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D6 System Conversion Notes for The Ancient Empires Campaign


Core Attributes:

Coordination, Endurance, Reflexes, Strength, Intellect, Knowledge, Magic, Perception, Willpower

Human Starting Template:
24D for attributes; 8D for Skills; all characters may divide a number of dice equal to Knowledge plus Intellect among languages; literacy in languages is seperate. Humans are the only starting race available in the Ancient Empires campaign.

Arms and Armor:
Weapon Range Speed Damage Details

Knife - 0 ST+1 Common skinning knife
Dagger - +1 ST+2 Short dagger/punching dagger
Gladius - +1D ST+1D+1 Short sword
Spatha - +1D ST+1D+2 Long sword
Sword - +1D ST+1D+1 Barbarian bastard sword
Great Sword - +1D+1 ST+2D Barbarian great sword
Hasta - +1D ST+1D Spear
Pilum - +1D ST+1D+1 Javelin
Fuxina - +1 ST+1D+1 Trident
Iaculum - 0 Special Gladiator’s net
Cestus - +1 ST+2 Spiked gauntlet
Club - +2 ST+2 Any common bashing weapon
Hand Axe - +2 ST+1D Common axe
Short Bow 12/24/48 +2 ST+1D Short or Composite (+1D Spd)
Sling 5/10/20 +1 ST+2 Common sling
Battle Axe - 1D+1 ST+2D War axe

Armor Defense Bonus Details
Light Leather Armor +2 Soft worked leather
Curbolli Leather Armor +1D Hard boiled leather
Bronze Breastplate/Greaves +3D+2 Partial bronze plate
Lorica Hamata +2D Partial chain mail
Lorica Segmenta +3D+1 Partial banded mail
Lorica Squamata +3D Scale mail for cavalry
Thracian Armor +1 Leather leg bands
Gallic Armor +1D+2 Gladiator’s armor
Samnite Armor +1D+1 Gladiator’s curiass+bands
Legionary Helmet +2D to head Pot helms
Gladiator Helmet +1D+1 to head Bronze helms
Clipei and Parma Shields +1D blocking Small round shields
Scutum Shields +2D blocking Oval great shields

Magic in the Ancient Empires:
Magic is a point-based, on-the-fly system in which characters learn Magical Skills and then use them to manipulate on-the-fly effects. The following Magical Skills are available; the number of spells to be performed per day is equal to the number of pips in the Magic attribute (ie 3D Magic is 8 spell points to expend).
You can learn specialized talents (spells) within each area of expertise; these talents work like skill specializations, adding additional points to the chance of success. You may alternatively add these pips to the desired effect, longevity, or other characteristic of the spell.

Magical Skill Attribute Details/Spell Examples

Necromancy Magic The creation, binding, and manipulation of dead
Raise dead; speak w/dead; rotting touch
Divination and Augury Intellect fortune telling and oracular revelation
speak w/gods; divine future; presience
Chaldeanism Magic Primeval force magic and destruction
Lighting bolt; ball of light; spell of gigantism
Aeromancy Magic manipulation of the winds/storms
flight; wind message; summon air elemental
Pyromancy Magic manipulation of fire
fireball; summon fire elemental; extinguish flame
Geomancy Magic manipulation of the earth/Djinn
tremor; stone missile; summon earth elemental
Hydromancy Magic manipulation of water/storms
breathe water; direct ship thru storm; tidal wave
Summoning Willpower summoning of otherworldly spirits
summon di manes; summon spirit; banish
Oineriomancy Willpower dream magic divination and exploration
dream future; enter another’s dream; nightmare
Illusions Willpower magic of confusion and trickery
change self; invisibility; false coins; smoke bomb
Obfuscation Magic magic of deception and escape
shadowweave; darkness; summon spiritshadow
Enchantment Intellect magic of changing or imbuing natural w/unnatural
create potion; gigantism; hasting; magic sword
Miracles Willpower the power to seek the intervention of the gods
wrath of Jupiter; augur; heavenly fire; charming
Healing Willpower the power to heal the sick and injured
heal disease; heal wound; raise fallen comrade
Curses Magic the power to afflict curses on one’s enemies
feeblemind; whithering body; horrid cough
Shapeshifting Magic the power to change form
shift to wolf; shift to fish; shift to elephant
Warding Magic the power to ward of harmful magic and beings
protection from (group); ward against spirits

Special Magical Advantages/Disadvantages:
Single Focus (+4D); the magical skill this is placed on is limited to a single defined effect (Necromancy: Raise skeletons only; Necromancy: Speak with dead; Shapeshifting: to wolf form; Shapeshifting: to Bear form; etc.). This effect must be defined at the outset; other Single Focus skills may be learned in the course of play, but the Magical broad skill itself my never be learned.

Narrow Focus (+2D); The magical skill this is placed on may only be defined in a certain way (Necromancy: can be used to summon undead only; Shapeshifting: Can nly be used to change to an aquatic creature; Obfuscation: can only be used to hide and manipulate in shadows; etc.) The narrow focus must be defined, and any situation in which there might eb a question about whether the focus is being stretched or broken will either require a ruling against the action or a doubling of the odds of failure.

Object Handicap (+3D); The magics cast by this character require a handicap, in which a certain object or item is required to perform the spells of the skill. Ex: slips of paper which are burned; a book from which the enchantment must be read; a coin which must be sacrificed for energy; a dance which requires a round to complete before invoking the magic.

Freedom of Movement (-4D); All spellcasters receive a negative modifer equal to the protection rating of their armor on their chance of success at a skill. The caster with this advantage does not experience any penalties while spellcasting in armor.

Subtle Effects (-1D); The spells of the caster do not have any readily visible special effects except where unavoidable, thus making the casting of spells easier to hide.

Explosive Effects (+1D); the caster with this disadvantage has the reverse problem. All of his spells are flash-bang effects with loud lights, noise, or other proprties that always attract attention.

Mystic Presience (+2D); The character is mytically attuned to the spirit world of his magical skills, and when dealing with any observation skill that inolves his magical talents, he gets a +1D modifier to the chance of success. It must be regarding a feature which is relevant to the skills of the character. Ex: a necromancer studies an ancient Germanic tomb in which the old king has been reanimated to protect his fortune; he read the inscriptions around the entrance, and gets a +1D modifer to his skill roll to determine the enchantment which will raise the fallen king. He later stumbles across a stone which is imbued by a geomancer with the power to heal, but does not get a +1D bonus to learn or discover this feature, not having the geomancy skill.

Roman Deities and their spheres of influence:

The following deities are provided with the specific sorcerous domains of magic they embody. A divine priest of these gods who seeks the illumination of their magic would like to have at least 1D in each magical skill relevant to that deity. All deities are capable of granting Miraculous magic, but the magic of miracles is more fickle, and requires more luck than conventional magic. s such, each deity has a “Miracle” modifier, which is a number added or subtracted from any Miraculous Skill check for success. Some deities are more likely to intervene than others; Herakles, for example, provides more help than most to Miracles, but offers no option to learn other magical skills. The highes bonuses go to the mystery cult gods, but these deities are not usually among the most accepted gods of Ancient Rome.

Deity Mrcl. Magical Spheres

Jupiter 0 Elicius: Aeromancy, Hydromancy; Lucetius: Pyromancy, Enchantment, Divination
Juno +1 Healing, Warding
Quirinius 0 Warding
Mars 0 Healing, Warding, Pryomancy
Vesta 0 Pyromancy, Healing, Divination
Apollo 0 Divination, Pyromancy, Enchantment, Geomancy, Healing
Pluto -1 Geomancy, Necromancy, Obfuscation, Summoning
Vulcan 0 Pyromancy, Geomancy, Enchantment
Mercury +2 Aeromancy, Illusions, Oineriomancy
Neptune 0 Aeromancy, Shapeshifting, Oineriomancy, Hydromancy
Bacchus +1 Shapeshifting, Hydromancy, Healing, Miracles
Herkules +2 Miracles only
Mithrais +2 Healing, Miracles
Cybelle +1 Enchantment, Divination, Shapeshifting, Geomancy, Warding, Necromancy
Dianyssos +2 Healing, Enchantment, Shapeshifting, Summoning
Isis 0 All magical domains are in the realm of Isis
Ceres 0 Divination, Healing, all elemental magic
Jehovah +1 Healing, Divination, Warding