Advantage-Compensation System (d6)
To follow is a combination of Advantage/Disadvantage systems from Shatterzone, Masterbook and a little from D6 (plus some psi powers from Star Frontiers). It is all compiled into one comprehensive system that is compatible with the Star Wars RPG system. There were so many redeeming qualities about Shatterzone that I have used it as the basis and the framework for this Advantage / Disadvantage system.
This system, in general is more than just an add-on set of rules. It replaces a lot of conventional thinking about Star Wars character generation. If a player wants to be a pilot, he no longer gets a ship automatically. The player must purchase a ship as part of his advantages, and more than likely, he will purchase debt as a compensation.
Because I am using Shatterzone as the framework, and dropping the “columns” of Masterbook, the advantages/compensations listed will primarily be applicable to only the Star Wars RPG. However, there are some advantages / compensations listed in the Masterbook companion that can not be applied to Star Wars, or only by some strange stretch, can be applied. These, however, might be used in the D6 system and will be listed in the Appendix. The system is not 100% compatible to the Advantage/Disadvantage system of D6, but since D6 is so flexible and the Ad/DisAd of D6 is not 100% fleshed out, it shouldn’t be too big of a deal to just ignore that system and use this one. Some advantages and compensations are from the D6 list, modified for this system.
Organization
The Advantages and Compensations, in following with the Shatterzone framework, are organized by “type.” There are Advantages and Compensations that affect your character’s Attributes and Skills (listed under “Numbers”), ones that depend on the character being an “alien” (under “‘Alien Abilities”) and more. Each Advantage type has a description for the category listed before the actual different advantages. They are just for organizational purposes, since I threw out the Masterbook Columner organization.
The point costs are suggested point costs and some have compensation recommendations.
Psi in Star Wars
Explaining Psi-Powers is a little difficult in Star Wars. In the Star Wars universe, there are a few rare individuals who possess psionic powers. The explanation to follow is one opinion on how to integrate it into the Star Wars Universe. It’s simplistic so it won’t over power the game, but still be a part of the game.
First, aside from acutely choosing the Advantage Psionic Powers , the character must have chosen to be Force Sensitive before taking Psi-Powers. The Force is an obvious component in Psi-Powers. It’s a matter of amount and focus that defines the difference between a Jedi and a Psi-user. It is also a matter of strength. Psi as simply not as powerful. By definition, the Force surrounds everything in the universe, and the Jedi accesses that Force for his powers. A Psi on the other hand only accesses his own Force, the Force within his own mind or Soul. This limits him to only a few powers, and they are limited. Powers are listed below.
To use them, each has a Skill Dice Code that represents the characters ability in it. This is composed of two things
- 1.0 A/C d6 Introduction
- 2.0 Compensations d6
- 2.1 Xeno-Flaws d6
- 3.0 Advantages d6
- 3.1 More Special Abilities (d6)
- 3.2 Psionic Powers d6
- 4.0 A/C D6 Appendix
- 5.0 Advantage & Compensation d6 List
Version 2.0
MasterDeck conversion into Star Wars D6
Introduction: The Method to My Madness
The reasoning behind this is simple. To merge what I thought were the redeeming qualities of MasterBook into the D6/Star Wars Game system. “But there already is a MasterBook/D6 conversion system” you say? Of course, I know this. But it does quite convert the MasterDeck system into the D6 system well. I take the conversion one step further, and use some of the MasterBook system in D6, where George Strayton’s system is simply a quick and dirty way to convert existing MB characters into D6. What I will do is use that system, and add the parts of the MasterBook I think D6 needs. It gives the D6/Star Wars System more structure, while holding true to the simplicity and fluidity of the D6 philosophy (at least I hope it does.) The ultimate goal over all was to convert the MasterBook MasterDeck cards into Star Wars, which lead to the need to convey other important aspects of MB into Star Wars/D6, including the concept of the Interaction skill systems, and Results points.
In this vein, I will first post the original MasterBook/D6 Conversion. From there, I will begin to bring in more aspects of the MasterBook system into D6/Star Wars to enhance an already good RPG system. Make a note, my only experience with D6 is the Star Wars system, so from here on out, I will reference it from the Star Wars system perspective. The primary converted systems will be the Result point system, the concepts from Combat/Interaction, and the MasterDeck system. The major change is that the Combat Initiative system from MasterDeck will replace the Star Wars Combat Initiative system all together. This will be explained further in the MasterDeck section.
To follow will be several pages of converted MasterBook rules, which were scanned, OCRed, then edited. For the sake of Copyrights and all that, anything that is NOT significantly changed from the original Masterbook rules, is only reviewed and not discussed in full detail. It is assumed you have the Masterbook rules and a Masterbook deck. Pages are given at the top of each topic where the rules in MasterBook can be found. Refer to those when noted
Star Wars d6 Masterdeck System
- 01 – The Masterdeck Card Basics
- 02 – Cards in Combat and Interaction
- 03 – D6 Combat / Interaction Skill Integration
- 04 – Additional Interaction Skills
- 05 – Enhancement Cards
- 06 – Subplot Cards
- 07 – Picture Cards
- 08 – Success Chart
West End Games: Masterbook/D6 System Conversion
By George Strayton
This system converts MasterBook characters and adventures to the D6 System rules (used in other roleplaying games produced by West End). Of course, since the conversion translates logarithmic values to linear values, you have to exercise good judgment. If something doesn’t look right after you convert it, alter the value or die code to what seems more realistic.
The conversion involves one simple formula: divide the MasterBook value by three. The quotient becomes the D6 die code and the remainder becomes the number of pips. For example, a MasterBook value of 14 becomes a D6 code of 4D+2 (14/3 = 4, remainder 2). Using this equation allows you to convert statistics on the fly. You don’t have to convert all the numbers in a particular adventure beforehand. For example, your characters encounter a thug who immediately opens fire. You convert the thug’s fire combat skill value of 8 to a die code of 2D+2 and start rolling.
To convert from D6 to MasterBook, simply multiply the die code by three and then add the pips. For example, a D6 planetary systems skill of 4D+2 has a MasterBook skill value of 14 (3 * 4 + 2).
The main sections of conversion are characters, difficulty numbers, modifiers, and damage values.
Characters
MasterBook and the D6 System have different character Attributes. The first task in translating a character, then, is mapping the Attributes from one system to the
other. The chart below shows the correlation between the two sets of Attributes.
Attribute Values/Die Codes
In instances where multiple Attributes in one system convert to a single Attribute in the other system, the Attributes are averaged. For example, the MasterBook Strength and Endurance Attributes translate to the D6 Strength Attribute. To determine the D6 Strength, first determine the average of the two MasterBook Attributes and then convert using the standard conversion formula.
Note that the MasterBook Intellect Attribute is used to determine the D6 Knowledge and Technical Attributes.
To convert attributes, divide the MasterBook Attribute value by three. The quotient represents the die code and the remainder represents the number of pips. For example, a MasterBook character with a Mind of I I would have a D6 Mechanical of 3D+2 (3/9 = 3, remainder 2).
Skills
There is no direct correlation between MasterBook skills and D6 System skills. First, try to find a skill with a similar name. For example, the MasterBook energy weapons skill would translate to the D6 blaster skill. If you can’t find a match, just list that skill beneath whatever D6 Attribute seems appropriate. For example, the MasterBook archaeology skill would fall under the D6 Knowledge Attribute since the D6 System does not have a corresponding skill.
Example: Using the conversion formula, a MasterBook espionage skill of 10 becomes a D6 espionage skill of 3D+ 1.
Attribute Conversion
| MasterBook Attribute | D6 Attribute |
|---|---|
| Average of Agility & Dexterity | Dexterity |
| Average of Strength & Endurance | Strength |
| Intellect | Knowledge |
| Intellect | Technical |
| Mind | Mechanical |
| Average of Confidence & Charisma | Perception |
Masterbook/D6 Skill Conversion
| MasterBook Skill | D6 Skill Equivalent | |
|---|---|---|
| AGILITY | ||
| Acrobatics | (Acrobatics /Dexterity*) | |
| Beast riding | Beast riding (Mechanical*) | |
| Climbing | Climbing/Jumping(Strength*) | |
| Dance | (Dance/Dexterity*) | |
| Dodge | Dodge (Dexterity*) | |
| Escape Artist | (Escape Artist/Dexterity*) | |
| Flight | (Flight/Dexterity*) | |
| Improvised Weaponry | Melee Combat (Dexterity*) | |
| Long Jumping | Climbing/Jumping(Strength*) | |
| Martial Arts | Brawling (Strength*) | |
| Maneuver | Maneuver (Dexterity*) | |
| Mechanical Maneuver | Powersuit Operation (Mechanical*) | |
| Melee Combat | Melee Combat (Dexterity*) | |
| Melee Parry | Melee Parry (Dexterity*) | |
| Running | Running (Dexterity*) | |
| Stealth | Sneak (Perception*) | |
| Swimming | Swimming (Strength*) | |
| Unarmed Combat | Brawling (Strength*) | |
| Unarmed Parry | Brawling Parry (Dexterity*) | |
| DEXTERITY | ||
| Energy Weapons | Blaster | |
| Exotic Weapons | Lightsaber, Bowcaster | |
| Fire Combat | Archaic Guns, Firearms | |
| Gunnery | Vehicle Blasters, Capital Ship Gunnery, Starship Gunnery | |
| Heavy Energy Weapons | Blaster Artillery | |
| Heavy Weapons | (Heavy Weapons) | |
| Lock Picking | Security (Technical*) | |
| Missile Weapons | Bows, Missile Weapons | |
| Prestidigitation | Pick Pocket | |
| Security | Security (Technical*) | |
| Thrown Weapons | Thrown Weapons, Grenade | |
| Vehicle Piloting | Archaic Starship Piloting, Capital Ship Piloting, Ground Vehicle Operation, Hover Vehicle Operation, Repulsorlift Operation, Space Transports, Starfighter Piloting, Swoop Operation, Walker Operation | |
| ENDURANCE | ||
| Resist Pain | Stamina (Strength*) | |
| Resist Shock | Stamina (Strength*) | |
| STRENGTH | ||
| Lethal Strike | Strength | |
| Lifting | Lifting | |
| INTELLECT | ||
| Apportation | (Apportation/Knowledge*) | |
| Camouflage | Hide (Perception*) | |
| Cantrips | (Cantrips/Knowledge*) | |
| Computer Hacking | Computer Programming/Repair (Technical*) | |
| Computer Ops | Computer Programming/Repair (Technical*) | |
| Counterfeiting | (Counterfeiting/Perception*) | |
| Counter-Intelligence | (Counter-Intelligence/Knowledge*) | |
| Data Analysis | (Data Analysis/Knowledge*) | |
| Deduction | Search (Perception*) | |
| Demolitions | Demolitions (Technical*) | |
| Divination | (Divination/Knowledge*) | |
| Espionage | (Espionage/Knowledge*) | |
| First Aid | First Aid (Technical*) | |
| Forgery | Forgery (Perception*) | |
| Inventor | (Inventor/Knowledge*) | |
| Journalism | (Journalism/Knowledge*) | |
| Linguistics | (Linguistics/Knowledge*) | |
| Navigation | Astrogation (Mechanical*) | |
| Perception | Investigation (Perception*) | |
| Performance Arts | (Performance Arts/Knowledge*) | |
| Photography | (Photography/Knowledge*) | |
| Psionic Manipulation | (Psionic Manipulation/Knowledge*) | |
| Radio Ops | Communications (Mechanical*) | |
| Safe-Cracking | Security (Technical*) | |
| Science | Scholar, Sensors, Capital Ship Shields,Starship Shields, Computer Programming/Repair, Droid Programming, Droid Repair, Armor Repair, Blaster Repair, Capital Starship Weapon Repair, Starship Weapon Repair | |
| Smuggling | Business (Knowledge*) | |
| Super-Science | (Super-Science/Technical*) | |
| Teaching | (Teaching/Perception*) | |
| Tracking | Search (Perception*) | |
| Trick | Con (Perception*) | |
| Vehicle Mechanic | Capital Starship Repair, Ground Vehicle Repair, Hover Vehicle Repair, Repulsortift Repair, Space Transports Repair, Starfighter Repair, Walker Repair | |
| MIND | ||
| Artist | (Artist/Knowledge*) | |
| Bureaucracy | Bureaucracy (Knowledge*) | |
| Business | Business (Knowledge*) | |
| Conjuration | (Conjuration/Knowledge*) | |
| Hypnotism | (Hypnotism/Knowledge*) | |
| Language | Languages (Knowledge*) | |
| Medicine | Medicine (Technical*) | |
| Research | (Research/Perception*) | |
| Scholar | Scholar, Alien Species, Cultures, Law Enforcement, Planetary Systems, Value (Knowledge*) | |
| CONFIDENCE | ||
| Alteration | (Alteration/Knowledge*) | |
| Con | Con (Perception*) | |
| Curse | (Curse/Knowledge*) | |
| Faith | (Faith/Perception*) | |
| Interrogation | (Interrogation/Perception*) | |
| Intimidation | Intimidation (Knowledge*) | |
| Psychology | (Psychology/Knowledge*) | |
| Streetwise | Streetwise (Knowledge*) | |
| Survival | Survival (Knowledge*) | |
| Willpower | Willpower (Knowledge*) | |
| CHARISMA | ||
| Charm | (Charm/Perception*) | |
| Disguise | Con (Perception*) | |
| Persuasion | Persuasion (Perception*) | |
| Summoning | (Summoning/Knowledge*) | |
| Taunt | (Taunt/Perception*) | |
D6 Damage Chart
| FIREARMS | |
| Weapon | D6 Damage Value |
| Holdout pistol (.22 caliber) | 3D |
| Small pistol (.25 caliber) | 3D+1 |
| Light rifle (.22 long) | 3D+2 |
| .38 Special | 4D |
| Ingram SMG | 4D+ 1 |
| Colt .45 | 4D+2 |
| .44 Magnum Pistol | 5D |
| .30-.30 Lever Action Rifle | 5D+1 |
| AK-47 Assault Rifle | 5D+2 |
| Ml6 Assault Rifle or Grenade | 6D |
| 7.62 HK21 Machinegun | 6D+1 |
| 7.62 Maremont Lightweight M60 | 6D+2 |
| 7.62 “Chain Gun” | 7D |
| GE Minigun M134 | 7D+1 |
| MELEE WEAPONS | |
| Weapon | D6 Damage Value |
| Pocketknife | STR+1 |
| Small knife | STR+2 |
| Knife | STR+ 1D |
| Dagger or Club | STR+1D+1 |
| Short sword or baseball bat | STR+1D+2 |
| Quarterstaff or rapier | STR+2D |
| Light sword or warhammer | STR+2D+ 1 |
| Broadsword | STR+2D+2 |
| Morning-star or pike | STR+3D |
| Two-handed sword or battle axe | STR+3D+l |
| RANGED WEAPONS | |
| Small Rock | STR+1 |
| Throwing stars | STR+2 |
| Throwing knife | STR+1D |
| Small slingshot | STR+1D+1 |
| Sling/short bow | STR+1D+2 |
| Medium bow/ throwing axe | STR+2D |
| Composite bow | STR+2D+l |
| Long bow | STR+2D+2 |
| Light crossbow | STR+3D |
| Heavy crossbow | STR+3D+1 |
| Compound bow | STR+3D+2 |
| ARMOR | |
| Type | D6 Armor Add |
| Heavy “adventurer’s clothing” | +1 |
| Heavy furs | +2 |
| Heavy padding/metallic woven fabric | +1D |
| Leather armor | +1D+l |
| Leather armor with metal links | +1D+2 |
| Chain link/”light” bulletproof armor | +2D |
| Light Kevlar | +2D+1 |
| Plate & chain armor/flak jacket | +2D+2 |
| Plate mail/standard Kevlar | +3D |
| Plate armor/ Kevlar ceramic | +3D+1 |
On the previous pages you’ll find a list of the MasterBook skills and their D6 System equivalents. Where no D6 skill matches, the skill and/or its base Attribute (if different from the MasterBook Attribute) are listed in parentheses. Skills placed under a different Attribute in D6 than in MasterBook are indicated by an asterisk (*).
Miscellaneous Character
Information
MasterBook Life Points equate to D6 Force Points, and MasterBook Skill Points equate to D6 Character Points. Bonuses or penalties resulting from MasterBook Advantages and Compensations can be converted using the standard conversion formula.
Difficulty Numbers
Since there is no linear formula that will accurately convert difficulty numbers, use the chart above to translate them between systems.
| Difficulty Conversion | |
| MasterBook Difficulty Level | D6 Difficulty Level |
| Routine/ Nearly Routine (1-2) | Very Easy (1-5) |
| Very Easy/ Easy (3-5) | Easy (6-10) |
| Average/Complicated (6-10) | Moderate (11- 15) |
| Difficult/Hard (11-13) | Difficult (16-20) |
| Very Hard/Extremely Hard (14-18) | Very Difficult (21-30) |
| Incredible/Nearly Impossible (19+) | Heroic (31+) |
Modifiers
Divide the MasterBook modifier value by three. Treat the quotient as the die code and drop the remainder. For example, a MasterBook trick shot has a modifier of -4, which translates to a D6 modifier of -1D (-4/3 -1, remainder 1).
Damage Values
Since MasterBook damage values tend toward the high side, you must first subtract five from the MasterBook value and then apply the conversion formula. For example, a light rifle in MasterBook has a damage value of 16. In the D6 System, the damage value is 3D+2 ((16 – 5)/3 = 3, remainder 2).
Miscellaneous
Conversions for other areas of game play (vehicle and starship combat, magic, psionics, etceteras) are left to the gamemaster. In each case, the standard conversion formula should provide you with a basis for translation. For example, characters from the Bloodshadows TM game who have magical spells at their disposal, may attempt to cast a spell by generating a skill total and comparing it to the spell’s difficulty (the skill value and the difficulty number can both be converted using the guidelines presented above).
Refer to the previous two pages for charts of converted skills and damage values.
| MasterBook Games | D6 System Games |
| Bloodshadows ™ | Star Wars ®, The Roleplaying Game |
| Necroscope ™ | |
| Shatterzone ™ | |
| Species ™ | |
| Tales From The Crypt ™ | |
| Tank girl ™ | |
| The World of Aden ™ |
| Star Wars ®, ™ & © 1996 Lucasfilm Ltd (LFL). Indiana Jones ™ & 1996 Lucas film Ltd (LFL). All Rights Reserved. Trademarks of LFL used by West End Games under authorization. |
| Necroscope © 1996 Brian Lumley |
| Tank Girl © 1996 UA Pictures Inc. All Rights Reserved. Licensed by MGM/UA L&M. |
| Bloodshadows, Shatterzone ™ & © 1996 West End Games Ltd. |
| Species © 1996 MGM Pictures, Inc. Licensed by MGM/UA L&M. All Rights Reserved. |
| Tales From The Crypt ™ & © 1996 Tales From The Crypt Holdings The World of Aden TM Strategic Simulations, Inc. |
| MasterBook is a trademark of West End Games Ltd. |
| West End Games and the West End Games Logo are registered trademarks of West End Games Ltd. All Rights Reserved. |