02.01 Rd6 Other Character Creation Items
Traits: Advantages & Disadvantages
Advantages and Disadvantages are benefits or quirks your character has developed. Some affect the character’s attributes and skills, while others serve as useful roleplaying tools for rounding out the character. Alien or Special Abilities are unusual Advantageous talents or powers the character has that are outside the norm for Humans. Character options discusses these characteristics. You may ignore this section if you don’t want to add them to your character.
This number represents how many SPACES your character moves in a round at maximum walking speed in standard (1G) gravity. (The Athletics skill can increase this rate. It also serves as the base for other movement skills.)
Should the character have a different sort of movement than normal (such as fins for legs), see the Disadvantage (described in the Character Options) for information on how to account for this variability.
In RonD6, a Space represents a generic measure of distance. It can be a square or a hex on a combat map with miniatures and terrain and a general distance on a whiteboard combat map. As a general rule, one space is either 6 feet or 2 yards or 2 meters. In general a regular human sized creature has a base Move rating of 5, and 6 if they start the game with 3D in Strength or Stamina.
See Combat: Movement for more details on Movement in combat.
Players’ characters typically start the game with six Character Points. You can spend these points to improve your character’s chance of succeeding in especially difficult situations. (The mechanics of this are discussed in the Game Basics.) Your character earns more Character and Fate Points by having adventures. There is no limit to the number of Character or Fate Points your character may have at any time.
Players’ characters typically start the game with one Fate Point. A Fate Point is a bonus representing that a character is using all of his or her concentration to try to succeed. It allows the player to, at least, double the number of dice on one roll. Sometimes the gamemaster will provide other benefits.
Strength Damage indicates the amount of harm a character can do in combat with body parts, melee weapons, thrown weapons, and most primitive ranged weapons. To determine the Strength Damage Die Code, take the character’s Dice Code for Strength: Athletics (Lifting) (including modifiers from Traits) and drop any pips. Divide by 2, and round up, this is your Strength Damage Die Code
Example: A character with 3D in Strength has a Strength Damage of 2D. A character with 6D+2 in Athletics has a Strength Damage of 3D.
To allow the gamemaster to more easily adjust the real world cost to something appropriate for her world or her part of the world, this system substitutes difficulties for the prices of items.
Each character thus gets a Funds attribute, which represents the amount of money the character can get without too much trouble on a regular basis because of work or investments. All characters start with a base of 3D in Funds. Use the accompanying table to adjust this number. Include any modifiers to attributes due to Traits. The minimum total is 1D. The final total becomes the Funds attribute.
|1D in Presence
|1D in Intellect
|4D or more in Presence
|4D or more in Intellect
|8D or more in the Scholar: Business skill plus its highest specialization
Example: Your character has 4D in Intellect, 6D in Scholar: Business, and +2D in a specialization of Scholar: Business (Investing). Starting with a funds of 3D, you add to it 1D for your high Intellect score and 1D for having at least 8D in business plus a specialization. Your final total gives you a Funds score of 5D. Using the Funds attribute is discussed in Equipment.
Players of starting characters may select one small weapon and a little protective gear plus a few tools of their characters’ chosen trade, unless there is equipment already listed on the template sheet. Some basic equipment is explained in the Equipment; the gamemaster may allow other options.