S6 - Simple 6 RPG

S6 Overview
The S6 System
Character Creation
    Character Sheet
Combat Rules
Character Experience

Character Logs

S6 Overview

Simple 6 RPG, abbreviated S6, is meant to be a very simple game system.  The main focus is on playability and realism.  As such, S6 is built to reflect real-life physics, people, and situations.  It would not likely make a very good super-hero game.  Or for that matter, any setting with unrealistic mechanics or story.  Not that powers and magic and such aren't possible in S6.  Rather, the feel will be of harsh reality rather than of heroic adventuring.

In organization, the S6 system is shown first, so that the mechanics of character creation will make sense and have meaning.  Following character creation are rules for combat, since this is often a important factor in many RPGs.  After combat, the rules for experience and character improvement are shown.  You will notice there are no rules for magic or psionics or any special powers.  That is because each setting should have it's own quirks.  Also, I like to keep magic mysterious, and the best way to do that is to keep the rules hidden.

The S6 System
The S6 Mechanic
As with almost any RPG, there needs to be a way to randomly determine success or failure based on changing odds.  S6 uses a single dice mechanic for all checks...  Skill checks, damage, everything.  This is to make things easy, but also because the mechanic is an excellent way to generate a realistic curve of believable versus outrageous occurences.  A format example is shown below:
Xd6^: roll X dice, read highest, increment additional dice that are same (or 1's)
The mechanic is based on how many dice are rolled.  The important difference is the 'high' sign after the listed dice number.  This means that the player reads the highest die, and adds one (increments) for each additional die that shows the same number (or shows a 1).   This results in a curve based on the number of dice with dimishing returns above 6.

This is helpful since the number of dice often represents the skill level of a character.  Naturally, if the equation calls for only one die, then there is no highest or lowest, and no additional dice to cause increments.  However, what about sub-par skill levels?  In this case, the equation is reversed as shown below:

Xd6v: roll X dice, read lowest, decrement additional that are same (or 6's)
As you can see, this time there is a 'low' sign.  This means that the player reads the lowest die, then subtracts one (decrements) for each additional die that shows the same number (or shows a 6).  This results in a curve based on the number of dice with dimishing losses below 1.
With the dice mechanic settled, everything else is easy.  When a test is called for, the player rolls the specified number of dice, adds up to find a total, and then compares against the "Target Number" (TN),  the number that is required for a success.  If a tie is rolled, it always go to whoever or whatever is making the action - changing the current state.  If there is no obvious active side in a tie, nothing happens - thus a deadlock.  The more the total exceeds the TN, the greater the degree of success.  Likewise, the more the TN exceeds the total, the worse the failure.
Using Skills
Since characters in S6 are made up of a collection of skills, how does this reflect on the system?  Your skill level (generally) equals the number of dice to be rolled as explained above.
-x Skill :  (x+2)d6v
-1 Skill :  3d6v
 0 Skill :  2d6v
+1 Skill:  1d6
+2 Skill:  2d6^
+3 Skill:  3d6^
+x Skill:   xd6^
So then what are typical TNs when using a skill?  In order to get a six means that the character had to have at least basic skill (+1 Skill).  Otherwise, it is not possible since the highest a 0 Skill can roll is a five. So, some typical result categories, working from there:
3: Anyone could do this, even those who are highly deficient
4: Anyone could do this, even those who are deficient
5: Anyone could do this, even the unskilled
6: This is only possible for those who have some basic skill or training
7: This is only possible for those who are skilled (2) but it is really hard
8: This is only possible for those who are skilled (3) but it is even harder
Many times, two different skills or intentions are in direct conflict with each other.  For instance, in arm wrestling each person is trying to push the other person's arm.  In a case like this, instead of a set TN, the two characters both roll and compare their dice totals against each other.  As always, ties go to the active side (the person trying to change the current state).  When there is not an obvious active side in a tie (such as in the arm wrestling example), nothing happens - deadlock.

Can you try again?  Against a static test (a situation that doesn't change after a failure), a person can keep trying until they give up.  However each time after the first, they do so with one less skill level.  In other words, they may continue trying until they realize that they just can't do it.  Against a dynamic test or obstacle, there are no such effects.  If the situation is changing, so are the odds.  However, remember that either way, additional attempts also takes more time - the same amount again.

How many things can a character do at once?  Typically, however many actions do not conflict with each other.  So for example, someone could run, parry with a shield, and attack with a sword all at the same time.  However, they could not run while picking a lock.  For skills that would be possible together, but not mix well, such as reloading a bow while running, one of the actions would suffer a TN penalty (see below).  If this new modifier made a skill roll necessary (where it was previously an automatic success), then roll 'em.

Modifiers
Naturally, the specific setting or circumstances can greatly modify the odds of success.  For instance, writing a coherent game system can be a lot harder when someone is also talking to you on phone.   To reflect this, a simple modifier is either added or subtracted from the total rolled.  Note that for many bonus modifiers, the modifier cannot exceed the skill level.  This is because in order to gain the modifier, it would require knowledge of the skill.  Modifiers are noted in the game system by putting a addition/subtraction after the skill name.  Thus Athletics+2, would mean a test of Athletics with a +2 modifier, or 2d6^+2 would mean 2d6^ with a +2 modifier.  Some simple examples:
Instruments:
    Workshop: +2 (if skill at least 2)
    Improved Tools: +1 (if skill at least 1)
    Inferior Tools: -1
    Improvised Tools: -2
    Need Tools:  Auto Failure
Distractions:
    Preferred Environment: +1 (if skill at least 1)
    Minor Distraction: -1
    Major Distraction: -3
    Total Distraction:  Auto Failure
Degree of Success / Failure
What benefits are involved in an increased success?  Naturally, this depends highly on the GM.  As a rule of thumb, the factor of most interest to the character should be improved.  So if the character is working against a time limit, the task should take less time - the time would be divided by the success number (or doubled in the case of a tie).  If the character was making something with quality in mind, its value would be multiplied by the success number (or halved in the case of a tie).

A special case occurs when a group works together to complete one project.  Each person would make a skill test to prevent the failure of the project.  In addition, it would be finished with a degree of success equal to the highest roll.  Each person that rolled the same as the highest, will increment (add one) to the total.  However, each person that failed will decrement (subtract one) from the total down to a minimum success (usually a tie), which reflects their shoddy workmanship mixed in.  In any case, unless they are just in the way, additional people helping will reduce the time that is required, so divide the time that was required by the number of people who made successful tests.  Obviously, certain tasks have a limit to how many people can work on them at once.  If there is only one pencil, two people can't write at the same time...

What about the penalties for an increasingly bad failure?  Often, for this, there will be no result.  It's up to the GM.  So how much below the TN is bad then?  Since one point off is just a simple failure, a good measure is to start causing some minor result at two, and step up the severity with each additional point off.  And what is the form of the severity?  It could be anything, such as the player making a horrid mistake, another simultaneous or related skill check failed, some added side-effect of the failure, an act of nature interrupting the process, whatever.  Also, with a one-point failure, the character will know that something isn't quite right, and avoid any bad effects.  In many cases, with a greater degree of failure, they will not be able to tell the difference (and will assume it's done correctly).

Character Creation
Character
So what makes a character?  Naturally, we need ways to define their abilities and such, but let's not start with that, because that's no fun.  In fact, let's start with the 'real' mechanics, like choosing a name.  My personal philosophy is that players should choose names for their characters that are some version of one of their own names, as modified to fit the setting.  It makes the character more real and it makes it easier for everybody to remember who is who.

Next is persona.  In real life, people often have different personas regardless of who they are or what they do.  Persona shouldn't spring out of your stats, but the other way around.  Which is why we do this first.  What does your character want?  What does your character respect?  How honorable is your character?  Brave?  Curious?  What about moral sense?  What speech patterns do they have?  Quirks?  What about likes and dislikes?  Are they usually friendly or gruff?  What about their sense of humor?  Naturally, setting and stats can feed into this later for specifics, but get a set idea of "who" you are before moving on.  And remember, the other characters will have to put up with you... or not.

Skills
S6 has only 25 total attributes and abilities.  All grouped together, they are called skills.  To take a look at them, check out the S6 Character Sheet.  Each skill describes how good your character is at a closely related set of activities.  This represents genetic disposition (some people are naturally stronger), natural ability (you just picked it up easily), training or experience (you worked and worked), and just as important, the level of excitement or interest you have in this field (if you don't care about it very much, it won't be done as well or as carefully).

Each skill is given a simple number to represent how good you are at that set of related activities.  Generally starting characters will have skills that range from -1 to +4.  What do these numbers mean?  As described above with the mechanic, a zero means no skill and no significant experience.  Thus, a -1 means you have some natural aversion or lack of potential with this skill.  Working from there:

-2Skill:  Highly deficient in some manner
-1Skill:  Deficient  (reading: sound a letter = TN 4)
0Skill:   Unskilled (reading: sound out a short word = TN 5)
1Skill:   Very basic understanding  (reading: read a sentence = TN 6)
2Skill:   Basic understanding (reading: simple books? = TN 7)
3Skill:   Better (reading: average level books? = TN 8 )
4Skill:   Skilled (reading: complex books? = TN 9)
There is no limit to how high or low a skill can go, but you will notice, that there is a curve of diminishing returns.  The difference between 1 and 2 is much more significant than the difference between, say, 8 and 9.  This is because something that is truly difficult, remains so even for an expert.  And of course, most tasks in the real world are "easy to learn, hard to master".
Subskills
There are only 25 skills on the Character Sheet.  However, real people are usually a bit more specialized than that.  You'll notice there is a lot of blank space on the right side of each of the skills listed.  This is where subskills go.  In short, a subskill represent specialization with one version or form of a skill action.  So for example, a fencer might have a subskill "Rapier" on the right side of his Melee Attack skill.  What this means is that when using a rapier, his Melee Attack level is one higher (he gets to roll one more die).  Multiple ranks of a subskill would be noted by a number afterwords.  So "Rapier2" would mean two extra levels, instead of just one.

Subskills apply whenever the situation that they describe is present.  As an example, the fencer example (above) might also have an added level when appraising a rapier, when crafting one, or when bluffing someone while brandishing it.  Also, as a rule of thumb, a subskill may not apply to more than 1/3 of the cases likely to occur in the game.  Naturally, whether or not a subskill applies (or maybe applies at half credit) is up to the GM.  When a test is called for, it is the player's job to propose subskills that may work, once the dice are rolled it's too late.

Only two subskills may apply for any one test.  Furthermore, they may not be internal to each other.  In other words, they must be concern inherently different aspects of the situation.  "SilverWeapons" and "Rapier" will not work together, because the character could simply carry a silver Rapier.  Just as "Swimming" wouldn't work with "inWater" Also, only one of the subskills may represent the character's choice, all others must apply to that of the opposition, situation, or the target.  So a subskill for "Rapier" and "vsSwords" would be perfect.

Skill Explanation / Examples
Active:
    Control: Riding, Driving, Piloting, Steering, Equipment Operation
        Horse, Cart, Boat, Sled, Catapult, "The Mysterious Contraption"
    Melee Attack: toDisarm, Longsword, Rapier, Spear, SilverWeapons
        vsSheilds, vsSwords, vsSpears, onBoat, inWater, vsAirborne
    Melee Defense: Dodge, Shield, Longsword, Rapier, Spear
        vsDisarm, vsSwords, vsSpears, onBoat, inWater, vsAirborne
    Ranged Attack: Crossbow, Longbow, Cannon, ThrowingAxe
        PointBlank, vsDodge, vsCover, vsShield, onBoat, vsAirborne
    Ranged Defense: Cover, Dodge, Shield
        vsPointBlank, vsCrossbow, vsCannon, vsThrowingAxe
Physical:
    Athletics:  Dancing, Running, Swimming, Jumping, Balance
        Sprinting, Fleeing, Diving, Floating, Highjump, Tightwire
    Endurance: Damage, Pain, Exhaustion
        vsBloodLoss, vsBruises, vsCuts, vsRunning, vsCold, vsFire
    Resistance: Poison, Disease, Drugs
        vsSnakes, vsSpiders, vsRespiratory, vsBlood, vsAlcohol
    Strength: Climbing, Lifting, Tossing, Carrying
        Rope, Rocks, Boxes, People, Tents, Animals, Carts
    Wrestling: Grab, Hold, Throw, Escape, Disarm
        vsHolds, vsThrows, vsEscapes, vsDisarms, Humans, Animals
Mental:
    Knowledge: Heraldry, Lore, History, Law, Psychology -- (ideas)
        Local, Legends, Ancient, onWarfare, onMagic, onMoney, onCrime
    Literacy: Reading, Writing, Research
        Mail, Signs, Script, Forgery, Code, onMagic, onLaw, onCrime
    Magic: (hehe... go see the magic rules... if you can)
        (magic is meant to be mysterious and strange)
    Mathematics: Algebra, Physics, Engineering -- (abstract things)
        Accounting, Investment, Banking, Mechanics, Architecture
    Science: Biology, Chemistry, Medicine -- (real physical things)
        Plants, Mammals, Explosives, Acids, FirstAid, Disease
Spirit:
    Awareness: Hearing, Sight, Smell, Sense of Direction
        Urban, River, Mountains, onRoad, Sleeping, Distance
    Craft: Blacksmithing, Woodworking, Building, Leatherwork, Music
        Art, Swords, Furniture, Roofs, Armor, Folksongs, Dances
    Nature: Animals, Plants, Ecology, Tracking, Survival
        Care, Interaction, Identification, Forest, Mountains, Urban!
    Stealth: Sneaking, Hiding, Concealment (of things), Shadowing
        Urban, Forest, onBoat, vsThieves, vsGuards, vsNobility
    Will: Conceal (social), Self-control, Purpose, MentalForce
        Lying, Emotions, vsHypnosis, vsTorture, vsPersuasion
Social:
    Charm: Friendly, Sexy, Trustworthy, Stupid-looking, Disgusting
        wKnights, wNobility, wMerchants, wThieves, wCourtiers
    Personality: Conversation, Persuasion, Rapport
        wNobility, wUnderground, wMerchants, wGuards
    Perception: Discussion, Listening, Watching, Torture
        Honesty, Motive, Emotion, SocialClass, Money
    Presence: Speech, Debate, Leadership, Acting, Intimidate
        Lectures, Religion, Military, Comedies, Interrogate
    Scene: Contacts, Recognition (or not), FittingIn
        wUnderground, wMercantile, wNobility, wBeggars
Building the Character
Despite the title, this section is really about building a party.  Although each character is rolled individually, each roll has group-wide effects.  The way the system is designed, creation is random.  However, whoever rolls highest actually loses out, since other players get to add points to equalize (with diminishing returns) - by increasing the skills of their choice!    An altruist would want to roll highest to help out the other players, while a selfish player would want to roll least to give themselves the most options.  In any case, the GM has final say on what is a reasonable set of rolls.

The first step is to roll 2d6v-1 for each skill.  This gives a starting range of -1 to +4, which is good for a starting party.  Players do not get to choose what number goes in what stat.  It is straight down the line.  This may limit the choice of character profession/concept, though it should open up enough different pathways that there should be plenty of interesting territory to explore.

Once everyone has rolled, the second step is to add up to find who has the highest total.  Since a +1 skill level is about average, the highest will probably be in the range of 30 to 50.  Each player then receives a number of points to spend equal to their difference in skill total from that of the highest.  These points may be used increase the skills of their choice.  The cost of raising a skill is equal to the number of times that skill has been raised.  So the first 'bump' costs one point, the second 'bump' costs two points, the third 'bump' costs three points, and so on.  Alternately, subskills may be bought in the same manner, at one-third the price.  Finally, any player may choose to reduce skills to get some more points, one-for-one, but only for the purpose of buying subskills!

Starting Equipment
Depending on the setting and scenario, the GM will determine the party's starting equipment or allow them to pick it themselves or something.  A typical method is to give each character a small amount of cash and let them buy anything they want.  Perhaps even a bonus for having nice "marketable" skills that would have made them that money in the first place.
Combat Rules
Overall Philosophy
Since this is a fairly serious game, it attempts to simulate reality as best possible.  In real life, serious combat is usually a very quick affair.  Although army tactics may move on a time scale of minutes, and strategy takes days or weeks, individual actions do not.  For this reason, the S6 combat round is only one second - which is plenty of time to differentiate between the lucky and the dead.  Every second each character may make any number of actions that do not directly conflict with themselves.  Also, except in special cases, all combat takes place simultaneously, where results are not applied until the end of the round.  This way, there is the possibility of a mutual kill.

Many combat actions do not directly reflect action, but instead an intent.  In other words, choosing 'offense' does not mean that your character is swinging, rather it means that you are looking for an opportunity to attack.  For the purpose of counting ammo, only greatter than one-point failures indicate "a missed shot."  A one-point failure means that you are busy maneuvering, dodging, parrying, aiming, feinting, or such.  This way, there is the possibility to finish off an opponent without a return strike.

Depending on the resolution of all of the actions that happen in a round, the overall description is up to the GM, though players may certainly make their own suggestions.  This isn't meant to be a game of numbers and points, this is a game of description and imagery.  The combat rules have been designed to maximize this effect.

Melee Combat
Melee combat rules apply anytime opponents are in within reach of each other.  This could be with 20-foot spears or fists, it's all the same.  As usual, actions are simultaneous, except when breaking range on a significantly longer weapon (in which case it gets to attack and resolve beforehand).

In melee combat, there are five standard or common strategies: Wild Offense, Offense, Cautious Offense, Defense, and Dodge.  Except for Dodge, these actions are not exclusive.  In other words, it is possible in S6 (and often helpful) to use a weapon to attack while at the same time using a shield to parry.  These are summarized in the chart below along with some common modifiers:

Wild Offense:         Melee Attack +1, Melee Defense -1
Offense:             Melee Attack, Melee Defense
Cautious Offense:  Melee Attack -1, Extra defense roll vs one attack
Defense:                 Not an Attack, Two extra defense rolls vs one attack
Dodge:                   Exclusive, Extra defense roll vs all attacks
Offense is a standard Melee Attack roll, with a accompanying melee TN equal to a Melee Defense roll (seperate for each attack). Wild Offense gives a +1 attack bonus, but at a -1 defensive penalty. Cautious Offense gives -1 attack penalty, but the character may declare one attack for which they recieve an extra defense roll (using only the highest). Defense gives no attack at all, but two extra defense rolls.  Note that Defense will have penalty modifiers unless the defense is appropriate to the attack.  You can't (easily) block a sword with your hands. Dodge is a special case, since it is an exclusive action (you are too busy dodging), but it gives an extra defense roll against all attacks that occur that round.

As you can probably see, an advantaged combatant will usually want to take it safe and slow since the curve of  probability lends itself to their advantage.  Likewise, an inferior combatant will usually want to press the attack, hoping to get lucky.  In any case, damage (see below) is directly related to the degree of success, so when a hit occurs, don't lose that number!

Wrestling
Wrestling is a special case often associated with melee combat.  In this case, the attacker may use the same options as above, substituting Wrestling skill for Melee Attack.  The defender may use either Melee Defense or Wrestling skills to determine their TN.  If a hit is scored, nothing happens until the next round, at which time, the two are considered to be in a entangled and may not make melee attacks or any other conflicting actions.

Once in a hold, both sides usually only have 3 options: Hold, Escape, or Throw.  All of these require a test of Wrestling vs Wrestling for a success.  A Hold action attempts to use Wrestling skill (vsEscape) to cause damage and if successful also prevents a Throw.  A succesful Escape action (vsHold) allows the character to exit the entanglement.  A Throw action, if successful (vsHold) and not countered by an opposing Hold, exits the entanglement while also causing damage.

Disarming
You'll probably notice that there are subskills for disarming an opponent listed both under Melee Attack and Wrestling.  In order to make a disarm action, one requirement is that it be declared before any rolls are made.  It also requires a successful Melee Attack (or Wrestling Grab), followed by a second test of Melee Attack (or Wrestling Disarm) to complete the action.  Depending on the degree of success, the weapon could be thrown further, or even end up in your character's hands.
Ranged Combat
Ranged Combat works almost the same as melee combat.  As usual, all actions are assumed to occur simultaneously.  However, some weapons will have multiple shots per round, and some will instead have a reload rate between shots.  As in melee combat, there are a set of standard or common strategies:   Offense, Defense, Dodge and Cover.  Except for Cover (a new exclusive action), these are almost the same as in melee combat.  Overall, there is one less defensive roll against ranged actions.  This is summarized in the chart below along with some common modifiers:
Offense:             Ranged Attack, (base TN = 3)
Defense:                 Not an Attack, Ranged Defense (2 rolls) vs one attack
Dodge:                   Exclusive, Ranged Defense vs all Ranged attacks
Cover:                    Exclusive, (sets new ranged TN of Ranged Defense roll)
Offense calls for a test of Ranged Attack vs a TN dependant on the range and other modifiers.  Ranged Defense does not come into the equation unless the target is aware, and using one of the defensive strategies listed.  Defense works much like in melee, with similar penalty modifiers if the defense is not appropriate to the attack.  Many ranged weapons are too small and fly too quickly for the target to easily counter them.  Likewise, you can't block bullets with your hands.  Note that the same Defense action cannot be used simultaneously for both melee and ranged defense.  Dodge, as in melee, is an exclusive action.  In fact, a Dodge action applies to all the melee and ranged attacks that round!  This works even for instantaneous attacks since it represents the attempt to make a more difficult target by making sporadic movements to avoid attack.

Cover is a special action that indicates the attempt to use available cover to interfere with attacks.  This allows the character to set a new TN by making a Ranged Defense roll (minimum 3).  This TN then stays in effect until the character leaves cover (moves).  In fact, the character may make ranged combat actions from appropriate cover, suffering a -1 defensive TN modifier each round doing so.  A character could even take additional Cover actions to try to improve the granted TN.  To use Cover requires that there be some sort of available obstacle or obscurement that the character can use to block enemy fire.  The Cover TN only applies to attacks for which the cover interferes with line of sight.  In other words, the use of intelligent tactical movement can bypass cover in most cases.

Damage
When an attack action is successful, depending on the degree of success it may represent a swing that was almost dodged, a series of small cuts, or an earth-shattering hack.  Likewise, the same amount of power would do something very different to the torso than the arm.  The S6 damage system is built to take all of this into account.

The first step is to determine the hit location.  Your character will choose to attack different regions of the target depending on the variation in defense and the situation.  Thus, they will use their best judgement.  If a head-shot is open, they'll take it.  However, if their best option is to aim for the fingers or the foot, then that is what they will do.  There are voluntary modifier penalties to circumvent this logic, but these are detailed in the next section.

Since S6 uses 6 sided dice, this makes the hit location fairly easy.  A die roll can represent a body section for each number.  Head, Right Arm, Torso, Left Arm, Right Leg, Left Leg.  A second die roll can represent a different location that is 1/6 of that body section from top to bottom  This should be accurate enough to get a pretty clear idea.  However, if desired or necessary, a third die can indicate the exact point in 1/6 portions from right to left.

The second step is to determine the damage and its effects.  As stated before, the success number from the attack test directly influences the severity of the damage.  The relationship is simple.  Roll a number of d6^ equal to the success number with a -1 modifier.   Thus a tie success (+0), would be 2d6v-1.  There will usually be several additional modifiers to this test based on armor and weapon effect.  For deadly weapons, this is a damage multiplier (round down), which is taken into effect after the armor modifiers are applied.

Once a damage number is generated, it has two effects.  First, this number is immediately added as a penalty modifier to all tests the character makes from that point on (until the wound has healed).  When multiple wounds are present, use only the highest penalty that applies.  Second, the character must make a successful test of Endurance vs this number (counting the penalty above) each round for each wound, or fall unconcious (and test Endurance again for that wound immediately).  Once unconcious, if another such test is failed, the character is dead.

Depending on the location of the wound, the ordinary effects described above should be modified to fit.  A hit in the finger is very different from a hit in the head.  The numbers used above assume a torso hit.  A hit in the upper arm may have one less point of modifier penalty, but an additional point when using that arm.  Likewise, a hit in the foot may have a reduced TN Endurance test, but increased penalties for movement type actions.

So for the sake of description, what do these numbers mean?  Considering the likelihood of death and the degree of incapicitation, this is a fairly easy to figure out.  Although, a person with a higher endurance or larger frame would be less effected, here are some typical descriptions:

0 - scratch or bruise   - no effective damage, but the skin is broken or damaged
1 - minor wound          - damaged tissue and blood loss
2 - severe wound         - damaged muscle and circulatory damage
3 - moderate trauma   - broken bones, severed extremities, organ damage
4 - severe trauma        - shattered bones, severed limbs, vital organ damage
5 - why isn't he dead? - (see if they live initially before you describe this one)
Combat Modifiers
The following table is a simple list of common modifiers in combat:
Universal
    Small Target:                   -1 per factor of 1/3 human (reversed in wrestling)
    Large Target:                  +1 per factor of 3x human (reversed in wrestling)
    Choose Target Section:     -1
    Choose Target Location:  -2
    Choose Target Point:       -3
Melee Combat
    Attacker Advantage:         +1
    Defender Prone / Held:    +2
    Attack from Rear:             +1, only dodge may apply as defense
    Defender Advantage:        -1
    Attacker Prone / Held:      -2
    Defender Unaware:         TN3, no defensive actions
Ranged Combat
    Range:                            -1 per 5m  (TN3, 4@5m, 5@10m, 6@15m, 7@20m....)
        after 1 sec aim:          -1 per 20m  (TN3, 4@20m, 5@40m, 6@60m, 7@80m...)
        after 2 sec aim:          -1 per 50m (TN3, 4@50m,  5@100m, 6@150m, 7@200m...)
    Range Limit:                  -1 per portion upto 1/10 beyond the listed range of the weapon
Weapons and Armor
S6 uses a weapon/armor system that assumes that all strategies have advantages and disadvantages.  In this way, each item is most useful under different circumstances.  Likewise, certain items will be the best counter to their opposing strategies.  However, except for inferior items, all will be equally advantaged.

First, is armor.  The effect of armor is to reduce the damage taken by a hit.  Note that when damage does make it through, the armor will be likewise weakened at that location.  A simple rule of thumb is to note the exact point of armor damage, and to lower it's rating at that point.  The same goes for items made out of the same material.  Note that wearing more than one set of armor only gives the highest single bonus depending on the type of damage.  In addition, one additional point of blunt protection is granted by wearing armor underneath a stronger set above (for instance padding under chain).  The main problem with wearing all this armor is weight and interference.  The action penalties listed below assume a full suit of armor, but would be reduced for partial sets.  Note that this number would also be used to affect endurance checks following heavy labor or extended work.

Armor
    Tough Cloth                 : -1slash
    Padding                       : -1blunt
    Leather                        : -1slash. -1pierce
    Padded Leather           : -1blunt, -1slash, -1pierce
    Thick Furs                   : -1blunt, -2slash, -1pierce
    Studded Leather          : -1blunt, -2slash, -1pierce
    Hardened Leather       : -2blunt, -2slash, -1pierce : -1 action penalty
    Ring Mail                    : -1blunt, -3slash, -1pierce : -1 action penalty
    Solid Bone                   : -3blunt, -2slash, -2pierce : -2 action penalty
    Solid Wood                  : -3blunt, -2slash, -2pierce : -2 action penalty
    Scale Mail                   : -2blunt, -4slash, -2pierce : -2 action penalty
    Plate Metal                  : -3blunt, -3slash, -2pierce : -2 action penalty
    Chain Mail                  :  -1blunt, -5slash, -3pierce : -2 action penalty
    Double Scale               : -3blunt, -5slash, -3pierce : -3 action penalty
    Double Chain              : -1blunt, -6slash, -4pierce : -3 action penalty
    Plate Mail                    : -3blunt, -5slash, -3pierce : -3 action penalty
    Plate Armor                 : -4blunt, -5slash, -3pierce : -3 action penalty
    Heavy Plate                 :  -5blunt, -6slash, -4pierce : -5 action penalty
Second, is melee weapons.  Each is listed with all of its modifiers.  Note that shields are considered as weapons.  To make things simple, the sword is considered the 'standard' weapon to compare to all the others.  Many modifiers have no weapon effect except in appearance or size.  Though, this could also be considered useful in certain circumstances...
Melee Weapons
    Axe                           (S -1 melee, *3/2 damage)
    Club                         (B -1 melee)
    Dagger                     (P -1 melee, -1 damage, small)
    Halberd                   (S +1 melee, *3/2 damage vs mounted charge (P), 2-hands)
    Knife                        (P -2 melee, -1 damage, *3/2 armor, very small)
    Knuckledusters        (B -2 melee, -2 defense action, -1 damage, *3/2 armor, very small)
    Lance                       (P *3/2 damage on a mounted charge, long, mounted charge only)
    Mace                        (B -2 melee, *3/2 damage)
    Pike                          (P -2 melee, *3/2 dmg vs mounted charge, very long, 2-hands)
    Rapier                      (P +2 melee, -1 damage, *3/2 armor)
    Saber                        (S +1 melee, *3/2 armor)
    Shield                       (B -2 melee attack, +2 melee defense, -1 damage)
    Spear                        (P 0 melee, *3/2 damage vs mounted charge, long, 2-hands)
    Staff                          (B +2 melee defense, 2-hands)
    Sword                       (S, no modifiers)
    Two-hand Hammer   (B, *3/2 damage, 2-hands)
    Two-hand Sword      (S, +1 melee, *3/2 damage, 2-hands)
    Two-hand Axe           (S, *3/2 damage, halve armor, 2-hands)
    Unarmed                  (B, -2 melee, -2 defense action, -2 damage, *3/2 armor, unarmed)
    Warhammer              (P, -1 melee, halve armor)


Ranged weapons might also include range limits (which can be exceeded), fire rates, and reload rates.

Ranged Weapons
    Blowgun                (P, -1 range attack, -2 dmg, 2x armor, range 50m, reload 1 sec)
    Crossbow               (P, range 200m, reload 5sec)
    Heavy Crossbow    (P, *3/2 damage, range 300m, reload 9sec)
    Long Bow              (P, -2 range attack, *3/2 damage, range 300m, reload 1sec)
    Short Bow             (P, -1 range attack, range 200m, reload 1sec)
    Sling                     (P, -2 range attack, range 300m, reload 1 sec, small)
    Thrown Axe           (P, range 60m)
    Thrown Knife        (P, -1 damage, range 90m, small)
    Thrown Spear       (P, *4/3 damage, range 30m)
Character Experience
Most RPGs include a way for characters to improve over time.  This is important because it allows the characters to grow with the plot.  Likewise, it gives a means to encourage good play and helpful behaviour.  Also, it helps to smooth out problem characters, as different statistics become more or less needed.  Here is a short list of some of the suggested ways to handle experience awards.
Player on time for play       : 50 pts per session
Player stays in character    : 50 pts per session (instead of an out-of-game distraction)
Player helpful in game      : bonus amount based on meta-game situation
Character training            : bonus amount based on loss of potential in story
Character 'living'              : bonus amount based on expense of character value (spending)
Character journal             : upto 100 pts per session, divided by the number of players
Character background      : upto 100 pts - one time
Character portrait            : upto 100 pts - one time (excepting major changes)
Setting building/design     : bonus amount based on subject and difficulty of work
One hundred experience points may be spent to raise a skill one level.  Or twenty-five points may be used to raise a subskill.  However, S6 differs from most games in that the GM chooses where the points go.  This placement is based on the character's actions during that session.  For instance, if a character was training intensively with a sword, the GM might put these points toward increasing either the character's melee attack skill or sword subskill.  If a character is gaining experience by gambling cash away (i.e. 'living'), maybe his Mathematics or Perception skill would go up, or perhaps a Gambling subskill.  Naturally, if the GM can't decide, he could ask the players for suggestions, or listen to the character's wish skills.  Or, he could just keep the points in a pool, to be spent when the character does take an active direction.