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QUICK START-UP RULES

Prepare yourself to enter the exciting universe of Metabarons:


The Roleplaying Game. This hand-out will help you learn to play
the game in only a few minutes. Read it, then ask the gamemaster
any questions you might have about roleplaying or how this game works.

By Peter Schweighofer
Roleplaying Basics
In roleplaying games, the action takes place in every-one’s imagination. You don’t use a board
or move tokens around. Instead, a person called the “gamemaster” leads the story, describing
each scene and setting to the players, who visualize the situation themselves. The players imag-
ine what the scene looks like and how theircharacters would respond to the situations they
encounter. Thenthe players tell the gamemaster how they want to react.
Example: The gamemaster explains, “You’re walking through a sub-level of Arcol 271, down grimy, gar-
bage-strewn corridors caked with the humid odor of stale breath and machinery. A rather dapper looking
fellow emerges from a dark alley and asks if you’d like to make a few extra kublars. He beckons you down
the alley. You follow—you can always use some extra money—and you quickly find yourself surrounded
by several tough-looking thugs.” It’s obvious your character’s walked into some sort of trap. You might
try persuading or fast-talking the dapper looking fellow to let you go. You could try intimidating the thugs
by drawing a weapon and coolly threatening them. Or perhaps you just want to pull your sidearm and
start shooting away…and hope your character survives this encounter.
The players and gamemaster work together to create their own story, with the players’ characters as the
heroes. The game rules help determine what your character is capable of doing, while the gamemaster’s
plot creates settings, adversaries, and incidents to propel you along toward the story’s exciting climax.
Everyone’s A Winner. Nobody wins or loses in a roleplaying game. You’re not competing against the other
players or the gamemaster. The characters must work together as a team to accomplish their goals, using
their various strengths and expertise to everyone’s benefit. The players work with the gamemaster to crea-
te an entertaining story.
Immerse Yourself in Your Character. You must rely on your imagination to fully enjoy the game. You
might adopt your character’s accent and mannerisms while speaking in the game. You should only act
out scenes when they are non-threatening (for example, if your character tries conning someone, you
could have fun fast-talking him while playing your part). Remember, this is just a game—never act out
violent scenes or make any physical actions others might consider dangerous or threatening.
Use Your Imagination. In the game your character can do whatever you can imagine someone like him
doing in that situation. If you can imagine it in the real world, or in the Metabarons universe, it can happen
in the game. Don’t worry about “going off the board,” because there isn’t one. Your gamemaster knows
how to keep the game story focused toward your goal.
Keep Things Moving. A good story doesn’t slow down, it just accelerates toward the exciting climax. Don’t
worry about the rules. Just tell the gamemaster what you’d like your character to do, and the gamemas-
ter will tell you what skills you’ll need and when to roll them.

How the Game Works


Each player gets a sheet that describes their character (the “character sheet”). This sheet shows your
character’s strengths and skills. The gamemaster tells you when to roll the dice for certain skills
depending on what you want your character to do during the game. The gamemaster uses the rules to
interpret these die rolls to see which actions succeed and which fail. “Die codes” define your charac-
ter’s abilities and skills. Each die code represents the number of six-sided dice you roll when your cha-
racter uses an attribute or skill (1D, 2D, 3D, 4D, 5D, etc.), and sometimes an added bonus of “+1” or “+2”
you add to the entire roll.
Example: The scout Martius has an Agility die code of 2D+2, so if he tried juggling four balls at once,
he’d roll 2 dice and add 2 to the total to get his score.
You follow this same procedure for skills, which are more specific rolls for certain tasks associated
with each attribute. For instance, the astrography skill is a more specific use of your character’s
Knowledge attribute. All skills beneath a given attribute begin at that attribute’s die code. Some skills
are marked with higher die codes, representing areas the character improved through training or expe-
rience. If the gamemaster asks you to roll a skill you haven’t improved (you’ll see it has no new die code
next to it), just look up the associated attribute and roll that attribute’s die code. The higher you roll, the
better your character accomplishes the task at hand. When your character tries doing something, the
gamemaster chooses a difficulty number based on the task’s complexity. When competing against a
gamemaster-controlled character, you must beat this opposing character’s skill roll. The gamemas-
ter doesn’t usually tell you the difficulty number you need to equal or beat to succeed. He won’t 2
usually tell you which tasks are easier and which are harder, though he might give you hints
(“Hmmm, hitting that passing aircar with the magna-line is going to be pretty hard.…”).
Difficulty Number Example: Martius the scout is on his way to Klovat, a remote planet he
intends to explore. He wants to find some specific information about this world. Since Klovat’s a
remote planet, the gamemaster decides the player running Martius must roll 20 or higher to find
the information he needs. Since Martius has an astrography skill of 6D (pretty good!), he rolls 6 dice
and adds them up. He gets a 25 and beats the difficulty number. The gamemaster fills Martius in on
the information he remembers about Klovat.
Opposed Roll Example: While exploring Klovat, Martius
Metabarons Task Difficulties encounters a strange and rather angry creature in its nest.
The glossglok lashes out at Martius with a barbed claw.
Difficulty Level Difficulty # Firearms Range Although the creature’s attack takes him almost by surprise,
Very Easy 1–5 Point Blank Martius has just enough time to try avoiding the blow. The
Easy 6–10 Close glossglok makes a brawling roll of 11 to attack Martius: this
Moderate 11–15 Medium is the difficulty number he must equal or beat to dodge the
Difficult 16–20 Long attack. Martius has a dodge skill of 3D+2, so his player rolls 3
Very Difficult 21–30 dice and adds 2 to the total. He rolls a total of 16 and
Heroic 31+ manages to avoid the blow. The glossglok’s barbed claw nar-
rowly misses crushing Martius into shredded pulp.
Don’t worry if this seems confusing right now—it’ll all become more clear one you start playing. The game-
master keeps track of who’s taking what actions and what skills everyone’s rolling. Don’t be shy about
asking the gamemaster questions while you play.

Actions In A Round
For most actions and roleplaying, it’s not always important to keep track of how much time passes in
the game (“game time,” as opposed to “real time”). In certain situations like combat, however, game
time is broken into several turns, or “rounds.” One round represents about five seconds in game time.
Example: When the glossglok lashes out at Martius and the scout dodges, that action takes one round
(or about five seconds) in the imaginary game world, but in real time, it might take the player and
gamemaster three or four minutes to figure which skills to use, roll all the dice, and resolve the action.
Characters can make one action per round and roll the regular number of dice for the skill or attribute
they use. Characters can try performing more than one action in a round, depending on what the
player wants to do in a given situation. But the more your character tries doing, the more difficult
every action becomes. Each time your character tries accomplishing an additional task past the one
she can normally make in a round, she loses 1D from all her rolls that round.
Example: Martius just leaped back from the glossglok and wants to shoot back before it can attack
him again. To make sure he hits with his defense pistol, he decides to take two shots. His firearms skill
is 3D+2—since he’s taking two shots this round, he rolls 2D+2 for each shot (two actions, –1D per roll).
Just to make sure he doesn’t get hit with that barbed claw, Martius decides he’s going to take only one
shot at the glossglok and then dodge in the same round. His firearms skill is 3D+2, and his dodge is 3D+2.
Since he’s taking two actions in one round, he has a –1D penalty to both rolls—he rolls his firearms at
2D+2 and his dodge at 2D+2. If he decided to take two shots and dodge (three actions with a –2D penalty
to all rolls), he’d make two firearms rolls at 1D+2 and his dodge roll at 1D+2.
The gamemaster will remind you about penalties for multiple actions during the game as you des-
cribe what your character wants to do each round (“You’re shooting twice at the glossglok and dod-
ging, so you’ll have a –2D penalty to all your rolls.”).
Your character can also suffer from other penalties to his die codes to represent damage taken
during combat. Characters who are wounded suffer a –1D penalty to all die rolls until healed. If
wounded twice, the penalty rises to –2D. Characters who sustain enough damage to incapacitate
them pass out unless they can make a Moderate (15) willpower roll: those who make this roll act
with a –3D penalty to all rolls, can barely manage themselves, and need assistance from others.
Mortally wounded characters are on death’s doorstep and require serious medical help; they
3 can do little on their own. The gamemasters helps keep track of damage your character sustains
and the various penalties involved with injuries.
Wound Levels
Stunned: –1D for all remaining actions this round and next round; a second stun moves the injury
status to “wounded.”
Wounded: –1D to all actions until healed; a second wound or stun on top of this makes the charac-
ter “wounded twice” for a total of –2D on all actions.
Incapacitated: The character is injured and knocked out for 10D minutes, but may try to stay conscious
with a Moderate (15) willpower roll, making all actions with a –3D penalty.
Mortally Wounded: The character is near death; roll 2D each round, the
character finally dying if the roll is less than the number of rounds a cha-
racter’s been mortally wounded. Character Damage Chart
Killed: The character is toast. Sorry.
Damage Roll Greater
Than Strength Roll By: Effect:
First Aid 0–5 Stunned
Characters can heal others or themselves with some basic field proce- 6–10 Wounded
dures for treating wounds. Such attempts don’t require a medbox (which 11–15 Incapacitated
usually adds +2D to first aid rolls). Simply roll first aid (or Technical) to 16–20 Mortally Wounded
treat wounds in the field: 21+ Killed

Injury Level Difficulty


Stunned, unconscious Easy (10)
Wounded, wounded twice Moderate (15)
Incapacitated Difficult (20)
Mortally Wounded Very Difficult (30)

A successful roll heals the character up one level: for instance, a successful first aid roll on someone who’s woun-
ded would bring them back to stunned. A character using up a medbox adds +2D to her first aid roll. Characters
with any dice in medicine (adv.) may also add those dice to their first aid roll.

Character and Amarax Points


Each character starts out with a few possessions, plus 5 Character Points and 1 Amarax Points. You can
spend these points to improve your chances of success in really challenging and heroic situations.
Character Points: When you spend a Character Point, you get one extra die to roll when your character
tries to successfully accomplish a task. You may choose to spend this Character Point after you’ve rolled
(in case it’s a very important roll and you roll low, or you want to improve a total you’ve already rolled to
make sure it’s high). For example, if Martius needs a 10 to dodge that glossglock and only rolls a 7, he can
spend a Character Point and roll one more die, adding the result to his dodge total. You can use up to 3
Character Points to improve a roll…as long as you have enough points to spend. You gain more Character
Points at the end of a game for completing goals and playing well. You can use them to improve your cha-
racter’s skills, and, if using psionics, use them to activate these amazing powers.
Amarax Points: When you use an Amarax Point, your character draws on his inner strength and spirit to
try and succeed. He’s risking part of his soul to do what he feels needs to be done according to his honor
code. If you decide to spend an Amarax Point, you must do so before making any die rolls. This doubles
the number of dice you’d normally roll for one round only. Players usually save their Amarax Points to
accomplish particularly heroic feats. Once used, you lose the Amarax Point—but you may earn it back at
the end of the game if you followed your code of honor.
Necro-Dream Point: Necro-Dream Points represent the negative influence in the Metabarons universe.

The Metabarons Roleplaying Game is available now at comic and hobby shops.
For more information check out our web sites or e-mail us at westendgames@mail.com
westendgames.com / metabarons.com
TM
D6 Legend - RR 5 Box 2345, Honesdale, PA 18431 - tel: (570)251-1550
© 2001 Les Humanoïdes Associés S.A. Geneva – The Metabaron character was created by Alexandro Jodorowsky & Mœbius. 4
The Metabarons and the Metabarons logo are trademarks of Les Humanoïdes Associés S.A., Geneva (Switzerland).
TM
Metabarons Skill List
AGILITY: A measure of how area of study, though not a practical profi- con: Bluffing, lying and deceiving others.
physically articulate your ciency in that subject (a scholar of archaic forgery: Creating and noticing false or alte-
character is. weapons would know details of them, but red documentation in various media (paper,
archaic weapons: Wielding couldn’t wield them effectively without that electronic, plastic card).
unpowered melee and ranged particular skill). gaming: Winning and cheating at games of
weapons no longer widely used security regulations: Understanding of strategy and luck.
in the universe. It’s not just a skill, how law enforcement organizations, regula- hide: Concealing objects, both on oneself
it’s a way of life. It allows the user to roll 2 tions and personnel operate. and using camouflage.
dice for every Character Point spent to streetwise: Familiarity with criminal organi- investigation: Gathering evidence and dra-
boost an archaic weapons roll against those zations, black markets, and other illicit ope- wing a conclusion from it.
using melee or dodge to defend. rations. persuasion: Influencing others through
brawling: Competence in unarmed combat. survival: Knowledge of techniques for sur- honest discussion.
dodge: Slipping out of danger’s way, whe- viving in hostile, uncivilized environments. search: Spotting hidden objects or people.
ther avoiding an attack or a sprung booby tactics: Familiarity with deploying military sneak: Moving silently, avoiding detection
trap. forces and maneuvering them to the best and hiding oneself.
firearms: Shooting any gun one can carry, advantage. STRENGTH: Measure of a character’s physi-
even if it requires a tripod set-up to fire. cal power.
Covers everything from small Vipers to climb/jump: Climbing or jumping over obs-
shoulder-launched rockets. tacles.
martial arts: Proficiency in a more refined lift: Moving or lifting heavy objects.
hand-to-hand combat technique than braw- stamina: Physical endurance and resist-
ling, it allows the user to roll 2 dice for every ance to disease and poison.
Character Point spent to boost a martial arts swim: Moving and surviving in a liquid
roll against those using brawling or dodge to medium
defend.
TECHNICAL: Character’s ability to manipu-
melee combat: Wielding modern hand-
late, repair and modify complex mechanical
to-hand weapons (those using a power
systems.
source).
armor repair: Fixing damaged armor.
riding: Controlling and riding domesticated
computer interface/repair: Programming,
mounts.
interfacing with and fixing computer sys-
running: Running quickly while avoiding
tems.
obstacles and keeping from stumbling.
demolitions: Setting explosives to achieve
sleight of hand: Nimbleness with the fin-
particular destructive effects.
gers, including picking pockets and palming
engineering (adv.): Practical and in-depth
items.
understanding of a particular technical field.
throwing: Hitting a target accurately with a
exoskeleton repair: Repairing and modi-
thrown item, including grenades, stones and
fying exoskeletons.
knives. (Using or modifying grenades as willpower: Personal ability to withstand
firearms repair: Repairing and modifying
explosives for special destructive effects stress and temptation.
firearms.
requires the demolitions skill.) MECHANICAL: Aptitude for operating
first aid: Using basic field medicine to treat
0-G maneuver: Maneuvering on one’s own mechanical equipment.
injuries.
in zero-gravity environments, including drif- astro-nav: Plotting courses through space
flight systems repair: Fixing damaged sys-
ting through space in a vacuum suit, or using a vessel’s navigational computer inter-
tems aboard flying vehicles and spaceships.
flying under one’s own power. face.
gunnery repair: Fixing weapons mounted
KNOWLEDGE: Measure of a character’s comm: Effectively using communication
on vehicles, space ships or within for-
intelligence. devices and arrays.
tresses.
aliens: Understanding of aliens not of the exoskeleton operation: Using personal
medicine (adv.): Detailed understanding and
character’s own species and their physio- exoskeletons which augment one’s perform-
application of medical procedures, including
logy, customs, and history. ance with mechanical aids.
surgery and cybernetic implantation.
astrography: Familiarity with astrographic gunnery: Accurately firing weapons moun-
personal equipment repair: Fixing small,
features (planets, star systems, nebulae), ted on vehicles, space ships or within for-
electronic equipment, including damaged
and general knowledge of any civilized ele- tresses.
cybernetics.
ments present (settlements, industry, piloting: Flying air- or space-borne craft,
robot interface/repair: Programming,
government, orbital installations). from aircars and fighters to transports and
interfacing with and fixing robots and their
bureaucracy: Knowledge of and ability to battleships.
systems.
use a bureaucracy’s intricate procedures to sensors: Operating scanner arrays to gather
security: Installing, altering and bypassing
gain information, favors, or attain other information about one’s surroundings.
electronic security and surveillance sys-
goals. shields: Deploying and redirecting shields
tems.
business: Comprehension of business prac- aboard vehicles and vessels.
vehicle repair: Fixing ground- and ocean-
tices and the monetary value of goods and vehicle operation: Operating non-flying
based vehicles that do not fly.
opportunities. vehicles traveling on or through the ground
or a liquid medium. PSIONICS: Measure of a character’s psionic
cultures: Understanding of the manners,
ability. Can have a score of 0D.
customs, and social expectations of diffe- PERCEPTION: A character’s awareness of
energy: Sensing and manipulating various
rent cultures. himself and things around him, including the
forms of energy through psionics.
intimidation: Using physical presence, ver- ability to interact successfully with others.
self-control: Manipulating one’s own body
bal threats, and fear to influence others. bargain: Haggling for prices for goods and
and mind from within.
languages: Familiarity with and ability services being bought or sold.
influence: Using psionics to bend others to
to use various forms of communica- command: Effectively ordering and coordi-
your will, including hyp-notic control.
tion, written, spoken, and non-verbal. nating others in team situations (such as
5 scholar: Expert learning in a specific commanding a battleship crew).
The Vice-Patrician’s Blue Box
A Short Metabarons Encounter By Peter Schweighofer
Begin the adventure by handing out the quick- processing station on Arcol 271’s sub-
start rules and let everyone read them over. level 88. You survey the scene from a
Remind players that the Metabarons Roleplaying dark corridor leading into the station:
Game uses the same rules as other D6 System foul-smelling processing pools, pump
games. machinery, disused control panels, rickety cat-
Hand out the sample characters. If you don’t have walks, and a small clearing amidst all of it with
six players, allow them to choose from among the several thieves all lounging around your valuable
six characters provided. Give them a moment to blue crate. They’re grumbling among themselves,
read over their characters and ask any questions idling away the time.
about the game stats or mechanics. You might
There are a number of thieves equal to the num-
take a minute to explain some of the skills. (Note:
ber of characters, plus two for good measure.
None of these characters have any dice in
The characters can make Perception rolls to noti-
Psionics, and therefore cannot use those skills.
ce anything unusual. Everyone figures
They’ll appear in the game rules, but just not in
out the thieves are armed with
this demo.) Now allow everyone to briefly
Viper pistols, though
introduce themselves in-character.
they look like a rag-tag
To begin the adventure, set the
group with no clear-cut
scene by reading this bold-
organization or leader-
faced text aloud:
ship. Anyone making an
Your travels have brought you Easy (10) Perception roll
all to a planet called Dreer— realizes the thieves
Arcol 271 to be exact, one of seem to be waiting
hundreds of massive city impatiently for someo-
constructs littering the planet’s ne to show up. Anyone
surface. These arcologies making a Moderate (15)
contain the homes, factories, Perception roll notices the
and offices controlled by one of crate is sealed with an expen-
the powerful industrial sive electronic combination
magnates who long ago strip- lock—the thieves seem dismayed
ped this planet of its natural resources. Now that they can’t break open the lock
the strip mines have filled with waste sludge from without damaging it.
the arcologies, and the skies are darkened by the
Show the players the map of the waste proces-
exhaust of countless factories.
sing station. The crate and thieves sit in the cen-
You’ve all been approached by a sub-executive ter, with the low pools of sludge giving them good
representing the vice-patrician for the planet’s visibility of the immediate vicinity. The walls,
Imperial Merchants Guild offices. Sub-Exec however, have plenty of shadows where charac-
Hallofer seemed like a friendly sort of fellow, offe- ters might try sneaking up on the thieves (a sneak
ring each of you five kublars for doing his boss a roll opposed by the thieves’ Perception dice of
service. A particular cargo box was stolen while 3D). Give the players a minute or two to formula-
being transferred between a freighter landing te some strategy for attacking the thieves and
platform and the guild’s secure warehouse. retrieving the blue box.
Hallofer described it as a blue, hard-plastic box
Allow them to execute their plan. If they intentio-
less than one square meter, with a ribbed surface
nally wait, a new figure appears from one of the
for added strength, and a white label scanned on
shadowy entrances: a tall, spindly fellow wrap-
each side reading “Universal Con/Past.”
ped in a fine long coat and speaking in a snooty
Should the characters ask what the box contained, accent. It seems he’s here to purchase the blue
the sub-executive admits rather bashfully that even box from them.
he doesn’t know. His superior simply told him the
The characters won’t discover what’s truly
crate had quite a high value.
going on until they step in to take the box by
After several delays, clues, and dead-ends, your 6
force.
group tracked the thieves to an abandoned waste
Blue Box Thieves. All stats are 2D except: Agility 3D, brawling 4D, dodge 4D,
firearms 4D, streetwise 3D, Mechanical 3D, Perception 3D, bargain 4D, con 4D,
sneak 4D, Strength 3D, Psionics 0D. Move 10. Character Points 2. Tech vests, Viper
pistols (4D damage).
If the characters move once the snooty fellow’s revealed himself, he tries escaping as quickly as
possible. If the characters attack before he appears, he holds back, waiting for a clear chance to
step in and grab the box himself, or escape before he’s discovered.
Snooty Fellow. All stats are 2D except: Agility 3D, dodge 4D+2, Knowledge 4D, business 5D,
cultures 5D, Perception 4D, bargain 5D+1, con 5D, sneak 5D, Psionics 0D. Move 10. Character
Points 4. Defense pistol (5 shots, 3D damage), fine long coat, pouch with 20 kublars.
If the characters seem reluctant to move even after the snooty fellow appears, allow one of
the thieves (or even the snooty fellow) to notice them. The snooty fellow might do this simply to distract
the thieves into attacking the characters… while he makes off with the box.
Once the characters defeat the thieves, they can take possession of the valuable blue box. They can easily
blow off the electronic combination lock, but their client will definitely know they looked inside. To peek
without damaging the lock requires someone to make a Difficult (20) security roll. Inside the now-unsealed box
they find several tightly wrapped trays of delicious lupium, a culinary confection only the ultra-rich can afford.
If they apprehend the snooty fellow, he admits to managing an upscale restaurant in Arcol 271’s higher
levels which caters to aristocrats and the corporate elite. He head the Merchants Guild vice-patrician had
a weakness for lupium, and decided to intercept one of his regular shipments.
For returning the lupium to Sub-Exec Hallofer, they each receive 5 kublars (more than most folks make in one day
around here). For their actions in defeating the thieves and recovering the blue box, they each get 3 Character
Points (4 if they successfully looked inside the box without breaking the electronic combination lock).

Equipment Information
Weapons
Cogan rifle: combat rifle often used by military forces (variable damage, 5D to 6D).
Combat shock-knife: large combat knife whose damage is enhanced by an energy discharge on contact
(STR+1D+2 damage).
Defense pistol: small, easily concealed gun firing only 5 shots, often used for personal defense (5 shots, 3D
damage).
Suprapistol: standard military sidearm firing an enhanced round (5D damage).
Sword: archaic blade weapon still used by the galaxy’sprimitive peoples (variable damage based on crafts-
manship, usually STR+2D).
Viper pistol: standard firearm, and one of a few people can legally carry (4D damage).
Personal Equipment
Hand vid-comm: hand-held device allowing audio and visual communication via a punch pad and vid-screen.
Io board: interface board used for taking notes and running basic computer programs; “io” is short for
“input/output”
Kublars: standard form of galactic currency, 5 kublars equals what one hard-working corporate drone earns
in a day.
Range goggles: goggles worn over the eyes to magnify objects at a distance (provide +3D to long-range
Perception and search rolls).

Game-Play Tips
Character Points: To help players keep track of their character points in a quick demo, ask each to set aside
one die with the “5” side up. When they use a Character Point, they can turn this die to the next lower num-
ber. Once they’ve gone past “1” they’ve used up all their Character Points.
Wild Die: Don’t worry about using the Wild Die. If players ask, yes, the Metabarons RPG will include rules for
using the Wild Die, but don’t bother using it during the demo.

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