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Table of Contents

Interview with Khairul Hisham, Page 3


Cinema6 Vampires, Page 7
Hell Hound Page, 12
A Simple But Effective Sanity System for
OpenD6, Page 13
Redcap, Page 17
Spring Heeled Jack, Page 19
Down Below, Page 21
Cover Art by Rich Woodall
Editing by J. Elliot Streeter
Articles, Adventures, and Interviews by Brett M. Pisinski, Peter Robbins, C.D. Gallant-King
Illustrations by Khairul Hisham and Drew Moss

Editors Commentary
By J. Elliot Streeter

The d6 Magazine is a labor of love for me. Indeed gaming itself is a myriad love affair I have with the rolling
of dice, fashioning stories, and projecting my imagination on others. Life is busier now though, than when I
was younger, and my ambitions call me in so many directions, I must choose a path. I am stepping away from
editing and laying out the d6 Magazine, with time and effort instead going to the pursuit of Westward, and the
other major projects in game worlds I am promised to for now. This magazine has been a foray into my musings of other ideas, though fleeting. I spend my downtime these days simply playing in someone elses world,
or in pursuit of something different. As well, I am moving in the direction of writing for the magazine on a
different vantage, instead only producing material for the magazine as a contributor. I am looking forward
to the future OpenD6 holds for us, it has indeed opened the doorway to something grander than any of us
have yet imagined. Only through the love and support from my family has the time been possible to achieve
so much, and I owe them this time back. You can always find me online, and my plan is to stay involved with
the d6 Magazine for as long as it shall have me.

Kind Regards,
. Elliot Streeter

Interview with Khairul Hisham


by Peter Robbins

Peter: For starters, tell the readers a little bit about yourself.
Where did you grow up? Where were you educated? Basically, your life story in a few hundred words or less :)

stuff from the newsstands all the time. Im sure I had old
70s issues of Uncle Scrooge, Spider-Woman, Marvel TeamUp, Ms. Marvel, X-Men, the Eternals, Howard the Duck, one
issue of Jack Kirbys 2001: A Space Odyssey and even The Human Fly - if anyone remembers him. I was very much into
the comic artists of the time, who I didnt know before but
later learned to be people like Gene Colan, Carl Barks, John
Byrne, Al Williamson, Russ Manning, Carmine Infantino,
etc. Then, upon discovering Star Wars RPG, which used
the D6 system, I was totally enamored with the illustrations
by Michael Vilardi.

Hisham: I found myself growing up in the late 70s in a


small town a couple of miles from the sea in Malaysia, a
hundred miles from the nearest city surrounded by a tropical jungle and mangrove swamp. But I got TV, books and
comics - and I tended to gravitate toward geeky stuff. And
Peter: What type of art did you find yourself actively atof course, I just drew whenever I have the chance, which
tempting up to and through your high school years?
meant doodling all over my school books in class. It also
helped that I had plenty of like-minded friends all throughHisham: All comic art, for sure.
out my school days. We all saw and discussed the same
stuff for years. Right around 1988 we discovered tabletop
Peter: Was there a particular art form that you
role-playing games and that was that.
originally attempted
to pursue, but did
Peter: Was there a single
not click with?
defining moment in your
youth when you said
Hisham: NEV"Thats cool. Now that is
ERRRRR!
what I'd like to do when I
grow up!"
Peter:
What
mediums did
Hisham: You know, Ive
you work with
never had a single defining
in your formamoment for that. Id like to
tive years?
say its the moment the Star
Destroyer passed over the
Hisham: Pencamera at the beginning of
cils, ink and
Star Wars, but thats not true.
watercolors.
It feels like Ive always been
If you notice
into this sort of work forever.
I still more
Why? I have no idea. I doubt
or less work
my parents know as well.
with them even
though I sometimes digitally ink and/or paint
Peter: As you were growing
up,
some of my pieces nowadays. Reminds me, I need to upwhat type/genre of art did you admire? (Not necessarily
grade my old Wacom Graphire. Anyone want to buy a kidthe same art you ended up attempting to pursue**)
ney?
Hisham: If its in space, or has a monster, or has a superhero,
Peter: When did you decide, "Hey, I could make money doI was there admiring it. Right there. Two feet away from it.
ing this? Sure, let's roll in that dough!" And what were your
emotions as this decision came to fruition in your life?
Peter: Who were your favorite artists when you were
young? (Living or otherwise non-living artists, the undead
Hisham: When I ran out of kidneys to sell on eBay.
artists in particular)
Hisham: I was very into comics. My parents bought me
Page | 3

Peter: Are you or have you ever been the stereotypical "starving artist" - and how did you make ends meet otherwise?

Hisham: I still am a starving artist more or less. I hope not Because of my work there, I was able to market myself as
to be in the future. But til then, I get extra cash by helping an artist by sending portfolios to companies online. My
to bronze elephant poop at the zoo.
first official job was the Future Players Companion by The
Game Mechanics and Green Ronin. Then I did some artPeter: As you 'grew up', and became a budding professional work for Savaged Strike Force 7 from Super Genius Games.
artiste, did you find your tastes in art changing?
I did some fantasy character artwork for Vonschlick Enterprise. Recently I did some work for Sages of RPGs Tugs!
Hisham: This is a fascinating question for me. I found my- card game and Superhuman Games Villains and Vigilanself lately very conscious of this issue. The short story is: I te card game. I am currently working on Josh Roby and
thought as grew up, my tastes had changed. It turned out Ryan Macklins Void Vultures RPG. And of course, Wicked
when I turned back
and looked at my tracks North Games Azamar RPG still has some extra work to
in the snow, that it
d i d be done in their adventure supplement titled The Paradise
try going one way
Fragment.
or the other but
more or less the
Peter: Which
direction
had
project
did
been the same.
you find the
most fun?
For example, I
was fascinated
Hisham: They
with the new
all are equally
style of comic
fun! Every projartists
that
ect is all rainbow
popped up
and bunnies and
in the 90s.
splosions!
No
But I am still
joke!
f a s c i n at e d
with
the
Peter: Did you ever
style and
have "one project
techniques
that got away" someof those
thing that you really
that came before them.
wanted to happen for
For example, Im still blown away by stuff
you, but alas, you had
I newly discover about Al Williamson and his contempo- t o
let go of for one reason
raries.
or another? If willing,
why did you lose that
project?
Peter: In the past few years up until today, what were some
of the major art projects you have worked on? (RPG or oth- Hisham: I dont believe so. As someone who is relatively
erwise)
new in the business, I dont get that many projects to work
on. Whatever I gets I takes unless I have to club baby seals.
Hisham: I started doing pro bono work for Star Wars and
Star Trek fanzines in the early 90s. Then I was busy with Peter: More on-topic to D6 Magazine : What RPG projects
other non-gaming things. What got me back on track was have you worked on, or are continuing to work on?
when I was out of a job in the early 2000s. A friend suggested that I got into web design, so I did. I came up with Tem- Hisham: Lets see, Ive done the cover for #1 and some inplate Facades, which was a free online character art ser- terior artwork for articles like Asphyxiation, Crack of the
vice for Star Wars RPG. That got me noticed by a bunch Whip, Graivs Magical Curiosities. Theyre all fun projof other kooks who asked me to join a new commu- ects to work on. I am glad to contribute to the legacy of
nity they were developing called the Star Wars Art- a gaming system that entertained my friends and me for
ists Guild, which did what Template Facades did but decades.
on a larger scale.
Page | 4

Peter: Do you find that role-playing helps the artist in you?


Peter: For your RPG work, what genre do you find most Is that role-playing itself inspirational in any way to your
appealing to yourself as an artist?
artwork?
Hisham: I love science fiction, fantasy and horror. I hope Hisham: Whenever I play, I sketch scenes. So I guess yeah!
they all love me too.
My GM gets characters, vehicles and logos sketched out on
the fly as he describes them.
Peter: In your work for Azamar, your most recent RPG art
project, which pieces did you find the most enjoyable to Peter: Where do you see yourself as an artist 5 years from
work on?
now?
Hisham: The creatures of Azamar, no doubt. The writers Hisham: Still drawing I hope!
had some imaginative stuff that stretched my drawing
skills. Also, gave me sleepless nights. They keep telling me Peter: What projects would you really really really really
those Revenants in my wardrobe are just my imagination. love to work on in the near to distant future?
Peter: How much communication did you have with the Hisham: Maybe a comic project... or some official Star Wars
publisher while working on the Azamar artwork?
project, comic, rpg or anything they give me. Anything.
Give me anything, Lucasfilm!!! Sob.
Hisham: Plenty. We were in email and IM contact constantly.
Peter: Are there any RPG projects you have been asked to
work on that you are allowed to tell the readers about?
Peter: Did the publisher provide you with textual descriptions of the creatures, fauna, and/or npcs? Or did they even Hisham: There are two which Ive contributed to recently.
show you other artwork as inspirational feel? Did they give The first is DWD Studios Bare Bones Game System (http://
you any rough sketches they made themselves as a starting dwdstudios.com/taxonomy/term/18) which is an RPG syspoint for you to springboard from?
tem where all you need to pay is contained in a travel box
that fits in your pocket. The second is Ben Gerbers Argyle
Hisham: They provided detailed art brief and yes, rough and Crews: Adventures The Land of Skcos (http://trollitc.
sketches of some very weird looking animals. I mean, how com/2011/07/argyle-crew-soppet-adventures-in-the-landwould you describe an Azamarian creature like the Har- of-skcos/) which is an RPG for all ages where you play soprier?
pets (sock puppets) in a make-believe land where anything
goes!
Peter: Do you play many/any OpenD6 games of late? Do
you have an active role-playing group that you still partici- Peter: Do you think that 'anyone' can be taught how to
pate in?
draw, paint, and sculpt? How much does natural talent factor into the equation?
Hisham: I do. I sometimes run Star Wars D6 for them in
between the regular games they play.
Hisham: Seriously, yes. I think anyone can draw. There is
no natural talent for drawing. Only the single-mindedness
Peter: Are there any other systems, other than OpenD6 that of years of trying to draw right and experimenting. Most
you played growing up? Or still play?
people stop when it feels difficult. And it does feel difficult.
But if you keep at it, youll develop your own style.
Hisham: Ive played AD&D, Robotech, Shadowrun 2nd Ed
when I was growing up. In the last couple of years with my Peter: Do you feel that a potential publisher of an RPG
current gaming group, Ive played Eclipse Phase, Warham- should pursue some or a majority of their artwork on their
mer FRP 3rd Ed, Trail of Cthulhu and Doctor Who: Adven- own? The reason I ask this is that in the past, most RPGs
tures in Time and Space. Not a lot of variety compared to were drawn (to a great extent) by their author/s. A great
most gamers. Games I possess but have not run nor played amount of that art , although not technically superior to
yet are MERP 2nd Edition TSRs Amazing Engine, Call of more modern day RPG offerings, had a "flavor", an emoCthulhu 5th Ed and Savage Worlds Explorer Edition.
tional "connection" even, to the material and the niche naPage | 5

ture of the birthing of RPG. What are your thoughts on this tion to make it a true comic book-RPG hybrid.
topic?
Peter: And finally , What words of wisdom or encourageHisham: There is no right or wrong way of doing this. If ment would you like to give to any budding artists in the
there are creators who write and illustrated their own prod- RPG community?
ucts and ultimately produce something admirable then let
it happen. I guess what Im saying is there are many ways of Hisham: 1. Practise, 2. Practise, 3. Practise, 4. Market yourpublishing RPGs. I can see pros and cons of each, but very self well, and 5. Be courteous. Basically, keep honing your
much welcome the diversity of production styles.
skills and make sure you learn about the industry and the
community and whats required of an artist. And be nice to
Peter: Do you like where RPGs are at in terms of art work? everyone. Its a small community, so youd more than probWhat if any different directions would you like to see in ably gain not just a client, but also a friend. Were all here to
RPG artwork in general? (Different mediums, styles?)
make friends and have fun.
Hisham: One thing Ive always been enamored with before
RPGs is comic art. And one thing Id like to see more is
a combination RPG and comic book. Earliest Ive seen of
this sort of hybrid is DCs Advanced Dungeons and Dragons comic in the 80s. It was a comic book, and it had
stats and gaming material in the back based on the
story. Im wondering if we could stretch this further
and create full trade paperback with a proper comic
book style story as well as integrating gaming informaPage | 6

CINEMA6 VAMPIRES

Page | 7

CINEMA6 VAMPIRES

Vampirism, Initiate, Cost: 5


A Vampire who has been freshly turned by an Elder Vampire, undergoing the transformation is an excruciatingly
By Brett M. Pisinski, Artwork by Drew Moss
painful process. Now the young initiate must adapt to their
new surroundings or perish.
With my guidance, we will walk through hell Permanent, Regeneration +1d6 Hit Points per Round exand back again, thus conquering it. Their will is cept Damage dealt by fire or sunlight. A Stake through the
weak, and they will only tremble at the sight of you. heart or beheading kills instantly.
- Alexander Luminita, addressing his Initiate.
These beasts of legend, eternally damned to walk the nights
forever, do exist, and pose a very real threat to humanity.
In order to sustain their unnatural existence, they must
consume the blood of Mortals or risk of madness from a
ravenous hunger like no other.
Initiates are Vampires who have just been turned or have
yet to undergo the Rite of Passage they must complete in
order to be considered an Elder Vampire. The Rite of Passage is a trial set up by the Council of Elders. The instructions are handed down to the Initiates Master who then is
allowed to guide the Initiate up to a certain point. Upon
the completion, the Initiate must drink the blood of their
Master, thus transforming them into a True Vampire.
Elder Vampires have successfully completed their Rite
of Passage and have been invited to sit on the Council of
Elders, or have destroyed their former Master thus gaining their powers at a quickened pace. Those Vampires who
openly defy the Council of Elders are marked to be destroyed on sight. They are often too dangerous and have
become a great threat to an undead society dictated by ancient traditions.

Optional Rule

After a Mortal is turned into a Vampire, use the Cinema Points as a representation of the amount of blood
the Vampire possesses within his or her body. When the
Cinema Points the Vampire has in its pool reaches 1, the
Vampire is in danger of being driven mad with hunger
and must make a Stamina check, DR: Difficult in order
to avoid loosing control and risk succumbing to the beast
within.

Character Features

These Features represent the powers Vampires are capable


of wielding, making them truly fearsome monsters of the
night who stalk the living in search of sustenance. The
lifeblood of the Mortal fuels the Vampires ability to cast
such terrible powers over the land, twisting and perverting it to their own desires.

Claws, Cost: 3 (Prerequisite: Initiate)


While at first growing claws from the tips of their fingers is
a painful process for the Vampire, they eventually learn to
cope with it. After enough practice, the Vampire may learn
to grow a claw out from individual fingers.
+1d for Climbing checks, +12 to damage when using claws
to attack opponents.
Quickness, Cost: 3 (Prerequisite: Initiate)
Blindingly fast, this Vampire often is capable of appearing,
and disappearing without a trace leading its victim to question their own sense of perception. Their movement is both
bold and fluid, achieving a stylistic grace like no other.
+1d to Initiative checks, and +2 to the Vampires movement
rate.
Yes, while technically they can run faster than
us, that doesnt mean we cant kill them. Remember that stealth is your greatest god damned ally.
- Costello H. Smith, Experienced Vampire Hunter
Shadow Puppets, Cost: 3 (Prerequisite: Initiate)
This Vampire has studied and is learning to control the
shadows through the darkness of the mind. The Initiate
learns how to manipulate shadows, animating them for
their own amusement. Skilled Vampires use shadow play
to their advantage, often increasing the effects of their own
eerie presence and intimidating those around them.
+1d for Intimidation or Persuasion checks when Mortals
are present. Only Elder Vampires may use Shadow Puppets
on Initiates.
Vigor, Cost: 3 (Prerequisite: Initiate)
The odds of this Vampire enduring a vicious beating are
increased dramatically. Those who are gifted with the trait
of Vigor are able to perform supernatural feats and survive
situations most other Vampires dread. This includes knowing how to handle the threat of sunlight and fire.
+2d to Vitality when resisting normal damage, +1d to Vitality when resisting sunlight or fire damage. Decapitation
or a stake through the heart will still kill this Vampire instantly.
Page | 8

Death Stare, Cost: 5 (Prerequisites: Initiate and claws)


Vampires who take Death Stare are no longer capable of
casting their reflection. When activated, the Vampires eyes
glow red and their fangs grow double in size. The Vampire
also growls a guttural sound equivalent that of a beast.
Intimidation +3d, The Vampires target must make a Willpower check DR: Difficult or be paralyzed by fear for 1d6
rounds.

GMS NOTE

In Vampirial society, it is frowned upon for a Vampire to


use Death Stare on another Vampire. It suggests weakness
as that Vampire (often an Initiate) is seen as having great
deal of difficulty in taming their inner beast.

Vampirism, Elder, Cost: 7 (Prerequisite: Initiate)


Through consuming all the blood of their Master or successfully completing their Rite of Passage, the Initiate has
now attained the rank of Elder and is now invited to sit
within their Masters Council of Elders.
Permanent, Regeneration +2d6 Hit Points per Round, except Damage dealt by fire or sunlight. The Vampires eyesight has adjusted and is now capable of seeing in complete
darkness, +2d to Search checks. A Stake through the heart
or beheading kills instantly.
Bloodlust, Cost: 5 (Perquisite: Elder)
The Elder has mastered their control over the hunger that
often drives a Vampire mad with rage. They use this unique
understanding of blood to their advantage and are able to
cause Mortals excruciating pain by manipulating the blood
within their bodies. Elder Vampires favor this as a method
of torture, and true Masters of Bloodlust are able to rip the
blood from a Mortals body and absorb it into their own
with a simple gesture.
Willpower +2d, the victim of the Vampire may resist with
an opposed Willpower check. If successful, the Vampire
may describe the effects to the GM they wish to inflict
upon the Mortal the GM. DR: Very Difficult if the Vampire wants to absorb the Mortals blood, the target must be
within the Vampires line of site.

Page | 9

Transformation, Cost: 5 (Prerequisites: Claws and Elder)


This Vampire is in touch with their inner beast and is able
to assume one of three forms: a mysterious mist, the form
of a wolf or that of a bat. Transformation may be taken
more than once to obtain all three unique forms.
Mysterious Mist: The Vampires movement rate is reduced
by half (rounding down, if necessary) and is able to pass
through objects such as the spaces underneath doors,

cracks through the floor, screened-in windows, etc. In this


form the Mist can still be damaged by the effects fire or
sunlight. Sneak +2d.
Transformation Duration: 1 round.
Wolf: The transformation from Vampire to wolf is painful,
after the transformation into the wolf is complete, the
Vampires movement rate doubles (Move x2) and it
also receives Vitality +1d and Hit Points+12.
Transformation Duration: 2 rounds.

GMS NOTE

In order to begin the transformation process, the Vampire must


make a Willpower check, DR:
Moderate and after the first round
of transformation, a Stamina
check, DR: Difficult in order to
successfully complete the transformation.
Bat: This legendary transformation
is instant for most Elder Vampires.
Within a blink of an eye, the Vampire sheds its human-form and
takes on the form of a larger than
average bat. The Vampires movement rate triples (Move x3) when
flying, its Dexterity and Vitality is
increased by +1d.
Transformation Duration: Instant

city or town of your choosing, preferably within the United


States. The stats and descriptions reflect upon modern time
periods, but if you prefer to go back in time a few years,
thats up to you as the Game Master, to set the time and
location.
The scenario was composed with a Mortals hunting
Vampires theme in mind. Something odd happens to
one of the Player Characters friends or contacts and
they havent been seen for a while. Suddenly a body is found, either by authorities, a detective or quite possibly
a rival. This person claims innocence
and no connection to the deceased,
just that they found the body of the
missing acquaintance. Even more bizarre, the bodys blood has been completely drained somehow and there is
no evidence of any incisions.

It is now up to the Player Characters


to investigate.

Alexander Luminita

Character Type: Vampire, Elder


Race: Human, Male - Infected by Vampirism
Apparent Mortal Age: 35
Vampirism Age: 350
Hit Points: 55 / 55
Initiative: 2d
Move: 5
Vitality: 3d
Cinema Points: 10
Pyromantic, Cost: 7 (Perquisite: Elder)
Experience Value: 4
The Elder has now mastered their primal inDexterity: 2d Athletics 4d, brawl 4d, dodge 4d,
stincts and the fear over fire and is able to
melee 3d, ranged 3d, sneak 4d, throw 2d.
withstand its devastation to some degree. The
Strength: 3d Jump 2d, grapple 3d, lift 2d, pushVampire is now able to control flames, alpull 3d, stamina 5d.
though the Vampire cannot create fire from
Persona: 4d Artisan 3d, command 5d, deception
thin air, they must control and have access to
4d, empathy 4d, intimidation 3d, languages 5d,
an open source of flame.
persuasion 3d, willpower 3d.
(The Vampire rolls Vitality+2d to resist damIntellect: 3d Academics 5d, business 5d, culture
age caused by fire or +1d to resist damage
3d, law 3d, search 3d, streetwise 2d, survival
caused by sunlight. In addition, the Vampire
2d, tactics 4d.
may also roll Willpower to control
Aptitude: 3d Engineering 2d, pilota fire. DR Easy to Moderate in an
ing 2d, security 3d.
effort to control the direction of the
Equipment: Civilian/Business attire,
flame or Very Difficult to Epic if the Vamproper and forged identification cards, Cell
pire wishes to cease a raging inferno.)
Phone.
Character Features: Bloodlust (5), Claws (3), Death Stare
(5), Quickness (3), Shadow Puppets (3), Transformation
Non-Player Characters
The following characters may populate any modern (5: Bat), Vampirism (Initiate: 5), Vampirism (Elder: 7).
Background Data: Alexander Luminita, even as a MorPage | 10

tal was born into wealth. Born in the year 1626, in Paris
Aptitude: 3d Operate 2d, piloting 2d, security 2d.
France, it would seem as if Alexander was wrapped up into
Equipment: Bowie Knife (1d+18/x2, DR: Moderate),
an elaborate plot since his very conception. Targeted by the Glock (Damage: 1d+30, range: 1-30/40/50, ammo: 7), Cell
ancient Vampires of Europe, he was converted when he Phone, standard civilian clothes (Street), drivers license.
reached the Mortal age of 35, the Vampires then manipuCharacter Features: Claws (3), Quickness (3), Shadow
lated his familys wealth claiming it as their own. The only
Puppets (3), Vampirism (Initiate: 5), Vigor (3).
human part of Alexanders conscience left, has
Background Data: Alexander targeted Jasta Reddings benever forgiven the Elders for what they have
cause of his physical prowess, background in military
done to him or his family. He secretly desires
training and in 1967, he turned the young man into a
revenge.
Vampire. Jastas training and introduction into the life
Now in modern America, Alexander controls
of a Vampire was swift, Alexander uses Jastas modern
a majority of the activities on the East Coast.
connections and influence on the streets to bring new
Masquerading as a powerful businessman, he
fledgling enterprises into his fold, therefore Jasta is in
conducts his business while begrudgingly reporttouch with a number of street gang leaders who all
ing back to his elders located back in the old
report to him. However, Jastas primary function
country of Europe.
is Alexanders main bodyguard.
Alexanders ruthless greed, lack of respect toPhysical Appearance: Jasta towers at 68
wards the traditions and unquenchable lust
weighing in at approximately 235 lbs. and
for power has driven him to scheme against
often the size of him alone is enough to dishis European Masters. With his plan for tosuade most physical confrontations. Prefertal domination set in motion, only time will
ring to keep his style of dress up to modern
tell the final outcome on whether or not he
trends, Jasta typically wears dark colors,
will succeed in bringing forth a new, modern
blue jeans and is never without his distinct
era in the age of the Vampires.
black leather jacket.
Physical Appearance: Alexander stands 62
and weighs approximately 200 lbs. He is slenPotential Story Arc: One of the Player Charder for his height and has sharp, chiseled feaacters either owes a debt or is an archrival
tures. He keeps a thin beard neatly groomed
to Jasta who has mysteriously disappeared
to help mask his pale complexion. He has
from his gang for a few months. In his abbrown hair and striking brown eyes.
sence progression is made and it looks as
His presence demands respect.
if a truce is about to be reached. Then suddenly Jasta reappears more powerful and a
Jasta Reddings
little bit stranger
Character Type: Bodyguard - Vampire,
Initiate
Where does the Players Character come in?
Race: Human, Male - Infected by Vampirism
Adventure Hook: The Missing
Apparent Mortal Age: 22
Setting: Modern, Any Major City
Vampirism Age: 22
Adventure Summary: late at night, starting off
Hit Points: 60 / 60
in the citys subway, Jastas minions are stalking
Initiative: 3d
the characters. With a high enough Streetwise
Move: 8
check, the players may recognize some as being
Vitality: 5d
active gang members.
Cinema Points: 8
Experience Value: 3
Dexterity: 3d Athletics 3d, brawl 4d, dodge 3d, melee
6d, ranged 4d, sneak 2d.
Strength: 5d Climb 2d, lift 3d, jump 2d, grapple 5d,
push-pull 3d, stamina 3d.
Persona: 3d Deception 2d, empathy 2d, gambling 3d, intimidation 4d, willpower 2d.
Intellect: 2d Law 2d, search 3d, streetwise 6d.
Page | 11

Hell Hound

given to the Hell Hound. Several Legends mention that anyone seeing the eyes of the Hell Hound will die within a days
time. The Hell Hound is depicted in Scandinavian legend as
taking part in the Wild Hunt, seen throughout history as
a fore-boding trek across the nights sky, of demonic godlike
Creature description and stats by Peter Robbins,
forms led by hell dogs tracking their prey. In these Wild
Artwork by Khairul Hisham
Hunt legends, this demonic vision fore-tells of great turmoil
him of eagum stod ligge gelicost leoht unfaeger, or death in the near future. The Hell Hound throughout legfrom his eyes shone a fire-like, baleful light (Beowulf )
end has also been given the label of devourer of corpses, and
stealer of souls. The growl of the Hell Hound is depicted
Description:
as a symbol of the base animal nature of mankind in its lowest deadly form - that of devouring their fellow man in war,
A smoking ashen beast emerges from
the dark recesses
the culminating harbinger of death in all cultures throughout
of the nearby forest. Poised yet gruetime. Hence, the commonly quoted Shakesome, this Hound of Hell charges
speare, Cry Havoc!, and let slip the
quickly then leaps upon its
dogs of war. Pray your character
prey. Its fiery gaping jaw
never smells the ash and sulfur of
opens wide in an attempt
an approaching Hell Hound, as
to eat the head of its victim
soon Death will follow!
whole. After a quick snap of
the victims neck, sanguine
Hit Points: 90
wine squirts as the bond
Initiative: 5d , Vitality: 5d,
of death is completed. The
Move: 9
fiendish beast opens its fiery
Dexterity 5d , Strength 5d, Permouth, then sucks the ethesona 1d, Intellect 4d , Aptitude
real being of its victim, unlocks
3d
its canine grip from the restful
Cinema Points: 15
prey. It then slowly looks for
Experience Value: 6
any on looking souls, potential additions to its masters
Attacks (natural)
collection. Then, in a smoke
filled burst of claws, muscle and
Fangs - The extremely toxic mouth of the
bounding energy, the Hell Hound
Hell Hound has a bite that is deadly. If
leaves as quickly as it entered into the
not killed by the ripping and tearing
rhythm of its bloody dance of death.
of the demon dogs fangs, surely the
victim will soon die of an almost immediate infection of the soul. (4D)
Background:
Claws - The strong, long, and extremeThroughout history, there have
ly sharp claws of the Hell Hound
been many legends of forebodscreech and click along most suring apparitions taking the shape
faces. These nearly unbreakable
of a wolf or dog-like demon. Similar
to the Banshee of
claws are more similar to the talIrish Lore, the Hell Hound is primarily depicted as a sign of o n s of a bird
of prey then a normal canine. (4D)
immanent Death to those it tracks down. The Hell Hounds Pounce / Grapple - The Hell Hound has the ability to launch into
ability to see (or fore-see) with greater clarity then a normal the air (range of 3 meters) and pounce on its prey. There is a grapcanine is depicted in ancient Vedic (Indo-European) lore as pling effect as they wrestle their target on the ground, in an attempt
a four-eyed beast dog. In the popular Greek Kerebus (Lat- to make the victim prone for additional fang or claw attacks. Addiin: Cerberus), we see the image of a three-headed dog tionally the Hell Hound can trip up a moving character, instead of
guarding the Gates Of Hades. In cultures which depict grappling the victim to the ground, allowing for additional members
Hel, Hell, or Hades as fiery in nature, there are several of the pack to attack the prone prey. (Roll the Hellhounds Agility
characteristics of flaming breath or flaming/glowing eyes against a DR of Moderate to successfully grapple, or topple the target)
Page | 12

See Features for additional unnatural attack methods.

Features:

A Simple But Effective Sanity


System For OpenD6

Breath Of Flame - The Hell Hound can emit one blast of


fire in a 3 meter forward conical shape causing 4D damage Re-hash / Addendum of
to all within range that do not make a DR xxxx roll of xxxx. http://www.ruleofthedice.com/2011/05/how-i-putThey can perform this blast once every 3 combat rounds. crazy-in-my-game-sanity.html
Fangs Of Fire - Upon biting the victim, the Hell Hound
inflicts additional flame damage of 2D. -Original Concept and Authorship by C.D. Gal-

lant-King of http://www.ruleofthedice.com.

A Mighty Gher - The Hell Hound emits a piercing howl that


deafens those within 3 meter range. Additionally, the target -Edits and Additions by Peter Robbins.
will be Stunned for 3 combat rounds unless they make a
DR Difficult roll using their Pysique. Foreward: by Peter Robbins
Gaze Of Death - The Hell Hound will cause paralysis in its
victim (lasting 3 rounds) unless the victim rolls a DR Difficult roll using Intellect. The range of effect for the gaze is
1 meter. Unless the victim closes their eyes prior to being
within range, or blindfolds themselves, they must roll to
avoid paralysis. Of course, closing your eyes within a meter
of a Hell Hound may have other adverse effects, such as getting ripped to shreds by their fangs or talons.*

I recently had the inkling to run a MiniSix based Cthulhu


rpg session with my friends at our favorite local gaming shop.
We had played a great many late nights of Arkham Horror by
Fantasy Flight Games (a brilliant board game!) of late and we
were all getting the itch to stare a little deeper into the abyss
that is the Cthulhu Mythos. In searching out the keywords
Cthulhu D6 and Sanity D6 online, I came across a lovely
little blog item by C.D. Gallant-King at the Rule Of The Dice
website. It fit the bill perfectly for a quick and easy Sanity
Level add-on for use with MiniSix (or any other Open D6
compatible rules). What is presented below is a re-hash of
C.D.s original work, with additional charts and edited text
sprinkled here and there for clarification sake.

Pre-Cognition - The Hell Hound cannot be surprised. Additionally, they have the ability to fore-see elements of the
near future in short visions. They have the uncanny ability
to track down the where-about of those that have sold their
souls to demon or devil as they easily predict their targets
next actions. (Tracking + 10. Automatic 1st Round Initia- The simple idea of using a parallel Sanity level system alongtive) side the existing combat Wound Level system for Open D6
is genius. It is so simple that it is disgusting it has not been
written up before (which is the politically correct way of sayResearch Materials:
ing, why the heck didnt I think of that!). Anyhow, instead of
http://www.d20srd.org/srd/monsters/hellHound.htm
trying to tip toe around sorta being like what C.D. wrote I
asked permission of the ruleofthedice.com folks if I could re http://en.wikipedia.org/wiki/Hell_ho...%26_Dragons%29
use and edit the material. They were gracious enough to allow
http://gurpswiki.wikidot.com/m:hell-hound
for it, and below will hopefully be useful to other GMs that
http://paizo.com/pathfinderRPG/prd/m...hellHound.html
want the scare the pants off their players. Muuuuuuuuuuuuh http://www.examiner.com/rpg-in-natio...ness-hellhound
hhhhhhhhhaaaaaaaaaahhhhhhhhaaaaaaa!!!!! This system
http://kess9.tripod.com/char/hellhound.html
works very well. It is simple but flexible, just like the overall
Open D6 gaming system. Above all else, it is fun. Your play http://greywulf.net/2011/01/random-monster-monday-5/
ers will enjoy this added layer of role-playing possibilities.
http://en.wikipedia.org/wiki/Hellhound
http://en.wikipedia.org/wiki/Cerberus

Overview:

h t t p : / / w w w. p r i m i t i v i s m . c o m / h e l l h o u n d s . h t m

^ WONDERFUL INFO HERE
In this simple system, Sanity Levels work similar to how
http://www.search.com/reference/Hell...8Buffyverse%29
Wound Levels work in Open D6. For Wounds, when you

take physical damage, you roll your Strength/Physique score


to resist it. Depending on how many points of damage remain
after the resistance roll, you suffer increasing levels of Wound

Page | 13

damage. For Sanity, each creature or horrifying experience


includes a Horror level, rated approximately 2D to 4D.
The character experiencing the horror rolls their Willpower
against the GMs Horror roll, and takes Sanity damage based
on how many points the Horror roll beats their Willpower roll.

Sanity Levels:
Effect

Horror Roll > Willpower Roll by:

Shaken

13 *

Disturbed

4-8

Unhinged

4-8 **

Deranged

9-12

Psychotic

13-15

Vegetative

16 or more

* Please note that when you take any additional sanity


damage (in the current or subsequent combat rounds) at
4 or higher difference in rolls, you move up to the next
worse sanity level on the chart. If the subsequent damage is only at Shaken level, your sanity damage level will
not increase overall. If you are Shaken more than the
dice level of your Psyche attribute within 30 minutes time,
your character will faint for 1d6 rounds. For example if
your Psyche is 3D, and you are Shaken four times within
a 30 minute period of game time, your character will faint
for 1d6 rounds. Another example, if you are currently at
Unhinged sanity level and take subsequent sanity damage
at the Shaken level, that would not have any adverse effect
other than counting towards whether you faint or not.

Whenever you encounter a stressful situation, you must


make a Difficult Willpower roll or suffer -1D on two separate random attributes for the remainder of the scene.
Deranged - You have trouble distinguishing reality from
your own twisted imagination. You have nightmares constantly, even when youre awake, and its a constant struggle
for you to operate normally. You take a permanent -1D
penalty to all attributes and skills. Whenever you encounter a stressful situation, you must make a Very Difficult Willpower roll or suffer -2D on two separate random attributes, in addition to the previous -1D penalty.
Psychotic - The damage to your psyche is massive. Surely
no human being could have survived what you have experienced, and so you question whether you are even
still human. You experience overwhelming, often violent
breaks from reality. You continue to suffer from the -1D
penalty (as per Deranged, above), and when faced with a
stressful situation you must make a Very Difficult Willpower roll or lose control of your character for the scene.
Whether you flee, strike out mindlessly or curl up in a
ball and sob is entirely at the whim of your Game Master.
Vegetative - At this point, you character might as well be
dead. You permanently lose control of your character as
he or she is either forcibly committed to an institution
or disappears into the darkness, never to be heard from
again. This is considered a victory for the eternal powers of madness that lurk just beyond the veil of reality.

Additional Penalties - Per Affected Ability:

** Note that there are two levels that list 4-8 as the difference rolled. This is just used to denote an interim level of The following additional role-playing penalties are incurred
effect between Disturbed and Deranged. It is not a typo. as your Attributes are affected by your current Sanity Level.
The GM should reserve the right to adjust these at will to
Shaken - You are startled with fear and cannot act. You lose all suit the storyline of your campaign. A suggested result will
your actions for the next round. After that, you may operate be provided in parentheses at the end of each description.

normally, but you always have that horrible reminder somewhere in the back of your head of the terrible things you saw. Aptitude - Severe anxiety prevents the character from performing basic skills. The character feels tense most of the time,
Disturbed - Something you have seen has affected you and during situations of major stress they feel completely out
deeply. It will probably give you nightmares in the fu- of sync, have difficulty concentrating, and possibly develop
ture. Whenever you encounter a stressful situation, you irrational phobias. (Roll once on the Phobia Chart below)
must make a Moderate Willpower roll or suffer -1D on
a random attribute for the remainder of the scene.

Unhinged - You have seen things that humans are


not meant to know. You have nightmares every
night, and know you will never be the same again.
Page | 14

fect

Phobia Chart

on

it,

handing

it

privately

to

the

player.

Phobia

Roll

Phobia

Bacteriophobia- Fear of
bacteria

Ophidiophobia- Fear of snakes. (Snakephobia)

Chirophobia- Fear of hands.

Pyrophobia- Fear of fire.

Dendrophobia- Fear of trees.

10

Gerontophobia- Fear of old people or of growing old.

Entomophobia- Fear of
insects.

11

Venustraphobia- Fear of beautiful women.

Lachanophobia- Fear of
vegetables.

12

Somniphobia- Fear of sleep.

Musophobia or MuriphobiaFear of mice.

(or) GM
Discretion

Upon rolling doubles (two sixes, or two ones, etc.), the GM


makes up a new phobia on the spot.*

*It is suggested that upon rolling doubles, the GM takes a


small post-it size paper and write the effect on it, handing it Coordination - Autonomic reaction. The characters hands shake
privately to the player.
uncontrollably when under stress, threatened of feeling angry,
making it very difficult to perform fine motor skills or feats of
agility. (The character falls unexpectedly - at inopportune moThere are of course additional online materials you can use ments - or cannot handle objects properly once per day, at GM
to find other fun and exciting phobias to unleash upon your discretion. Certain actions may be denied outright by the GM.
insane players.
Example: unexplainable paralysis might overtake the characters
Awareness - The character hears, sees or otherwise senses legs, and they cannot perform actions that require movement)
things that are not there. These hallucinations prevent the
character from noticing obvious things, causes them to misinterpret information provided to them, and makes it very
difficult to communicate with others as they infer intention and motivations that are not really there. (Once a day a
strong hallucination presents itself to the afflicted character.
Roll on the Hallucination Chart)

Intellect - The character suffers selective traumatic amnesia, suddenly forgetting random things for no apparent reason. They also have difficulty concentrating and performing deductive reasoning. (The character
suffers a significant lapse of short term memory once per week)

Physique - The severe psychological trauma induces physio-

Hallucination Chart

Hallucination

Roll

Blood Flows From Walls

Ghost children appear near you, grasping at your throat if allowed to touch you.

A maniacal man is chasing you. Run!!

10

Large Holes appear in front of where you walk.

11

A white rabbit beckons you down a nearby hole, then does things to you that are not fit for writing!

12

Men In Black follow you everywhere you go!

(or) GM
Discretion

*It is suggested that upon rolling doubles, the GM logical trauma. The character suffers from migraines, intense
takes a small post-it size paper and write the ef- muscle pain, nausea and other physically debilitating sympPage | 15

toms. (Roll once on the Trauma Chart below)

a DR Difficult against Psyche every 3 months to see if the


character has successfully been healed one level of Sanity. The
Trauma Chart:
GM should require the player to role-play their new-found
*It is suggested that upon rolling doubles, the GM takes a religion, or the satisfying healing powers of the one true god
small post-it size paper and write the effect on it, handing it will not hide the truth of the elder one you just witnessed
privately to the player.
rip a whole in reality. The character must experience a full
Trauma

Roll

Trauma

Severe Stuttering

Severe Limp (Slows character)

Migraines

Arm Numb (becomes useless for hours on end)

Stomach Pain

10

Nausea

Debilitating Joint Pain

11

Palpitations (must rest for intervals or suffer fainting spell)

Severe Hives

12

Paralysis Of Legs (temporarily stopping Move ability)

Severe Turrets Tick

(or) GM Discretion

Upon rolling doubles the GM makes up a nasty trauma on the


spot.*

Psyche - The characters mind is so frail that they are more


susceptible to further trauma, and will fall more quickly and
completely under stressful situations. This may also lead to
specific disorders and phobias, at the GMs discretion. (Roll
once on the Phobia Chart)

Healing Sanity
Several methods exist which will potentially (key word) allow
for the healing of Sanity Level.
Psychoanalysis - (an Intellect skill) can be performed by another character on the suffering individual for an extended
period of time (3 months or more) may allow the character
a roll to heal one Sanity level. (Roll a DR Difficult against
Psyche every 3 months to see if the character has successfully
been healed one level of Sanity)

one hour session with a religious leader in their trust weekly


for this to work. They also must lead a life in line with the
principles of their practiced religion, or the effects will not
take effect.)
Extended Seclusion - A long needed vacation can do wonders to the spirit, especially a permanently deranged one.
Those hallucinations you once had have temporarily gone
away while staying on that sunny secluded island, or mountain retreat. Some find seclusion amongst the quiet of the
wilds best, while others (rarer) may seek out the predictable
noise and chaos of a large metropolis, in effect melting into
the everyday rabble. In both scenarios, friends and family are
not found nearby. They remind the person too much about
their past, and the horrors those memories hold. (After three
months full seclusion from friends, families and fellow investigators, they heal one level of Sanity on a DR Difficult
Psyche roll.)

Meditation - (a Psyche skill) can be used in certain circumstances to remove Sanity damage. (Once a week, you may
roll a DR Very Difficult against the Meditation skill to see if Sanitarium! - Similar to Extended Seclusion, but much more
one level of Sanity can be temporarily healed. The effect lasts intense, is a lovely stay at your not-so-friendly sanitarium.
Plush walls, rough toilet paper, abusive care-takers, meds,
for one day.)
Jack Nicholson and a very large mute Native American. You
Drugs or Alcohol - may temporarily remove one level of know, a psychos paradise! The results of a visit to a SanitariSanity damage, but the character must make an Endurance um can be double-edged in nature. You must spend at least
check or suffer the physical effects of the intoxication (and ONE month in lock-down seclusion, but weekly, there is a
risk chance of addiction). (Once a week, the character may chance of abuse, either physical or psychological in nature by
binge on alcohol or drugs to temporarily heal Sanity one your fellow inmates or your care-takers. Sanity wound treatlevel. The effect wears off after one day. The character must ment by Sanitarium can either be initiated by your character,
make a DR Difficult Endurance Roll to avoid severe ad- your fellow investigators, or by family and friends. Basically,
diction to the given drug or drink)
you are committed, and how you end up after your commitment to sanitarium depends on the luck of the die, and your
Religious Intervention - Intervention by a trusted requick insanity driven wit and charm. It is suggested that the
ligious advisor has similar effects to Psychoanalysis. (Roll
Page | 16

REDCAP

GM run a solo module with the player if they are committed


to determine the outcome of the therapeutic seclusion and
mix of psycho-analysis with medication. (After one month
of commitment to a sanitarium, you will either be set free or
remain in captivity, depending upon the luck of your weekly
rolls. Also, you can either heal ONE or TWO levels of Sanity Creature description and stats by
damage, depending upon those rolls. Alternative to rolling
C.D. Gallant-King, Artwork by Khairul
weekly, you can work out a one-off session with the GM to
Hisham
role-play what happens during your stay.)

It begins to rain. Too far from their rented car, the


young couple sprint across a grassy field to the ru-All Chaosium Call Of Cthulhu RPG books. Buy them all. ins of an old black tower, jutting up from beautiful,
Yes, they are that good. To this day, Chaosium have offered rolling landscape like a burned, arthritic finger.
Suggested Readings

over three decades of insanely good materials (pun intended).

-Read all of Edgar Allen Poe and H.P. Lovecrafts works. Both
authors have fan sites online where you can read their public domain writings. Their works are usually short, but pack
a wallop. They are easy reads, but deeply emotive. Poe and
Lovecraft are the elder writing gods of insanity. No GM that
runs an rpg session that includes sanity rules should
go without reading every bit of their writings.
- Preternatural, a D6 fan-made offering
that contains horror mechanics.

Laughing, the pair duck through a crumbled archway and press themselves against a cool stone wall.
An out-jut of stone above their heads keeps out the
worst of the rain. Gentle touches and words are
exchanged, the man whispers something lewd into
the woman's ear, and she pushes him away playfully.
"Not here!" she giggles. "Where are we, anyway?"
The young man pulls out his travel book,
sopping wet from when he
slipped in a puddle on his way
across the field. The pages
are smeared and useless,
so he tosses the small tome
aside. "Who knows?" He
replies. "Might as well
make the best of it."

- Into The Shadows : another D6 fanmade game that includes horror elements.
- Read over this rather large phobia list. There are some fun possibilities listed there!

He leans in to kiss the girl


again, but she screams in
sudden surprise, causing the
boy to stagger back.
"I'm sorry!" she says. "I saw something, a little man. Over there, behind those rocks."
The young man glances around
the crumbled towered. Large,
heavy stones are scattered across
the grassy floor. Some of them
could hide a person, he supposed,
but who could possibly be out here,
in the middle of nowhere? Another
Page | 17

tourist perhaps? Trying to get out of the rain? Redcap who owns it. If the Redcap dies, the spear
They saw no cars or bicycles on the road...
loses it magical properties (and can be picked up),
and quickly rusts away.
The girl screams again, and points to the corner. Iron Shoes - The Redcap's magical shoes, though
"There! I saw him again! He's wearing a funny made of heavy iron, provide the creature with unlittle red hood or something."
natural quickness. Though he seems to move at
an average speed for a bipedal being of his size, if
And then they hear it - the scraping of metal the Redcap decides to chase a victim he cannot be
against stone. A heartbeat later the man appears outrun. No matter how fast the target can move,
again, a filthy, ancient man, a dwarf of some sort the Redcap can always catch them. Once the vicwith a long grey beard. He wears iron-shod boots tim realizes this, they must immediately make a
that stomp heavily upon the ground, and in his left Horror Check vs. Sanity (even if they successful
hand he holds a long black iron spear, that he drags made their original check upon encountering the
across the stones as he creeps along the inside of creature). The Redcap's Horror Level increases to
the wall toward them. Atop his head is a leather 4D for this check.
cap, stained red with blood.
The shoes also leave no footprints, making it very
difficult to track a Redcap. If the powrie dies, he
The blood is old and nearly dried. The monster shoes quickly rust away.
needs fresh blood to re-stain his hat...
Grab - The Redcap has supernatural strength. If
he succeeds in grappling or pinning an opponent
Background
in combat, it becomes impossible for the victim
to escape through any normal means (this may
A Redcap (also known as a "powrie") is a mur- prompt another Horror check at the GM's discrederous goblin or dwarf-like creature that loves to tion). Killing the Redcap will of course end the
slaughter unwary travelers who stump into their grapple, and other characters may attempt to free
homes. Originally, they dwelled in abandoned ru- the victim normally (the magical strength only apins on the border of England and Scotland, espe- plies against the person actually being held).
cially those where blood has been shed, but they
may be encountered elsewhere.
Game Master Notes
The creature usually appears as a dwarf-sized old
man, wearing iron shoes or boots and carrying an
iron spear or pike. His cap is always damp with
fresh blood. The powrie must regularly dip his hat
in the blood of his victims, for it is said if the cap
ever dries out he will die.

Though the powrie are a classical British monster,


there is no reason they cannot appear in other
parts of the world, in virtually any time period.
Redcaps could easily live in a sewer, an abandoned
warehouse, or an old subway station. The site of
a grisly murder would be the best choice. A good
plot hook would be to have unsuspecting, innoMechanics
cent people stumble into a Redcap's lair. The vicDexterity 3D, brawl 4D, dodge 4D, sneak 4D; Co- tims could be the player characters, or the players
ordination 2D, throwing (spear) 5D; Strength could for some reason be called into to investigate
3D*, Knowledge 2D; Perception 2D, hide 5D; the murders.
Presence 3D, intimidate 5D, willpower 5D. Move:
8*, Horror: 2D, Body Points: 20, Wound Levels: 4 A Redcap would usually be encountered alone, but
Attacks:
against powerful players (or if you're just a really
Iron Spear - The Redcap loves to stab and kill his jerky GM), multiple Redcaps could congregate tovictims in painful ways, preferring to cripple and gether.
maim the foe and then let them slowly bleed to
death. The black iron spear inflicts 4D+2 damage on a successful hit, and the powrie may also
throw the weapon up to 10 meters. Though
the spear is only about 4 feet long, it cannot
be lifted by anyone or anything besides the
Page | 18

SPRING-HEELED JACK
Creature description and stats by
C.D. Gallant-King, Artwork by
Khairul Hisham

The year is 1837. It is a cold October night in London, just


before the Feast of All Saints. A young serving woman,
Mary Stevens, is returning to Lavender Hill after visiting her parents in Battersea. Alone and nervous on the
dark streets, she hurries along with her coat pulled up
tight about her neck. She does not meet the eyes of
passersby as they emerge like incorporeal
phantoms from the thick London fog,
disappearing again as quickly as they appear. Her mind is focused on returning
to the master's house as quickly as possible, her thoughts drifting to the warm
dry parlor, where she will be safe. Perhaps, if she's lucky, the young butler will
be free to talk and jest with her, once the
master and his wife have retired for the
night.
Suddenly a form appears from the fog, not
before her but from above, descending like
a shadow thrown from a streetlamp. Before she can react powerful hands grab her
arms, pinning her as easily as her father
did when she was a child, but rougher
and with frightening aggression. A face
like a vision from a nightmare looms before
her, its flesh pale and green like a bloated corpse, its red
eyes sunken in dark bruised sockets. Its pointed chin
juts like a spearhead below a mouth full of rotten teeth.
Faster than any human could possibly move, the apparition grabs at Mary's coat with gnarled fingers
and hooked black claws. Her heavy coat - and her
dress and bodice beneath - is sheared to ribbons by the
knife-like talons. The clammy hands, cold as death, touch
her warm trembling flesh beneath and finally the girl finds
her voice and unleashes a blood-curdling scream of pure
terror. Voices call out through the fog. Heavy footsteps
approach.

to disappear into the murk. When other, more human faces appear from the fog moments later, no sign of the mysterious assailant can be found.
So begins the legend of Spring-Heeled Jack...
History
Tales of Spring-Heeled
Jack's antics began in London
in the late 1830s and continued for
several decades. All the
tales tell a similar story - a
ghastly, frightening man
dressed in tight black
clothing leaping upon
unsuspecting victims,
then bounding away
with impossible jumps,
cackling into the night.
Most of the accounts
described him as looking devilish or demonic, and some even
witnessed him breathing fire. Though some
of his victims died
of fright or injuries
sustained when their
horses spooked and
their carriage overturned, Jack himself rarely
physically harmed his victims. He preferred to simply scare and humiliate
his targets, especially
women, before disappearing into the
night.

It is widely believed
that the myth of Spring-Heeled
Jack was started by the Marquis Henry Beresford of Waterford, a famed womanizer, drunkard and trouble-maker
who lived in London in the 1830s. He was actually the
originator of the term "to paint the town red," when he and
his drunken companions rode through London one night,
literally slathering every building they passed with red
paint in a wild act of vandalism and prank. It is speculated
The apparition cackles, a rattling, piercing sound that that Henry made himself some sort of jumping apparatus,
echoes through the chill night as it leaps away from Mary dressed in black and went about town frightening young
as quickly as it appeared, bounding seemingly straight up women in the middle of the night on a dare.
Page | 19

What is not so well known is that Henry and his friends,


infatuated with their debauchery and thrill-seeking, went
so far as to perform a ritual to summon a demon in 1837.
Surprisingly, the ritual worked, but being untrained (and
probably drunk at the time), the young men were unable
to control the monster, and it possessed Henry Beresfords
body. No longer needing parlor tricks to sneak up on his
victims, Henry reveled in evil power the being within him
provided, and the demon itself was quite pleased to find
such a deviant and willing host. Together, they stalked
the streets of London with abandon, gaining power from
the terror of their victims and destroying lives and souls
with sickening glee. The creature that came to be known
as Spring-Heeled Jack did not actively hurt or try to kill
his victims, but instead preferred to terrify and humiliate
them, continuing Henry's twisted games he enjoyed in life.

ons, but as stated previously he rarely strikes to kill or seriously injure. He prefers to scare and humiliate his victims.
Jack's touch is like that of a frozen corpse, and being struck
by his claws forces a Horror check against the victim's sanity, even if they previously saved upon first encountering
him. If aiming to kill, Jack's claws do 5D damage, though
he can choose to inflict less damage.
Breath of Fire - Jack can emit a gout of flame to terrify his
victims. He usually uses it to intimidate his target, and the
first time a character sees the scorching flames they suffer
a Horror check against their Sanity, even if the previously saved their Horror check upon first encountering him.
Though Jack rarely uses the fire as a weapon, if someone is
caught in the roughly 1.5-metre diameter burst, they will
suffer 5D+2 flame damage, and may catch fire at the GM's
whim.

Though Henry Beresford "officially" died in 1859, stories of


Spring-Heeled Jack continued in London for many years,
and have even cropped up in other parts of the world in
the 20th century. Whether Henry faked his own death and
continues his deviant mischief to this day, or if the demon
moved on to possess other bodies is unknown. What is
known, however, is that there is still a dark being of violent playfulness that waits upon rooftops to leap upon unsuspecting victims in the dark.

Game Master Notes

Mechanics
Dexterity 6D, dodge 7D, jumping 10D, sneak 7D; Coordination 2D; Strength 4D, running 6D; Knowledge 2D;
Perception 2D, hide 6D, tracking 5D; Presence 3D, intimidate 5D, willpower 5D. Move: 20, Horror: 3D+2*, Body
Points: 25, Wound Levels: 6
Attacks:
Pounce - Without a doubt, Jack's favorite tactic is to leap
upon an unsuspecting victim, pinning them and cackling
maniacally in their face. Due to his powerful legs and supernatural nature, Spring-Heeled Jack can leap vertically
up to 5 meters or horizontally up to 10 meters with ease,
and possibly farther with a Very Difficult jump check. If
this attack hits, the target is automatically pinned if their
Strength is less than Jack's, though a character with equal
or greater Strength may make an opposed check to break
free. Jack will hold a pinned character for one round, forcing the initial Horror Check vs. Sanity, and if the victim
is alone the Horror damage is increased by +1D. If the
target fails the Sanity check, Jack will then jump away
gleefully and flee the scene, though if the victim manages to resist he may stick around to try one of his
other attacks.
Claws - Spring-Heeled Jack's claws are vicious weap-

Spring-Heeled Jack works best in a Victorian or classic Call-of-Cthulhu-style (1920s) setting, but he could be
encountered in modern times as well. It is up to the GM
whether a latter-day monster is the same creature that originally prowled the streets of London, some other host possessed by the same or similar demon, or some sick deviant
who has copied the original Jack's MO.

Despite his impressive stats, Jack should not be used as


a run-of-the-mill foe to encounter and fight. Jack works
much better as an elusive, dangerously mischievous fool
that will always try to escape rather than face his enemies.
The conflict and drama should be in hunting down SpringHeeled Jack and determining his true nature, not simply in
shooting him with an assault rifle.

Page | 20

DOWN BELOW
By J. Elliot Streeter
Artwork by Khairul Hisham
Play tested by Wicked North Games, LLC
Down Below is an adventure for three to six (3 6)
players with newly created characters, typically run
by a GM experienced with OpenD6 gaming. Down
Below uses the Cinema6 RPG Framework, (c6), for
rules, which derives from the OpenD6 OGL. C6
uses only standard, six-sided dice for dice rolling and
a simple set of rules involving adding up the dice to
determine success or failure.
How it works
Players roll dice any time their Characters attempt
to use Skills (or Attributes) to accomplish something
and there is a chance of failing. The Game Master,
(GM), provides Players with the required Skill to roll;
they roll some dice, add up the values and provide
the sum to the GM. The sum of the rolled dice then
compares against a Difficulty Rating, (DR). Each DR
has a Target
Number (TN). The TN provides the sum needed for
a successful roll.
A player does not roll when doing an effortless task,
such as walking down the road.
Difficulty Rating
Easy
Moderate
Difficult
Very Difficult
Heroic
Epic

Target Number
6
13
21
31
46
60

Cinema Points
As a Player plays through games, they earn Cinema
Points to represent experience, perseverance, and
personal growth. Cinema Points are the most important aspect of a Characters development and survival.
Players spend Cinema Points during Game Sessions,
as well as to improve every aspect of a Character between Episodes. Cinema Points provide the raw maPage | 21

terial for improving a Character.


Earning Cinema Points during an Episode, a GM rewards a Cinema Point to a Player for a successful and
dramatic Roll or just for thinking outside the box ,
solving a puzzle, or otherwise

If a Player chooses to spend Cinema Points between


Episodes, it is for Improving a Character. Improving
a Character involves increasing Skills & Attributes,
buying new Features, and modifying other stats.

creative thinking. A GM rewards a Cinema Point to Character Creation


a Player for Role Playing extremely well during the
Episode.
How it works
Whenever a Character overcomes an enemy, a GM 1) Create the Characters Name, Race, Gender,
rewards Cinema Points based upon the Experience Height, Weight, Trade, Level (Optional), Chronicle,
Value of the defeated opponent. The Experience Val- and Description.
ue of an opponent relates directly to the difficulty of
prevailing over that Character in combat. After a de- 2) Distribute ten dice (10d) to the five (5) Attributes
feat, a GM rewards Cinema Points to all Characters (Dexterity, Strength, Persona, Intellect, and Aptiin the party. Below is a chart that assists in assigning tude). An Attribute with three dice (3d) is an AverCinema Points for defeated opponents based on the age Attribute score.
methods used for defeat.
3) Calculate the Derived Stats including Hit Points,
Method of Defeat
Experience Multiplier
Initiative, Move, and Vitality. Distribute seven dice
(7d) to the Characters Skills. Each Skill inherits the
Killed (Slain)
x1
score of the parent Attribute, thus if Dexterity is at
Outwitted (Deceived)
x2
four dice (4d), then all the Skills belonging to DexConverted (Persuasion)
x3
terity begin at four dice (4d), so adding one die (1d)
Obviated (Tactics)
x2
to Dodge increases the Dodge Skill to five dice (5d).
Captured

x3

a. Hit Points equals The Number of Strength Dice


At the end of every Episode, a GM rewards Cinema multiplied by three, (Hit Points= Strength x3).
Points to all Players for their progress in the story,
staying in Character, teamwork, and generally for b. Move equals Strength plus three, (Move =
Strength + 3).
surviving.
The typical Cinema Point reward for an Episode
is three to eight (3 - 8) Cinema Points per Player;
normally the number is a blanket amount unless
one Player does something extraordinary during an
Episode. A GM may also create special rewards for
completing a group of Episodes, as a Season, or for
completing a major quest or story premise.
Spending Cinema Points

c. Vitality equals Strength, (Vitality = Strength).

d. Initiative equals Dexterity, (Initiative = Dexterity).


4) Save or spend the seven (7) starting Cinema
Points through raising Skills or purchasing Features.
5) Get starting Equipment, Money, and Weapons.

Need more help with C6 or want to get Character


If a Player chooses to spend a Cinema Point during Sheets? Go check us out online:
an Episode, they lose one (1) Cinema Point and one
of two things can happen, you get to roll at least one http://www.cinema6games.com
(1d6) die and add the result to the current roll, or Use the Character Features below for the adventure
activate a Character Feature. The bonus applied by in Down Below.
a Character Feature typically involves rolling two
or more dice (2d6). In some cases, activating a
Character Feature provides a magical effect or
a body weapon, and these have specific rules
and guidelines associated with them.
Page | 22

Character features

Introduction

Caver, Cost: 4, Creation Only.

Over time the ingenuity of Humanity brings our species to


Description: The character did a lot of subterranean every corner of our world. Eventually, massive energy comexploration and is extremely comfortable with tight panies invest countlessly into deep electrogravitic reactors,
enclosed locations under stress, as well as general in- installed at the depths of Earths oceans. Using simple physstincts for survival in complete darkness.
ics, the massive weight of the ocean churns impossibly large
(+12 Athletics, Climb, Jump, Lift, Search, Throw) turbines, producing more than enough electricity to power
entire continents.

Descendant, Cost: 7, Creation Only.

Unfortunately, these technological marvels must sit in the

Description: The character is a descendant of a long deepest parts of the ocean to function. The first deep sea
uncharted bloodline of Humans who are immune to monitoring station recently completed construction at the
the abilities of the Firstcomers.
(A Firstcomer cannot damage the life force of the
character, nor can the creature copy the character.
Any direct contact with the character exacts Damage: 1d+12 on a Firstcomer)
Diver, Cost: 3, Creation Only.
Description: Through trial and training, the character is a professional diver who can weather the most
dangerous diving expeditions.

base of the Marianas Trench, a facility accessible via a massive


skywalk elevator that connects to the space elevator system,
as well as several subterranean entrances bored from surface.
The monitoring station is a massive structure, built partially
in the bedrock of the trench, and partially free floating in the
water. The monitoring stations houses a large crew of maintenance workers, scientists, and engineering teams, all who
overseer the station and the massive electrogravitic generator
below.

(+21 Swim, +6 to all combat rolls while swimming) It is six months after the facility construction finished and
E7i43, [elite] Cost: 3, Creation Only.
Description: The character is an expert in hacking,
security, and electronics, and can likely bypass any
electronic device or alter it as desired.
(+21 Security)
Medic, Cost: 3, Creation Only.
Description: The character is a trained medic, having worked in hot zones under dire circumstances
and stress while saving lives.
(+21 First Aid, +12 Medicine)
Orator, Cost: 3, Creation Only.
Description: The character is especially good at
speaking and swaying people in a particular direction, whether telling the truth or otherwise.
(+18 Deception or Persuasion)

the monitoring station is about to open to public tours. A


small earthquake one month ago mandates that a final walkthrough and deep trench analysis occurs. When the analysis
occurs, an anomaly triggers a number of research drones to
report back to the station early. A geological change in the
wall of the trench occurred because of the earthquake. The
data on the change is inconsistent, and the UN delays the
station opening to the public to assemble a team of personnel to research and assess the geological change. The change
in the structure of the wall occurred in the deepest and most
treacherous part of the trench, where any small mistake could
jeopardize the structural integrity of any vehicle. The team
assembles from handpicked persons on the monitoring station for specialties in their fields to collect and analyze the
data on the safety of carrying forward with the public opening of the monitoring station. As well, a large number of
extra personnel (including media) who overcrowd the facility
to report on the historic research occurring miles below the
oceans surface.

Squad Leader, Cost: 3, Creation Only.

When the team departs, the remaining personnel watch as


Description: The character has a good amount of the submarine departs the monitoring station.

combat experience as a squad leader and is well


versed in military tactics, communications, and pro- GM Note: The characters are personnel who remained on
cedures.
the monitoring station and did not go on the first submarine.
(+12 Command, Communication, Survival, Tactics) The character gets to watch through camera feeds, as the subPage | 23

marine moves off and departs, slowly skirting the depths. As


the submarine plummets into the deeper void of the trench,
an emergency light blinks and the crew on the submarine
scrambles around, fixing a subsystem failure. They compensate and survive the ordeal.

air, wearing air tanks. The air is thin, but apparently there
is oxygen is this small room. The crew of sub exits the sub.

A moment later the crew is seen walking around the room, it


is about ten by ten meters out of the water with a high ceiling
of about eight meters. The wall opposite the sub is some kind
A few minutes of later, the video of the murky deep displays of closed archway, the archway is distinct, and there is some
the wall of the trench as the submarine approaches. The
kind of stone door in the way.
voices of the crew are heard as they begin discussing
The video shows them talking in front of the
what something is out a side window and they turn
door and then they are startled and jump
the submarine to face it. It appears that some kind
as the video shakes, dust falls from
of stone structure was carved into the very face of
the ceiling. There is some shoutthe trench wall, not unlike the Native American
ing and screaming. The door
tribes or the stone temple carvings in UAE
begins to retract into the
Jordan. Everyone is silent a little while, and
wall, opening into
then they decide that they need to explore
darkness as the
the inside. There is obviously a set of
dust clears.
stairs leading up from a large open
T h e
archway, leading up into darkness.
crew
They decide to deploy a smaller
now
has
submarine robot that detachflashlights
es from the main craft and
lighting up
moves up into the structhe
room, the
ture, it follows the
beams of the
stairs up and after
flashlights
are visa short time; it surible as the dust hangs
faces into a dark
in the air. There is a
room,
with
little
coughing heard.
obviously
carved
One of the crew aims a flashw a l l s
light around and then into the
and a
now open doorway and walks in.
ceiling.
A scream is heard and something
Intricate deflashes across the screen, a foot or leg
signs cover all the
as someone moves near the sub. The
surfaces and many picperson is seen running out of the doorway
tographs as well.
looking towards the corner of the room, toThen the camera gets fuzzy and
goes dead and they lose the signal of the
robot sub. Some discussion on the main sub
occurs, and they communicate with the Monitoring Station. One of the comms people in the front
of the crowd of personnel watching this occur answers.

wards the camera and a little to the left, with a


look of pure horror on his face. He screams and
the video feed dies and goes fuzzy.

Moments later, the submarines internal camera goes


out. There is silence in the crowd of personnel watching
this occur, and then a tech points out that the submarine
appears to have left the structure and is moving in a direction
to return to the station. Several people look at one another
and begin scrambling around, some just heading to escape
pods, some arming themselves, some staying place stunned
by the situation.

The crew on the sub decided to move forward and take the
main sub up into the structure; they believe it will fit into
the archway and tunnel. As the crew moves the sub forward, the camera clearly shows stairs carved into the
floor of the ascending tunnel. They follow the water
up and shortly surface into the room. The camera is at When the submarine docks with the station, it slowly risfirst a little blurry and then they open the hatch and test
Page | 24

es into a large submersion room, where the top of the sub Setting
surfaces and the hatch depressurizes. Some guns
Each room in the underwater power plant structure is herand other weapons (tasers, etc) are pointed at the
metically sealed from one another to prevent flooding,
opening by various personnel. A bloody hand
and other accidents from wiping out the entire
comes up from the sub hatch and pulls a perstation. The structure has five (5) decks, with
son, drenched in blood out. A person acthe main control room, submarine
cidentally fires, and a rain of bullets hits
docking bays one through five
the person, causing the target to slump
(1-5), and main engineerdead on the edge of the hatch and
ing room on the first
then slip back into the submarine.
deck. The rest
A technician dares to climb onto
of the decks
the sub, and walks up to look
are livinto the hatch. The technii n g
cian looks back down at
a n d
the group of personnel
dining
surrounding the sub,
quarters,
eyes wide, and the
research labs,
lights and power on
and a gym.
the station flickThe top deck of
ers, while dark
the power station
a splash ocstructure has fifty
curs, and the
three person escape
technician
pods, more than double
is gone
needed for all the personwhen
nel onboard.
then
From the beginning of this
game, the GM should watch the
clock. Events will continue to ocpowcur during non-combat time based
er comes
on
the setting timeline. This game is
back on.
an open scenario and the GM can guide
Starting
the exploration of the story or let the PlayScene
ers decisions do the story telling.
The characters begin standing in the
main control room having witnessed these
series of events on the main camera feeds. The
power on the station cycles again as we begin and the
entire station goes to emergency power and lighting. No
Game Master Characters (GMCs) are in the main control
room at this time. A loud rumbling clank echoes throughout
the room, as if something metal and heavy just struck the
facility structure.

Searching in the

Facility

Most spaces in the facility include two to three (2 3) fire


extinguishers, a fire axe (Melee, Damage: Str+45/x2), some
kind of manual door tool (similar to a large wrench), and a
fire hose.

Those who make an Engineering (DR Moderate) will know that the Mirror Mirror
sound is the massive pressure change occurring as the massive power
To begin, one of the doors to the control room begins an unplant at the bottom of the ocean begins to shut down.
lock sequence. There is so screaming on the other side of the
Setting Timeline
still sealed door, and then some very loud pounding on the
door. The door begins another unlock sequence.
Approximately Three to Six (3 6) Hours
Page | 25

Note: One of the characters may easily push the emergency


lock down button, which seals the control room. If no one
pushes the button, the door swings open and the room goes
dark. Anyone who chooses to stay in the room will suffer the
attack of the creature in about two (2) minutes as it lies in
ambush. With a Search, (DR Easy), a character may escape
through the alternate door, (which seals from the other side).

gency lights, steam relief valves, and the occasional ominous


clanking sound. There are blood trails along the way, as well
as a dead technician slumps, shot in the chest at some point
by a harpoon, hanging from where pierced the bulkhead.

The docking bay is empty, and the emergency lighting in here


flickers. The only steady light shines brightly from within the
submarine, left turned on from earlier. Searching around the
If the Characters decide to go to watch the camera feeds in room, the characters can find many useful items:
the main control room of the facility, the closest video feed
is of a nearby head. They will notice a scene of person shaving A Box of 10 flares, 2 pistols (Damage: 1d+30/27/24, Range:
30/50/90, Magazine: 9 Ammo), 1 harpoon gun (Damin some head (bathroom). In
age: 1d+54/51/48, Range:
this scene, some kind of dark
10/20/30, Ammo: 1), 2 large
and ominous creature rises
(20x20) canvas cargo nets,
up quietly behind the person,
Deep pressure scuba gear
until he stops shaving and his
(enough for the group), A set
eyes look up in the mirror
of tools (mechanics), welding
in front of him, then looking
gear (for 1 person).
up at the camera his face fills
with complete horror.

The Vault

NOTE: What each character sees in the reflection of


the shadowy creature differs
slightly.

A specialized decompression
chamber sits on an independent power supply from the
rest of facility. It is an autonomous system, promising a set
of five escape pods and a number of other systems, including
a bathroom, kitchen and dining area, and sleeping quarters.
Unfortunately, to access this
location, dubbed The Vault,
the characters must walk a half
mile in a pitch-black passageway where no one installed
emergency lighting. From the
windows of the facility, the
Vault remains with power and
bright beams of light reaching
out into the darkness of the
ocean. Getting there seems a

The camera video goes to


static just as the man whips
around with his razor blade
in hand and he screams. The
microphone feed remains
on a few moments longer as
a gurgling sound resonates
through the speaker, ending
with a crunch, and then the
speaker experiences lots of
feedback and the video goes
to static. The control room
remains locked for about ten
(10) minutes, and more of
the console video feeds begin
blanking and going to static.
Most of the light cast in the control room is due to the light nefarious affair.
from the now static on the monitors.
Once at the vault, the characters will discover it abandoned,
but that they can communicate with the surface through
Submarine Docking Bays
working systems. All the escape pods jettisoned some time
There is a single docking bay available: the one with the earlier, but there remains food, and working living quarters.
submarine that docked during the introduction.
There are likely enough supplies in the Vault to survive around
two months. As well, the Vault can hermetically seal from
The docking bay is accessible from the control room the inside or the outside, and then not opened except by the
by going down out into a passageway and down four side that closed and latched the seal. This offers a safe haven
flights of stairs. The entire trip riddled by flashing emerPage | 26

for the characters if they so desire it. If they choose to hunker down and survive in the Vault for two months, no rescue
vehicle comes as the authorities quarantined the whole facility from the surface. When the characters begin to run out
of power, supplies, etcetera, and open the sealed door, they
will discover that the air is thin and everything is dramatically more difficult. The timeline becomes very short without an independent oxygen supply. If the characters grabbed
the scuba gear from earlier, they could easily rig them into
oxygen masks and work out fine, without those though, the
characters will only have about twenty (20) minutes before
the air is too thin to stay alive
in the main facility.
The Maze

Every corridor and passageway throughout the facility


remains lit dimly, with the
minimum available. Normally only areas near hatches,
ladder wells, and abnormally
dangerous terrain (hot steam
pipes) will have a light shining on or near them to help
prevent accidental injury.
Normally, these many passageways and corridors are
simple to navigate, but with
the threat and power outage,
they are not only ominous,
but also particularly difficult
in the pervasive darkness.
As well, the elevator shafts,
normally the fastest ways
to get from one deck to another, remain down without
the power, and many of the
pressurized doors are mechanically sealed or locked in
place. Moving throughout
the facility is not like moving through a maze, only far more
dangerous as people struggle to survive amongst paranoia
and murder.
A random person might attack the characters in surprise and
fear, and then run away. There is a low chance this happens if they are loud and talking, which will simply cause the
person to flee in fear rather than attack. If a person attacks
the group, the person probably makes one attempt and then
escapes through the nearest hatch, sealing it (permanently)
behind him.
Page | 27

The Heads
Most of the heads (bathrooms/restrooms) in the facility are
still working, but have very little lighting. The head seen in
the Mirror Mirror scene earlier was down near the submarine
docking bays. If the characters journey to that head to investigate, they discover it abandoned, filled with gore and blood,
some body parts left behind, and the faucet still running. It
is a gruesome scene, and one repeated in several other heads
throughout the facility as time passes in the game. The heads
are typically a necessity for people, and the need is amplified
in a situation where a head
may present armed people
who are paranoid and will fire
at anything, to finding the remains of some poor soul.
Dining Areas

Of the two dining areas, each


remains fairly well lit, with
some extra external power
sources, and they attract more
people. A consistent flow of
people move in and out of the
dining areas, with some likelihood of latching onto the
player character group, using
the group for safety. Aside
from food, the kitchen has
knives and other basic cooking
utensils, many now missing.
There is a higher likelihood
that the creature in the facility
will attack people in the dining area given the layout and
number of people gathered at
once.
GMs Note
With a successful Demolitions, (DR Moderate), a character may find all the materials needed to make two to three (2 3) incendiary
explosives from the dining area. Improvised Incendiary
Device, Damage: 1d+30/27/24 (per round until fire is
out), Blast Radius: 1/2/3.

Berthings

The Berthings are essentially large six to ten (6 10) person bunk rooms, stacked three bunks high, with some excess closets and attached heads. Most of the Berthings went
abandoned as the personnel fled the facility, leaving some be-

longings behind. The Berthings are a treasure trove for the


characters to search, providing a number of weapons, clothes,
survival equipment, and other gear. Roll on the random
equipment search table below to determine the stuff acquired
in one of the ten Berthings located throughout the facility.
As well, the Berthings offer distinctly calm safe havens from
much of the rest of the facility, as they are each manually
sealed. This seal provides something of a protective barrier
from the creature loose in the facility, as it cannot smell or
find people through the hermetically sealed doors and tends
to ignore them, instead favoring easier prey.

Sample Random Equipment Table


Result
1
2
3
4
5
6

Equipment
Melee Weapon, Diving Knife, Melee, Damage:
Str +18/x2
Firearm, Pistol, Damage: 1d+30/27/24, Range:
30/50/90, Magazine: 9 Ammo
First Aid Kit, +1d Hit Points on First Aid, DR
Moderate
Kevlar Vest, +5 Vitality
Hand Taser 750k Volt, Stun 1d+72
Smoke Grenade, 50,000 cubic foot

Labs
There are twenty (20) Labs in the facility. Most of the Labs
lie adjacent to one another, most of them on the fourth (4th)
deck. These labs are primarily test labs, used for deep-sea
biological research; some possess micro pressure chambers,
precision cutting lasers, 3d model printers, fabrication suites,
Lab Equipment
and other similar setups. Specific labs with more classified Result
experiments include a chemical energy lab, an instruments
1
24 Hour Rebreather and Deep Submersion Suit
lab with many sensitive measurement devices, and a military
2
Plasma Cutter (Cuts through steel)
lab, used for NATO research. The classified labs reside on
3
Seismic Reflection Sensor (+21 Search)
the 3rd deck.
4
Sonar Pulse Device (Damage: 1d+60, area: 5)
Resourceful characters might turn to the labs for supplies,
5
Microwave Lance (Damage: Strength+72/69/66)
equipment, and weapons, but this is not an uncommon theme
6
MediPak +3d Hit Points (Instant)
for many of the people in the facility. As such, the characters
are likely to encounter others in various states of paranoia, Escape Pods
including those who have become violent. The Labs are likely
Up on the 5th deck, all but seven (7) escape pods remain
a refuge for a small band of scientists and researchers.
unscathed and still usable. The entire deck is a single massive
For a larger group of players, a GM might want to add in a room, with the remaining pods sitting as columns. In some
group of paranoid military personnel in the military lab, cases, there are pods that did not launch due to malfunctions
or other issues and the passengers tried to find other pods
where they acquired some kind of experimental weap- unsuccessfully, quickly meeting the creature or other people.
ons. The following table includes some sample, po- By all appearances, the characters can escape via the escape
tential experimental devices that the characters may pods, but only with a successful security override, Security
(DR Moderate). The difficulty is getting there...
find in the labs.
Page | 28

The Firstcomers
Through some linguistics analysis, the pictographs are a form
of early Sanskrit, indicating this being is called the First, or
the Firstcomers. According to the writing in the room, the
First People (assumedly the first Humans) trapped the Firstcomer in this tomb and sealed it, imprisoning this being for
heinous crimes. It was one of the last of its kind.

ters who can see the true form may suffer some initial shock
or take on some dementia.
Dexterity 5d, Strength 6d, Persona 5d, Intellect 5d, Aptitude
5d

Features
Shapeshift

The writing indicates that a Firstcomer has many amazing The Firstcomer can change into any form instantly.
abilities including the ability to take any form, the ability to (Sneak +80)
sense heat and vibration, the ability to absorb and consume
other living life forms in mere moments, and the ability to Extinguish
live thousands if not hundreds of thousands of years.
Except for Humans with the Descendant Character Feature,
The Firstcomer can instantly and forcibly remove the life
Then the records end.
from a target, consuming their very life essence, sometimes
Little else exists in Sanskrit or other markings around the called a soul. The Firstcomers use Human life forces as enworld talking about the Firstcomers or the First; mostly writergy sources to keep moving, also consuming them to feed
ing that was discounted as mythological. So drawings of
them depict a bipedal race, like Humans, who at one time themselves. This Firstcomer is extremely hungry.
co-existed with our kind on Earth. But soon Humans grew
(On touching a Human target, the Firstcomer deals Damage:
fearful of these beings, and began wiping them out, chasing
them across the stars. This is only speculation based on imag- Willpower, ignoring armor, once a Round until the target is
ery without writing, but one thing is certain, this Firstcomer dead or somehow escapes. Humans with Descendant ignores
is a descendant of a powerful and deadly race of beings, ca- all Damage, instead they may attempt to deal Damage on the
pable of great destruction. Long ago, somehow Humanity Firstcomer)
triumphed over them.
Dement
Note: The GM should keep track of the location of the Firstcomer throughout the facility as it moves about freely able to Anyone who looks upon the true form of a Firstcomer must
change shape and size as desired. It can replicate any inani- resist Dementia, or forever lose a part of their mind. A Firstmate or animate thing it contacts, including nuances of voice comer may choose to reveal their true form to intentionally
and basic looks, but it cannot duplicate memories of a per- startle and confuse enemies, with Humans it can kill them.
son, nor behavior. If the characters encounter the Firstcomer,
its initial reaction is to ambush them and prey on them from (A Human looking upon a Firstcomer is subject to the folbehind, picking them, off one by one. If they see it change or lowing results)
attack it, it changes into a combative form, something akin to
a giant spider-like being that uses many hook-and-scythe-like Willpower, DR Easy: The Character suffers immediate and
appendages to strike opponents. Once struck, the creature irreversible dementia, from catatonia and pigment loss to cocan absorb a targets life force almost instantly, killing them. matose states.
Typically, the Firstcomer moves towards the largest groups of
people. In the beginning of the game, the biggest group is the
horde of people fleeing to the escape pods, a group of around
fifteen to twenty people (15-20). After that, it is the various groups of people throughout the facility, who hunkered
down and prepared for attack by someone or something.

Willpower, DR Moderate: The Character goes into immediate shock, and must make roll Vitality or suffer immediate,
physiological Damage: 1d+72, typically involving bleeding
from various orifices, seizures, and death.

Willpower, DR Difficult and Above: The Character someA GM should use some judgment in how this creature ends how maintains all cognitive and physiological functions, able
up interacting, if at all, with the player characters. The First- to continue operating normally without much of a loss in
comer is intentionally a superior enemy and requires coordi- step. A Firstcomer will typically attack anyone who seems
nated work between the players to defeat or trap it.
cognizant before others, leaving the easy prey for later.
Visually, the Firstcomer appears as different things to all the
characters. Only a character with the Character Feature: Descendant, will see the true form of the Firstcomer. In true
form, the creature is readily indescribable, and most characPage | 29

Submission Guidelines
The D6 Magazine welcomes those contributors interested in publishing OpenD6-based material. These guidelines are meant to assist
you in submitting your material for publication into the D6 Magazine.
Before getting started, here are the basics:
1.OWNERSHIP
Your submitted material must be your, (an an individual or representative of a publisher), own work and may not be copied in
whole or in part, from any published or copyrighted source, without prior written consent, license, or open content disclosure. By
submitting material you agree that all content is your own original
creation and that you have the legal right to publish or create the
content for us without restrictions.
2.GOOD FAITH SUBMISSIONS
Please, only submit your material for compilation and inclusion
to the D6 Magazine, as it is a free periodical. If you wish to publish the work independently, please do so, but include links to the
d6 Magazine site along with your material. NOTE: If you publish
independently, it is in good faith that you provide linking as described.
3.CONTACT
If you have any questions about any of these requirements, please
post them directly to this thread, annotated with [Submission
Question] in the Subject of the post, and one of the contributing
staff will answer as quickly as possible, or send a question to [email protected] with the Subject line as [Submission
Question].
4.How do I become a contributor?
Simple. Goto http://www.d6online.com and sign up for an account, then email [email protected] with the Subject line as [New Contributor], citing your d6online.com account
name so we can get you permissions to the Backstage Pass area for
the D6 Magazines, where we discuss future issues, themes, and
carry on other discussions that contributors may involve themselves.
5.What content and material belongs in the D6 Magazine?
Material based upon the OpenD6 OGL Content License, for
which you own, have permission, license, or a contractual written
agreement, to publish. We are looking for complete articles and
source material such as adventures, characters, creatures, equipment, extensions, guides and how-tos, modules, vehicles, and so
on, that align to a current D6 Magazine editions Theme, or a
core concept or genre.
For each edition of the D6 Magazine, a Theme will coincide. Each
issues Theme is a guiding idea that contributors may choose to
utilize for developing and producing material for submission. The
d6 online forum, located at (http://www.d6online.com) will announce and provide each D6 Magazine editions Theme via the
Backstage Pass for contributors, for permissions to view the Backstage Area, please submit a request per the above instructions
(Item 4). Each Theme details the core concept for each Edition of
D6 Magazine by which your submission(s) may tie into content.
For adventure submissions, please provide Character Creation
guidelines for assisting in gauging a character echelon. Some
games require more experienced and veteran Characters, where
others focus on new or novice Characters and this information
is important to Adventure flow and game play. The adventure
should closely tie into each D6 Magazines Theme or a core concept of genre.

Each issue of the D6 Magazine will now include a bestiary, which


will feature creatures that are not genre specific, written from an
observers perspective. If you wish to submit creatures for the Bestiary, please note this in the subject of your submission, as [Bestiary Submission].
Extensions, Guides and How-Tos, and Modules come in the
form of various source materials, but may not use the foundation
OpenD6 stats and game mechanics. When submitting Extensions, Guides and How-Tos, and Modules, please detail and cite
the source of the alternative, OpenD6 stats and game mechanics, or provide the alternate rules as part of the submission. When
submitting alternate stats or game mechanics, keep them brief and
specific, limiting them to one or two paragraphs. If the alternate
stats and game mechanics are too long or too extensive, we may
ask that you separately publish those alternate rules elsewhere and
refer to them by detailing and citing their source, as described
previously.
How to send in your Submission
Send an Email to [email protected], with the subject
line, [D6M Submission]
Include the submission document, as a Rich Text Format (RTF)
or Standard Text Format (TXT), indicating where and how, as well
as the name of images, you want placed into the submission.
Include the Images you want in included in the submission document with the assigned names as indicated in the submission
document. What you submit is what gets used; we do not have
any staff artists currently or any volunteer artists. If we get any, we
will discuss various options with them and update the guidelines.
Include your copyright notices and the Product Identity statement for Section 15 of the OpenD6 OGL, exactly how you want
them displayed and formatted in a separate RTF or TXT file,
marked as OpenD6OGL_SubmissionData.
Indicate any credits and specific identifying information, within
the beginning of the submission document, such as writing, editing, illustration, etc. Please be sure to proof read the document to
following grammatical rules:
1. Please Spell Check everything.
2. Verify that Two (2) Spaces exist between sentences.
3. Avoid passive language and words as much as possible, the exception is when writing dialogue.
a. Do not use the word will as possible. An example: If the characters open the door, the creature will attack them
vs. If the characters open the door, the creature attacks them.
b. Avoid using to be, been, etc. Example: Passive words will be
avoided vs. Avoid using passive words
4. Avoid personal pronouns unless directly discussing yourself or
your company in a foreword, etc.
5. Avoid using conjunctions, (aint, arent, didnt, wont, Im, etc.)
6. If referring to stats from another source, please cite that source
directly for easier access.
7. Use GM for Game Master, not DM for Dungeon Master.

Articles may discuss more theoretical or playability aspects of the


OpenD6 foundation as well as editorial dialogues, but each should
somehow tie-in the D6 Magazines Theme. Articles may loosely
couple the current Editions Theme more freely than source material, and may freely discuss rules and rules variants outside of any
core concept.

8. Quote special names of objects, people, etc., when using them


within a normal sentence or description. Remember to include
special names you want protected by the OpenD6 OGL in the
OGL file.

Characters, creatures, equipment, locations or settings, and vehicles should tightly coincide with the current D6 Magazine Theme
or a core concept or genre. Each should provide playable statistics
and detailed background information, providing enough data so
that it is immediately usable for play by a Game Master.

10. We use the font standard: Adobe Garamond Pro, Size 12.
Please include header fonts for articles with submission and indicate where they belong if submitting in a TXT file format.

9. Verify Rules and identify loopholes when creating modified


rules or new material that defies the normal game mechanics used.

OGL

of this License.

OPEN GAME LICENSE Version 1.0a

10. Copy of this License: You must include a copy of this License with every copy of the
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Open Game Content You Distribute.
Wizards of the Coast, Inc (Wizards). All Rights Reserved.
11. Use of Contributor Credits: You may not market or advertise the Open Game Con1. Definitions: (a)Contributors means the copyright and/or trademark owners who tent using the name of any Contributor unless You have written permission from the
have contributed Open Game Content; (b)Derivative Material means copyrighted Contributor to do so.
material including derivative works and translations (including into other computer
languages), potation, modification, correction, addition, extension, upgrade, improve- 12. Inability to Comply: If it is impossible for You to comply with any of the terms
ment, compilation, abridgment or other form in which an existing work may be re- of this License with respect to some or all of the Open Game Content due to statute,
cast, transformed or adapted; (c) Distribute means to reproduce, license, rent, lease, judicial order, or governmental regulation then You may not Use any Open Game Masell, broadcast, publicly display, transmit or otherwise distribute; (d)Open Game terial so affected.
Content means the game mechanic and includes the methods, procedures, processes
and routines to the extent such content does not embody the Product Identity and 13. Termination: This License will terminate automatically if You fail to comply with
is an enhancement over the prior art and any additional content clearly identified as all terms herein and fail to cure such breach within 30 days of becoming aware of the
Open Game Content by the Contributor, and means any work covered by this License, breach. All sublicenses shall survive the termination of this License.
including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) Product Identity means product and product line names, 14. Reformation: If any provision of this License is held to be unenforceable, such prologos and identifying marks including trade dress; artifacts; creatures characters; sto- vision shall be reformed only to the extent necessary to make it enforceable.
ries, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, 15. COPYRIGHT NOTICE
photographic and other visual or audio representations; names and descriptions of
characters, spells, enchantments, personalities, teams, personas, likenesses and special Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or West End Games, WEG, and D6 System are trademarks and properties of Purgatory
registered trademark clearly identified as Product identity by the owner of the Product Publishing Inc.
Identity, and which specifically excludes the Open Game Content; (f ) Trademark
means the logos, names, mark, sign, motto, designs that are used by a Contributor to Cinema6 RPG Framework, d6 Unleashed, WNG, and Azamar are trademarks and
identify itself or its products or the associated products contributed to the Open Game properties of Wicked North Games L.L.C.
License by the Contributor (g) Use, Used or Using means to use, Distribute,
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indicating that the Open Game Content may only be Used under and in terms of this
License. You must affix such a notice to any Open Game Content that you Use. No PRODUCT IDENTIFICATION:
terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content Product Identity: The D6 System; the D6 trademark, the D6 and related logos; and
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OpenD6 and any derivative trademarks hold designation as Product Identity (PI) and
are properties of Purgatory Publishing Inc. Azamar the Role Playing Game, and de3. Offer and Acceptance: By Using the Open Game Content You indicate Your accep- rivative characters and world character races: (BuCol, Enfri, Immyr, Shrave, Treuoall,
tance of the terms of this License.
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4. Grant and Consideration: In consideration for agreeing to use this License, the Con- dress hold designation as Product Identity (PI) and are properties of Wicked North
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5. Representation of Authority to Contribute: If You are contributing original mate- the D6 System/OpenD6 System Trademark License (D6STL).
rial as Open Game Content, You represent that Your Contributions are Your original
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