Character Creation

Defined Limits

If you wish to make your own starting character from scratch, without a template but with defined limits on what can be put into attributes and skills, use these guidelines.

Attributes: Distribute 14 dice among the six attributes. The minimum is 1D and the maximum is 5D in all attributes.

Skills: Distribute ten dice among the skills. The maximum number of dice added to any one skill is 3D.

Attributes

Each character has six attributes, which measure basic physical and mental abilities that are common to every living creature (and some nonliving things), no matter what universe or dimension they exist in.

Reflexes: Measure of balance, limberness, quickness, and full-body motor abilities.

Coordination: Measure of hand-eye coordination and fine motor abilities.

Physique: Measure of physical power and ability to resist damage.

Knowledge: Measure of strength of memory and ability to learn.

Perception: Measure of mental quickness and attention to detail.

Presence: Measure of emotional strength, physical attractiveness, and personality.

Body Points: Roll your character’s Physique and add 20 to the total.

Improving Attributes

The cost to improve any attribute is calculated by adding the next level of dice you wish to buy into for the attribute plus ten, for example to buy from 3D to 4D in Reflex, the cost would be fourteen Character Points.

Skills

As this skill list includes broad definitions not applicable in all eras or worlds for which D6 Adventure could be used, the gamemaster has the final say on actual skill applications. All skills beneath a given attribute begin at that attribute’s die code. To highlight skills in which the character has trained or has some experience, add dice to the base attribute value.

Skills marked with the Specialization tag (Sp) require a specific category to be chosen, for example Piloting/Driving (Commercial Vehicles) or Study (Greek Mythology). Generalized usage of Specialized skills may be attempted, but at a -3D penalty.

Reflexes

Acrobatics: Performing feats of gymnastics, extraordinary balance, and dance (and related performance arts), as well as break falls. Useful for running obstacle courses or doing water ballet.

Contortion: Escaping from otherwise secure physical bonds by twisting, writhing, and contorting the body.

Dodge: Slipping out of danger’s way, whether avoiding an attack or a sprung booby trap.

Jumping: Leaping over obstacles.

Riding: Controlling and riding domesticated mounts or similar machines, such as motorbikes or jet-skis.

Sneak: Moving silently and avoiding detection, whether through shadows or crowds.

Coordination

Hide: Concealing objects, both on oneself and using camouflage.

Lock-picking: Opening a mechanical (not electronic) lock or safe without possessing the key or combination, as well as disarming small mechanical traps.

Marksmanship (Sp): Shooting guns of any type. Covers everything from small slugthrowers to vehicle-mounted rockets.

Piloting/Driving (Sp): Operating any kind of vehicle or powered armor traveling on or through the ground, a liquid medium, the air, or space.

Sleight of Hand: Nimbleness with the fingers and misdirection, including picking pockets, palming items, and stage magic.

Throwing (Sp): Hitting a target accurately with a thrown item, including grenades, stones, and knives. Also used for catching thrown items. (Using or modifying grenades as explosives for special destructive effects requires the demolitions skill.)

Physique

Brawling: Competence in unarmed combat.

Climbing: Scaling various surfaces.

Lifting: Moving or lifting heavy objects.

Melee Combat (Sp): Wielding hand-to-hand weapons.

Running: Moving quickly on the ground while avoiding obstacles
and keeping from stumbling.

Stamina: Physical endurance and resistance to pain, disease, and poison.

Swimming: Moving and surviving in a liquid medium.

Knowledge

Business (Sp): Comprehension of business practices and the monetary value of goods and opportunities, including the ability to determine how to make money with another skill the character has.

Business can complement charm, con, and persuasion when haggling over prices for goods and services being bought or sold.

Create (Sp): Creating certain specialized objects.

Forgery (Sp): Creating and noticing false or altered documentation in various media (paper, electronic, plastic card, etc.), including counterfeiting, though tasks may require other skills to help detect or make the forgery.

Languages (Sp): Familiarity with and ability to use various forms of communication, including written, spoken, and nonverbal.

Characters choose one “native” language in which they have written and spoken fluency. Additional languages in which a character has proficiency can be represented by specializations of this skill.

Medicine (Sp): Using first aid techniques to treat injuries, as well as an understanding and application of medical procedures, including diagnosing illnesses and performing surgery.

Navigation: Determining the correct course using external reference points, such as stars, maps, or landmarks, as well as creating maps.

Repair (Sp): Fixing, or modifying gadgets, weapons, armor, and vehicles.

Study (Sp): This skill represents knowledge and/or education in areas not covered under any other skill (such as chemistry, mathematics, archaeology, interior design, etc.). It is used to remember details, rumors, tales, legends, theories, important people, and the like, as appropriate for the subject in question. However, the broader the category, the fewer the details that can be recalled. It covers what the character himself can recall.

Security: Installing, altering, and bypassing electronic security and surveillance systems.
tech: Using and designing (not making) complex mechanical or electronic equipment, such as programming and operating computers and manipulating communication devices.

Survival (Sp): Surviving in wilderness environments, as well as Following the trail of another person, animal, or creature.

Perception

Artist (Sp): Making works of art, like paintings, photographs, and music or literary compositions.

Gambling: Playing and cheating at games of strategy and luck.

Investigation: Gathering information, researching topics, analyzing data, and piecing together clues.

Search: Spotting hidden objects or people, reconnoitering, lipreading, or eavesdropping on or watching another person.

Streetwise: Finding information, goods, and contacts in an urban environment, particularly through criminal organizations, black markets, and other illicit operations. Also useful for determining possible motives and methods of criminals.

Presence

Animal Handling: Controlling animals and making them perform tricks and follow commands.

Charm: Using friendliness, flattery, or seduction to influence someone else. Also useful in business transactions, putting on performances (such as singing, acting, or storytelling), and situations involving etiquette.

Con: Bluffing, lying, tricking, or deceiving others, as well as verbal evasiveness, misdirection, and blustering. Also useful in putting on acting performances.

Disguise: Altering features or clothing to be unrecognizable or to look like someone else. Also useful in acting performances.

Intimidation: Using physical presence, verbal threats, taunts, torture, or fear to influence others or get information out of them.

Persuasion: Influencing others or getting information out of them through bribery, honest discussion, debate, diplomacy, or speeches. Also useful in negotiations, business transactions, and putting on performances (such as singing, acting, or storytelling).

Willpower: Ability to withstand stress, temptation, other people’s interaction attempts, mental attacks, and pain. The gamemaster may allow a specialization in a specific faith tradition or belief system to enhance many, though not all, applications of willpower.

Learning and Improving Skills

Players whose characters have been through at least one adventure can use Character Points, accumulated from completing adventures, to learn new skills and improve old ones. Spending Character Points this way may be done only between adventures.

The cost of improving a skill is determined by the number of dice already invested into the skill, for example increasing a character’s Dodge skill from 3D to 4D would cost 4 Character Points.

Purchasing new skills will always cost 5 Character points for the first Die invested into the skill, with the exception of Specialized skills, which cost an additional 2 Character points, and then will follow the standard formula listed above.

Character Creation

Tech of the Dead Toachronos