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D6 Space Cheatsheet TTRPG Cheat Sheet (DRAFT) by

A summary of the rules for Opend6 Space

This is a draft cheat sheet. It is a work in progress and is not finished yet.

Character Generation

Attributes
Spend 18 dice across the seven attribs
 
Minimum for each attrib is 1D, max is 5D
Skills
Spend seven dice on SKILLS. The max dice you can apply to a skill is 3D
Move
Base of 10 M per round
Body Points
AKA "­HP" - if using this instead of Wounds, roll your STR dice and add the result to 20
 
Wounds - if using this,
Strength Damage
Drop the pips from your STR or Lift score, then divide the remaining die code by 2, round up. This is your STR Damage die code
Base Funds
3D
Character Points
Start with 5
Fate Points
Start with One
Advantages
Cost one creation die per rank of the Advantage See Page 17
Disadv­antage
You gain one creation die per rank of the disadv­antage. See page 27
Alien Species
See Page 42 for species packages
Cybern­etics
At character creation you can take an augmen­tation which essent­ially reflects an Advantage, and costs as many dice at creation. You can also take them later with specific costs. See p45

Combat

Initiative
Method 1: Whoever is making the most signif­icant actions gets to go first
 
Method 2: Roll on Percep­tion, go in that order
Actions
One action (move, attack, etc.) per round
 
For each additional action over the first one in the same round, you take a cumulative 1D penalty for the round. Ex. You move and shoot, both of those actions are at a 1D penalty. Another round, you move, shoot, then shoot again - every action that round is a 2D penalty
Waiting
Players may wait, but it costs one action
 

Character Improv­ement (spending Character Points)

Cost to gain one pip in a NEW skill
Cost per pip = the number of dice of the matching attribute. Ex. You have 3D in knowledge, and want to add a pip in Languages. The pip will code 3 points
Cost to improve an EXISTING skill
Cost per pip = the number of dice you have in that skill. Ex. You have 4D+2 in Dodge. To gain another pip, it will be 4 character pts

Typical Difficulty Number­s/R­atings

Very Easy
1-5
Easy
6-10
Moderate
11-15
Difficult
16-20
Very Difficult
21-25
Heroic
26-30
Legendary
31+
 

Rolling Dice

Wild Die
One of the dice from your pool should always be a different color, as it's your Wild Die (ex, you have 3D in fighting, so you roll 2d plus your third die will be a different color and be the wild die)
 
If your wild die is a 6, it explodes and can be re-rolled until a 6 no longer comes up
 
If your wild die is a 1,the GM may choose to negate your highest die roll in the pool, or keep all the dice but introduce a new challenge or compli­cation
 
If you only have 1 die available to roll, that die is a wild die
Spending Character pts to boost the roll
You may buy a bonus Wild Die by spending a Character Point
 
Spent CP can be re-earned at the GM's discretion for doing cool stuff
Spending Fate Points on the Roll
Player may spend a Fate Point to double the base dice (attrib and skill, but not wild dice, weapon bonus dice, etc) they roll
 
Fate Points recover VERY slowly, based on the charac­ter's moral code, person­ality, etc. These are NOT Bennies like in Savage Worlds, they take quite a bit to regene­rate.