TEXT: 1. Creating characters
  1.1 Roll your attributes with 1d6
  You have four attributes: Fight, Invent, Run, Explain
  These numbers are ballpark. 1 = really bad, 6 = really good.
  You will develop a working definition in play, but
  essentially everything boils down to these four things if
  you need to compare the size of your sonic tool and find
  out who’s better at something.
  In a straight forward comparison, a higher score always
  beats a lower score.
  For example, if two characters run across an open space to
  grab a prize, a character with Run 5 will beat a character
  with Run 2 every time. A complication may turn this into a
  conflict or competition, with dice, in which case Run 5 will
  definitely provide an advantage.
  1.1.1 Optional rule: Assign 15 points to your attributes
  Instead of rolling random numbers, you can assign 15
  points across the four attributes.
  All attributes must have a score of  at least 1 and no
  character can have more than one with a score = 6.
  1.2 Starting Level
  You start at Level 2.
  1.3 Choose your character archetype.
  Choose your character and pick (Level) specials from the
  list to create your starting character:
  Traveller (2): Centre of Everything, Friends in High Places,
  Incorrigible Boffin, Psychic Sensitivity, Resourceful Pockets
  Cheeky Scallywag (2): Affable Ignorance, Charm, Lucky,
  Run like the Wind, Street Savvy
  Scientist (2): Insatiable Curiosity, Eidetic Memory,
  Professor of Science, Technobabble, Unnatural Charm
  Soldier (2): Code of Conduct, Commanding Voice, Cool
  Under Fire, Field Training, Five Rounds Rapid
  Reporter (2): Face in the Crowd, Friends in All the Right
  Places, Gift of the Gab, Insatiable Curiosity, A Nose for
  Danger
  Teacher (2): Connoisseur, Empathy, Run for Cover, Supply
  Teacher Trivia, Weekend Reservist
  2. Playing the game
  2.1 Players
  Describe what your character is doing.
  If it's uncertain, roll 2d6. Any 5 or 6 = successful.
  +1d6 for advantage of any kind (item, high attribute,
  superior tactics, etc.).
  -1d6 for disadvantage of any kind (low attribute,
  hindrance, nursing a serious injury, etc.).
  DO NOT ADD DICE RESULTS. Simply look for 5s and 6s.
  Never roll more than 3d6. Never roll less than 1d6. Never
  roll if something is likely, uncontested or never in doubt.
  Roll when you try to hit, to evade, to do stuff, to save your
  ass. The GM will tell you when and why.
  2.2 Leveling Up
  When it‘s dramatically appropriate, a character reaches a
  new experience level. They may then pick another special
  from their own list (or, with GM OK, from another).
  3.0 RUNNING THE GAME
  3.1 Gamemasters
  The Gamemaster plays the world and everything in it.
  If the order of things matters, then Explain, Run, Invent
  and Fire.
  Success in combat = narrate what happens – assigning an
  appropriate hindrance. The good folks don’t die in
  Renegade – they get separated, trapped, gloated at,
  imprisoned, deprived of a vital McGuffin, or monologued
  into submission.
  Enemies acquire hindrances until they can’t act or
  threaten anymore, suffer a setback, disappear behind
  falling debris, or take leave of their senses.
  Major successes are possible - as Gamemaster you can
  decide what happens and when.
  Likely success: don’t roll dice, it happens.
  Unlikely success: roll dice.
  Impossible: don’t roll dice, tell the players what happens.
  Skills are likely, except when impossible. All rolls change
  the situation.
   3.2 Antagonists and Bystanders
  If it’s required create specials for your characters (just like
  Character classes). If not, just wing it.
  Bystanders tend to:
  ●
  get in the way,
  ●
  split the party,
  ●
  scream and run scared,
  ●
  question aggressively,
  ●
  call the authorities, or
  ●
  turn out to be unwilling puppets of the central
  villain, either openly violent, needlessly obstructive
  or certain to report back on what the player’s
  characters are up to.
  3.2.1 Ancient Reptilian
  Agile and Athletic, Shoot to Stun, Whipping Tongue, Vuln-
  erable to cold.
  3.2.2 Clone Trooper
  A Thousand Years of War, Everything By The Book, Bred
  4.0 CREDITS
  minimald6 is the creation of Norbert G. Matausch.
  minimald6 is Creative Commons Attribution-ShareAlike
  4.0 International (CC BY-SA 4.0).
  This is Version 0.2.
  for War, Unprotected Vent
  3.2.3 Cybernetic Immortal
  Arm-mounted Particle Weapon, Networked, Nothing
  Natural Remains, Plodding Pace, Weakness to Platinum.
  3.2.4 Mutant War-Machine
  Anti-Gravity Field, Impenetrable Shell, Shrieking Fury,
  X-Ray Beam (hvy), Ultra-Tech, Vulnerable Eye-stalk
  3.2.5 Unhinged Robotic Servitor
  Disarming Personality, Expressionless, Reinforced Shell,
  Slave Circuit.
  3.3 Optional Rule: Time Tokens
  If you make a roll with three dice (excluding the Dilemma
  Die, see below) and both (a) fail and (b) roll the same num-
  Ber on all three, you gain a Time Token.
  Time Tokens form a communal resource for anyone in the
  group to use and can be spent to either:
  ●
  Succeed in any task, even impossible ones, without
  having to roll the dice, providing you have an sound, if
  highly improbable, explanation
  ●
  Tweak the plot or the course of events in your favour
  when it matters most, introducing a McGuffin, deus ex
  machina, or other infeasible turn of events that allows
  you to avoid the left turn and go another way entirely
  3.3.1 Optional Rule: Classic Tokens
  Call Time Tokens the Keys to Time instead. Some people
  will appreciate the reference.
  3.4 Optional Rule: Dilemma Die
  Every roll includes an additional die, the Dilemma Die.
  That’s a d6 with one side marked with a special symbol.
  Always roll the Dilemma Die with any other dice rolled.
  If you roll the one marked side, something negative
  happens in addition to what’s going on, and it doesn’t
  matter if the other dice show a success or not.
  
SOURCE: textdata/thevault/Kid Friendly/3. Rules Lite Collection/minimald6 - Renegade - Time Travelling Adventure(1).pdf