Power Allotment
The Game Master determines the Campaign Power Level during campaign creation. This establishes the maximum number of Powers characters may know and reflects how common and versatile supernatural abilities are within the setting.
The Power Allotment is based on the character’s Will Power Attribute, modified by the Campaign Power Level.
| Will Power | Low Power | Standard Power | High Power | Epic Power |
|---|---|---|---|---|
| 1D | 2 | 4 | 6 | 8 |
| 2D | 3 | 6 | 9 | 12 |
| 3D | 4 | 8 | 12 | 16 |
| 4D | 5 | 10 | 15 | 20 |
| 5D | 6 | 12 | 18 | 24 |
| 6D | 7 | 14 | 21 | 28 |
| 7D | 8 | 16 | 24 | 32 |
| 8D | 9 | 18 | 27 | 36 |
Campaign Guidelines
Low Power: Supernatural abilities are rare and specialized. Characters know only a handful of Powers and must rely primarily on mundane abilities. This level is well suited for hard science fiction, gritty fantasy, horror, and investigative campaigns.
Standard Power: Characters possess a respectable repertoire of supernatural abilities while still specializing in particular areas. This is the recommended default for most campaigns.
High Power: Supernatural practitioners are versatile and capable of solving many problems through their abilities. This level suits heroic fantasy and cinematic settings.
Epic Power: Masters of supernatural forces command an extensive array of Powers and routinely perform legendary feats. This level is intended for mythic fantasy and world-shaping campaigns.
Talents, Special Abilities, and other effects that increase a character’s Power Allotment are applied after determining the Campaign Power Level.
Power Customization Framework
Every supernatural ability in RD6 is built from a single unified Power system. Rather than learning hundreds of individual spells or psionic abilities, characters learn generic Powers and customize them through permanent and temporary options.
Design Philosophy
Every supernatural ability in RD6 follows the same framework:
- Power determines what the character can do.
- Power Aspects determine the permanent form that Power takes for that character.
- Casting Modifiers determine how the Power is cast on a particular occasion.
- Result Point Enhancements determine how effectively the Power is manifested.
This unified framework allows a relatively small number of generic Powers to produce hundreds of unique spells and psionic abilities while keeping the rules consistent across all supernatural disciplines.
Learn a Power
When a character learns a new Power, they permanently add it to their list of known Powers. The total number of Powers a character may know is limited by their Power Allotment.
Select Power Aspects
When a Power is learned, the player selects one or more Power Aspects. These are permanent choices that define how that specific Power functions for the character. Unless the Power is relearned or retrained, these choices cannot normally be changed.
Power Aspects include:
- Components – Verbal, Somatic, Material Focus, Ritual, or other casting requirements.
- Manifestation – The supernatural appearance or elemental nature of the Power, such as Fire, Ice, Lightning, Force, Shadow, Radiance, Nature, Holy, or Psychic.
- Shape – For Powers that create or project an effect, such as Bolt, Beam, Burst, Cone, Line, Sphere, Wall, or Touch.
- Signature Effects – Unique visual, audible, or sensory characteristics that identify the caster’s style, such as glowing runes, crackling sparks, frost, swirling leaves, ghostly whispers, or violet flames.
- Specialization – This is another means to narrow down the focus of spell to reduce the Focus Cost.
These choices individualize a Power and effectively create the character’s unique “spell” or “psionic technique.”
Example: Two characters may both know the Manifest Energy Power.
- One learns Fire + Burst, creating a classic Fireball.
- Another learns Lightning + Line, creating a Lightning Bolt.
Mechanically they use the same Power but have different permanent Power Aspects.
Components
Casting Components are optional requirements a caster voluntarily incorporates into a Power. By accepting additional limitations, the caster channels supernatural energy more efficiently.
Unless otherwise stated, multiple Components may be combined.
| Component | Benefit | Limitation |
|---|---|---|
| Incantation | Reduce the Focus Cost by 1 (minimum 0). | The caster must clearly speak a word, phrase, or chant throughout the casting. The Power automatically fails if the caster cannot speak. |
| Gesture | Reduce the Focus Cost by 1 (minimum 0). | The caster must have at least one free hand and be capable of making precise movements. The Power cannot be cast while restrained or otherwise unable to gesture. |
| Material Focus | Reduce the Focus Cost by 1 (minimum 0). | The caster must possess and manipulate a specific focus such as a wand, staff, holy symbol, crystal, or psionic focus. |
| Extended Casting | Reduce the Focus Cost by 1 (minimum 0). | Increase the Base Casting Time by one step. |
| Ritual Casting | Reduce the Focus Cost by 2 (minimum 0). | Increase the Base Casting Time to 10 minutes or longer, as determined by the Game Master. |
| Feedback | Gain +1 Result Point if the Power succeeds. | Suffer one Wound or one Fatigue Condition (caster’s choice) after the Power is resolved. This damage cannot be prevented or redirected. |
| Countenance | Gain +1 Result Point if the Power succeeds. | The caster undergoes an obvious physical transformation while the Power remains active, making it immediately apparent that supernatural forces are being used. |
| Concentration | Gain +1 Result Point if the Power succeeds. | The caster must maintain concentration for the duration of the Power. If concentration is broken, the Power immediately ends. |
| Somatic | Reduce the Focus Cost by 1 (minimum 0). | The caster must perform deliberate physical gestures or movements as part of the casting. |
Manifestations
A Manifestation is a permanent Power Aspect selected when a Power is learned. It determines the supernatural appearance of the Power and grants a minor thematic effect whenever appropriate. The Game Master has final authority over how a Manifestation interacts with the environment.
| Manifestation | Theme | Typical Mechanical Effect |
|---|---|---|
| Acid | Corrosion | May damage or weaken unattended objects and armor over time. |
| Air | Wind | May push or knock back Small unattended objects. |
| Arcane | Pure magic | No additional effect; ignores elemental resistances and vulnerabilities. |
| Blood | Vital essence | May leave lingering wounds or interact with blood-based rituals and abilities. |
| Cold | Ice and frost | May reduce movement or leave surfaces slippery. |
| Crystal | Mineral growth | May leave behind fragile crystal formations or increase structural stability. |
| Darkness | Void and shadow | May reduce visibility or create areas of dim light. |
| Earth | Stone and metal | May create unstable ground, rubble, or difficult terrain. |
| Electricity | Lightning | May briefly disrupt electronic devices or stun on exceptional success. |
| Fire | Flame and heat | May ignite flammable materials. |
| Force | Pure kinetic energy | May push targets or unattended objects without causing secondary elemental effects. |
| Holy | Divine power | Particularly effective against undead, fiends, or similarly unholy creatures, at the GM’s discretion. |
| Life | Growth and vitality | May encourage natural growth or stabilize living creatures. |
| Light | Illumination | Produces bright light and may reveal concealed creatures or objects. |
| Nature | Plants and wood | May encourage vines, roots, or vegetation to grow naturally. |
| Poison | Venom and toxins | May contaminate food, water, or surfaces. |
| Psychic | Mental energy | May be perceived by creatures capable of sensing psionic activity. |
| Radiant | Brilliant energy | Produces intense light and may temporarily dazzle observers. |
| Shadow | Living darkness | May create concealment or merge naturally with existing shadows. |
| Sonic | Sound and vibration | May create loud noise, shatter fragile objects, or attract attention. |
| Spirit | Souls and the ethereal | May be perceived by spirits or affect incorporeal beings when appropriate. |
| Water | Liquid and mist | May extinguish small flames or leave surfaces wet and slippery. |
Design Notes
- Manifestations primarily define the appearance and flavor of a Power.
- Their mechanical effects are intentionally minor and should never replace a Power’s primary Effect or its Enhancements.
- The Game Master may grant situational bonuses, penalties, or environmental interactions when a Manifestation is particularly appropriate.
- Additional Manifestations may be introduced to suit the needs of individual campaign settings.
Shapes
A Shape is a permanent Power Aspect selected when a Power is learned. It determines how the Power is delivered or occupies space. The Shape establishes the Power’s default area of effect, while Enhancements may temporarily expand or modify it.
| Shape | Description | Typical Mechanical Effect |
| Aura | The Power radiates from the caster. | Affects all valid targets adjacent to the caster. |
| Beam | A continuous stream of energy or force. | Affects all targets in a straight line. |
| Bolt/Ray | A focused projectile directed at a single target. | Single-target attack with normal range. |
| Burst | Explodes outward from a point of impact. See Burst Radius Rules | Affects all targets within a small radius. See Burst Radius Rules in Combat |
| Cone | Spreads outward in a widening arc. See Con Rules | Affects all targets within a cone extending from the caster. See Cone Rules in Combat |
| Emanation | Expands outward from the caster in all directions. | Creates a radius centered on the caster. |
| Sphere | Creates a stationary or movable globe of energy. | Occupies an area and may persist for the Power’s duration. |
| Touch | Delivered through physical contact. | Requires the caster to touch the target. |
| Wall | Creates a linear or curved barrier. | Blocks movement, attacks, or line of sight. |
| Zone | Creates a persistent area of supernatural influence. | Affects all valid targets entering or remaining within the area. |
Design Notes
- A Shape determines how a Power is delivered, not what it does.
- Each Power lists which Shapes are compatible with it.
- Shapes are permanent choices made when the Power is learned.
- Result Point Enhancements may temporarily increase the size, length, width, or radius of a Shape, but they do not change it into a different Shape.
- Some Powers, such as Heal or Teleport, may only be compatible with a limited number of Shapes.
Signature Effects
A Signature Effect is a permanent Power Aspect selected when a Power is learned. It represents the unique visual, audible, or sensory characteristics that accompany a specific Power. Unless otherwise noted, Signature Effects have no mechanical effect and exist purely for flavor and identification.
| Signature Effect | Description |
|---|---|
| Arcane Runes | Glowing runes or sigils appear around the caster or target. |
| Aura | A colored supernatural aura surrounds the caster or target. |
| Crackling Energy | Sparks of energy dance around the Power. |
| Echoing Voices | Faint whispers or distant voices accompany the manifestation. |
| Ethereal Chains | Ghostly chains briefly appear around the target or effect. |
| Floating Symbols | Mystical glyphs, geometric shapes, or icons orbit the Power. |
| Ghostly Afterimage | The caster or target leaves translucent afterimages. |
| Glowing Eyes | The caster’s eyes shine with supernatural light. |
| Halo | A radiant ring or crown of light appears above the caster. |
| Heat Distortion | The air shimmers as if viewed through intense heat. |
| Mist | Fog, smoke, or vapor surrounds the manifestation. |
| Rippling Air | The surrounding air ripples like disturbed water. |
| Shadow Veil | Darkness gathers and swirls around the Power. |
| Shimmering Light | The Power sparkles or refracts brilliant light. |
| Sparks | Tiny sparks, embers, or motes drift through the air. |
| Spectral Forms | Ghostly spirits, animals, or silhouettes briefly appear. |
| Swirling Leaves | Leaves, petals, feathers, or similar natural debris circle the effect. |
| Tremor | The ground vibrates subtly during the manifestation. |
| Vines and Roots | Brief growth of vines, roots, or flowering plants accompanies the Power. |
| Whispering Wind | A gentle wind carries whispers, chimes, or distant music. |
Design Notes
- Signature Effects are purely cosmetic unless the Game Master determines that the narrative circumstances make them relevant.
- A character may select a different Signature Effect for each Power they learn.
- Signature Effects help distinguish different practitioners, even when they know the same Power.
- Campaigns are encouraged to create additional Signature Effects appropriate to the setting and supernatural traditions.
Power Specialization
Some Powers are extremely broad in scope, allowing the caster to produce a wide variety of effects. A character may choose to learn a Power Specialization, permanently restricting a Power to a narrower purpose in exchange for improved efficiency. Some Power Specializations are required.
A Power Specialization is chosen when the Power is learned and cannot normally be changed afterward.
Benefits
A specialized Power reduces its Focus Cost by 1 (minimum 1) or reduce. This reduction applies only when using the specialized version of the Power.
Restrictions
The Power may only be used for its chosen specialization. The specialization should be broad enough to remain useful but narrow enough to meaningfully limit the Power’s versatility. The Game Master has final approval over all specializations.
Examples
| General Power | Specialized Version |
| Create Equipment | Create Dagger |
| Create Equipment | Create Sword |
| Create Equipment | Create Shield |
| Create Equipment | Create Bow |
| Create Object | Create Rope |
| Create Object | Create Ladder |
| Create Object | Create Key |
| Create Substance | Create Water |
| Create Substance | Create Stone |
| Create Substance | Create Iron |
| Manifest Energy | Fire Blast |
| Manifest Energy | Lightning Bolt |
| Manifest Energy | Cone of Cold |
| Bestow | Grant Flight |
| Bestow | Grant Burrowing |
| Bestow | Grant Darkvision |
| Protection | Barkskin |
| Protection | Force Shield |
| Protection | Stone Skin |
| Adapt | Water Breathing |
| Adapt | Resist Fire |
| Adapt | Resist Cold |
Power Specialization is intended to represent years of practice with a single application of a broad Power. Specialized Powers are less flexible but more efficient, allowing characters to develop unique supernatural techniques without increasing the total number of core Powers.
Cast the Power
Each time a Power is manifested, the caster may apply one or more Casting Modifiers. These represent the method used to cast the Power and only apply to that specific use. Casting Modifiers may alter the Focus Cost, Base Difficulty, Casting Time, Range, Duration, or other mechanical aspects of the Power. See Power Casting Modifiers below.
Additionally, the Caster can choose Efficient Casting. When Casting a Power, a caster may choose to reduce its Focus Cost by accepting a higher Base Difficulty.
| Difficulty Increase | Focus Cost Reduction |
| +1 Difficulty Level | –1 Focus Cost |
| +2 Difficulty Levels | –2 Focus Cost |
A Power’s Focus Cost can never be reduced below 1, and its Base Difficulty can never be increased beyond Legendary.
Paying Focus Costs
Whenever a character successfully manifests a Power, they immediately pay its Focus Cost. A character may pay a Power’s Focus Cost using any combination of the following resources:
- Focus (1 Focus pays 1 Focus Cost)
- Overexertion: Fatigue (1 Fatigue Condition pays 1 Focus Cost)
- Character Points (1 Character Point pays 1 Focus Cost)
Focus is always spent first unless the player chooses otherwise.
Focus Pool
Focus represents a character’s reserve of supernatural energy and mental endurance. It is used to manifest Powers through either Magick or Psionics. A character’s Focus Pool is determined by the Skill Rank of their primary supernatural skill (Magick Casting or Psionics).
Focus Pool = (Skill Rank × 2) + 1
| Skill Rank | Focus Pool |
|---|---|
| 1 | 3 |
| 2 | 5 |
| 3 | 7 |
| 4 | 9 |
| 5 | 11 |
| 6 | 13 |
| 7 | 15 |
| 8 | 17 |
| 9 | 19 |
| 10 | 21 |
Whenever a character successfully manifests a Power, they immediately spend the Power’s Focus Cost. If the character does not have enough remaining Focus, the Power cannot normally be manifested. Most Powers have a Focus Cost of 1, while particularly demanding Powers may have a Focus Cost of 2 or 3.
Focus determines how often a character may use supernatural abilities. It does not affect how powerful those abilities are. The effectiveness of a Power is determined by the Power Test and any Result Points generated by that test.
Focus is recovered after adequate rest, meditation, or other means determined by the Game Master. Certain Talents, abilities, rituals, or equipment may increase a character’s Focus Pool or improve the rate at which Focus is recovered.
Overexertion: A character who has exhausted their Focus Pool may continue to manifest Powers by pushing beyond their physical and mental limits.
When a character does not have enough Focus to pay a Power’s Focus Cost, they may choose to suffer one Fatigue Condition for each point of Focus they are unable to spend. The Fatigue is applied immediately after the Power is resolved, regardless of whether the Power succeeds or fails.
A character may never voluntarily gain enough Fatigue to become Unconscious. If the required Fatigue would exceed the character’s remaining capacity, the Power cannot be attempted. Overexertion does not reduce a Power’s Focus Cost; it merely allows the caster to substitute Fatigue for missing Focus on a one-for-one basis.
Example: Talia has 0 Focus remaining and wishes to manifest a Power with a Focus Cost of 2. She chooses to overexert herself, suffering 2 Fatigue Conditions after resolving the Power. If she already had 2 Fatigue Conditions, she could not attempt the Power because doing so would cause her to become Unconscious.
Heroic Effort
A character may spend Character Points (including those in the Party Pool) to pay any portion of a Power’s Focus Cost. Character Points may be combined freely with Focus and Fatigue to pay the total cost.
A character may never reduce or ignore the Focus Cost of a Power through Heroic Effort; Character Points simply replace unavailable Focus.
Power Casting Modifiers
Power Modifiers are optional techniques and methods a caster may employ when manifesting a Power. Modifiers are chosen before making the Power Test and may alter the Power’s Focus Cost, Base Difficulty, Casting Time, Range, Duration, or other characteristics.
Unless otherwise stated, multiple Modifiers may be combined.
Common Modifiers
| Modifier | Cost | Effect |
|---|---|---|
| Additional Targets | +1 Focus Cost or +1 Difficult Level | Affect one additional valid target. This Modifier may be selected multiple times. |
| Extended Casting | -1 Focus Cost | Increase the Base Casting Time by one step |
| Concentrated Casting | +1 Focus Cost or +1 Difficult Level | Increase the Base Difficulty by one level to gain +1 Result Point if the Power succeeds. |
| Ritual Casting | -2 Focus Cost | Increase the Base Casting Time to 10 minutes to reduce the Focus Cost by 2 (minimum 0). |
| Hasty Casting | +1 Focus Cost or +1 Difficulty Level | Reduce the Base Casting Time by one step |
| Overchannel | +1 Focus Cost or +1 Difficulty Level | Increase the Power’s Base Value by 50%. |
| Careful Shaping | +1 Focus Cost or +1 Difficulty Level | Exclude designated targets from an area effect or tool the effect in a specific way. |
| Extended Range | +1 Focus Cost or +1 Difficulty Level | Increase the Base Difficulty by one level or to double the Base Range. |
| Lingering Power | +2 Focus Cost or +2 Difficulty Level | Double the Base Duration. |
Resolve the Power
The caster makes a Power Test using the appropriate Discipline. If successful, the Power’s base effect occurs.
Spend Result Points
Any Result Points generated by the Power Test may immediately be spent on Enhancements listed for that Power.
Enhancements improve or expand the Power’s effect without increasing its Focus Cost. Examples include increasing damage, extending duration, enlarging the area of effect, affecting additional targets, or unlocking unique effects.
Power Enhancements
Every Power has a base effect that is achieved on a successful Power Test. If the caster generates one or more Result Points, those Result Points may be spent immediately to enhance the Power.
Unless otherwise stated, each Enhancement may only be selected once per use of a Power. Multiple different Enhancements may be combined, provided the caster has sufficient Result Points to pay their costs. Enhancements never reduce the effectiveness of a Power and do not increase the Difficulty of the Power Test. Instead, they represent the caster’s superior control over the supernatural forces being used.
Each Power includes a list of available Enhancements. While many Enhancements are unique to a specific Power, some common Enhancements appear throughout the system. A caster is never required to spend Result Points. Any unspent Result Points are simply lost when the Power is resolved.
