MightySix is a set of rules for super powered roleplaying intended to be compatible with the fabulous Mini Six rule set from the good people at Antipaladin Games.
Since the basic engine driving MightySix is so elegantly and eloquently described in Mini Six Bare Bones Edition, these pages contain only the additions and alterations needed to play MightySix. As a convention, capitalized words are either proper names or specific game related terms that may be easily confused with the word’s non-game meaning.
A number of ideas, outside of Mini Six Bare Bones Edition, are presented here (Complementary Skills, Powerks, Environmental Hazards etc) as well as a few old ones with a slightly different twist. For the most part, I think I’ve stayed as true to the Mini Six canon as I can, please forgive me if I’ve trampled on any dearly held conventions or scrapped someone’s favorite rule. In the spirit of Mini Six, please feel free to change, disregard or tweak these rules to your heart’s content. I won’t mind. Much.