Titan D6 System

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Phantomdoodler
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Titan D6 System

Post by Phantomdoodler » Fri Mar 06, 2015 12:40 pm

I think the D6 system would make a good fit for Titan. This is based on the free Mini Six system:
http://www.antipaladingames.com/p/mini-six.html

Character Generation

1. Choose Race
Each race has a maximum for each attribute and provide additional skills and abilities. The following races are fairly common in Titan:

Dwarf
Attribute Maximums: Fighting 5D, Athletics 3D, Thievery 4D, Knowledge 4D, Presence 4D, Stamina 5D, Magic 3D
Skill Dice: 12D
Racial Skills: +1D Underground Lore and Crafting
Language Ranks: Dwarfish 4, Common Speech 3
Racial Talents: Dark Seeing
Scale: 0D

Gnome
Attribute Maximums: Fighting 3D Athletics 4D, Thievery 5D, Knowledge 5D, Presence 3D, Stamina 3D, Magic 5D
Skill Dice: 12D
Racial Skills: +1D Forest Lore and Magic-Minor
Language Ranks: Gnomish 4, Common Speech 2
Racial Talents: Dark Seeing
Scale: -1D

Halfling
Attribute Maximums: Fighting 3D, Athletics 3D, Thievery 5D, Knowledge 4D, Presence 5D, Stamina 4D, Magic 4D
Skill Dice: 13D
Racial Skills: +1D Sneaking, Sleight of Hand, +1D in either City lore, Dungeon Lore, Flatlands Lore or Forest Lore
Language Ranks: Halfling 4, Common Speech 2
Racial Talents: None
Scale: -1D

Wood Elf
Attribute Maximums: Fighting 4D Athletics 5D, Thievery 4D, Knowledge 4D, Presence 3D, Stamina 3D, Magic 5D
Skill Dice: 12D
Racial Skills: Forest Lore and Magic-Minor
Language Ranks: Elvish 4, Common Speech 2
Racial Talents: Dark Seeing
Scale: 0D

Mountain Elf
Attribute Maximums: Fighting 4D Athletics 5D, Thievery 4D, Knowledge 4D, Presence 3D, Stamina 3D, Magic 5D
Skill Dice: 12D
Racial Skills: +1D Magic-Minor and Mountain lore
Language Ranks: Elvish 4, Common Speech 2
Racial Talents: Dark Seeing
Scale: 0D

Human
Attribute Maximums: Fighting 4D Athletics 4D, Thievery 4D, Knowledge 4D, Presence 4D, Stamina 4D, Magic 4D
Skill Dice: 12D
Racial Skills: +1D World Lore, Religion Lore and City Lore (or a suitable Lore based on upbringing), +1D to either Acrobatics, Climb, Dodge, Jump, Ride, Swim, Awareness, Disguise, Locks, Sleight of hand, Sneaking or Trap Knowledge
Language Ranks: Common Speech 4
Racial Talents: None
Scale: 0D

Alternatively, the GM may allow more unusual races:

Bay
Attribute Maximums: Fighting 3D Athletics 5D, Thievery 5D, Knowledge 3D, Presence 4D, Stamina 4D, Magic 3D
Skill Dice: 10D
Racial Skills: +1D Clubs, City Lore, Dodge, Throw
Language Ranks: Bay 4, Common Speech 2
Racial Talents: Fleet Footed
Scale: -1D

Common Troll*
Attribute Maximums: Fighting 6D Athletics 3D, Thievery 4D, Knowledge 3D, Presence 4D, Stamina 6D, Magic 2D
Skill Dice: 11D
Racial Skills: +2D Strength, +1D in either City Lore, Flatlands Lore or Forest Lore
Language Ranks: Troll 4, Common Speech 2
Racial Talents: Dark Seeing
Scale: +1D

Black Elf
Attribute Maximums: Fighting 4D Athletics 5D, Thievery 4D, Knowledge 4D, Presence 3D, Stamina 3D, Magic 5D
Skill Dice: 12D
Racial Skills: +1D Flatlands Lore and Magic-Minor
Language Ranks: Elvish 4, Common Speech 2
Racial Talents: Dark Seeing
Scale: 0D

Dark Elf*
Attribute Maximums: Fighting 4D Athletics 5D, Thievery 4D, Knowledge 4D, Presence 3D, Stamina 3D, Magic 5D
Skill Dice: 12D
Racial Skills: +1D Underground Lore and Magic-Minor
Language Ranks: Elvish 4, Common Speech 2
Racial Talents: Dark Seeing
Scale: 0D

Desert Elf
Attribute Maximums: Fighting 4D Athletics 5D, Thievery 4D, Knowledge 4D, Presence 3D, Stamina 3D, Magic 5D
Skill Dice: 12D
Racial Skills: +1D Desert Lore and Magic-Minor
Language Ranks: Elvish 4, Common Speech 2
Racial Talents: Dark Seeing
Scale: 0D

Ice Elf
Attribute Maximums: Fighting 4D Athletics 5D, Thievery 4D, Knowledge 4D, Presence 3D, Stamina 3D, Magic 5D
Skill Dice: 12D
Racial Skills: +1D Crafting and Ice Lore
Language Ranks: Elvish 4, Common Speech 2
Racial Talents: Dark Seeing
Scale: 0D

Jungle Elf
Attribute Maximums: Fighting 4D Athletics 5D, Thievery 4D, Knowledge 4D, Presence 3D, Stamina 3D, Magic 5D
Skill Dice: 11D
Racial Skills: +1D Jungle Lore, Magic-Minor and Sneaking
Language Ranks: Elvish 4, Common Speech 2
Racial Talents: Dark Seeing
Scale: 0D

Wild Elf*
Attribute Maximums: Fighting 4D Athletics 5D, Thievery 4D, Knowledge 4D, Presence 3D, Stamina 4D, Magic 4D
Skill Dice: 11D
Racial Skills: +1D in Flatlands Lore, Forest Lore, Mountain Lore or Wilderness Lore
Language Ranks: Elvish 4, Common Speech 2
Racial Talents: Dark Seeing, Survivor
Scale: 0D

Goblin
Attribute Maximums: Fighting 3D Athletics 6D, Thievery 5D, Knowledge 4D, Presence 4D, Stamina 3D, Magic 3D
Skill Dice: 8D
Racial Skills: +1D Awareness, Dodge, Sneaking and Underground Lore
Language Ranks: Goblin 4, Common Speech 2
Racial Talents: Dark Seeing, Survivor (underground).
Scale: -1D

Rhino-Man
Attribute Maximums: Fighting 5D Athletics 3D, Thievery 4D, Knowledge 4D, Presence 4D, Stamina 6D, Magic 2D
Skill Dice: 6D
Racial Skills: +1D Flatlands Lore, and Strength
Language Ranks: Common Speech 4
Racial Talents: Thick Hide (+5 Soak), Natural Weapon (Horn) (+2D damage with unarmed attacks)
Scale: +1D

* These races are considered evil, and as such are only going to be available in certain campaigns. The GM may decide to run a campaign featuring Anti-heroes, with players being able to play all sorts of evil races, or perhaps such races may be renegades.

2. Attributes
You have 18D to allot to your 6 attributes. Typically each attribute is rated from 1D to 4D. Exceptional attributes, rated above your racial maximum, cost twice as much to increase.

Fighting represents your strength and skill with hand to hand weapons
Athletics represents your speed and agility and skill with ranged weapons
Thievery represents your stealth and awareness, and skill at subterfuge
Knowledge represents your intelligence and reasoning
Presence represents your charisma, resolve and ability to influence others
Stamina represents your characters stamina and hardiness

Magic is an optional attribute, reflecting your ability with magical abilities and spells and may be increased by your attribute pool. Most characters have a rating of 0D in Magic, unless they want to be a sorcerer or wizard and like other attributes, each race has a racial maximum (typically 4D).

3. Skills
You now have a number of dice to allocate to your skills, based on your race (typically 12D)

FIGHTING Skills
Armour
Axes
Battle Tactics
Brawling
Clubs
Mounted Combat
Polearms
Siege Weapons
Staves
Swords

ATHLETICS Skills
Acrobatics
Bows
Climb
Dodge
Firepowder Weapons
Jump
Ride
Swim
Thrown

THIEVERY Skills
Awareness
Disguise
Locks
Sleight of Hand
Sneaking
Trap Knowledge

KNOWLEDGE Skills
Animal Lore
City Lore
Crafting
Engineering
Fishing
Forest Lore
Healing
Hunting
Languages
Law
Navigation
Religion Lore
Sea Lore
Secret Signs
Underground Lore
World Lore

PRESENCE Skills
Bargain
Con
Etiquette
Leadership
Resolve
Stewardship

STAMINA Skills
Strength

MAGIC Skills
With the exception of Minor Magic, Second Sight and Magic Lore, you may only choose one Magic based skill. You must have at least Magic 1D or more to use any of these skills, and must have at least 1 pip in each skill in order to be able to use it.

Battle Magic
Chaos magic
Conjuration
Enchantment
Magic Lore
Minor Magic
Mask Magic
Necromancy
Priestly Magic
Sorcery
Tattoo Magic
Wizardry
Second Sight

Languages
The Languages skill is usually only rolled when you do not know a language. Each pip invested in the Languages skill represents 1 rank in a specific language. Your rank in each Language rank determines how well the character can communicate:

0: The character doesnt speak the language and may make a Languages roll at -3D to try and get the gist of a conversation. Any skills dependant on language, such as Bargain, Con or Leadership, are made at -2D.
1: The character may communicate on a very basic level, and can only speak the language . Any skills dependant on language, such as Bargain, Con or Leadership, are made at -1D.
2: The character can talk,read and write the language fluently, although they do so with a thick accent.
3: The character can speak, read and write the language as a native speaker.
4: The character can speak, read and write the language as a native speaker, and is familiar with many dialects.
5: The character is a master of the language, familiar with all of its regional dialects and idioms.

The following languages may be chosen:

Common Speech (Allansian)
Dwarfish
Dragon
Elemental
Elvish
High Elvish (Complex courtly language used by Elven nobles and serious spellcasters)
Giant
Goblin
Lizardman
Orcish
Troll
Old Worlder
Khulian
Ancient Allansian
Ancient Old Worlder
Ancient Khulian

4. Secondary Attributes
Each character has a number of Static Defences which are used whenever they are attacked. Block, Parry and Dodge are used as the difficulty number to successfully be hit, while Soak is deducted from any damage inflicted.

Block: (Brawling skill dice x3) plus pips
Dodge: (Dodge skill dice x3) plus pips
Parry: (Weapon skill dice x3) plus pips
Soak: (Stamina attribute dice x3) plus pips and armour value plus any other bonuses from talents or magic

Leather Cuirass (+1)
Leather Hauberk (+2)
Chainmail Cuirass (+4)
Breastplate (+5)
Chainmail Hauberk (+6)
Plate Armour (+9)
Small Shield (+2)
Large Shield (+4)
Monster Light Armour (+2)
Monster Medium Armour (+5)
Monster Heavy Armour (+8)

Luck
Every character has a starting Luck rating of 5, plus any modifiers from Talents or racial abilities. You may also increase this value by 1 for each of your starting attribute dice you spend (max 4D). At the start of each session you have a pool of bonus dice, equal to your Luck rating, that may be spent on any skill rolls you make, and even add the dice to your static defences in order to avoid harm or damage. At certain times during a game, a gm may ask a player to Test their Luck, rolling the character's current Luck rating in dice, so players may want to avoid spending all of their Luck. The Gm can also have the players Test their Luck if they need to target one character specifically- whoever rolls the lowest becomes the victim...
Luck is refreshed at the beginning of each session, but can be increased with magic, in the form of Luck spells or potions, or rewarded by the gm for good roleplaying. At the start of the next session, if a character has a Luck rating greater than their normal value, they keep any extra Luck until it is spent.

6. Talents
Talents represent knacks, abilities or bonuses to certain skills. Every hero may choose one Talent:

Ambidextrous
You may strike with a second weapon, at least one of which must be a dagger or shortsword, ignoring the usual -1D penalty for taking a second action. In addition you may add 2 to your Parry rating when armed with two weapons.

Animalfriend

Armour Training
You may add 2 to the armour value of any armour that you wear, including shields.

Attuned
You must have at least 1D in a magical skill in order to take this talent.

Crack Shot
You may add +1D to all damage rolls when using any missile weapon, including bows, crossbows and slings.




To be continued
Last edited by Phantomdoodler on Tue Mar 17, 2015 7:18 pm, edited 58 times in total.

Mr Nibbs
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Posts: 256
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Re: Titan D6 System

Post by Mr Nibbs » Fri Mar 06, 2015 6:01 pm

That looks like a good idea. The system from BloodBowl might give you some ideas - I love that game!

Mr Nibbs
Knight
Posts: 256
Joined: Wed May 08, 2013 1:09 pm

Re: Titan D6 System

Post by Mr Nibbs » Fri Mar 06, 2015 7:08 pm


Al Livingstone
Posts: 22
Joined: Tue Jun 12, 2012 5:34 pm

Re: Titan D6 System

Post by Al Livingstone » Sat Mar 07, 2015 5:17 pm

Very nice; more please.

Mr Nibbs
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Posts: 256
Joined: Wed May 08, 2013 1:09 pm

Re: Titan D6 System

Post by Mr Nibbs » Sat Mar 07, 2015 7:31 pm

There are plenty of videos on YT where Steve & Ian are talking about why AFF is like it is (i.e. not D&D) and how the GW games are often related in some way. It all helps gets a sense of how the games were originally conceived and how the initial ideas have been adapted and refined to use new technology and new audiences.

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Phantomdoodler
Posts: 89
Joined: Tue May 24, 2011 10:57 am
Location: Gravesend

Re: Titan D6 System

Post by Phantomdoodler » Tue Mar 10, 2015 9:39 am

Magic in Titan
In order to use magic, a character must have at least 1D in the Magic attribute and have at least 1 pip in an appropriate magical skill. In addition, certain forms of magic require Magic points. A spell caster begins with a number of Magic points equal to their Magic or Wizardry skill dice x3, plus pips.

Minor Magic
Minor Magic represents cantrips that many adventurers learn, while more serious spell casters often have it to augment their more powerful spells . A character starts with knowledge of 1 Minor Magic spell for every pip in their Magic-Minor skill.

To cast a Minor Magic spell requires a Minor Magic test against a difficulty of 10, although you may add 2D to the roll, plus any of the following modifiers that apply:

Cantrip Casting Modifiers
Each round of preparation: +1D
Quiet surroundings: +2D
Caster is Target of ranged attacks: -1D
Caster is Target of 1 melee attack: -1D
Caster is Target of >1 melee attack: -2D

If the caster fails this test, and they get a 1 on their Wild die, the spell has been miscast (see below). Minor-Magic spells do not normally cost Magic points to cast if the test succeeds, but if the test fails, or a 1 is rolled on the wild die,the caster must deduct 1 Magic point (if both apply, deduct 2 Magic points). Some spells must be resisted by the Target's current Luck rating (rolled as dice). The Target must beat the original casting roll or else the spell will take effect.

Minor Magic Cantrips (see AFF p69 for full descriptions)

Attraction
Burn (Inflicts 1D damage to target)
Dry
Enhance
Entertain
Extinguish (-1D or -2D based on size)
Hear (-1D if conversation is at a whisper)
Heat
Hold
Honesty
Inebriate (-1D to all actions)
Instil
Jab (1D damage that ignores the Target's Armour Value. Maybe cast up to 2m away at -1D)
Mend
Mistake
Noise
Pied Piper (-1D for double numbers, -2D to treble numbers, -3D to quadruple numbers etc)
Pucker (-1D to social actions)
Push (-1D to physical actions)
Repulsion
Ripen
Secrete
Slip (-1D to physical actions)
Smudge
Sobre
Spark
Stutter
Weather Prediction

Wizardry
A character with at least 1D in the Magic attribute, and at least 1 pip in the Wizardry skill can cast Wizardry spells. A Wizard refers to his Wizardry skill dice x3, plus pips, as his "Arcane Power" which determines the strength of certain spells. Casting a Wizardry spell requires a spell casting roll, as well as the expenditure of 1 or more Magic points, based on the power of the spell. A Wizard may also spend 2 Magic points to add 1D to their spell casting attempt, or to reduce an opponents test by -1D to resist it.

Wizardry Casting Modifiers
Each round of preparation: +1D
Quiet surroundings: +2D
Caster is Target of ranged or melee attack: -1D

A wizard may wear armour while casting a spell, but must spend an additional number of Magic points equal to half the Armour value, rounding down.



To be Continued...
Last edited by Phantomdoodler on Sat Mar 14, 2015 8:52 pm, edited 1 time in total.

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bottg
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Re: Titan D6 System

Post by bottg » Thu Mar 12, 2015 4:25 pm

If you were to go down the D6 route for Titan, you could probably incorporate some of the Magic system from Sorcerers of Ur-Turuk...

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