Category Archives: Mini Six

Posts about, related to, or featuring content for Mini Six and related games such as Open D6, D6 Adventure, D6 Fantasy, D6 Space, West End Games’ Star Wars RPG and so on.

5 Room Dungeon: Into Yamahari Forest

Mischievous TenguWherein your humble scribe presents a Five Room Dungeon for use with Mini Six, with some creation help from the random tables in D6 Fantasy Locations. This is, of course, largely compatible with D6 Fantasy as well.

War is coming to Okibu Province! The forces of the Nakayama Clan are gathering near the borders and Daimyo Nakayama Yosuke has his eyes on the throne of Watanabe Castle. Lady Watanabe Euiko has requested that you take the daisho of retired samurai Murakami Shoichi, once the master strategist of Lord Watanabe’s army, to his hermitage deep within the high forest and convince him to return and lead the Watanabe forces as they seek to defend their Daimyo’s lands (and daughter) against the depredations of the Nakayama barbarians.

Room One: Entrance and Guardian(s)
Yamahari Forest, and the mountains that surround it, are the territory of a pair of mischievous Tengu named Hito and Jito. These two crow-like humanoids are ferocious combatants if angered, but are far more inclined to play tricks on travelers – at least those who show the proper respect to the forest and its masters.

A favorite of these tricks is to have Hito shape change into the form of a Buddhist monk and pretend to be dead, lying in the path of a group passing through Yamahari Forest. Jito will then circle the area, using his illusion powers to create a tableau of Bakemono stomping though the trees. Once the travelers have been tricked into paying attention to the outside threat, Hito will rise up, scare the group, and fly away cackling.

Hito and Jito will only engage travelers in combat if the group is particularly hostile or threatening towards the Tengu themselves or anyone else within Yamahari Forest.

Hito and Jito, Tengu (Scale 0)
Might 4D+1 Agility 4D+2 Wit 4D+2 Charm 4D+1
Skills: Sword 5D+1, Dodge 5D+2, Magic 6D+2
Perks: Sorcerer, Flying
Gear: Fine Katana (+3D), Leather Armor (+2)
Spells: Charm, Control Weather, Illusion, Invisibility, Shape Change, Teleport
Static: Dodge 17, Block 13, Parry 16, Soak 13 (2)

Room Two: Puzzle or Roleplaying Challenge

The narrow path through Yamahari Forest occasionally widens to accommodate a shrine to one of the 10,000 gods of Akashima. At a shrine dedicated to Kanzeon the group encounters the old (but still spry and stunningly beautiful, of course) Jen-Mai, a tea trader. Jen-Mai frequently passes through Yamahari Forest and knows much of its inhabitants. She can, if flattered and treated well, give the seekers great insight into both the Tengu who protect the forest as well as any other subject relating to the area.

Jen-Mai is also more than a little familiar with the subject of Murakami Shoichi, having been quite infatuated with him when they were both much younger. She is aware that he makes his home nearby, but she has never approached him because of the difficulty in reaching his high cave, which is located on the southern face of the 2nd tallest hill within Yamahari Forest. Jen-Mai also knows that Shoichi’s favorite tea is Gyokuro, an expensive and rare delight that she just happens to have in stock. Perhaps the old man will be more favorably inclined to listen to the group if they present him with a gift?

Jen-Mai poses no danger to anyone, and will only fall to the ground weeping if threatened. If anyone should press their attack further, Hito and Jito will come to her defense. They will not be pleased with the situation and will deal harshly with anyone so crass as to take advantage of an honorable and respectful little old lady like Jen-Mai.

Room Three: Trick or Setback

The southern slope of the hill atop which Murakami Shoichi resides is a steep climb, rocky and difficult to ascend. A Climbing check against TN 18 is necessary to make any significant headway, and should be repeated a total of three times to see if the rise can be crested. Further, Shoichi has carefully concealed a couple of traps along the way, all the more to discourage unwanted visitors. These traps take the form of loosened rocks that are otherwise ideal handholds for climbing. A Traps roll vs TN 18 (better than a 21 on the Climbing roll immediately preceding the trap) will successfully avoid “triggering” the traps. There is one trap immediately after the first Climbing roll and another immediately after the last Climbing roll. In both instances, a person triggering the trap will tumble the full distance back down to the bottom of the hill, losing all progress gained. A person falling from the 1st trap site will suffer 2D damage. A person falling from the 2nd trap site will suffer 5D damage.

Room Four: Climax, Big Battle, or Conflict
A group of a dozen or so soldiers of Clan Nakayama are gathered around the outside of Murakami Shoichi’s cave. They were sent by Lord Nakayama himself to abduct the old samurai to force him into service against his old master. They must have approached from the north and worked their way around. They now find themselves on the receiving end of the great warrior’s wrath. At present he is firing arrows at them from within his cave even as they prepare to rush in and overwhelm him with their superior numbers.

Nakayama Soldiers (Scale 0)
Might 3D Agility 2D+1 Wit 2D Charm 1D+2
Skills: Naginata 3D or Sword 3D+1 or Spear 4D, Dodge 3D+1
Gear: Naginata (+3D) or Katana (+2D+2) or Yari (+2D), Ashigaru Armor (+5)
Static: Dodge 10, Block 9, Parry 9/10/12, Soak 9 (5)

Room Five: Reward, Revelation, Or Plot Twist

Helping chase away the Nakayama soldiers and presenting him with his old daisho will do much to open Murakami Shoichi’s eyes and soften his heart to the seekers’ entreaties on behalf of Lady Euiko. However, Shoichi remains reluctant to leave his hermitage and return to the ways of war. He can be convinced, but good roleplaying should be required here. Successfully convincing Murakami Shoichi is a significant challenge, but the GM should not stonewall the players. Appeals to his honor, or to his duty to the Watanabe family, or indictments of the Nakayama “barbarians” will eventually get to the old man. They will do so much sooner if he is able to enjoy a nice pot of Gyokuro tea while listening to them.

The retired samurai’s stats are presented below in case the seekers offend him or attempt to abduct him. If a fight breaks out between the seekers and Shoichi, Hito and Jito will arrive in 1D turns to aid their tenant.

Murakami Shoichi, Hermit Samurai (Scale 0)
Might 3D+1 Agility 3D+1 Wit 4D Charm 3D+1
Skills: Sword 5D+1, Naginata 5D+1, Dodge 5D+1, Bow 5D+1, Tactics 7D, Strategy 7D, Leadership 6D+1
Gear: Naginata (+3D), Katana (+2D+2), Heavy Furs (+2 armor)
Static: Dodge 16, Block 10, Parry 16, Soak 10 (2)

Once Shoichi has been convinced to return to Watanabe Castle, it can be safely assumed that he devises a brilliant defensive strategy and the Nakayama invasion is repelled. Those who returned the old man to assist his Lord are feted and rewarded appropriately. Or, if the GM desires, the entire campaign against the Nakayama could be played out. But that’s as far as this five room “dungeon” goes.

5 Room Dungeon: The Pyramid Of Kheptah Atemu

Wherein your humble scribe presents a Five Room Dungeon for use with Mini Six, with some creation help from the random tables in D6 Fantasy Locations. This is, of course, largely compatible with D6 Fantasy as well.

Deep within the scorched desert men call Behtep Seretu one will find the great pyramid of Kheptah Atemu, the long-dead Pharaoh of ancient Khemset. Legend tells of a great treasure that was entombed with the Pharaoh – an amulet in the likeness of a scarab, created by the god Khepri himself, that greatly extends the life of its wearer. Like all Pharaohs, Kheptah Atemu must also have been sent to the afterlife with countless artifacts and a kingdom’s worth of gold. True, the legend mentions some kind of curse as well, but those stories are just told to keep away the cowardly, aren’t they? And you, my bloodthirsty gang of tomb robbers, are anything but cowardly.

Room One: Entrance and Guardian(s)

Rising only half its height from the sands in which nine centuries’ worth of storms have buried it stands the great pyramid. A grand archway yawns blackly, inviting the would-be tomb robbers to enter. The climb to reach this doorway is child’s play for any skilled raider. Yet, as the entrance is approached, something strange happens. The faded hieroglyphics depicting the jackal-headed Children of Anubis standing guard on either side of the archway shimmer and begin to move. They detach themselves – paper thin, yet as real as thirst – from the stone walls and attack!

Children Of Anubis (Scale 0)
Might 4D Agility 3D Wit 1D Charm 1D
Skills: Sword 6D, Dodge 6D
Gear: Khopesh (+2D+2)
Static: Dodge 18, Block 12, Parry 18, Soak 12

Room Two: Puzzle or Roleplaying Challenge

The entrance of the pyramid is an enormous, hieroglyphic-covered hallway that descends at a gentle slope, switching back on itself often and abruptly. After a significant amount of this travel, the tomb robbers reach a large, spherical room, across which there is no bridge. A tall, wide spire rises from the center of floor of this room, and runs all the way to the ceiling. A doorway that matches the one the thieves are standing in lies directly across from where the party stands.

Surely there must be some kind of puzzle here, and indeed there is. A Lore check (TN 15) will allow the tomb robbers to recall that at every switchback they passed through on their way here there was a specific, distinctive hieroglyph that appeared nowhere else along the way. Each of these symbols marks an otherwise impossible to see pressure plate. If each plate is depressed in the order they are encountered from the entrance on down the spire will rotate within the circular room such that it will serve as a bridge across the room to the doorway on the other side.

Room Three: Trick or Setback
Deeper within the hallways of the pyramid the raiders encounter a “wall” of fist-sized stone scarabs that continuously rain down from the ceiling and vanish through a narrow drain in the floor. The scarabs fall with alarming velocity, doing 9D damage to anyone who sticks an appendage into the curtain of rain. Any weapon, pole, or other item inserted into the falling scarabs will quickly be battered beyond use. Light and a continuation of the hallway can be occasionally glimpsed through brief gaps in the rain of scarabs.
Upon further inspection it can be noted that a very narrow path may be navigated through the falling scarab stones. To do so requires a series of three Contortion checks against a TN of 15+ the number of dice the character has in Might. Failure results in 3D damage and a retreat by one step, such that the number of Contortion checks needed returns to its previous value.

Once a character has made it through this obstacle and reached the other side, a row of three levers can be seen further down the hallway. When set to the proper sequence (Up/Down/Up) the rain of scarabs will cease for a brief period during which two people may cross the “wall.” A third person attempting to cross must make an Agility check vs TN 13 or be caught in the restarted rain of scarabs, taking 3D damage. Fourth and subsequent individuals may not cross (without taking the 9D damage, that is) until the levers have been set to turn the rain off again.

Room Four: Climax, Big Battle, or Conflict

The burial chamber of Kheptah Atemu is large and airy. Sunlight fills the room, streaming in from carefully crafted shafts built into the pyramid itself. The room is also completely silent – having been enchanted to eliminate all sound. In addition to making communication between tomb robbers quite difficult, this divine silence prevents the casting of any spells within the confines of this room.

These serene beauty of the scene is marred by jarring evidence of a long-passed massacre. Multiple skeletons, some dressed in the garb of burial attendants, some seeming to have been royalty as indicated by their accoutrements, lie strewn about the room, their bones shattered, their skulls fractured, and so on.

A beautiful lapis and gold sarcophagus decorated with numerous scarab designs stands at the center of this room. A Lore check (TN 12) reveals that the ancient Khemseti held the scarab to be a sign of rebirth. Those opening the sarcophagus (Lift check TN 30 – up to 4 characters may add their Lift rolls together to remove the heavy golden lid) will soon discover just how real the belief in rebirth can be, as the mummified body within the sarcophagus returns to life and attacks the thieves.

Kheptah Atemu, Mummified Pharaoh (Scale 0)
Might 5D Agility 1D Wit 1D Charm 1D
Skills: Brawling 7D, Dodge 2D
Gear: Scarab Amulet Of Khepri (+6 armor, allows wearer to regenerate)
Static: Dodge 6, Block 21, Parry 15, Soak 15 (6)

The Scarab Amulet, worn by the mummified Kheptah Atemu, provides divine armor and allows its wearer to regenerate, but it does so at a great cost. Whosoever wears this amulet cannot remove it and will return from death each time he dies with a permanent, cumulative 1D reduction to all Attributes. Only when all Attributes have reached 0D will the wearer truly die. So deceased, the wearer will become a mummy (as the one above) bereft of free will and incapable of any action other than horrific, unstoppable violence directed towards any and all – friend or foe. In this state only can the wearer be killed and the Amulet removed.

Room Five: Reward, Revelation, Or Plot Twist

It is true that Kheptah Atemu was buried with a kingdom’s worth of gold. Numerous golden idols, statues, and trinkets are kept within a secret room located just off the main burial chamber. This room can be found with a Search check against TN 20. In addition to the valuable treasure – which is too much for any small group to carry easily or far in the Behtep Seretu desert – a papyrus scroll is found that, if it can be deciphered (Lore check, TN 25), tells the story of the Amulet of Khepri and what befell Kheptah Atemu as he wore it.

This room has been trapped to release a dehydrating dust upon all who enter it. The trap may be discovered and disarmed with a Traps roll against TN 22. If not disarmed, it will activate and each person exposed to the dust must succeed in a Stamina check against TN 20 or become afflicted with an unslakable thirst. Afflicted thieves will immediately become Wounded and will continue to decline along the Wound Level track one step per hour until they perish unless they can consume 5 gallons of water within 5 hours – a difficult proposition this deep in the desert. A more disturbing cure is to consume 1 gallon of fresh human blood, which those afflicted will actively thirst for.

5 Room Dungeon: The Temple Of Vashti Nimarita

Wherein your humble scribe presents a Five Room Dungeon for use with Mini Six, with some creation help from the random tables in D6 Fantasy Locations. This is, of course, largely compatible with D6 Fantasy as well.

In the jungle city of Kharasoo there is a temple dedicated to Vashti Nimarita, the goddess of glorious & lustful battle. The priestesses who tend this temple have captured and enslaved a Naga Demon to guard their holiest treasures, which are said to include more than 10,000 rupees and weapons once wielded by Vashti Nimarita herself in the great battle against the Utosh. Desperate thieves, or perhaps non-believers from the outside world, might be tempted to sack the temple and take what treasures can be hauled away…

Room One: Entrance and Guardian(s)

Much of the temple is open and accessible, though well-armed or armored individuals, especially males, will likely draw attention. Beyond the three great courtyards and the seven silver fountains one will find a well-guarded entrance to the heart of the temple. Four guards and an attending priestess are always present here, to discourage any would-be trespassers. The guards and priestess are more than willing to engage in battle, though they have been ordered to use other methods to keep intruders away if at all possible. Their appealing, naked, and henna-covered bodies tend to make this easy more often than not.

Sanshara, Neshali, Tapanji, and Sanjeeta, Temple Guards (Scale 0)
Might 2D+1 Agility 3D Wit 2D Charm 2D+2
Skills: Sword 3D+1, Dagger 3D+1, Dodge 4D, Throwing 4D, Lore 3D, Command 3D+2, Seduce 3D+2
Gear: Nair Temple Sword (+2D+1), Kukri (+1D), Chakram (+1D+1)
Static: Dodge 12, Block 8, Parry 10, Soak 8

Swali Jagra, Attending Temple Priestess (Scale 0)
Might 2D Agility 2D Wit 4D Charm 3D
Skills: Dagger 3D, Dodge 4D, Throwing 3D, Lore 6D, Magic 6D, Seduce 4D
Perks: Sorcerer
Gear: Phurba (+1D+1), Chakram (+1D+1)
Spells: Bless, Charm, Fly, Petrify, Shape Change, Slumber
Static: Dodge 12, Block 6, Parry 9, Soak 6

Room Two: Puzzle or Roleplaying Challenge

The first inner sanctum of the temple is watched over by the spirits of Gheeta, capricious wind elementals who are the only creatures capable of manipulating the wind-locks that seal this room from the deeper portions of the temple. Only by persuading the Gheeta that they should allow passage through the wind-locked door can a party of thieves hope to proceed. A successful Lore check against TN 20 will reveal the legend that Gheeta desperately long to be human and can become so – for brief periods at least – if given a bowl of honey. Surely these creatures would bargain for passage?

Room Three: Trick or Setback

The second inner sanctum of the temple is trapped! The door to this large room will slam shut once a single person has crossed the midline and will then quickly fill with sand, trapping and killing any who occupy it. The only way to stop this flow of sand is to hurl a chakram into a specific slot hidden in the far wall. A Traps roll against TN 18 will identify the mechanism and target for shutting off the trap itself. A Throwing check vs TN 24 is necessary to throw the chakram accurately enough to stop the trap. Two minutes (12 rounds) is all the time thieves will have before they are buried alive.

Room Four: Climax, Big Battle, or Conflict

The fourth great courtyard is now all that stands between temple robbers and their goal. It is here that the priestesses of Vashti Nimarita have bound the Naga Demon Vikram Kirat. This terrible creature possesses the head of a giant, stunningly beautiful human male attached to the body of a tremendous snake. Vikram Kirat speaks with a deep, soothing voice and attempts to persuade all who enter the room into giving up their souls to it in exchange for a great reward. Those who strike this bargain with the demon are instantly destroyed on this plane of existence and suffer a fate that will never be known here. Those who refuse must ultimately engage the Naga Demon in direct combat.

Vikram Kirat, Naga Demon (Scale +2D)
Might 5D Agility 3D Wit 2D Charm 5D
Skills: Brawling 6D, Dodge 4D, Throwing 4D, Command 6D, Diplomacy 6D, Persuasion 6D
Perks: Energy Blast (4D damage/Throwing skill)
Static: Dodge 12, Block 18, Parry 15, Soak 15

Instead of suffering wound level penalties in combat, the Naga Demon gains equivalent bonuses and cannot be incapacitated (though it does gain the +3D bonus at that stage), only killed. If killed, the Naga Demon is released from its bindings to the temple and will turn to dust and blow away, only to reform some other place in 99 days.

Room Five: Reward, Revelation, Or Plot Twist

Temple thieves who reach this room are rewarded for their efforts by the sight of more than 10,000 rupees and a small arsenal of magically enhanced weapons (+1D to hit, +1D damage in most cases, though possibly some stronger or weaker variations are present).

Any females who take from this treasure are, in a brief and painful flash of light, marked with permanent henna-like tattoos that identify them as priestesses of Vashti Nimarita. Any males who take from this treasure are instantly – and just as painfully – transformed into such henna-inked females.

Thieves can be returned to normal by the successful casting of a Dispel Magic spell against TN 25.

5 Room Dungeon: Cave Of The Kobold Seer

Wherein your humble scribe presents a Five Room Dungeon for use with Mini Six, with some creation help from the random tables in D6 Fantasy Locations. This is, of course, largely compatible with D6 Fantasy as well.

Goblins have always been a problem for caravans between Woodville and Stonekeep, but lately they have been plaguing the trade routes with greater accuracy than ever before. The party has been hired to determine how the Goblins are managing these highly successful robberies.

Some careful tracking from the site of the last attack has lead the heroes (following the trail of what appears to be two Goblins who split off from the rest of the raiding party) to a hidden cave deep within the Jorngast Forest.

Room One: Entrance and Guardian(s)

Well-hidden beneath carefully placed brush is a cave entrance that the Goblins’ tracks appear to enter. A simple crossbow trap has been placed here, aimed to shoot anyone taller than a Goblin who disturbs the brushy cave covering. A Search roll (TN 15) will spot it. A Dodge roll (TN 18) is necessary to avoid the bolt. If not dodged, the bolt does 4D+1 damage.

A short passageway leads to a cramped cavern where a half-dozen hungry, ill-trained Kobold Warriors loiter. They will happily attack any intruders who look like they might have (or be) food. The Kobolds will attempt to flee – heading for the outside – once they have lost 1/2 their number.

Kobold Warrior (Scale 0)
Might 1D+1 Agility 2D+2 Wit 1D+2 Charm 1D+1
Skills: Javelin 2D+1, Dodge 3D+2, Stealth 3D+2, Traps 2D+2
Gear: Javelins (+1D), Leather Armor (+2)
Static: Dodge 11, Block 3, Parry 7, Soak 3 (5)

Room Two: Puzzle or Roleplaying Challenge

Three Kobold Lieutenants sit about this mid-sized cavern, gambling with knucklebones by candlelight. If the players can beat the Kobolds at their game (skill resolution required: Gambling, Wit-based) and convince them that they are here “on business” (roleplaying resolution required, fairly easy since the Kobolds are lazy and would rather let the trap in the next room do the hard work), the guards will let them pass without a fight. These Kobolds will also lay in ambush for anyone coming back into this room from the rope bridge cavern ahead.

Bik, Haarlit, and Fythang, Kobold Lieutenants (Scale 0)
Might 1D+2 Agility 3D Wit 1D+2 Charm 1D+1
Skills: Javelin 2D+2, Dodge 4D, Stealth 4D, Gambling 2D+2
Gear: Javelins (+1D), Leather Armor (+2), Shield (+4)
Static: Dodge 12, Block 5, Parry 8, Soak 3 (9)

Room Three: Trick or Setback

A deep chasm cuts across this cavern, a fast moving and rocky stream lies some 40 feet below. A ratty-looking rope bridge spans the gap. The chasm is almost too wide to jump, but a very skilled (or lucky) person might make it across (TN 20, using Athletics).

The bridge itself is trapped. Its ropes have been carefully frayed to cause them to snap if traversed by anyone heavier than a Goblin. A Search check (TN 15) will notice the trap. A person falling with the bridge can make an Athletics roll (TN 18) to avoid suffering damage (4D) from the fall and may then climb up the other side.

Room Four: Climax, Big Battle, or Conflict

The Kobold Seer and two emissaries from the Goblin King sit at a battered and wax-covered old table. The seer speaks to the Goblins in a gravelly and grandiose voice, telling them of visions and prophesies. These conspirators are not pleased to be interrupted by pinkies and will immediately move to attack. The Goblins will fight to the death in an effort to preserve their king’s lucrative raiding scheme. The Kobold has no such desire to die and will, if the fight begins to go against him, attempt to cast Invisibility and flee.

Vumra, Kobold Seer (Scale 0)
Might 1D+1 Agility 2D+2 Wit 3D Charm 3D
Skills: Dagger 2D+1, Dodge 3D+1, Magic 6D, Command 4D
Perks: Sorcerer
Gear: Dagger (+1D+1) -> magic, +1D to hit, +2 pip damage
Spells: Control Weather, Curse, Divination, Hasten, Heal, Invisibility, Paralysis
Static: Dodge 10, Block 4, Parry 7, Soak 4

Niish & Padlum, Goblin Emissaries (Scale 0)
Might 2D Agility 3D Wit 2D Charm 1D+1
Skills: Sword 4D, Dodge 4D, Stealth 3D+2
Gear: Short Sword (+2D), Leather Armor (+2), Shield (+4)
Static: Dodge 12, Block 6, Parry 12, Soak 6 (12)

Room Five: Reward, Revelation, Or Plot Twist

The Seer’s chamber, contains a small trove of gold coins (454), a rough seeing crystal (+1D+2 to Clairvoyance & Divination attempts), and his star charts and diary of prophesies, including information on where and when the Goblins have been told will be good times to attack the trade routes for the next six months. Surely the Merchants’ Guild in Stonekeep will pay a handsome reward for this information!

Mini Six Character: Detective Sergeant Arthur Dietrich

Wherein your humble scribe attempts to honor the recently departed Steve Landesberg by writing up his most famous character, Detective Sergeant Arthur Dietrich as a Mini Six/Precinct ’77 character.

If it’s true that childhood imagination games like “Cowboys & Indians” and “Cops & Robbers” are the original RPGs, then it’s likely that my first character was, shall we say, an homage to (read as: blatant knock off of) Detective Sergeant Arthur Dietrich, of Barney Miller fame. When it came to cops, other kids wanted to be Dirty Harry, Starsky & Hutch, or even Ponch & John. But not me. I wanted to be the calm, intellectual detective who confounded everyone with his dry wit and subtle sarcasm. I was an odd kid, go fig.

So when I heard this morning that Steve Landesberg, the actor who portrayed this childhood icon of mine passed away yesterday, I felt the need to complete the circle a bit and write up ol’ Dietrich as a “proper” RPG character. So consider this my odd adult effort at a tribute to one of the great offbeat cops of all time and the actor who played him so very well.

First, let’s watch the opening of Barney Miller to get in the mood (and man, that bass line does it for me every time):

And now, let’s meet the real star of the show…

Detective Sergeant Arthur Dietrich
Might 2D+2 Agility 2D+1
Wit 4D Charm 3D
Skills: Brawling 3D, Muscle 3D, Dodge 3D+1, Investigation 5D, German 4D+2, Legalese 4D+1, Sciences 5D, Humanities 5D, Good Cop 4D, Bad Cop 3D+1
Perks: Destiny
Complications: none
Gear: Badge, Handcuffs, Service Revolver (4D)
Static: Dodge 10, Block 9, Parry 8
Body Points: 30
Armor: none

Sunken London: Echo Bazaar Meets Mini Six

Wherein your humble scribe attempts to emulate Echo Bazaar, using Mini Six.

Introduction

Mini Six is a marvelous and imminently hackable little game. Echo Bazaar is a flavorful and engaging browser-based adventure RPG set in a strange subterranean Victorian London of sorts. Two great tastes that go great together? I think so!

This is really just a little thought exercise and not meant to be too detailed – heck, I’m not even going as far as the microsettings included in Mini Six go – so don’t expect too much. And since I’ve just read that some fairly big name indie RPG folks have acquired the license and will be producing a “real” tabletop RPG for the setting I don’t imagine there’ll be much demand for this. But still, it’s my first official foray into hacking Mini Six, so I figured I’d share.

Attributes

Mini Six uses four attributes: Might, Agility, Wit, and Charm. Oddly, Echo Bazaar also uses four attributes: Dangerous, Shadowy, Watchful, and Persuasive. I figure we’ll just map those over in the semi-obvious order and run with it. Oh, and starting at 12 dice for attributes seems reasonable, though one could easily argue for higher or lower numbers.

Skills

For the most part, skills in Mini Six should translate fairly well to the attribute mapping we just made, with one notable exception: combat. In Echo Bazaar all combat is tied to one’s Dangerous attribute, so I’m sliding every combat skill – melee and ranged – under Dangerous for this hack. Yes, this means that Dangerous is a pretty powerful attribute. But if played right, combat should be far from the only activity in Sunken London.

So here’s the skill list I’ve come up with:

Dangerous
Brawling, Melee, Ranged, Dodge, Intimidate, Stamina

Shadowy
Stealth, Hide, Pick Pockets, Pick Locks, Tailing, Sleight of Hand, Streetwise

Watchful
Search, Tracking, Secrets, Sunken London History & Culture, Investigation, Research

Persuasive
Contacts, Diplomacy, Seduction, Rumors, Oratory, Gambling

Perks and Complications

Echo Bazaar is chock full of things that can be used as Perks and Complications, and since my goal is not to delve too deeply into the setting here, I’m not fleshing this section out. Suffice it to say, though, that a relationship with the Brass Embassy could easily be a Perk, a Complication, or both.

Money And Gear

Money and gear are hard to come by in the early stages of Echo Bazaar, so if you aim to emulate the game you should probably keep the players poor and poorly equipped at the outset. Make those blighters earn that rostygold and those moon-pearls.

Optional Rules

Obviously you don’t need to go this route if you like the default wound system in Mini Six (I hate wound systems, myself) or if you prefer the traditional OpenD6 combat. But me, I’m going with Fast Static Combat and Body Points (where Dangerous is the Attribute that contributes to Body Points).

Two Sample Characters

Because nothing works better to show a setting than sample characters…

Malachai Dunbar
A sly and dangerous gentleman
Dangerous 3D Shadowy 2D+2
Watchful 4D Persuasive 2D+1
Skills: Brawling 4D, Dodge 5D, Investigation 6D, Search 5D, Sunken London History & Culture 5D
Perks: none
Gear: none
Static: Dodge 15, Block 12, Parry 9
Body Points: 32
Armor: none

Edgerina Thrombly
A shadowy and persuasive lady
Dangerous 1D+2 Shadowy 3D+1
Watchful 3D Persuasive 4D
Skills: Dodge 2D+2, Stealth 4D+1, Tailing 4D+1, Sleight of Hand 4D+1, Secrets 4D, Seduction 5D, Gambling 5D
Perks:
Gear:
Static: Dodge 8, Block 5, Parry 5
Body Points: 26
Armor: none

1977 Detectives: Hu Fong Lee, His Daughter, And Her Henchmen

Wherein your humble scribe succumbs to the siren song of Mini Six once again. The fabulous Precinct ’77 mini-setting continues to serve as the inspiration.

Hu Chang Min parted the beaded curtain, allowing a flare of sunlight into the dim, smoke-filled room behind the Canal Street storefront. Pausing briefly to place a small round coin in the palm of the golden Buddha that stood beside the doorway, she crossed the room silently. Alerted to her presence by the sound of the tribute, her father lifted his wizened head and watched as she approached, regarding with some amusement the haughtiness in her bearing even as she strove to show the traditional deference required by their culture.

“Father,” the elegantly dressed young woman began, bowing slightly at the waist, her exquisite black hair flowing like ink down her back as she did. “Lt. Washington is, as the gweilo say, a tough customer. I do not presume to know your mind, but I feel as though I must suggest that the detective now knows too much.”

“Daughter,” replied Hu Fong Lee, his eyes bright with appreciation for his daughter’s boldness. He knew it would not be long before the girl began to exert herself even more. She had been growing more assertive ever since her brother had left the City to expand the family’s influence in California. “I have allowed the black jing cha to learn precisely as much as I desire, and no more. However, to ensure that my generosity is not exceeded, I request that you take Lo, Din and Tsu and eliminate Lt. Washington tonight. I believe he will be found at the drinking establishment known as McSorley’s. Try not to involve anyone else, if possible, please. We do not want to attract undue attention.”

“Of course, father,” Min replied, her face scarcely able to conceal the pride she felt at being entrusted with this task. Soon Hu Fong Lee would be too old to run the operation, and with Wang-fen occupied with the situation she had arranged for him in San Francisco, surely she would be named her father’s successor. “I will gladly remove this threat to our, I mean, your organization.”

“Go then, my Jade Blossom, and bring honor to our family,” the old man replied. If she could perform this task, faced with the unexpected variables Hu Fong Lee knew that she would encounter, he would feel that she was prepared to assume even more responsibilities. And if she failed? The wily old man chuckled to himself quietly as his daughter left his sanctuary, pausing again before the golden Buddha at the door. If she failed, so be it. He was not so ready to retire to the opium den that he could not maintain the business until his number one son returned from his journey to the West.

Hu Fong Lee
Might 1D Agility 2D+2
Wit 3D+2 Charm 3D+2
Skills: Brawling 2D, Dodge 4D+2, Good Cop 5D+2, Bad Cop 4D+2
Perks: Ethnic Background (Chinese)
Complications: none
Gear: none of note
Static: Dodge 14, Block 6, Parry 3
Body Points: 24
Armor: none

His Daughter, Hu Chang Min
Might 2D Agility 4D
Wit 2D+1 Charm 2D+2
Skills: Brawling 3D, Dodge 5D, Guns 5D, Sneak 5D, Undercover 3D+2
Perks: Ethnic Background (Chinese), Heaving & Breathless
Complications: none
Gear: Light Pistol (3D)
Static: Dodge 15, Block 9, Parry 6
Body Points: 28
Armor: none

Her Henchmen, Lo, Din, and Tsu
Might 3D Agility 2D+2
Wit 1D+2 Charm 1D+2
Skills: Brawl 4D, Melee 4D, Muscle 4D, Dodge 3D+2, Guns 3D+2, Bad Cop 2d+2
Perks: Ethnic Background (Chinese)
Complications: none
Gear: Pistol (4d)
Static: Dodge 11, Block 12, Parry 12
Body Points: 32
Armor: none

Mini Six Characters: 1977 Detectives

Wherein your humble scribe succumbs to the siren song of Mini Six once again. The fabulous Precinct ’77 mini-setting continues as the inspiration.

Lt. Dankowicz hit the lights and siren on his unmarked cruiser. He checked the mirror, smiled at the sight of his magnificent ‘stache, and pulled out into the traffic on Canal to pursue the purple ’73 Lincoln he’d been on the lookout for. Funk Washington would be behind the wheel, on his way back to Harlem after having picked up a shipment from Hu Fong Lee. And it was time he and Washington had a little chat.

Funk saw the lights come on in his rearview, fidgeted nervously with the Playboy keychain dangling from the ignition, and punched the gas. He swerved the big car out into oncoming traffic to pass a couple of delivery trucks and nearly ran head-on into a tour bus. Cursing, he took a hard, squealing right down an alley hoping to lose the fuzz. Instead, he found himself at a dead end as the unmarked cruiser pulled in behind him.

Lt. Dankowicz approached the Lincoln cautiously, but didn’t draw his service revolver. He didn’t want to send the wrong message to the man inside. As he got to the car the heavily tinted window rolled down and Funk Washington looked at the detective with cold, bloodshot eyes.

“Shit, Ox,” he whispered harshly. “What the fuck you doing? Lee’s as good as grass and you pull me over? What the fuck, man? I been workin’ this sting for three months now. What. The. Fuck?”

“Sorry, Melvin,” the big man replied wistfully, leaning down to make it look like he was questioning the driver. “It’s just, you know, Gina’s been getting all weird on me lately. She completely flipped out that I boxed with Torres. She’s threatening to move out again and I really need to chew the fat with my old partner, just to clear my head and get some, I dunno, perspective?”

Lt. Washington gritted his teeth, but felt his heart soften just a bit. “Write me a damned ticket, and let me get outta here before you blow everything, foo. You call me up at my pad tonight and we can meet at McSorley’s. But damn, Ox. Don’t mess this shit up over Gina. You know that bitch be crazy. And that’s the only perspective you need, brotha.”

Lt. Edward “Ox” Dankowicz
Might 4D Agility 2D+2
Wit 2D+2 Charm 1D+2
Skills: Brawl 5D, Muscle 5D, Dodge 3d+2, Investigation 3d+2, Bad Cop 2D+2, Contacts 2D+2
Perks: Ladies Love The ‘Stache
Complications: Jealous Lover
Gear: Badge, Handcuffs, Service Revolver (4D)
Static: Dodge 11, Block 15, Parry 12
Body Points: 36
Armor: none

Lt. Melvin “Funk” Washington
Might 2D Agility 2D+1
Wit 3D+1 Charm 3D+1
Skills: Guns 3D+1, Investigation 4D+1, Legalese 4D+1, Good Cop 4D+1, Bad Cop 4D+1, Undercover 4D+1
Perks: Ethnic Background (African-American/speaks “jive”)
Complications: Bad Rep
Gear: Badge, Handcuffs, Service Revolver (4D)
Static: Dodge 7, Block 6, Parry 6
Body Points: 28
Armor: none

Mini Six Characters: 1977 Lady Detectives

Wherein your humble scribe succumbs to the siren song of Mini Six once again. This time the fabulous Precinct ’77 mini-setting serves as the inspiration.

Laney Salyes brushed an errant strand of her long blonde hair back from her face and sighed slightly as she tried, again, to explain to the victim’s mother that the Department really needed to know if he had been back on the Horse before his unfortunate demise. Ramon Izquierdo had been a successful boxer a long time ago – “The Right Hook of Red Hook” they called him, 17-3-1 – but after throwing a couple of fights near the end of his career his reputation was shot and the only work he could find was as small-time muscle for the DiPioto Family. When Izzy the Hook, as the Family called him, turned up dead from an overdose, but with no track marks visible, Lt. Sayles and her partner had been called in to investigate.

“Mrs. Izquierda, really, we want to find out exactly what happened to your son. And we want to make certain that whoever is responsible faces justice. Now surely you can tell us just a few simple things…”

“No. I no talk to you,” the elderly woman in the doorway said. “Policia always give trouble my Ramon. Siempre preguntas, always pushing him. He was a good boy…”

Lt. Sayles drew a deep breath and prepared to try yet another angle when she heard her partner cough. It was the dry, fake cough that Marina used when she’d had enough of Laney’s good cop routine and was ready to charge in with her own, rougher, approach.

Lt. Torres stepped around her partner and took off her large, mirrored sunglasses, revealing the black eye she was still nursing from her sparring match against Dankowicz. That big dumb ox had caught her off guard with a weak but effective jab. In return, she’d dropped a quick combination that left him seeing stars. There weren’t many men in the Precinct who were still willing to take her on in the ring. She was a natural born boxer, after all; the daughter of Santiago “El Toro” Torres, the only man who had beaten Ramon Izquierdo in an unrigged fight.

“Escúcheme, señora,” Marina began as she launched into a forceful, rapid fire verbal assault in her mother tongue. “Sé que su hijo hizo algunas cosas malas, y yo sabía que tenía un momento difícil de la misma. Pero tienes que decirnos lo que necesita saber o más personas van a morir. Más niños como Ramón.”

As she spoke, tears began to well up in the old woman’s eyes and her chin began to quaver. Yes, Marina though, she’ll be singing in no time. I hate to make her cry, but Laney can smooth that over once we have the information we need.

Lt. Elaine “Laney” Sayles
Might 2D Agility 3D
Wit 2D Charm 4D
Skills: Brawl 3D, Dodge 4D, Drive 4D, Guns 4D, Investigation 3D, Good Cop 5D, BS Detector 5D
Perks: none
Complications: Bad Divorce
Gear: Badge, Handcuffs, Service Revolver (4D)
Static: Dodge 12, Block 9, Parry 6
Body Points: 30
Armor: none

Lt. Marina Torres
Might 1D+2 Agility 3D+2
Wit 3D+1 Charm 2D+1
Skills: Brawl 3D+2, Athletics 4D+2, Investigation 4D+1, Bad Cop 3D+1, Snitches 3D+1
Perks: Ethnic Background (Puerto Rican/speaks Spanish)
Complications: Bad Rep
Gear: Badge, Handcuffs, Service Revolver (4D)
Static: Dodge 11, Block 11, Parry 5
Body Points: 26
Armor: none

Mini Six Characters: Darghast & Molnara

Wherein your humble scribe presents a couple of characters he whipped up in honor of the arrival of his print copy of Mini Six. For the record, it should be noted that I have never played a single D6 game of any vintage by any publisher. I only bought into Mini Six because I was so impressed with the effort the AntiPaladin Games guys put into it and I love nice light systems to tinker with. Oh, and the subtle little Warren Zevon reference in the rulebook makes me happy.

Molnara found Darghast face down in a pool of filthy rainwater in the alley behind the Flagrant Fox. She noted that he was short a couple of teeth when she lifted him up with her giant hands, and as she slung the rogue over her shoulder the stench of Fool’s Own brandy that emanated from his every pore was so thick as to be nearly visible.

“Tsk, tsk, Darg. You really shouldn’t go to this part of town without me, you know,” the warrior gently lectured her friend in her rough & smokey voice.

“Grnshp. ButIwaswinnng. Before. Uuuungh.”

“Sure you were, Darg. And I’m sure you weren’t cheating at all. And that’s certainly not why Krogan and his boys treated you to a visit to the alley,” she continued as she made her way through the midnight streets of the Plum Street district, winding through its less dangerous sections to try to get back to their rooms at the Old Boar’s.

“Fnshwa. NalvinandSandohadmback,” Darghast slurred, stifling a laugh that would only have caused his head to hurt more.

“Nalvin and Sando? You really shouldn’t put your faith in friends like that pair. It doesn’t matter how well connected you think you are, Darg. No one likes a cheater. Not here in Franziltown, anyway.”

“Franziltown! Wemightwnnleavbefore. Sunnnup…”

Molnara stopped dead in her tracks and hauled Darghast’s limp form from her broad back. She held his nearly insensate form directly in front of her face, her eyes narrowed, her jaw set.

“What. Did. You. Do, Darg?”

“Hunsding.”

“What? Hunsding? What does that mean, Darg?”

In later days Molnara would often remind him of what happened next. Of how he had emptied the sad contents of his guts on the ground (and her) and passed out completely just as the three Huntsmen stepped out of the darkness where they had been waiting for the rogue and the warrior, swords glinting in the moonlight. Of how she had single-handedly defeated two of them with her axe and send the third running back to his Guildmaster with one less ear for eavesdropping. And of how she had managed to get them clear of Franziltown before the Guild could properly deal with them. All while Darghast slept like a baby, snoring loudly and occasionally muttering softly to himself.

Darghast
Might 2D+2
Agility 3D+1
Wit 2D+1
Charm 3D+2

Skills: Persuasion 4D+2, Streetwise 4D+2, Sword 3D+2, Pickpocket 4D+1, Dodge 5D+1
Perks: Favors
Gear: Sword (5d+1)
Static: Dodge 16, Block 8, Parry 11
Body Points: 30
Armor: Leather (2) & Shield ( 4)

Molnara
Might 4D
Agility 3D+1
Wit 2D+1
Charm 2D+1

Skills: Brawling 5D, Axe 6D, Dodge 4D+1, Tracking 2D+2, Ride 3d+1, Courage 3d+1
Perks: None
Gear: Axe (7D)
Static: Dodge 10, Block 15, Parry 18
Body Points: 36
Armor: Chainmail (6) & Shield (4)