02.03 Rd6 Character Advancement

02.03 Rd6 Character Advancement

Characters in Ron D6 advance through experience levels and gain an Advancement at each level. There are 6 Advancement Classes after the first and in each, there are Six Class Levels. Instead of spending points to get each Level, the GM tells the characters when an advancement can take place. This usually happens every 3 or 4 sessions or every adventure. In RonD6, Character Points are not used for experience or advancement. You DO NOT spend Character Points to raise skills or attributes. All is done through a more scaled and measured Advancement System.

Advancement Classes & Levels
Novice
1
2
3
4
5
Experienced
1
2
3
4
5
Accomplished
1
2
3
4
5
Veteran (Multi-Class)
1
2
3
4
5
Hero
1
2
3
4
5
Elite
1
2
3
4
5
Legend

There are two types of Advances: Level Advancements and Class Advancements. Level Advancements are within a single Advancement Class, 1 through 5. So going from Novice +1 to Novice +2 is a Level Advancement. A Class Advancement is going from one Advancement Class to a new Advancement Class. For example, going from Novice +5 to Experienced is a Class Advancement. Each type have several options for Advancement.

Level Advancement

Any two of these (each choice can only be chosen once)

  • 2 Skills increased by 1 Rank
  • 1 Class Skill increased by 1 Rank
  • 1 powers or spell

Class Advancement

  • +1 pip to 1 Attribute
  • +1 pip to Class Attribute
  • 2 powers or spells

Learning and Improving Skills

When a player first creates a character, he should use the character creation guidelines for gaining attributes and skills. Players whose characters have been through at least one adventure can use Character Advancements to learn new skills and improve old ones. These advanced are one of the options for Level Advancement.

Skill Rank Increase – The character has a number of Skills ranks to allocate. For multiple Ranks, the Ranks can be distributed over multiple skills or just one. For non-class Ranks, they can go to any skills but Class Ranks must go to skills under the Class Attribute. These could be existing Skills or new ones.

Specializations can be raised in the same manner at a rate of 3 Specialization Skill Ranks per 1 Skill Rank increase. These can be allocated to one or more Specializations. These could be existing Specializations or new ones. Once again, Class Ranks must go under the Class Attribute.

A character does not need the governing skill to get a specialization in it. However, if he does have one, getting a specialization in it acts as a bonus to the base skill when taking actions of that type, but it does not also improve all uses of the base skill. Specialization improves when the base skill improves.

A character may improve a skill or any of its specializations but not both. In other words, a character may improve as many specializations as he desires at the same time, though he cannot improve them at the same time as he’s improving the governing skill. Skills and specializations may only be improved by one pip each in between each adventure.

All Skills have a Maximum Rank of 10.

Extranormal skills

Extranormal skills cost twice as much to learn as other skills – 2 Ranks for 1. Skills gained due to a Special Ability are not improved when that Special Ability is improved. Instead, they are increased as a normal skill.

Improving Attributes

With the exception of Extranormal and Funds, Attributes you choose for your character usually represent her maximum potential. The Attribute Increases in the Advancement Table at CLass Advancements only. They apply to Natural Attributes (Physical or Mental) and not Extranormal (including Willpower) or Funds.

1 Attribute Increase – Advance an attribute +1 pip. Class increases must go to Class Attributes.

Improving Strength Damage

As a character’s Strength: Athletics (Lifting) goes up or is altered by Traits, refigure the Strength Damage die code: take the character’s new Strength: Athletics (Lifting) (including any modifiers from Traits) and drop the pips. Divide by 2, and round up. This is the Strength Damage die code.

Improving Extranormal Attributes and Willpower

Calculated Attributes are increased when the related Attribute is increased. For example, when Perception + Presence increase, recalculate Willpower.

Improving Toughness

Like the other Derived Attributes, Strength has to increase to change Toughness. When the character increases Strength, Toughness can be recalcuated.

Gaining and Losing Traits

Gain 1 Aptitude – At certain levels, a character can gain an Aptitude. (see Advantages)

Other Traits

As players take their characters through adventures and develop them, they may decide that the Traits the characters started with don’t fit the current concept. To be flexible, there are ways you can accommodate your players’ desire to grow their characters. The easiest way to do this is through development of the character and the story of the campaign. For example, an enemy might eventually be killed, a character might be able to negotiate a way out of Debt, or an Advantage Flaw might be repaired. Getting rid of and gaining Traits should only happen after the character has been used during several adventures and has had a chance to come up with reasons for character alteration.

These game mechanics for gaining Traits apply only to individuals who seek to have them. Because of an adventure or series of adventures, the members of a group may each acquire the same new Traits. In this case, each hero does not pay the cost or receive any Character Point benefits outlined here. The new Advantage can be considered a reward for participating in the team and the scenario, while the new Disadvantage would be a penalty.

Advantages

There are two methods for acquiring new Advantages:

  1. The player pays, in Character Points, 5 times the points of the Advantage.
  2. The player takes an equivalent amount of Points in Disadvantages and pays a number of Character Points equal to the Points of the Advantage.

In either case, the player must come up with a well-crafted story for getting the new Traits that’s backed by actual experiences in one or more adventures. The story, and its related Trait, must be approved by the GM.

Generally, a player may not remove an Trait from a character, but it might be lost in the course of roleplaying due to player negligence (that is, continuously bad roleplaying or ignoring Trait) or some tragic game-world mishap (such as a Patron’s city being destroyed). If the loss occurred through no fault of the character, the GM may give the player a consolation gift of three Character Points per Point in the Trait, or may substitute an equally valuable Trait.

Disadvantages

There are also two methods for permanently overcoming a Disadvantage:

  1. The player pays 10 times the Point value of the Disadvantage Trait.
  2. The player loses an equal number of Advantages and pays a number of Character Points equal to the Point Value of the Disadvantage.

As with Advantages, the player must have a good tale and adequate adventuring experience before the gamemaster
should approve the loss of any Disadvantage.

Multi-Class

At Verteran level, the character can choose from a Secondary Class. They are the following:

ClassPrimary Attribute
Rogue Agility
Warrior Strength
ScoutStamina
ScholarIntellect
AdeptPerception
LeaderPresence

Each Class has a Primary Attribute. This affects various things in Character Generation as well as Advancement.

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