Super Powered Role-Playing Using Mini Six Bare Bones Edition Copyright 2013 Paul Hosek Cover Art by Paul Hosek Interior Art by Paul Hosek

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Super Powered Role-Playing Using Mini Six Bare Bones Edition Copyright 2013 Paul Hosek Cover Art by Paul Hosek Interior Art by Paul Hosek Super Powered Role-Playing using Mini Six Bare Bones Edition Copyright 2013 Paul Hosek Cover Art by Paul Hosek Interior Art by Paul Hosek, Written by Paul Hosek Table of Contents What is MightySix? 4 Corrosive 55 Super Scent 78 Dice Rolling Limits 5 Create Matter 56 Super Soak 79 Complement (Skill Synergy, Dark Vision 56 Super Swing 79 Helping Others) 5 Dazzle 57 Super Taste 80 Hero Points and Character Destroy Matter 57 Super Touch 80 Points 6 Dimension Walk 57 Telekinesis 80 Emotion Control 58 Telepathy 81 Combat, Action and Empathy 58 Teleportation 81 Movement EM Vision 58 Toxic 81 Energy Blast 59 Transmute 82 Timing Initiative and ESP 60 Transform 82 Declaration 7 Far Sensing 60 Trap 83 Fast Static Combat 8 Flight 61 Wall Walking 83 Wound Levels 11 FTL 61 X-Ray Vision 83 Knockout Damage 12 Gestalt 61 Shrugging It Off 12 Glide 62 Power Themes 83 Healing 13 Insanity 62 PowerSource 83 Pace 13 Illusion 62 Invention 84 Velocity and Collision 14 Inception 63 Insubstantial 63 Powerk Complications 86 Characters Invisible 64 Character Advancement 88 Machine Control 65 Superhero Archetypes 88 Basic Character Mind Blast 65 Generation 15 Mind Control 66 Resources 91 Attributes 15 Mind Shield 66 Firearms 93 Might Skills 16 Mind Swap 66 Explosives 94 Moves Skills 20 Minion 67 Missiles 95 Mind Skills 22 Natural Weaponry 67 Melee 95 Mojo Skills 25 Negation 68 Protective Gear 96 Passive Defense 69 Vehicles 96 Perks and Complications 27 Possession 69 Perk-fessions 27 Power Mimic 69 Encumbrance and Fatigue 97 Combat Perks 32 Precognition/Postcognition 70 Physical Perks 37 Radio 71 You Against the World Mental Perks 37 Regeneration 71 Destroying Objects 98 Social Perks 40 Shape Change 71 Natural Hazards and Misc. Perks 41 Siphon 72 Extreme Environments 99 Complications 43 Sonar 72 Cold/Heat 99 Stretch 73 Corrosion 99 Super Hero Sublimination 73 Deep Sea 100 Construction 101 Super Damage 74 Deep Space 100 Fun With Super Powers 49 Super Fast 74 Disease 100 Amplification 50 Super Health 75 Drowning and Asphyxiation 101 Powerks 51 Super Hearing 75 Electricity 101 Adaptation 51 Super/Infra Scale 75 Falling 101 Added Limbs 52 Super Leap 76 Fire 101 Anatomic Separation 52 Super Lift 77 High Altitude 102 Animal Control 52 Super Might 77 Thirst and Starvation 102 Animation 53 Super Mind 77 Toxins 102 Awareness 54 Super Moves 77 Burrow 54 Super Mojo 78 End Note 103 Confuse 54 Super Pace 78 Commune 55 Super Sight 78 What is “MightySix”? MightySix is a set of rules for super powered roleplaying intended to be compatible with the fabulous Mini Six rule set from the good people at Antipaladin Games. Mini Six is a trademark of AntiPaladin Games. Amazingly, at least at the time of this writing, those rules are available on line, for free at www.antipaladingames.com. Since the basic engine driving MightySix is so elegantly and eloquently described in “Mini Six Bare Bones Edition”, these pages contain only the additions and alterations needed to play MightySix. As a convention, capitalized words are either proper names or specific game related terms that may be easily confused with the word’s non-game meaning. A number of ideas, apart from Mini Six Bare Bones Edition, are presented here. Complementary Rolls, Powerks (Super Powered Perks), Environmental Hazards and so on, as well as a few old ones with a slightly different twist were created. For the most part, I think I’ve stayed as true to the Mini Six canon as I can, please forgive me if I’ve trampled on any dearly held conventions or scrapped someone’s favorite rule. In the spirit of Mini Six, please feel free to change, disregard or tweak these rules to your heart’s content. I won’t mind. Much. The Wild Die In MightySix, a 1 on the Wild Die has negative consequences. On a rolled 1, the Wild Die and the highest die result are excluded from the roll’s total. Also on a 1 the GM may invoke a Complication if the player has one that’s appropriate, or make up a Situational Complication on her own, regardless the success of the roll. Either the roll fails spectacularly, or the success is tainted by some Complication. If the GM imposes a situational Complication, the player gets a Character Point. Rolling a 6 on the Wild Die means you roll another die and add it to the result. You keep rolling and adding until your result is anything but a 6. Rolling a 1 on a bonus roll has no ill effect. Dice Rolling Limit With all the superhuman Skills, Attributes and Perks and their corresponding double digit die codes, there’s going to be a lot of dice tossed around, bouncing into the onion dip, or skittering off the table and under the couch never to be seen again. I like rolling lots of dice but it gets annoying after a while. I recommend the Dice Rolling Limit rules in Mini Six, with the cut-off at rolling a maximum of 5D. Each D beyond 5D becomes 3 pips with integer bonuses added. Thus 6D becomes 5D+3, 6D+2 becomes 5D+5 and so on. 412D+1 becomes 5D+1222. 4 This method saves a lot of table time, and speeds up combat. But recognize that this method underestimates the outcomes and limits the variability of results, particularly with higher die codes. The mean of a D roll is 3.5 not 3, thus a die code of 10D would average 35 if rolled individually. Under the Dice Rolling Limit it would be reduced to 5D+15, and an average of 33. Also, extreme lows and highs are far less likely when using the Dice Rolling Limit. It becomes much more improbable for lower powered opponents to get a “lucky shot” when their damage roll is way above their average while their opponent’s defense roll far below their average. Players should always have the option of rolling the full number of dice in their die codes if they choose, and can demand the same of any NPCs they encounter. The rolled results must be kept even if the result is lower than if you’d used the Dice Rolling Limits. Complement (Skill Synergy and Helping Out) Sometimes more than one ability (Skill, Attribute, Powerk etc) can be used for the task at hand. Sometimes an Action becomes easier with the help of others. Is there a game mechanic for this? Yes, it’s called Complement. Skills, Attributes or abilities that have overlapping applications are considered Complementary. The efforts of two or more people on the same task may also be considered Complementary. Not every situation benefits from Complement, this is the discretion of the GM. One roll acts as the primary. This might be the Skill with the highest die code, or the most closely related to the effort given the circumstances, it’s the GM’s call. The Complementary Skill bonuses are then added to it. To determine this bonus the Complement Skill dice are rolled, each result of 6 counts as a +1 pip towards the outcome of the primary roll. Furthermore, when a 6 is rolled on the Complement pool’s Wild Die, this counts as an additional D or 3 pips. Rolling a 1 one the Wild Die on Complement rolls has no negative consequences. The maximum number of Complement bonuses to a particular Action is limited by what the GM deems reasonable. An individual can use whatever knowledge or abilities may he possesses to potentially Complement a roll. Likewise a team of individuals can combine their efforts into Complement bonus to the primary roll. Large Complement pools can be simplified by converting each block of 5D to +1 pip, the remaining dice rolled as described above. Examples might look like this. 5 Three heroes attempt to redirect an asteroid on a crash course with the Earth. The strongest of the three uses her Might score (20D) as the primary, the others use their Telekinesis (16D) and Ion Blast (18D) Powerks to Complement the effort. The Complement bonus would be 33D (16D plus 18D), becoming + 6 (+1 for every 5D), with one of them rolling the remaining 3D. He rolls a 1, a 6 and a Wild Die 6, yielding an additional +4 (+1 and then a +3 for the Wild Die 6) for a total of +10 (+4 added to the +6) to the primary’s 20D Might roll. A lone scientist attempts to find an antidote to the deadly virus decimating the ranks of Earth’s super-powered. He might use his Science/Biology (12D) as the primary but perhaps applies Technology/Computer (6D) as a Complementary roll after his Player declares that he writes a computer program designed to decrypt the alien DNA sequences using transmogrific hyperregressionalized disanalysis. The 6D converts to an automatic +1 bonus, and then he rolls a 1 on the remaining D. No 6, but no penalty either. He now tackles the problem with a roll of 12D+1. Hero Points and Character Points In MightySix the Hero Point rules are the same as the Mini Six Bare Bones Edition with a small difference. A Hero Point may be spent to renew any and all of your “once per session” Perks, so that they can be used again within the same session. Character Points are the currency of character advancement, it’s what you use to improve Skills, Attributes, buy additional Powerks and so on. In MightySix they can also be spent to influence rolls.
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