Advantages Point Costs Self-Healing Point Costs: 3 The character has mastered meditation techniques that allow him to heal more rapidly. He regains Stunned damage at the rate of two results per round of rest. Up Condition Point Costs: 4 The character operates as if up (See MasterDeck Conversion to SW/D6) under certain proscribed conditions. The…
Category: SWd6 Conversions
5.0 Advantage & Compensation d6 List
< The Advantages Advantage Point Value Alien or Special Abilities Special Abilities 1-5 Psionic Powers 5-8 Knowledge Contacts 1-4 Cultures 1-4 Secrets 1-6 Supranormal Knowledge 3 Latent Abilities 1-5 Material Gain Cybernetics 1-5 Equipment 1-5 Patron 1-3 Ships 3 or 6 Wealth 2-5 Numbers Increased…
2.1 Xeno-Flaws d6
Point Value Effect 1 Allergy: If the character is exposed to a fairly common substance(such as smoke from a fire, a particular food, sunlight, etc.), the character is stymied until the condition is removed. A character who is stymied loses his Wild-Die reroll during his next action phase. If he rolls the diceand gets a…
2.0 Compensations d6
After going through and selecting Advantages, you probably already have some ideas about what sort of Compensations your character has. Keep in mind that they make your character more “balanced.” They are not intended to cripple your character or the character’s abilities. They just make for a well-rounded individual. Age “Age” is a Compensation that…
3.2 Psionic Powers d6
Note that some powers have limited use(Limits), and Minimum Psi Ability, while others have other Powers as Pre-Requisites.Some have a Base Difficulty Score while others are opposed rolls with the Target’sWillpower. When the number of Die is referenced, use the Die Code of the totalpower. (skill powers + Psi-Ability). Use only the number to the…
02 – Cards in Combat and Interaction
(portions of pg. 126-129-Masterbook) Combat and interaction in D6/Masterbook is enhanced by the card deck. which speeds up play and introduces an interesting aspect of chance to the game. Instead of simply determining initiative by rolling a Perception and keeping up with who has the highest in the group, the card deck is used instead….
05 – Enhancement Cards
(Portions of pg. 120-122 – Masterbook) This section contains the information that players will use when they play their cards. All of the enhancements and subplots are explained in alphabetical order below. Action Cards By playing an action card, the player can add +1 pip to all skill or Attribute rolls for the rest of…
01 – The Masterdeck Card Basics
Anatomy of a Card (Click on the caption of the feature to get the explanation) (Borrowed from Masterbook Core Rulebook, WEG) If you purchased MasterBook as part of a boxed set, then you have one the MasterBook card deck, also known as the Action Deck. The Card Number The Card Number is at the top…
03 – D6 Combat / Interaction Skill Integration
Interaction (Success Chart Explanations) (portions of pg. 78-82 – Masterbook Rulebook) This Masterbook Conversion into D6 features a number of interaction options. Instead of trying to cause damage to other characters through combat, characters can use a number of interaction skills to accomplish other objectives: frighten away attackers, force them to surrender, or force them…
04 – Additional Interaction Skills
New Skills The Masterbook concept of interaction primarily is the non-combat actions taken in combat rounds. It also includes actions taken outside of rounds that could have, but involve gaining some advantage over an opponent. It gives the players more options in combat, making it more Heroic. The following skills will be needed to integrate…
