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Space 1889 D6
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General
Informations and Stuff
First
Things First
You'll need a few handbooks to be able to follow our
notes.
The essentials are:
Space 1889 Rulesbook
Space 1889 Referee's Screen
The D6 System
Any other Space 1889 supplement might be useful for playing
the game, but is not strictly necessary as far as these notes are
concerned. The following will in fact refer to the skills,
attributes
and equipment as described in the original Space 1889 rulesbook books, while
following
the format
of the D6 System.
While the D6 System rulesbook should be readily available in good
game
stores, tracking down Space 1889 books might require a thorough examination
of game shops and on-line stores, and of both new and second-hand dealers.
But chances are, if you are reading this,
you already own at least
one of them.
Important
Note
These rules are a quick collection of notes we used to convert
between the two systems to give our games more life and flexibility; they
are not final and are not above criticism -
so much so that we will modify them as we go should we meet (as it is likely)
problems.
Conversions
Both Space 1889 and D6 use six sided dice
for skill test resolutions, but they use them in different ways.
1D6 equals 3 points or "pips" in D6; this means that the progression
is 1D, 1D+1, 1D+2, 2D etc.
The average human's attributes range between 2D and 4D under D6
System
rules.
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The 1-to-6 attribute rating in Space 1889 can be translated into
D6 terms
by considering the 1889 rating as the number of pips to be added to the basic
minimum of 2D to get the actual D6 rating.
As it is clear from the table, the adoption of the D6 System widens
the
range of available ratings, allowing therefore for attributes that exceed
the human limits, this will come in handy when we will have to devise stats
for the various creatures described in the Space 1889 Rulesbook.
Attributes
and Skills
The six attributes used to describe the Space 1889 character
can be translated into D6 terms quite easily following the above rules.
For Skills, we will drop the Space 1889 system and go for the D6
instead. the transition is straightforward enough: by dividing them
by two (rounding down), Skill Ratings under 1889
rules become D6 System pips.
A Character with Strenght 6 and Fisticuffs 5 in Space 1889 will
therefore have Strenght 4D and Fisticuffs 4d+2.
From the above example, the main difference between the two systems
should become clear - in Space 1889 skill ratings are inferior or equal to
the corresponding attribute, while in D6 the opposite is true.
This inversion is particularly useful when the Social Level attribute,
and related Skills, are concerned - under Space 1889 a low class cowboy should
always have a lower riding skill than a high-born nobleman, and there is
no way to correct the paradox.
Under D6 System the paradox is eliminated.
Cascade
Skills
Space 1889 rules include a series of cascade skills, each of
which is actually a header for a subset of specialties.
In our conversion, cascade skills are handled as follows: the main
specialization in the cascade gets the checks at the normal difficulty level,
while secondary specializations are tested against a higher difficulty number
(keeper's choice, but no less than one level)
Other
Details
Character
Hit Points
Each character starts with a number of hit points equal to
the sum of check on the Strenght attribute plus a check on the Endurance
attribute.
Creature
Hit Points
Wound levels are given in the Referee's Screen for various
creatures. Multiply this number by six to get the average number of hit points
for the creature.
- the same works for a Quick and Disrty conversion of previously
created characters -
Advantages
and Disadvantages
We strongly recommend the use of the Advantages and Disadvantages
option presented in the D6 System rulesbook to round up the character's
description.
Combat
A character using a weapon makes a check against a given difficulty
on the relevant skill (Pistol, Artillery, Edged Weapon etc.).
In case of a hit, the damage caused by each weapon is subtracted
from the target's hit points.
No Saving Rolls are allowed.
Unconsciousness
A character is considered unconscious if
he loses half his hit points or more in a single round
he loses 3/4 of his total hit points during a single combat
Damage
by Weapon
The damage levels presented in the Space 1889 rulesbook are
intended as half the number of ds of damage that the weapon inflicts under
D6 System rules.
A pistol causing 1 wound level in Space 1889 causes therefore 2ds
of damage under D6 Rules.
Shotguns have a 2/4/8d damage level depending on the range
at which they are operated.
Armour
Armour values as given in the Space 1889 Rulesbook are intended
as the number of ds of damage the armour can neutralize.
if the overall damage delivered is equal or less than the Armor
Check, the armor survives undamaged and the person wearing it takes only
1 Hit Point for concussion.
if the overall damage delivered exceeds the Armor Check, the excess
damage is subtracted from the wearer Hit Points, and the armor rating is
reduced of 1 die.
Odds
and Ends
Converting
Difficulty Levels
As a Rule of Thumb, a Space 1889 task Difficulty Number can
be converted into a D6 System Difficulty Level Number by multiplying it by
two.