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SIXTH WORLD 4chan
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WELCOME TO SIXTH WORLD 1 Other Equipment 39,What Do I Do 1 Magical supplies 40. Fiction First 1 SPELLS 41,Stats 1 SPIRITS 42,Rolling the Dice 2 GAMEMASTER GUIDELINES 45. Essence 2 Always Say 45,Edge 2 Your Agenda 45,XP 3 Your Principles 45. Debts Favors 3,THREATS 46,MOVES 4 Threats and Dice 46. Core Moves 4 Threat Traits 46,Secondary Moves 5 Paracritters 48.
Metatype Moves 6 Metahumans 49, Cross Archetype Moves 6 Intrusion Countermeasures 51. CHARACTER CREATION 7 Spirits 52,The Adept 8 SPRAWLS 53. The Ex Cop 10 Creating A Sprawl 53,The Face 12 Influences 53. The Hacker 14 Perils 53,The Mage 16 Crisis 54,The Mercenary 18 Doom Bar 54. The Rigger 20 Sprawl Districts 55,The Shaman 22,The Street Doc 24.
Wilderness Zones 57,The Street Samurai 26,Sprawl Wilds Sheet 59. CREATING GEAR 60,DAMAGE AND HEALING 30 Creating Weapons 60. Dealing Damage 30 Customizing Weapons 61,Getting Hurt 30 Creating Cyberdecks 61. Getting Better 31 Creating Vehicles 62,Getting Buried 31 Creating Drones 62. MAGIC 32 CREATING CYBERWARE 63,Essence 32 Creation Rules 63.
Astral Space 32,CREATING PROGRAMS 66,THE MATRIX 33 Coding 66. Building systems 33 Agents 66,Hacking 33,CREATING SPELLS 67. LEGWORK DOWNTIME 34 Customizing spells 67,Legwork 34. CREATING SPIRITS 69,Downtime 35,Spirit Bonding 69,EQUIPMENT 36 Making New Bonds 70. Equipment Tags 36,Weapons 36,Armor 37 GM RESOURCES 72.
Cyberdecks 37 A Handy Pile of Names 73,Programs 38 1d100 Western Name Generator 74. Vehicles 38 1d100 Japanese Name Generator 75,Cyberware 38 Cyberpunk Company Name Generator 76. OPTIONAL RULES 77,Blood Magic 77,CHANGE LOG 78,Introduction SIXTH WORLD. WELCOME TO SIXTH WORLD, Sixth World is a hack of the game Dungeon World which them with gotcha moments Instead point out the potential. attempts to capture the flavor of the world of the well known issue you see and let them decide. RPG Shadowrun, A good example of this is the Mage s Centering move It.
The Sixth World is the dangerous and grim future of our simply says when you take a moment to concentrate and. own world where magic has resurfaced megacorporations restore yourself you regain 1d6 essence So all the fiction. rule the world and humanity has perfected incredible new requires is that the mage stop what they re doing take a. technological capabilities including advanced cybernetics and moment and gather their strength Nothing confusing there. the worldwide virtual reality network called the Matrix However if the mage is in the middle of a firefight and needs. to center themselves they might just say okay I need to get. This game assumes familiarity with Shadowrun as well as. things together here I calm myself and draw on the power. with Dungeon World,of the astral realm, WHAT DO I DO When they do that remind them that they re in a firefight and. based on what happened just before they needed to center. You take on the role of a shadowrunner an individual who themselves they could be exposed to real danger Suggest. conducts let s say quasilegal activities at the behest of the for instance that they dive for cover or get behind something. corporations governments and organized crime You ll sturdy before they hit the astral gas pump This isn t hand. choose one of the archetypes described later on to experi holding this is just making sure the fiction is working If they. ence the excitement and danger of the shadows of the Sixth say no no time I ll do it now you can decide what kind of. World opportunity that gives you and what you ll do about it. FICTION FIRST On a related note since the fiction anchors the game re. member that if you want to speak to or ask something of. Everything that happens in a session of Sixth World starts Valentin the character being played by Keith don t say Hey. with the fiction proceeds to rules if necessary and ends Keith do you have a spare frag grenade Instead speak to. with the fiction Most of the rules of the game are encapsulat the character Hey Valentin do you have a spare frag. ed in items called moves That s simply game terminology for Even though character names should be used you don t have. a small package of instructions telling you how to attempt to to act in first person What is important is to remain focused. perform certain actions and resolve them using the rules So on the characters So if the GM says Valentin there s an ork. for instance the move called Rock Roll contains instructions with a bat coming your way What do you do Keith is per. on how to fight with someone fectly free to say Valentin pulls his trenchcoat aside to show. However it is important to remember that because the game the gleam of his custom Ares Predator. starts with and ends with the game fiction you should never Just remember flow from the fiction to the rules and back to. say I use Rock Roll on that guy the fiction and stay focused on the characters and every. In fact this is a cardinal rule for both players and the GM you thing will be all right. never say the name of your move You simply determine. from what you are doing in the game world running shoot STATS. ing jumping dying etc what move would apply When, the rolling is done you conclude with some more fiction or Most of the rules of Sixth World rely on the value of a player. perhaps the GM does depending on the outcome Thus the character s Stats You ll hear more about these later on espe. flow of play is cially when you get to the Dossiers on page 8 but every. player character in Sixth World is described by 5 stats. FICTIONAL ACTION RULES FICTIONAL OUTCOME, Combat your skill in all manner of fighting both armed. For the most part it s what you ve always done when gam and unarmed. ing try something roll some dice and see how it comes out. Stamina your physical and mental toughness strength. Also remember this if you do something in the game world and fortitude. that would trigger a move then you must make that move. You can t say I m diving into the closet to avoid being spot Awareness your alertness reflexes and ability to react to. ted and then not make the Stay Frosty move Likewise you dynamic situations. can t make a move unless the situation actually demands it Craft your general educational level mastery of specific. If you re not fighting someone who s fighting back then you subjects and skills. don t get to make the Rock Roll move,Presence your style appeal and charisma. Also when a player does something to trigger a move that. seems questionable given the circumstances it s nice to re. mind them of their situation and give them a chance to re. vise what s happening As the GM it s not your job to nail. Introduction SIXTH WORLD, Finally all characters also have two variable pools of points whatever circumstances caused the ongoing modifier have.
Edge a pool of points used to activate cyberware use. magical items and sometimes save your life when nothing boosted whenever you are boosted your result is never. else will lower than 7 even if you roll 6 or less So when boosted. you cannot fail though success may still come at a cost. Essence your life force and meta humanity this also fu. not least of which is the fact that while boosted you can t. els the powers of magical archetypes Adept Mage and. glitched glitched rolls are the opposite of boosted rolls. ROLLING THE DICE Whenever you are glitched your result is never higher. than 9 even if you rolled a 10 You can succeed while. In this game the dice rolling revolves around the concept of glitched but it will always come with a cost. the Move When you are instructed to roll dice for a move. your responsibility is simple roll 2d6 and add the value of b this means take the best of you roll multiple dice. a stat or sometimes some other value to the result When but keep only one of them to determine the final total. a roll is needed it is usually phrased as roll Something For instance if you are instructed to roll 2d6b you would. where something is the value to add to the roll roll 2d6 and keep the highest die When written by itself. without a dice expression it will be written as b, Example if you are told to roll Combat you would roll. 2d6 sum the total and add the value of your Combat stat w this means take the worst of if you are instructed to. to the result roll 2d6w then you would roll 2d6 and keep the lowest. die When written by itself without a dice expression it. The total of the roll indicates the outcome of the action taken will be written as w. by the character, On a 10 you achieve a strong success you ve achieved ESSENCE. your aim without complication and to the fullest extent. Every character in Sixth World has a stat called essence. representing their humanity life force and mystical connec. On 7 9 you have achieved a weak success your achieve tion with the world Essence starts at 6 but the installation. your aim but with a cost You will usually be present of cybernetic augmentation robs a character of some of that. ed with a list of complications to choose from although essence as they become less human and more machine. sometimes instead the GM will tell you what complication. Characters start with 6 essence although that may be less. if they choose cyberware Essence can also be lost to some. On a total of 6 or less you have failed you don t get creatures and to certain injuries depending on what optional. what you want In fact things are probably going to get rules you have in effect. Note that if a move just says roll then you don t add any EDGE. thing You just roll 2d6 Each Archetype in this game has a variable pool of points. In addition to the common 2d6 roll Sixth World uses the called Edge Edge is an in game currency representing a. other common polyhedral dice d4 d6 d8 d10 and d12 number of real world or at least game world concepts. Twenty sided dice are not used for mechanics but can be from combat experience to how many jobs they ve pulled off. used for some of the random generators at the end of this to their ability to turn a bad situation into a survivable one to. document their general flat out awesomeness,ROLL MODIFIERS SPENDING EDGE. While the basic move roll is 2d6 something there are a few The main way to spend Edge is to gain bonuses to damage. modifiers and tricks that may apply to a roll The rules will and to rolls When a player wishes it they can spend edge. always indicate when to use one of these modifiers as follows. hold n when you are told to Hold n or that you gain n To improve damage for every point of Edge spent they. Hold this means you have a small pool of points that can can add a point of damage to their most recent attack. be spent at some future moment of your choosing You To improve a roll for every two points of Edge spent. will be told on what specifically you may spend the Hold a character can add one point to the result of their most. Note that if you can spend Hold on a dice roll you can do recent move. so after you see the results of the roll,Edge is also used to. take n forward n forward this means take a bonus, the or a penalty the equal to n to your next Move Attuning to magical items see page 40.
Investing magical fetishes see page 40,take n ongoing n ongoing this means to take a bo. Activating cyberware see page 38, nus or penalty equal to n to all of your future rolls until. Introduction SIXTH WORLD, Surviving when things are at their darkest see the Last DEBT. Chance move page 5, A debt is something you owe a fellow runner Maybe they. Feel free to think of other ways that Edge can be spent just yanked your ass out of a bad situation down in Aztlan or. make sure it s fun helped spring you from jail or just lent you some of their own. hard won experience that saved your bacon,EARNING EDGE.
When Edge is spent it remains spent until the character has FAVOR. a chance to spend at least a few hours resting in a place A favor conversely is something owed to you by a fellow. of relative safety at which point the pool of Edge refreshes runner Maybe you were the one doing the hot LZ extraction. Starting characters generally have a relatively small pool of in Aztlan or you took the rap for them on a particular smash. Edge However they will earn more Edge in the course of n grab job. their adventures Players gain additional edge in 2 ways. Debts and favors are not necessarily reciprocal A character. Choosing to gain a point of edge when they make the. might perceive a debt to another that is entirely self imposed. Advance move page 5, Conversely a character might feel like one of their teammates. Being taken out but not killed in combat owes them something while that teammate might be com. Each player is also free to make a case that another player s pletely unaware of that feeling So when establishing debts. character deserves to earn a point of Edge based on their and favors don t assume that a debt on one sheet has to. actions successful or not performance or whatever other correspond to a favor on another. criteria the player things is worthy If you re the GM don t. be too harsh here players rewarding each other for having. a good time and getting into the spirit of things is a good. thing Indulge it, Characters advance by earning XP typically called Marking. XP as they navigate their shadowruns Characters can mark. XP in the following circumstances,when they fail a move this is the most . Sprawl Wilds Sheet 59 CREATING GEAR 60 Creating Weapons 60 Customizing Weapons 61 Creating Cyberdecks 61 Creating Vehicles 62 Creating Drones 62 CREATING CYBERWARE 63 Creation Rules 63 CREATING PROGRAMS 66 Coding 66 Agents 66 CREATING SPELLS 67 Customizing spells 67 CREATING SPIRITS 69 Spirit Bonding 69 Making New Bonds 70 TOTEMS 71 GM RESOURCES 72 A Handy Pile of Names 73 1d100 Western Name

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