Information Tests (Intellect) The Intellect attribute assists characters in finding out how much they know about a certain field, modified depending on the situation. For this reason, A single Test – called an Know Test – can serve as a Test of general or common knowledge of a certain topic. GMs can employ the Know…
Author: Ron McClung
04.02 Rd6 Agility Skills
Contortion The ability to escape from otherwise secure physical bonds by twisting, writhing, and contorting the body. The chart below contains sample difficulty numbers for escaping from various kinds of restraints. Modify the difficulty based on the circumstances of the escape, such as the conditions the character works under or specially designed restraints. The character…
04.07 Rd6 Strength Skills
Acrobatics Specializations: Jumping, Leaps, Tumbles, Balance, High wire, Trapeze work. Skill Bonus: Intimidate (Intimating Moves) – Acrobatics can make a character appear more intimidating. This is a skill in performing feats of jumping, gymnastics, and extraordinary balance, as well as jumping and breaking falls. It is also useful for running obstacle courses or doing courtly…
04.06 Rd6 Stamina Skills
To avoid the effects of a toxin (inhaled, ingested, or absorbed) or disease (encountered in any manner), a character makes a stamina roll. Several factors figure into the difficulty of the attempt, including the deadliness and dosage of the poison in question. For example, a fatal bout of botulism has a difficulty of 9, while…
04.01 Rd6 Skill List
As this skill list includes broad definitions not applicable in all eras or worlds, the gamemaster has the final say on actual skill applications. F denotes Focus skills Agility Contortion Drive/Pilot F Dodge Flying* Quickness Ranged Weapons F Sleight of Hand Stealth Agility Skill List Extra-Normal: Magick Alteration Alteration Conjuration Divination Extra-Normal: Magick Extra-Normal: Psionics…
04.00 Skills
Version 3.0 Skills Skills are more specific applications of an attribute. For example, the skill Dodge is a more specific use of your character’s Agility. Characters learn them through instruction or experience. Skills are areas of expertise that are not necessarily common to every living creature. Some creatures simply don’t have the capacity to learn…
02.00 Character Generation
Version 3.0 In order to play the game you’ll need to create a character. Before you get out the pencil, first think about your character. What do you want to be able to do with this character? What kind of person is he or she? What is their background and motivations? More on Character Generation…
01.0 Basics
Rolling Dice – A die code shows how good a character is in a particular area, how harmful a weapon is, how useful a Special Ability or tool is, and so on. Each die code (also known as a value) indicates the number of six-sided dice you roll (1D, 2D, 3D, 4D, 5D, etc.), and sometimes an added bonus of “+1” or “+2” — referred to as pips — you add to the total result you roll on the dice.
RD6 version 2
After playing around in game systems like Savage Worlds, Fantasy AGE, and others, I found that many concepts from those systems can translate to d6. I have recently returned to this project with the intention of streamlining and changing a few core d6 concepts to further make this system more viable, at least to me.
Savage Shatterzone Cybernetics
Use the Savage Worlds Science Fiction Companion for rules on installation, cyber strain, etc. System Toughness System Toughness represents the strength of the system to withstand damage. If cybered character takes a wound or more, his cyber system also may take damage. The character compare the damage taken – i.e the damage after the characters…

