This entry is part 6 in the series The Sixes System

Photo by Donna Hyora from FreeImages, cropped by Mike

0. Fundamentals (repeated for all posts:)

— The Sixes System is a minimalist game system suitable for any and all genres.

— It has been used in my Dr Who campaign since September 2014, which has just come to a successful conclusion.

— Characters are constructed using a point-buy methodology with NPCs generatable using die rolls for speed.

— Success or Failure on tasks is determined by adding dice to a pool based on ability and circumstances which are then rolled against a target number determined by the GM.

7. Personality Profile

Characters define their personalities as though they were skills. These constitute one third of a character’s “profile”, with Handicaps (things the character is incapable of) being the second, and Disadvantages the third. This provides a game mechanism whereby characters can attempt to do things simply by being themselves, a useful generalization.

Characters are expected to spend 10-20 points on these definitions and may spend more with GM approval. Personality elements are rated as being 1, 2, 3, or 4 point elements.

Profile elements are to be defined in a positive or neutral way, and may be redefined by the GM to meet this requirement, or refused if the player cannot make a case for a positive or neutral impact. (‘Refusal’ means that the GM thinks the element is more of a disadvantage than a positive aspect of the personality).

One-point elements are a minor character trait, preference, or tendency that is easily overcome by any stronger influence. These are often described as “Likes”, eg “Likes Justice”, which would be interpreted as a preference for justice to be seen to be done in some general abstract sense, but not enough to actually try and achieve it in any particular case – a ‘what goes around comes around’ sort of attitude. The character needs to make a “skill” roll to invoke this personality element, with one “six” required for every 2 character elements rated 2 or better. One-point elements cost one construction point each.

Two-point elements are a strong character trait, preference, or tendency that routinely shapes the character’s attitudes, opinions, and behavior. These are sometimes described as “Prefers”, eg “Prefers Just Outcomes” but are most often described as a personality trait without qualifications eg “Fierce Advocate”. GMs may force characters to make a “skill” roll to act against a two-point character element, with one “six” required for every other character element rated 2 or better. Two-point elements cost 2 construction points each.

Three-point elements are driving character traits, preferences, or tendencies that approach but do not reach the levels of monomania or obsession but that routinely drive a character’s behavior and choices. These are sometimes described as “passions”, for example “Passion about Justice”, as a “Drive” eg “Driven to achieve Justice”, or as a personality trait with no qualifiers, eg “Reformer”. These are traits that can get a character into trouble, and can add extra dice to an argument couched in the appropriate terms – for example 3-point “Passionate about Honesty” trait and a demand to help “Expose the lies”. Characters need to make a “skill” roll against a three-point element, with two “sixes” required for every other character element rated 3 or better. Three-point elements cost 3 construction points each. Another example worth noting is “Strong Journalistic Ethics” which could drive a character to uncover, document, and publish a truth regardless of personal risk, or go to prison rather than reveal a source.

Four-point elements are character obsessions. When triggered, these permit (or even require) a character to engage in behavior they otherwise would not tolerate, especially in terms of overcoming a 1- or 2- point trait. While positive in nature, these are potentially self-destructive, areas in which the character knows no restraint. An example might be “Protective of his men” for a military leader, or “Patriotic”, or “Integrity”. To attempt to restrain a 4-point trait with a lesser trait (3 or less points), subtract the trait being so used from 4 to get the number of dice conferred on a “skill check” to break from the obsession, which is also one-half of the number of “sixes” required. EG: using a 2-point trait to overcome a 4-point obsession is a personality roll (choose stat and purpose appropriate to the situation) with the trait adding 2 extra dice to the pool – with a requirement of 4 sixes.

In general, characters should have two 2-point traits for every 3- or 4- point trait, and at least 3 1-point trait for every 2-point trait, but this can be varied from character to character with GM approval.

8. Base Values

Normal characters are built on 80 Construction Points. 30 of these are to be spent on stats, 8 are to be spent on purposes, and 30-50 are to be spent on skills and equipment. With 10-20 points spent on a personality profile, a character may have 2 whole points left at this point, or may be committed to raising as many as 28 points through Disadvantages, part of which may have already been raised through Handicaps.

Superior characters are built on 100-120 Construction Points (depending on the degree of superiority). They are initially constricted as “Normal” characters and THEN the additional points are spent improving the character as per section 12, below. Note that a Superior Character can also gain additional points through the selection of Handicaps, but because these reduce the total spent on Skills, the points so raised can only be spent on improving other skills.

Exceptional characters are built on 150 Construction Points. 50 of these are normally spent on stats, 12 on Purposes, 30-50 on skills and equipment, and 10-20 on personality. That leaves 18-48 points which may spent improving the character as per section 12, below. Note that an Exceptional Character can also gain additional points through the selection of Handicaps, but because these reduce the total spent on Skills, the points so raised can only be spent on improving other skills.

In addition, where a campaign is being designed for a reduced number of PCs, the GM may award a “Competence Baseline Bonus” of 25 or even 50 construction points. These should be issued judiciously; guidelines and discussion are provided in the designer’s notes, below.

9. Disadvantages

Disadvantages are just like Traits, but are negative in nature and value.

Normal characters can have a maximum of -20 points in disadvantages, and these points can only be spent on additional skills and equipment.

Superior characters can have a maximum of -30 points in disadvantages, and a maximum of 6 of these can be spent on anything other than skills and equipment.

Exceptional characters can have a maximum of -40 points in disadvantages, and a maximum of 12 of these can be spent on anything other than skills and equipment.

1-point disadvantages are petty and minor flaws. They influence but do not dictate. Examples might be “Dislikes Pork” or “Distrusts TV News”.

2-point disadvantages are minor character flaws. They can dictate behavior but are more commonly expressed as a stronger bias or prejudice. Some can be couched as positives, but the implications are negative in some way. Examples include “Careful with money”, “Angered by Waste”, and “Intolerant of Deception”.

3-point disadvantages are normally the most extreme permitted. They frequently dictate behavioral choices and embroil the character in difficulty. A character can force his way past them, on occasion, and even accept exceptions to the general rule, but the general rule remains ‘valid until proven otherwise’. Examples include “Once Bitten, Twice Shy”, “Prejudiced against [Race or Nationality or Skin Color or similar characteristic]”, “Acts without listening”, “Hates Criminals”.

4-point disadvantages may only exist with GM permission. They represent extreme addictions or obsessions that have, and continue to, place the character in negative situations. We’re not talking about “addicted to chocolate” here – unless the character goes off their nut without an hourly munch or daily pig-out, and is willing to steal or kill for another bite. There are no exceptions to 4-point disadvantages, only temporary reprieves; a 4-point prejudice interprets even actions contrary to the prejudice as a deliberate attempt to obfuscate the truth expressed by the prejudice. The Punisher probably has a 4-point disadvantage against organized crime. Batman doesn’t have a 4-point disadvantage against crime in general, because he is willing to admit that criminals can reform.

Photo by Robin Davis from FreeImages

10. Penalties

Violating a characterization or taking extreme actions of any sort in the absence of a 3-point disadvantage should be penalized in two ways simultaneously. Firstly, the experience awarded to the character should be decreased by 1-4 points, and secondly, the GM should ‘award’ the character a disadvantage of matching value – so that the character gets just as much XP as they were going to get, but part of it comes with a price tag attached.

The Disadvantage is intended to ‘stretch’ the character to include the deviation henceforth, or the character punishing himself for his violations of what he considers ‘right’, or other consequences of the action in question.

11. Experience

GMs should award experience at the end of each adventure, even if that falls in the middle of a day’s play. A rough guide is 3 points plus 2 per game session consumed by the adventure. Adventures which take more than 3 game sessions should be subdivided into multiple parts and experience awarded for each part separately.

Against this foundation, the GM should award infraction fines, penalties and bonuses. He need not state what they, or the base award, are; he need only give the total for each PC.

Penalties are described in the previous section. An Infraction Fine is a penalty too minor to attract a forced Disadvantage, and is appropriate for a one-off infraction. They are punished with a 1- or 2- point reduction in experience.

Examples of infractions might be using knowledge that is inappropriate for the character to have, reading the GM’s notes, etc. (Penalties are more for acting out of character).

In addition, not engaging with the adventure may be considered a minor infraction, because it encourages side-chatter and other disruptive behavior.

Bonuses are extra XP awarded for brilliant ideas, advancing the plotline, solving a plot hole that the GM hadn’t noticed, advancing the campaign, etc. I recommend capping bonuses at 3 per adventure, but that’s something each GM should decide for themselves on a case-by-case bonus.

More advice on XP awards can be found in the designer’s notes.

12. Improving Characters

The rules regarding improving characters are fairly straightforward: One stat, one Purpose, Skills Up One, One Trait, One Disadvantage Down One.

One Stat: Only one stat can be increased at a time, and only by one point, without GM permission. At any point, the GM can decree that the character has achieved the maximum permitted in a stat; thereafter, improvement costs double, and in any adventure in which the elevated stat is not used, it will reduce by one toward that maximum, so the character has to keep paying to elevate it.

One Purpose: Only one purpose can be increased, and only by one point, without GM permission. At any point, the GM can decree that a Purpose has achieved the maximum permitted, and no further increase is allowed.

Skills Up One: Skills may only be improved by one rank at a time without GM permission. The GM is free to mandate that specific in-game training is required to further advance a skill; such training will typically only permit an increase of one rank.

One Trait: Characters may only add one trait to their existing personality profile, and may only increase one trait, by one rank, without GM permission.

One Disadvantage Down One: Characters may only reduce one disadvantage at a time, and only by one level, without GM permission. An exception will usually be made for in-game resolution of a disadvantage, but GMs and players should think in terms of “broadening and softening” the disadvantage, not paying it off outright.

In addition, some disadvantages and character traits may be declared “protected” by either GM or player; these can’t be weakened or removed without changing the character concept as a result of major in-game developments. Green Arrow (in the comics, not the “Arrow” TV series) used to be wealthy, and came across as a Batman who used trick arrows instead of Detective skills and Bat-gimmicks. His personality was very cookie-cutter until the character was stripped of his wealth and became a passionate environmentalist and hot-head. In game terminology, a three-point trait (“wealthy”) was paid off and replaced with a two-point trait (“passionate environmentalist”) and two-point disadvantage (“hot-headed”), giving the character +3-2+2=3 additional points to spend – which permitted him to buy the skill “environmental activism” and the additional 2-point trait “outspoken”. The editor – acting as our GM-equivalent – had to sign off on these changes, and actively work to incorporate them into the plots thereafter; sometimes, this was a little clumsy, sometimes it was a little heavy-handed, but it all paved the way for the landmark issue in which Speedy is revealed as a Drug Addict – having started using as a psychological crutch to help him live up to Green Arrow’s example, back when Arrow seemed to have it all.

Photo by Thomas Römer, background photo by Bill Graham, both from FreeImages, color in foreground image by Mike

Designer’s Notes & Discussions: Infrastructure

    The Innovations

    This is the first time I’ve seen personality traits encoded within a skills system. The Hero system has some Psychological Limitations within its Disadvantages, but often this pays points for restrictions that actually positive benefits, as though the restriction itself was the dominant attribute of the trait.

    This is the first game system I’ve seen that explicitly adjusts its mechanics and parameters for a low number of players, though some board games have done this for years.

    Character Traits notes:

    Although it might seem that these operate to force a character to act or react in a specific way to a situation, and can be used in that way, they should primarily be used as a guide to roleplaying, with rolls only employed when a character attempts to deviate from his normal priorities, goals, and motivations.

    A character can struggle repeatedly with an issue (i.e. this can be a case in which the character will eventually succeed with more time), or can have second thoughts (a re-roll) at the player’s discretion.

    Note that even if a trait is overcome, the character will seek to re-frame his circumstances in a way that conforms to his trait – for example, a character with a “Love of Justice” may be blackmailed into committing criminal acts but will seek to find a way out of the situation, for example leaving clues that point to “the real criminal” or launching a covert investigation to find and remove the blackmailer or the evidence that he has against the possessor of the trait. He will, in other words, search for a way to “get right” with his trait.

    Traits can also be used to restrict or limit Disadvantages – a character who is strongly “self-protective” will not make foolish choices even with an “Impulsive” Disadvantage; he may agree to do dangerous things but will take active measures to protect himself while doing so, and will always take the safest route. Note that without a trait to negate it as an option, the “easiest” choice may be to change his mind or beg off!

    “Competence Baseline Bonus” Guidelines

    The Doctor Who campaign had one Exceptional PC (the Doctor, obviously) and one recurring Superior NPC allied to that PC. The Doctor was given a 25-point “Competence Baseline Bonus”, but the NPC was not, because in most eras and locations, the Doctor could access a second Superior NPC for further assistance, or a group of Normal NPCs. In fact, the nature and identity of these “Guest Stars” was a feature of the campaign – with the threats faced being adjusted in scope accordingly.

    If the campaign had been just the Doctor and Companion, I would have extended the bonus to the companion, and been open to increasing the Doctor’s bonus to the maximum 50 points, probably in increments, until the right balance was achieved – 35 points, 40 points, 50 points.

    It should also be noted that the bonus was only bestowed after it became clear that the character as it was in play was not an adequate reflection of the capabilities that the character had demonstrated in his televised exploits (up to the point in his continuity where the campaign was inserted), and would not become so in reasonable time through the expenditure of experience.

    The 25 points was only just enough, still forcing the player to make careful choices, and still affording the character room to grow. Minor discrepancies in competence could then be dismissed as the Doctor bluffing or faking his way through a problem, or through the use of the “more time” option.

    Experience Awards

    XP awards in the Sixes System are almost self-correcting. Not only do you have an ongoing measure of character competence (the targets required), but it’s easy to tell if you’ve given too much experience – it will become too easy for the PCs to do things. The target numbers, if you pay attention, are an ongoing measure of how competent the characters are, and therefore how much XP they have received.

    At most, then, it should only be an adventure or two before you realize that you are being too generous, three at the outside. But unlike other game systems, it’s easy to correct the problem – simply reduce the XP award for a game session if it seems too easy to you after the fact.

Next week, my internet connection is going to be disrupted when new equipment is installed – hopefully this disruption will be brief but some others have had substantial problems. Admittedly, some have also had no problems at all, and because most of the country has already been hooked up, I can only hope that they’ve worked out most of the bugs in the process by now. But my physical phone connection is temporary and may complicate matters.

What’s more, because of Covid-19 restrictions, my standard backup solution is not available – articles on a USB stick and a trip to the nearest Internet Cafe.

My plan at this point is to write a number of short ‘filler’ articles this week (I have five ideas, but not all will work out in the time available) and schedule these in advance – then re-schedule publication if the worst fails to materialize. So the next several weeks will be covered, no matter what happens.

In the meantime, Stay safe, stay well, and I’ll see you on the other side of what could be a traumatic experience but which could be painless if all goes well ?

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