A Note Mental Limitations: Mental Limitations covers Disadvantage that are almost all entirely roleplaying. They are sometimes very difficult to roleplay, and it is recommended that players look them over and talk to their gamemasters before incorporating them into the character. Age Age is a Disadvantage that goes two ways – toward extreme youth and…
Category: Ron’s d6
1.00 Praxium: Dead Empire Intro
Many millennia after humanity reached the stars, built, and rebuilt many empires, federations and regimes, the Great Imperium arose from the ashes of what was left, fashioned by the Five Founder – Five of the most power races in the galaxy. Multiple human factions unified with various allied aliens united to form the Praxium Imperium….
1.01 Humans of Praxium
(Under construction) Humans Humans by in large have some common traits. Most live longer than modern humans – varying from 150 years to 300 years and some even longer. They are more resilient and less susceptible to disease. Humanity was divided into multiple factions, all genetic variants of original Terran Humans. Primary of these were…
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…
03.01.04 Rd6 Special Abilities: Ex-Abilities
Extraordinary Abilities (Ex-Abilities) do not directly impact the mechanics of the game. These abilities simply allow an species to do things others can not. A bird-like species can use their wings to glide through the air. Other species can see in the dark. Aquatic species can breathe both water and air with no penalties. Some…
03.08 Rd6 Advantages: Aptitudes & Affinities
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…
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.


