Characters in a Universal Game System

Harsh Realities has a modular universal generic game system called Sixcess. What does that mean? It means that we wanted Sixcess to be a powerful generic game system that uses only six-sided dice, and can literally be used to power any game world the players can imagine regardless of genre, sub-genre, or genre mash-up. This meant Sixcess had to be able to do extremely generic conflict resolution, as well as highly specific. How this is achieved is through the modular design. There is a core game system that can be as simple as collecting the dice and rolling against a target number, but there are also Optional Rules available to lend layers of realism simulation that help generate various levels of complexity. Additional world/setting specific rules and/or game system alternatives (such as new Powers and new uses for Skills) are then provided in each Setting book.
That's a LOT to unpack, and mostly it's best to see it in the books themselves as they come out, but let's take a look at how this universal system works in character building.

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No, no. We're not ready for all that just yet! We'll get to Creatures, NPCs, and Villains later...

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Ok, that's better. This red-headed swashbuckler could easily be a pirate or privateer in a number of fantasy or historical settings. She could be human, or maybe a half-elf, and would likely be skilled in sailing, flintlock pistols, and some sort of sword. How do you make this character? Easy.
First, you simply pick a Racial Kit, a Cultural Kit, and a Profession Kit. For her our choices might look like: Human, Caribbean Islander, and Pirate.
Each kit functions like a template complete with a few Attribute Ranks, some Skills (or Skill Ranks), and usually an Edge or two balanced by a Flaw or two. These kits Stack with one another, which means if each kit were to give the character the same Skill at Rank: 1, then the net of all three would be the Skill at Rank: 3.
The last step to character creation is to make selections on the Priorities Chart. Each setting is a little different, and potentially slightly more powerful than others depending on how many points are allowed. This is the part of character creation that provides the player with the ability to make their character truly unique. Once this is finished, game play may begin immediately.

Let's look at another one.
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This guy is from a sci-fi/steampunk setting. He would be an alien race, called Vl'Ren, be from the Vektran Culture, and have the Gadgeteer Profession Kit.

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This guy is a Techgnome from Mytharia, he is of the Hukkahn Culture, and is a Rogue by trade. He became the wielder of his fancy girdle and gauntlets at an early age (through the Priorities selections).

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This stout figure from a post-apocalyptic red-sunned desert fantasy world would be a Half-Dwarf (sometimes called a Mule), Freedman, Gladiator turned Freedom Fighter (yes, you can multiclass with Sixcess!).

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This wandering soul goes wherever the Universal Credits take him, which is usually to the nearest StarDust after dropping off his smuggled cargo and collecting his payment. He is a Nikeen, Drifter, Smuggler (with a gambling problem).

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Or, how about a Halfling, Daughter of Zion, Operator and Extraction Specialist from a world that is equal parts simulation and scorched earth?

Not up for any of that? How about this?
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A Mechana, designed for labor as part of the Laborbot Legion, and (for some reason) reprogrammed as a life-loving Entertainer Poet - which is easily possible with Sixcess!

I've yet to find a combination I cannot create with Sixcess, and I am constantly working to expand what is possible. New Racial Kits, Cultural Kits, and Professional Kits are constantly being created for each new Setting and Mini-Setting, and I'm more than open to suggestions from others. If you can think of something, or want to see how a certain combination might look, please reply below and I'll see what I can do! Thanks!

Harsh

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