thinking. Threatening gestures, unexpected actions, and creepy behavior can all unsettle an opponent and remove them from the fight. It is resisted by Discipline: resolve.

Command: demoralize questions the effectiveness of an opponent’s will to fight and reduces their confidence in their choices. Demoralizing an opponent causes them to devalue their achievements and remove their willingness to endure hardships and setbacks. Demoralize is resisted by Discipline: conviction.

Move

As a bonus action, a character may move up to half of their Move distance. If they are engaged with an opponent, that opponent has the option of responding by immediately matching the character’s movement if they are able to do so.

This allows a character to advance on an opponent, take advantage of terrain position, or withdraw from a combat. The opponent has the option of immediately backing away to prevent the advance or following to prevent a withdrawal.

Acrobatics: tumble allows a character to use a bonus action to cross over or around obstacles by making an ability check instead of using their fixed value. If the opponent wishes to follow them, they must also make an ability check.

Ready an Action

A character may use their bonus action to prepare a single ability check in response to a conditional action. If the conditional action never takes place, the bonus action is still considered to be used. The conditional action must directly enable the ability check in some way. For example: a melee weapons attack may be readied if an opponent moves within reach, or a sprint may be readied if an opponent moves out of reach.

A readied action is considered to be immediately prior to the triggering action in initiative order. For example: a melee weapons attack is readied if an opponent moves within reach. An opponent uses their bonus action to move within reach, triggering the readied attack; the readied character then takes their action. After the readied action is resolved, the triggering character may finish their round.

Defensive actions can be prepared as a readied action by choosing to fight defensively. This defensive ability check gains a special bonus of +5; the final defensive value is equal to the greater of the fixed value or the ability check.

Holding an action is a general form of readying an action, allowing a character to have an action available with which to respond to the actions of characters who are later in the initiative order.

Combine Actions

A character may use their bonus action to combine their action with an opponent or an ally in an effort to enhance or blunt the other character’s action, using the ordinary rules for combined actions. A combined action will require the character to have a skill that allows them to assist or interfere with the other character.

For example:

  • Combining attack skills with an ally to more effectively attack an opponent with a high defense.
  • Moving in such a way as to interfere with an opponent’s attempts to move around the field.
  • Combining taunt skills with an ally to really make an opponent lose their cool.

Free Actions

Free actions do not take up much of a character’s attention, and never require an ability check. Free actions account for incident movement, conversation, and simple actions during a melee combat.

Trash talking an opponent is a time-honored practice and an integral part of many characters’ personas. This is a great opportunity for some dynamic give and take between opponents and a way to build up history for call backs later in the game. Game Masters are known to award bonus luck points for memorable trash talk.

Witty banter with allies makes for a more entertaining game and offers the opportunity to build camaraderie. This is were friendly jabs are traded and characters really get to know each other. Game Masters are known to award bonus luck points for memorable witty banter.

Incidental movement does not consume an action. A character is allowed to move up to half of their Move distance as a free action. This movement must be across unobstructed terrain, must not require a skill check, and may be responded to with matching movement by an engaged opponent.

Readying equipment is a vital part of the skirmish conflict, but it is not usually very interesting. A character may use a free action to prepare a piece of equipment that they may reasonably and easily access, to reload a weapon that does not require excessive attention, or to stow a piece of a equipment into an easily accessible location.

Planning action with other party members often comes down to shouting instructions at each other at the last minute. If characters have the ability to easily communicate with each other, doing so does not require an action.

Melee Combat Conditions

Damage

When an attack generates result points, the first rank created is always used to make a damage roll. If the attack generated enough result points to create additional ranks, each additional rank adds 1D to the damage roll.

The value of the damage roll is determined by the weapon used to attack with. The damage roll is resisted by a character’s Strength ability, modified by armor or equipment, but not modified by skills. Ranks created by the damage roll create damage conditions. Damage conditions are cumulative.

RankDescriptionEffect
1StunnedCharacter suffers -2 to all ability checks until the end of their next turn.
2HurtCharacter suffers -1D to all ability checks until the end of their next round.
3WoundedCharacter suffers -1D to all Dexterity checks until the end of the encounter.
4IncapacitatedCharacter makes all ability checks at disadvantage.
5Out of ActionCharacter is taken out of action.
Damage Conditions

Fatigue

When a character attempts a movement ability check, whether they are forced to move or choose to take an action, and the check is failed, a fatigue condition equal to the negative result points is created on the character. Fatigue conditions are cumulative. Failing a movement ability check does not also automatically mean that the movement fails.

RankDescriptionEffect
1BreathlessCharacter makes all ability checks at disadvantage until the end of their next turn.
2WindedCharacter may not take a bonus action until the end of the next round.
3TiredCharacter suffers -2 to their fixed ability scores until the end of the encounter.
4ExhaustedCharacter suffers -1D to all Strength checks until the end of the scene.
5Out of ActionCharacter is taken out of action.
Fatigue Conditions

Composure

When a taunt, intimidate, or command ability check is successful, the result points generated create a composure condition. Composure conditions are cumulative.

RankDescriptionEffect
1StartledCharacter suffers -2 to their initiative on the next round.
2DisorientedCharacter makes all ability checks at disadvantage until the end of their next round.
3DiscouragedCharacter may not take a bonus action until the end the of the encounter.
4DemoralizedCharacter suffers -1D to all Presence checks until the end of the scene.
5Out of ActionCharacter is taken out of action.
Damage Conditions

Pillars of Gaming

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.

CombatPursuit
MeleeRangedPersonalMounted
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 ConvinceSkills to Coerce
insight (resistance)discipline (resistance)
bluffrapport
fast-talktaunt
charmintimidate
commandpressure
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.

Investigation SkillsPreparation SkillsExploration SkillsInfiltration Skills
technicalresearchsurvivalstealth
contactsrepairtechnicaltradecraft
researchtacticsrepairfast-talk
surveillanceoperationsacrobaticscommunications
survivaltradecraftathleticsbluff
communicationscontactstradecraftcharm
Problem-Solving Games

Action Point Economy

Each player begins the game session with a single action point. Action points are spent during the game to reroll the dice, add dice to a roll, influence the narrative of the game, or temporarily alter the rules of the game. Additional action points are earned during the game for accepting complications based on the hooks in a character’s description or at the Game Master’s discretion for exceptional role-playing that entertains the table in a memorable way.

Whenever an action point is spent, the player describes an event or action that allows them to benefit from the action point. The action point then either provides a specific dice benefit, narrative effect, or change in the rules.

Action points may be spent to reroll the dice for any ability check. If the player is not satisfied with their first ability check, they may roll again and choose which dice total to accept.

Action points may be spent to add dice to a roll at a 1:2 exchange. One action point adds 2D to a single ability check. The point may be spent after the initial roll has been made.

Action points may be spent to influence the narrative of the game in a way that does not necessarily provide a dice benefit. Spending an action point allows the player to add a new element to the scenario, alter an existing element in the scenario, or to describe an event that occurs in the scenario.

Action points may be spent to alter the rules of the game. This allows characters to temporarily gain 1D in skills in which they are not trained or to substitute one skill for another skill in an ability check.

For example:

  • The Gray Maus attempts to cast a spell on his hated enemy but fails his skill roll and the GM informs him that his magic is not strong enough. The Gray Maus delves into his slain master’s spellbook for a more powerful ritual and the player offers the GM an action point to try casting the spell again.
  • Dr. Hu tackles a complicated sonic engineering problem with only his screwdriver. “If only I had a hydrospanner, that would be something!” he declares. The player offers the GM an action point; the GM accepts and declares there is a hydrospanner in the toolbox that will add 2D to the ability check.
  • Rick O’Shea is getting pummeled by The Viper but can’t seem to get away. After a hard hit, the player says it would be nice if the floor gave way and Rick fell down to the first floor out of the Viper’s range. He offers the GM an action point.
  • Sure-Luck Homes is tailing a suspect through the streets of Lundyn. He asks if the fog rolling in from the River Tims is thick enough to provide concealment, and offers the GM an action point.
  • Cloon-E finds himself the last cyberclone standing after a firefight. Bending over his injured pod mate, Cloon wants to help out but does not have the cybernetics skill. The player states that Cloon-E just binged a popular medical drama and some of it ought to apply. The GM agrees and awards Cloon a temporary 1D skill in the trained skill cybernetics.
  • Roz insists that all of the paperwork be filled out correctly. Sullivan doesn’t have the communications skill he needs, but says that he knows how to talk to people. The player offers the GM an action point to let Sullivan use his contacts skills instead.

Action points may be awarded by the Game Master if a character accepts a negative narrative effect based on a character’s narrative background hooks. The complication may be offered by the GM or prompted by the player. The narrative effect should make the character’s situation more complicated by requiring them to make a decision that incurs a narrative cost, by making their actions more difficult, or both. The complication should not be easily overcome by a single skill check. The action point is awarded at the end of the scene.

Action points may be awarded at any point in time by the GM for exceptionally entertaining role-playing or for memorable gaming that involves the entire table.

Normal Abilities, Skills, and Specializations

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.

BrawlingMeleeAthleticsLiftingStamina
strikemartial weaponsclimbingshiftrecover
blocklong weaponsjumpingcarryendure
grappledeflectsprintcrushresilience
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. Block is 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.

SkirmishShootingAcrobaticsStealthPursuit
light weaponshandgunstumblehidepositioning
close weaponsriflesbalancecoverspeed
parryheavy weaponsthrowingfollowtiming
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.
  • Rapport is 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.

Abilities and Hooks

Every element in the game is first described by its narrative before any abilities or die codes are ever assigned. The narrative description either directly or indirectly references abilities and hooks. The narrative description , or portions of the description, are summarized in a short phrase referred to as the concept.

An element’s concept determines whether or not the element has agency. An element with agency can make decisions and take actions; characters, opponents, and animals are examples of elements with agency. An element without agency may react to actions if appropriate but will not initiate them; traps, hazards, and computers are examples of elements without agency. The concept describes an element’s abilities in terms of the nature of those abilities, the scale of those abilities, and the scope of those abilities. The concept describes one or more hooks that are used to provide narrative happenstance and to stimulate the action point economy. An element may have as many concepts as needed and that make sense together.

The Nature of Abilities

An element’s concept describes what abilities are natural to the element. In the context of the game, every element is going to possess one of these natures.

Character: a character can move, speak, and manipulate objects. A character possesses agency. They possess the normal abilities of: Strength, Dexterity, Intelligence, Perception, Presence, and Wits. Any element of the game that possesses agency is treated as a character, even if it does not possess the usual normal abilities.

Vehicle: a vehicle is a tool for transporting things and does not possess agency. A vehicle possesses the normal abilities of Body, Handling, and Speed.

Weapon: a weapon is a tool for damaging things and does not possess agency. A weapon possesses the normal abilities of Damage, Ammo, and Range.

Equipment: equipment is any tool that enables, disables, or modifies abilities but it does not possess agency. Equipment may have any ability in the game as a normal ability. Any ability the equipment allows a user to use is considered a normal ability for that user. Any ability used by equipment but not by its user is considered extranormal for that user.

Object: an object is any element in the game that is not a character or a tool and does not possess agency. Objects may have any ability in the game as a normal ability.

The Scale of Abilities

An element’s scale describes the level of effect at which abilities operate. A element is said to have parity of scale with something if it can reasonably affect or compete with it. Acting against something of a different scale results in a disparity of scale. Abilities that operate at a lower scale than their target are less effective or not effective at all. Abilities that operate at a higher scale than their target are more effective or overwhelmingly effective. Scale is necessarily progressive in the same way as conditions. Disparity of scale affects the result points of an action by reducing (lower scale) or adding (higher scale) 5 result points to the action total per level of disparity.

SizeDamageSpeedSocial Status
TinyMouseHumanSerf
SmallHousecatHorsePeasant
MediumHumanCarMerchant
LargeBearAirplaneKnight
HugeTruckJetRuler
Examples of Scale

The Scope of Abilities

An element’s scope describes the range of effects upon which an ability operates. Elements may affect things which are within their scope normally, and things which are outside their scope to a lesser degree or not at all. Scope is not progressive; a broader scope may include more limited scopes wholly or partially. The degree and way in which an element affects something outside of its scope is determined by the Game Master on a case-by-case basis.

There are many ways an element may affect something outside of its scope. When a target is outside the scope of an element, it may, for example, have an increased difficulty to create conditions, the possible effects may be different, or the result points may be affected. If a scope partially or fully encompasses another element’s scope, it provides no additional effects to the results.

Tech LevelJurisdictionMovementMental Telepathy
Stone AgeOwn PropertyUnderwaterAnimals
Iron AgeNeighborhoodLandPeople
Electronic AgeCityVertical SurfacesLiving Creatures
Nuclear AgeCountyFlightMonsters
Quantum AgeStateMicro-GravityEnergy Beings
Examples of Scope

Hooks

Hooks are short phrases or single words from the narrative description that provide a narrative justification for a happenstance or an extranormal ability. Conditions are a type of hook with some pre-defined mechanical and narrative effects.

Hooks Provide Abilities

An ability hook allows a character to posses an extranormal ability. Ability hooks do not require activation. A character with an ability hook has access to extranormal abilities, but they must spend action points to make extranormal ability rolls until they have at least 1 full rank in the extranormal ability.

Examples of ability hooks:

Trevor Stevens was a test pilot in a plane crash. He was rebuilt with bionic limbs. Trevor has the extranormal ability: cybernetics, which augments his athletic ability.

Carra Radine is a monk who has spent years honing his martial art skills and mastering mind-over-body. His fists can shatter steel. Carra has the extranormal ability: chi mastery, which allows him to match the damage scale of an opponent.

Man-Spider is a man who bit a radioactive spider; he has developed great powers which he uses responsibly. Man-Spider has the extranormal ability: totem power (spider), which allows him to walk on vertical surfaces.

Hooks Influence the Narrative

A narrative hook uses the action point economy to create narrative happenstance, to allow characters to temporarily use abilities they don’t have, or to allow characters to use abilities in normally disallowed ways. A narrative hook always requires activation by making an ability check with a relevant skill or through the expenditure of an action point. A narrative effect makes the character’s actions more efficient or effective in a specific way.

Just as a player can spend an action point to influence the narrative of the game in a character’s favor, the Game Master can award an action point to a player in order to make a character’s life more complicated. Players need not wait for the Game Master to do this. A player can suggest a narrative complication for their character; if the Game Master accepts, the scenario gets more interesting and the character is awarded an action point at the end of the scene. A narrative complication should involve hooks that make the character’s actions more costly or difficult in a specific way.

Examples of narrative hooks:

Trevor Stevens is staring at a nuclear device with only moments left until detonation. He does not have any skills that would let him disarm the bomb. Trevor’s player declares that if Trevor can interface his cybernetic arm with the bomb’s detonator, he might be able to disarm it, and he offers the GM an action point. The GM accepts, and Trevor attempts to disarm the bomb using his ranks in cybernetics.

Carra Radine is fighting an armored battlesuit in an abandoned warehouse. The battlesuit is tracking him with laser imaging and Carra can’t get close enough to punch. Carra’s player declares that if Carra triggers the fire suppressant system, the constant heavy downpour would interfere with the laser imaging. The GM assigns an ability check and difficulty number to the action; if Carra’s ability check is successful, the battlesuit will have Disadvantage on its targeting checks.

Man-Spider is fighting his arch-enemy The Octopus Doctor and it looks like the fight is about over. As the fight is about to end, a street punk grabs an old lady’s purse and flees. The Game Master notes that Man-Spider must use his power responsibly, and should try to stop the purse-snatcher as well as the arch-villain. Man-Spider’s player accepts the complication, and is forced to split his actions between the two opponents. The action point is awarded at the end of the scene.

Rolling the Dice

Whenever FreeD6 calls for an ability check, it’s calling for a dice roll. Sometimes FreeD6 calls for a skill check when referring to a specific skill or specialization. All skill checks are also ability checks; all skills are also abilities. Any time the dice are rolled, it is referred to as an ability check, no matter the circumstance.

Ability Checks

To make an ability check:

  • figure the dice value by adding the die codes of the ability, skill, and specialization used in the check;
  • modify the dice value according to any effects;
  • roll the dice, add them together, and add the pips;
  • modify the rolled value according to any effects.

This is the total value of the ability check.

Abilities are ranked by a die code. A full rank in an ability is 1D. A partial rank in an ability is +1 pip. When an ability would be increased to three pips (+3), it instead increases in rank by 1D; an ability must have two partial ranks (pips) before it increases to the next full rank.

When adding die codes to get a dice value, add the full ranks together (eg. 1D + 2D = 3D) and add the pips (eg. “+1” + “+2” = “+3”) and then convert pips to ranks by trading +3 pips for 1D. For example: 1D+1 added to 2D+2 yields 3D+3 which converts to 4D; 2D+2 added to 3D+2 yields 5D+4 which converts to 6D+1.

Fixed Values

All abilities have a fixed value which can be referenced by other actions. The fixed value is figured by multiplying the full ranks of an ability by 3 and adding the pips.

RankFixed
Value
RankFixed
Value
RankFixed
Value
1D33D95D15
1D+143D+1105D+116
1D+253D+2115D+217
2D64D126D18
2D+174D+1136D+119
2D+284D+2146D+220
Fixed Values

Modifying the Dice Roll

Some effects and abilities modify the dice roll. Effects which modify the dice are always applied before the roll is made. Effects which modify the rolled value are always applied after the roll is made.

For example:

  • Spending a luck point before a roll is made doubles the number of ability dice rolled in a check.
  • The Wild Die effect substitutes a Wild Die for a regular ability die before the roll is made.
  • Advantage and Disadvantage rolls a second set of dice and uses the better/worse roll before any dice are flipped or substituted.
  • Boost and penalty dice are rolled alongside the ability dice and substitute higher/lower values for lower/higher ones after the roll is made.
  • A dice flip alters the value of rolled dice after the roll is made.

In order of application, dice actions are performed:

  1. Spend a luck point to double the ability dice.
  2. Substitute Wild Dice for regular ability dice.
  3. Roll the regular ability dice.
  4. Roll the Advantage or Disadvantage dice.
  5. Roll and apply any boost or penalty dice.
  6. Apply any dice flip effects.

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 which are ranked along a dice track. When another type of die is used, it is written as “D” followed by the number of sides, for example: D4, D6, D8, D10, D12, or D20. FreeD6 uses six-sided dice (D6) for all checks unless an effect alters the dice.

Result Points

The final value of a dice roll is the result points.

If the dice roll is not being compared to another number, the final value of the dice roll stands as the result points.

If the dice roll is being compared to a difficulty or a fixed resistance, the difference between the dice roll and the difficulty is the result points. Result points always favor the higher value.

If the dice roll is being compared to another dice roll or an active resistance, the difference between the two dice values is the result points. Result points always favor the higher value.

Taking Action

Players make decisions and take actions in the game. When a player makes a decision, he describes his decision and the Game Master narrates the results. If there is no element of uncertainty, if the dice do not need to be rolled, or if the decision is not dramatically important, the Game Master simply adjudicates the results of the decision and the game moves on.

When the players take actions that are dramatically important, tactically interesting, or which have an element of uncertainty, the Game Master will call for an ability check. If only a single check is made, or if a series of unrelated checks are made, this is a quick check. If a series of related checks are made, it is a dramatic scene. If the check is part of an extended conflict with an active opponent, it is a tactical scene. If two or more characters are working on the same task, but not making separate ability checks, it is a combined action.

Quick Check

When the purpose of rolling the dice is to determine the effect or value of an ability, it is a quick check. The Game Master will call for an ability check, the player rolls the dice, and the Game Master describes the results based on the roll of the dice. A quick check may stand on its own, it may be opposed by a difficulty number, or it may be opposed by a resistance value. The final value of a check, whether standing or opposed, is the result points. A quick check may also be used as part of a dramatic scene or a tactical scene.

A standing check compares the value rolled to a benchmark table as a guide for the Game Master to describe the results. The higher the value of the check, the greater the effect of the action. The Result Points table describes the effectiveness of the result.

EffectivenessValue Range
Minimal
Effective in the smallest possible quantity or degree.
1-5
Adequate
Effective enough to provide measurable results.
6-10
Moderate
Effective enough to provide a range of results.
11-15
Complete
Effective enough that there is no deficiency.
16-20
Excessive
So effective that additional results occur.
21-25
Overwhelming
So effective that the results are not easily undone.
26-30
Result Points

A quick check against a difficulty uses the difference between the roll of the dice and the difficulty value to determine the result points. The difficulty is determined by using a benchmark guide to find a value.

DifficultyValue Range
Very Easy
This task does not require preparation.
1-5
Easy
This task does not require training.
6-10
Moderate
This task requires some training or skill.
11-15
Difficult
This task requires specialized training or skill.
16-20
Very Difficult
This task requires extensive and specialized training.
21-25
Heroic
This task requires unusual and specific training.
26-30
Difficulty Values

A quick check against a resistance uses the difference between the roll of the dice and the resistance value to determine the result points. A resistance value is determined by the rank of the opposing ability. The resistance is either fixed or active. Fixed resistance uses the table to find the resistance value; it is determined by multiplying the dice value by 3 and adding the pips. Active resistance is determined by rolling the die code to find the value.

RankFixed
Value
RankFixed
Value
RankFixed
Value
1D33D95D15
1D+143D+1105D+116
1D+253D+2115D+217
2D64D126D18
2D+174D+1136D+119
2D+284D+2146D+220
Fixed Values

Examples of a Quick Check

  • Picking a lock on a chest.
  • Shooting a target.
  • Bluffing your way past a guard.
  • Hacking into a computer system.
  • Walking on a tightrope.

Ability Checks vs Effect Rolls

A quick check is used to determine if an action is successful. The effectiveness of the check is determined by the result points generated by the ability check. Result points are then spent on conditions. Some ability checks generate an effect roll which determines the primary results of the ability check. Combat is one example: a successful roll to hit (ability check) is followed by a damage roll (effect roll).

Combined Actions

Combined actions allow a character to use their abilities to directly enhance or blunt another character’s actions. By using multiple actions or acting over multiple turns, a character may enhance or blunt their own actions.

When a character attempts to enhance another character’s primary action, the enhancing character applies their skill and specialization dice to the primary action check in the same turn as if they were boost dice. When a character attempts to enhance their own actions, they ready a combined action for their next turn, and on their next turn, make their primary check, using their skill and specialization dice values as if they were boost dice.

When a character attempts to blunt another character’s primary action, the blunting character applies their skill and specialization dice to the primary action check in the same turn as if they were penalty dice. When a character attempts to blunt their own actions, they ready a combined action for their next turn, and on their next turn, make their primary check, using their skill and specialization dice values as if they were penalty dice.

Dramatic Scene

When an action calls for a series of related ability checks, the characters are in a dramatic scene. A dramatic scene allows the characters to accomplish an extended task where a quick check is not sufficient or not appropriate to determine the outcome. A dramatic scene is any scene 1) in which the characters face fixed opposition and in which success is not determined by a quick check, or 2) in which the characters face active opposition but in which the order of action is not tactically determined.

Order of Action

Action in a dramatic scene happens in order of relevance. Initiative is not used to determined the order of action. Action does not occur in rounds. Characters and elements do not act in a strictly determined order, but in the sequence that is most natural.

Players declare their intentions at the beginning of the scene. If a player wishes to change their intention, they may do so at any time during the scene. The Game Master determines the order of events and calls for decisions and actions from the characters involved as they become relevant to the scene.

Duration of the Scene

A dramatic scene lasts until there is no more opposition or until the Game Master determines the scene has expired. The characters may be acting upon a condition track, attempting to complete a series of quick checks, or performing any set of actions that contribute to the overall action of the scene.

At the minimum, a dramatic scene consists of a goal that cannot be accomplished with a single action, a limit on the time or number attempts available to accomplish the goal, and fixed or active opposition. Any type of action or ability check may be part of a dramatic scene.

Examples of a Dramatic Scene

  • Infiltrating a secure location, while partners provide a distraction.
  • Prepping a set of traps and gear before raiders arrive.
  • Talking a merchant into selling to you instead of a rival.
  • Luring a target into a trap.
  • Escaping from a collapsing building.

Tactical Scene

When the characters are facing active opposition and the order of events is important, the characters are in a tactical scene. Tactical scenes allow the characters to face down opponents in an extended game with important tactical choices and take them out of action. Tactical scenes last until there in no more opposition.

Order of Action

In a tactical scene, action is ordered by initiative, action is divided into rounds, and characters are limited in their action selection.

Initiative determines the order in which characters act. The type of tactical scene determines the initiative order. In a melee combat, initiative order is determined by the fixed value of an ability. In a chase, initiative is determined by relative position. In a debate, initiative is determined by an ability check.

In a normal round of action, each character in the scene takes one or more actions in initiative order. After each character has finished acting, the round resets and begins again.

During the round of action, characters are limited in their action selection. A character may perform one full action and one bonus action during a round. A character may take a reasonable number of free actions during a round. A full action usually calls for a dice roll and consumes most a character’s focus during the round. A bonus action usually does not require a dice roll, and does not require a character’s full attention. A free action does not require a dice roll or distract a character. The type of conflict determines what actions are full, bonus, or free.

Duration of the Scene

A tactical scene lasts until there is no more active opposition. Usually, one side or another will take all of the opponents out of action by acting on their condition track. The scene also ends if all of the opponents concede defeat, even if they have not been taken out of action.

When an opponent concedes a scene, they can no longer take any actions in the scene, even if other members of their group are still acting. Even if the situation changes, the conceding opponent cannot rejoin the action. If a character acts against an opponent who has conceded, that opponent can only use fixed resistance values.

Players have the option of conceding a scene before their character is taken out of action. When a player concedes a scene, their character may take no more actions, even if the situation changes or an opponent acts against them. They may only use fixed resistance values. In exchange for placing their character at the mercy of their opponents, a player receives an action point at the end of the scene.

Examples of a Tactical Scene

  • Melee combat.
  • Shootout.
  • Courtroom debate.
  • Hot pursuit.
  • Crossing an obstacle course.

Boost and Penalty Dice

Some abilities, powers, or effects add boost dice or penalty dice to an ability check. This is written as “Boost-“, “B”, or “Penalty-“, “P”, followed by the number of dice. For example, Boost-1 (B1) adds a single boost die, and Penalty-2 (P2) adds a two penalty dice.

Boost and penalty dice directly cancel each other out. If an effect adds B2 and another effect adds P3, the final effect is P1 (3 penalty dice minus 2 boost dice equals 1 penalty die).

Boost and penalty dice should always be a different color or design from the dice rolled for an ability check so they can be easily identified.

Boost Dice

When using boost dice, roll the boost dice alongside the regular dice. Then discard the same number of dice from the roll, removing the lowest values from the roll.

Penalty Dice

When using penalty dice, roll the penalty dice alongside the regular dice. Then discard the same number of dice from the roll, removing the highest values from the roll.

Other Dice and Boost or Penalty Dice

Not all dice are six-sided; a standard set of role-playing dice include four-sided, six-sided, eight-sided, ten-sided, twelve-sided, and twenty-sided dice. Other dice used as boost or penalty dice behave in exactly the same way, replacing the lowest or highest value regular die rolled.

Abilities and Skills

Characters are described as having abilities; the specific abilities a character possesses are determined by the character’s narrative background. Abilities are ranked by a die code and further described by one or more skills and specializations which enhance the die code. Abilities are either normal or extranormal. Abilities describe broadly defined actions which they allow the character to perform. Rolling the dice to test an ability or skill against a difficulty is called an ability check (when not testing a specific skill, or when using a default value) or a skill check (when testing a skill or specialization). The term “ability check” is a blanket term for rolling the dice to test against a difficulty number and applies to both abilities and skills.

All characters are described as either Dynamic or Stock in relation to their importance in the narrative, both of these are unranked normal abilities (no die code). All player characters are automatically Dynamic; opponents that are central to the adventure are also Dynamic. Opponents and NPCs that are relatively unimportant to the adventure are Stock. Some abilities require a character to be Dynamic in order to acquire the ability. Some conditions only apply to Stock characters.

Normal abilities are possessed by most characters and elements, and do not have a narrative background requirement. Characters possess the normal abilities of Strength, Dexterity, Presence, Wits, Intelligence, and Perception. Vehicles and equipment possess the normal abilities of Body, Energy, Handling, or Speed.

Extranormal abilities are not possessed by most characters and elements, and usually have a narrative background requirement. Some common narrative backgrounds and their associated extranormal abilities are: wizard (magic), mutant (super powers), adept (metaphysics), and cyborg (cybernetics).

Skills describe specific uses or actions within the broadly defined actions of an associated ability. A skill’s die code is added to the die code of the associated ability when making a skill check. If a character must make a skill check for a skill in which they have no ranks, they make an ability check instead.

Specializations describe specific uses or actions within the narrowly defined actions of an associated skill. A specialization’s die code is added to the die code of the skill and ability when making a skill check. If a character does not have ranks in a specialization, they use only their ranks in the associated skill. If they do not have ranks in the skill, they make an ability check instead.

A character may have ranks in a specialization without having ranks in the associated skill. If a character does not have a specialization, the associated skill score is used instead. If a character does not have a skill, the associated ability score is used instead. If a character does not have an ability, they cannot make associated ability checks. Sometimes the Game Master will call for a skill or specialization to be used with an ability other than the one it is normally associated with.

Some skills and specializations require training before they can be used. If a character needs to make a skill check with a skill that requires training, they must have ranks in that skill or specialization. Characters may not use only their associated ability score to make a skill check that requires training.

Rolling Dice

Die codes describe the number of six-sided dice and adds (pips) rolled when an ability or skill check is made. A die code is written as “number of dice” followed by “D”. If the die code has adds (referred to as “pips”), they follow the “D” and are written as “+1” or “+2”. To make an ability or skill check, roll the die code and add the pips to generate a skill total. For example, a die code of 3D+2 would roll three six-sided dice, add them together, and add 2 to get the final skill total. The skill total is compared to a difficulty; the difference between the two numbers – positive or negative – is the result points. Result points are used to describe the success, failure, or degree of effect of the action.

Adding die codes together is done by adding together the dice and pips of the ability, skill, and specialization of the skill check and applying the die code progression to get the final value. Every three pips increases the die code by 1D instead. For example, a skill check of Dexterity 3D+2 and Shooting 1D+2 yields a skill value of 4D+4; +3 pips instead increases the die code by 1D for a final skill value of 5D+1.

Narrative Structure

FreeD6 uses ordinary language to describe the conflicts and events of an adventure narrative. The conflict structure uses die codes (ranks) and difficulty numbers to turn narrative actions into a game. The action point economy allows players to influence the dice or to introduce elements to the narrative. The die codes, difficulty numbers, and result points help the players and Game Master determine how strong, fast, or effective something is within the context of the game.

Ordinary Language

The adventure narrative consists of a scenario involving characters who make decisions and take actions that advance the events of the narrative. All elements within the narrative are described in ordinary language and supported by a dice game. Characters and elements are described by a narrative background. The background description determines which abilities apply to the character or element.

The use of ordinary language allows elements to affect the narrative in a way that can be interpreted by the Game Master and communicated to the players using commonly understood words. This provides the abilities and effects of game elements with a flexible and organic application instead of a mechanical restriction. This is the narrative effect.

The use of dice and difficulty numbers transforms the descriptions into a game. This introduces an element of chance outside the control of the players or Game Master and provides a guide for interpretation. This is the mechanical effect.

Conflict Structure

Adventure games revolve around conflict. FreeD6 uses abilities, conditions, and dice to turn conflicts into a game. The main conflicts in a game are physical, social, and mental.

Physical conflicts include melee combat, ranged combat, maneuvering around obstacles, and piloting vehicles. Normal physical abilities are described by the Strength and Dexterity scores.

Social conflicts include trading arguments in an attempt to persuade a third party, convincing an NPC to take action on your behalf, and coercing or manipulating NPCs to take actions. Normal social abilities are described by the Presence and Wits scores.

Mental conflicts include defeating traps, shadowing suspects, trailing a target, deceiving others, and conducting investigations. Normal mental abilities are described by the Intelligence and Perception scores.

Vehicles, gear, and extranormal abilities both modify normal abilities and act as opponents.

Scale of Action

Elements must have parity of scale in order to affect each other. They must be of a similar size, speed, order of magnitude, social importance, hardness, or whatever other metric is being affected. When a lower-scale element attempts to affect a higher-scale element, if the Game Master permits the attempt, the result will always be less effective because of the smaller scale of the effect. When a higher-scale element affects a lower-scale element, the results will always be more effective.

Action Points

The Game Master controls the scenario and the action of all of the elements within the game. Players control only the actions of their characters. In order to provide players greater agency within the adventure narrative, and to mitigate the randomness of the dice, players have access to action points.

Action points are used to give players extra dice for skill checks and to create advantageous narrative effects. Action points are also used as a reward for accepting a mechanical penalty driven by the character’s narrative background.

Die Codes

Die codes are used to quantify game elements that possess a range of effect. Die codes consist of a number of six-sided dice, followed by “D”, and possibly followed by a number of adds. For example, a die code of 3D+2 means to roll 3 dice, add them together, and add 2 to the total. This will generate a value between 5 and 20.

Difficulty Numbers

Difficulty numbers are used to quantify game elements when it is not appropriate to assign them a die code. Elements that are not variable, where random factors are not influential, or which are relatively insignificant to the narrative use the fixed value of a difficulty number to quantify their mechanical influence. The difficulty number is also referred to as the resistance value.

Result Points

Result points quantify the effects of an action. When a die code is used in an action, the sum of the dice roll is compared to either a difficulty number or to the sum of another dice roll. The difference between the two values is the result points. Result points are used by the Game Master to interpret the outcome of the action in favor of the element with the higher value.