Affinities Still other special abilities provide a bonus at the time a character is created. For example, a new alien characters receive 2D for every 1D they spend on Stealth skills to represent a very stealthy species. Another more technically inclined species may receive an extra 4D for beginning skill dice which must be applied…
Category: Ron’s RPG Sites
03.01.02 Rd6 Special Abilities: Natural Armor
Natural Armor Does your alien have some sort of natural protection against attacks? How much protection does it afford? Armor can be anything from a thick layer of blubber to scales to chitinous armor plating. Point Cost Protection 1 +1 2 +2 3 +1D 4 +1D+1 5 +1D+2 Natural Armor
03.01.01 Rd6 Special Abilities: Natural Weapons
Natural Melee Weapons Does your character have an natural weapons? If so, you’ll need to determine what sort it has. An alien doesn’t need to be a predator in order to have weapons like claws or sharp teeth. Many herbivores have defensive weapons as well. Point Cost Damage 1 STR + 1D 2 STR +…
03.11 Ron d6 Disadvantages: Xeno-Flaws
Aliens are not all advantages and no disadvantages. There are downsides too – Xeno-Flaws. If some sort of penalty makes sense to you, either for play balance or because the alien’s background demands it, you can find a good sampling of negative special abilities on the chart to the right. Some Xeno-Flaws are deep seeded…
05.05 Rd6 Special Attacks: Melee
Rolling Dice – A die code shows how good a character is in a particular area, how harmful a weapon is, how useful a Special Ability or tool is, and so on. Each die code (also known as a value) indicates the number of six-sided dice you roll (1D, 2D, 3D, 4D, 5D, etc.), and sometimes an added bonus of “+1” or “+2” — referred to as pips — you add to the total result you roll on the dice.
02.02 Rd6 Creating Non-Human Species (Aliens)
Environment Begin your alien generation process by selecting an environment your alien species evolved in. Either roll2D or pick one of the following as the primary species habitat. 2D Roll Environment Common Traits 2 Barren A: Specific Terrain Survival ; SA: Environmental tolerance; D: Environmental vulnerability 3 Desert A: Specific Terrain Survival ; SA: Environmental…
03.06 Rd6 Advantages: Social
Contacts (1-4 Points) When a character purchases Contacts for a variable Advantage point cost, the character gets a contact or several contacts that regularly provide the character with information and/or help during the campaign. These contacts can be friends, associates, just people the character knows-of who will respond to the character’s plea for knowledge, or…
03.04 Rd6 Advantages: Professional
Authority (1- 3 points) The level of the Advantage is based on the character’s rank, duties, and power in his local jurisdiction. Points Description +1 Add one point to your Authority purchase to make it a Law Enforcement Advantage. This gives adventurers some measure of abilities associated with being a deputized agent of the law;…
03.05 Rd6 Advantages: Perks, Quirks & Oddities
Luck, Minor (2 Points) Good Luck acts in different ways. The 2-Point advantage gives the player 3 Luck Points. These points do one of the following, players choice depending on the circumstances, once per adventure. NOTE: The player must get GM permission before spending these points. The Good Luck should be worked into the game…
03.03 Rd6 Advantages: Numbers
Numbers This category of Advantage allows you to play with the numbers you decided upon during basic Character Generation. You can increase Skill Ranks, Attribute points, and change with your character’s abilities in this section. Enhanced Attribute (1-point+) Some ability allows the character to gain +1 bonus per point to all rolled totals related to…

