Character Creation

Character Creation

Character creation is one of the most important steps to a roleplaying game. It is the first thing that you will do, before ever actually sitting down to playing the game, and so it is really important that you get it right. Fortunately, “right” is a pretty subjective term. Many people see a good character as a powerful character, one who is tweaked to the utmost power that the rules will allow, but I personally believe that a good character is one that allows for adventuring without ever getting bored with the character. Especially in the d6 system, it’s tough to optimize a character for combat because combat is only one option among a mass of equally valid options for solutions to problems. Basically, that’s a really complicated way of saying that you should make a character that will be fun to play over one that will be the best at fighting. Also, I (or whoever your DM happens to be) will always be happy to help you in this crucial first step.

Below, you will find in step-by-step format, the process of character making. Don’t worry if it seems a little daunting; it’s actually pretty easy once you get the hang of it.

Step 1

Sum up your character in one or two words – this is called your template, and naming it in a word or two makes it really easy to decide things about your character later on (e.g. Iggy wants to play a quiet ecologist who is thrust into leading a small group of people through a post-apocalyptic city, so he picks as his template “Reluctant Leader”). Alternately, you can choose from a few pre-made templates specific to the campaign you’re playing; if you do this, skip ahead now to step eight. At this point, you also pick your race, which is subject to the campaign you are playing.

Step 2

Assign attribute dice. Your race will determine the min/max for each attribute, as well as the number of dice a typical member of that race will have. As a hero, you will get 6 more dice than the total listed for your race.

Note that a whole dice can be assigned, or it can be split into three “+1” pips. These pips can be added to any die code, up to x_D+2. Any time this pip modifier would go to +3, you instead add another die (_x_D+2 -> (_x+1)D).

Step 3

Take note of any special racial abilities.

Step 4

Record your move (listed in meters) – your move is the first number, while your maximum movement cap is the second (i.e. for any move listed as x_/_y, x_ is your initial move value, while _y is your maximum movement cap).

Step 5

Decide if your character has any mystic powers, if allowed (talk to the DM)

Step 6

List some relevant [Skills | skills]] under each attribute. These are all skills that your character would have some familiarity with, though not necessarily any formal training. This is not a list of skills that you are an expert in, but rather a more general list of skills that you are familiar with. Your selection is ultimately subject to DM approval.

Step 7

Choose starting equipment (which will depend on your setting), within reason (the is VERY subject to DM approval).

Step 8

Start Here if you selected a pre-made template.

Improve 7D worth of skills over the attribute. You can’t assign more than 2D to any one skill. E.g. starting with a 4D in Dexterity, you decide that you want to put your maximum of 2D into dodge, making your dodge skill 6D.

You may also spend 1D to get 3D worth of specializations, which are tighter foci onto a skill. E.g. a specialization of blunt weapons might be “stick with nail in it”. Getting this specialty would add 1D to your blunt weapons roll whenever you are wielding a stick with a nail in it.

Advanced Skills have skill pre-requisites and, if you put dice in them, they start their die code at 1D, not at the level of their controlling attribute. Every time you use one of the pre-requisite skills, you may add your {Advanced Skills | advanced skill’s]] die code to the pre-requisite, but not the other way around.

Character Creation

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