Frequently Asked Questions
"Sixcess" is playing off the word "success" -- because when you roll the die and get the best result, you are successful. Since the die has 6 sides, that number happens to be a six. Thus, Success = Six = Sixcess.It perplexes me when armchair-numerologists use ancient catholic dogma taught by superstitious priests and carry these superstitions about the number six forward into modern day. Six is not a "satanic number." That's actually "christian mythology". Six is the number of man -- because man was created on the sixth day. The only reason why "666" is connoted as evil is that it is creating a "triunity of mankind" -- in other words, "placing man in God's role". I find that six is "just another number" and even if I were a numerologist -- which I'm not -- I would not ascribe it any specific importance, either good or bad. :)Last updated:
A Target Number (TN) is assigned. An average TN is 4. Any of the dice that comes up as a 4 or 5 is a Tick. (It equals or beats the TN, but is not a 6.) A Mark is always the 6. If the character makes a dicepool from Reflexes: 2 and Melee: 2 – that provides 4 dice. Rolling 1, 3, 4, 6 provides a Mark and 2 Ticks. The Mark explodes, providing another die to roll: 3. Since it did not equal or exceed the TN, it is of no additional benefit. The final result is 1 Mark, 2 Ticks. (Or 7 Ticks, if it needs to be broken down for any reason because a Mark = 5 Ticks.)Last updated:
The average roll in Sixcess is 4 dice. An average attribute rating is 2. An average skill rating is 2. If the character has an amazing attribute (5) and is exceptionally well-trained (5) then the dicepool might grow to 10. This is highly unusual. In that situation, it is also likely that the player chooses to “Slide the Difficulty” or take “Extra Actions” and buys those off with dice from their dicepool. Sacrificing some dice for better odds or more chances is only available to a highly skilled character.Last updated:
The writers of this game system are Christians. We are believers in Biblical truth. The worldview we are presenting is based upon these beliefs. Our intent is not to convince you that we are right (though we would like it if you come to that conclusion). Our intent is not to make you change your ways. Our intent is not to “convert”. Quite frankly, that’s not our job. All Believers were given one specific task to perform: to proclaim the truth to every creature—not to “convert”.
As avid roleplayers, we realized that nearly every world that is presented in nearly every roleplaying game, everywhere, has a specific worldview. You can find the roleplaying world rife with various forms of heathen, pagan, agnostic and atheistic worldviews. No one ever seems to make apologies for presenting what they believe in a game system. Nor shall we.
However, due to the overzealousness of some who claim to follow our path, presenting our worldview has earned a bad reputation. Thus, we thought this word of explanation was appropriate.
We are followers of the teachings of Christ. We are believers that the Bible is the word of God. We’re not here to debate these points. We’re not trying to convince you of these points. What we are trying to do is present a game system that can model that perspective, a game system that we believe models reality. It is a worldview that few of you have ever encountered—even if you think that you have. Thus, as avid roleplayers, we think it is worthy of presentation. We hope that you also find it interesting.
We’re going to step on toes. Be warned. We’re not pulling any punches. We anticipate that this background may be offensive to those who are trapped in “the traditions of men” that pervade the churches. But, they’re usually not the audience interested in roleplaying games anyway. We’re quite certain that those of you with minds open to many different perspectives shall find this quite an interesting worldview.
Now that we’ve laid our cards on the table and you know the system background, we hope that you’ll give it a chance and use the “rules of the world” no differently than you would use the rules of other gameworlds to have fun adventures.
Since few of you have ever seen the Biblical worldview presented, we think you’ll find it interesting.
Again, let’s reiterate: This is not the Christianity your momma warned you about.Last updated:
The tag line for Harsh Realities, "Life lessons without the brick wall," originates in the real-life experiences of Harsh Realities’ Art Director, Harsh (Scott Harshbarger). Harsh is a self-proclaimed graduate from the School of Hard Knocks.
As a youth, Harsh's parents tried to instruct him as best they could—but you can't teach those who won't learn, so Harsh started down the path of most resistance. He did catch some of what they tried to impart, but, and he had other instructors along the way: Captain America, Spider-man, the X-men, and many characters in role playing games as well. Still, life has a way of hitting you upside the head with an aluminum baseball-bat if you're not careful. Sure, Harsh made it through, but without those trials in his life he wouldn't be who he is today. No regrets, as they say, but what about those who do not have loving parents who try and try again? What about those who do not have positive role models or friends to pull them out of the fire? What about all those who hit the brick wall and just slump down and give up? At that point in their lives their life lessons are coming from dark, ugly places that leave them scarred, bitter, broken, and very possibly dangerous to both themselves and others.
This is what our tag line is about. Through games and fellowship with your friends certain life lessons can be learned—without requiring you to experience them! You can put your characters through the courses and see what consequences and repercussions they face. You can learn wisdom from trial and error through fictional characters, without necessarily experiencing the real life trauma of the big, bad, brick wall.
In this way, Harsh Realities hopes to pay forward what little wisdom we have gained over the years, and hopefully have a positive impact on the lives of those who enjoy our games.Last updated:
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