Dresden D6 Character Creation

Creating a Character:
Attributes
Skills
Feats
Special Abilities
Determine Personal Information

Determine Starting Money and Purchase Equipment
Resources Level Chart
Action Dice

 

To play the game you'll need a character. A character is an alter ego whose part you assume for the duration of a gaming session. Think of it as improvisational acting: you know the abilities and personality of your character and you decide how that character reacts to the situations presented to him. Unlike most traditional games, which follow set procedures for each player's turn, roleplaying games leave all options open. If someone shoots at your character, for example, you can decide to leap out of the way, or return fire, or stop the bullet with a magical shield…

So, we need a way to quantify the character's abilities-their aptitudes, skills, special powers (magical, psychic, super), et cetera. The D6 System represents your character's level of ability in each area with a die code, a number of six-sided dice plus a number of "pips." For example, a die code of 3D+1 means three six-sided dice plus one pip (don't worry about what you do with these die codes for now; we'll cover that a little later). All you need to know right now is that the more dice and the more pips, the better the character's expertise in the particular aptitude or skill.

Creating a Character

1. Make a photocopy of a Character Sheet or Template or use a digital sheet.
2. Use a Template or distribute Attribute Dice.
3. If not using a Template, select Skills and distribute Skill Dice.
4. Choose Feats. If using a Template, most, if not all, Feats are chosen for you.
5. Select and Record Special Abilities. If using a Template, this is already completed.
6. Determine personal information (name, species, gender, height, weight, appearance).
7. Create background and personality.
8. Determine starting money and purchase equipment.

To Template or Not To Template, that is the question!

But what is the answer? It really is up to the Player. Templates are already filled out in terms of Attributes, Skills, Feats, Special abilities, and Movement. Most templates assume a Human is the species, but there may be some reflecting a different species than human. So you can skip a lot of the decisions that go into making a character. All you have to do is allocate Skill Dice as in Step 3 from above.

Attributes

Attributes represent a character's basic aptitudes-her inherent levels of ability in various areas, from physical strength to logical reasoning. Your gamemaster will provide you with either a character template (a partially created character that you can customize to use as your own) or a list of attributes that will be used for his game world (so you can create a character from scratch).

Example: Dresden Files D6

Reflexes: Measure of balance, limberness, quickness, and full-body motor abilities.

Knowledge: Measure of strength of memory and ability to learn.

Coordination: Measure of hand-eye coordination and fine motor abilities.

Perception: Measure of mental quickness and attention to detail.

Strength: Measure of physical power and ability to resist damage.

Presence: Measure of emotional strength, physical attractiveness, and personality.

Characters begin with a total number of dice dictated by the gamemaster, usually three dice per attribute. In our example then, a starting character would have a total of eighteen dice (18D). You decide how those dice should be divided among the character's attributes. If you want to create a thief, for example, you'll probably concentrate your available dice on the character's Strength, Reflexes, and Perception attributes, the aptitudes most important to someone with that career.

Example: Thief Character-18 Total Dice

Strength: 4D

Reflexes: 4D

Coordination: 2D

Perception: 4D

Presence: 2D

Knowledge: 2D

You might have noticed that none of these die codes have pips. Well, you can break up these dice into smaller units (just like you can break ten into ten ones). Each die code has three levels of pips: 0, 1, and 2. The progression looks like this: 0, +1, +2, 1D+0, 1D+1, 1D+2, 2D+0, 2D+1, 2D+2, 3D+0, 3D+1, 3D+2, 4D+0, et cetera. Since any number plus zero equals that number, we can drop the +0 pips, leaving us with: +1, +2, 1D, 1D+1, 1D+2, 2D, 2D+1, et cetera. We can then divide one die (1D) into sub-units of three +1's, or a +1 and a +2. Just remember that three pips equals one die (1D=+3). (Don't worry, it's not as complicated as it seems.)

Example: Revised Thief Character-18 Total Dice

Strength: 4D

Reflexes: 3D+2

Coordination: 2D+1

Perception: 4D

Presence: 2D

Knowledge: 2D

Let's check our math. First we'll add the dice (4D+3D+2D+4D+2D+2D=17D) and then the pips (2+1=3=1D) for a total of 18D (17D+1D=18D).

Attributes typically have a lower limit of 2D and an upper limit of 4D, with 3D the average. Special circumstances can change those boundaries-ask your gamemaster about them if you're interested (or read the Characters chapter of the Gamemaster Section).

Still with us? Good. Don't worry, the die code progression is the most difficult part of the game. Once you've got that, everything else is simple.

Skills

At this point you've quantified the character's basic aptitudes. But what about the specific areas he has either studied, practiced, or been trained in? We need some way to represent these acquired skills.

Well, let's think about this for a minute. Suppose you want your character to have a high level of expertise in firearms. If he starts off with a high aptitude in hand-eye coordination, it stands to reason then that practicing this particular skill will raise his ability level above that point.

So, we've established that the level of expertise in a particular skill is based on the attribute that governs it-in our example, pistol is based on Coordination.

Characters usually begin 7D in skill dice. Divide these dice among the skills the character possesses (defined by the character template or selected from the skill list provided by the gamemaster) just like attributes, except that the number of skill dice is added to the base attribute.

For example, if the character had a Coordination of 2D+1 and you spent 1D of skill dice on firearms, he would have a total firearms die code of 3D+1 (2D+1 + 1D=3D+1).

Example: Thief Character-7 Total Skill Dice

Strength: 4D

Brawling 4D+2

Reflexes: 3D+2

Dodge 4D+2, Piloting 5D

Coordination: 2D+1

Firearms 3D+1

Perception: 4D

Con 5D+1, Search 4D+2

Presence: 2D

Knowledge: 2D

Airports 3D

Time to check the math. We spent 2 pips on the brawling skill, 1D on dodge, 1D+1 on piloting, 1D on firearms, 1D+1 on con, 2 pips on search, and 1D on airports. Add up the dice (1D+1D+1D+1D+1D=5D) and the pips (2+1+1+2=6=2D) and we get a total of 7D (5D+2D=7D).

Note that the standard limit on the number of skill dice you can add to any one skill for a starting character is 2D. Again, the gamemaster may change this requirement, but she'll tell you if that's the case.

You can also change the number of by selecting certain Feats for yor character.

NOTE: Many new players (and some old ones) are tempted to express their skill dice in terms of modifiers.

For example, if someone has a Dexterity of 3D+1, and then spend an additional 1D+1 on dodge, they may write the following on their character sheet:

Dexterity 3D+1
Dodge +1D+1

Please resist this temptation, as this format tends to create confusion later on as your character develops. Express your skills as such:

Dexterity 3D+1
Dodge 4D+2

This format will reduce confusion when it comes to character advancement.

Skill Specialization

Skills can be specialized. Specializations are focused talents and training in one small part of a broader skill. For example, rather than your character being trained to fly planes in general, with the Piloting skill, they may be skilled at flying an F-22 exclusively. (Pilot: F-22)

You may choose to put some of your beginning skill dice into a specialization. A specialization is a special focus in one area of a skill. Rather than improving how your character flies all aircraft, they may focus on learning about F-22s.

However, they are separate from their associated skills once created. Similar to regular skills, they begin at the associated skill’s die code +1D rather than the Attribute the root skill uses. So a skill of Bows 5D, a specialization of Bows: Compound Bows is 5D+1D equaling Bows: Compound Bows 6D. However, if later you improve your root Bows skill to 5D+2, your Specialized skill of Bows: Compound Bows is still 6D, unless you add pips when you gain a level.

At the time of Character Creation, if specializing a skill, you must use a single beginning skill die. That die now becomes three separate +1D to three different specializations. You may not improve a single specialization more than 1D, and you must choose three skill specializations. 

After the character is created and is improving the skill, using pips, Specialized skills cost 1 pip, but give you 2 pips.

Example: During Character Creation, you want your character to be very good at flying aircraft, but you also feel they are really good at flying F-22 fighters. So when you go to allocate your 7D of Skill Dice, you choose to put 1D into Piloting, getting a total of Piloting 5D , you then specialize Piloting: F-22, so you are left with Piloting 5D, Piloting: F-302 6D, and you now have to choose two more specializations. You choose Firearms: FN P-90 and Lore: Vampires. Each of those skills are +1D to the base skill. You now have 5D left to allocate to Skills.

Example: Your character went up a level, and you wish to increase their Piloting: F-22 6D skill. Since it is a listed skill on your sheet, you can allocate up to 2 pips to the skill. You decide to just allocate 1 pip to Piloting: F-22 6D, making it Piloting: F-22 6D+2. 

Can specializing be unbalancing? Yes, it can be. This is why GMs exist. They can limit specializations. Also keep in mind, if Players specialize too much, they will be in a bad spot when using something other than what they specialized in. 

Skill Levels

1D: Below human average for an attribute

2D: Human average for an attribute and many skills

3D: Average level of training for a human

4D: Professional level of training for a human

5D: Above average expertise

6D: Considered one of the best in a city or geographic Area. 1 in 100,000 people will have

training to this skill level.

7D: Among the best on a continent. About 1 in 10,000,000 people will have training to this

skill level.

8D: Among the best on a planet. About 1 in 100,000,000 people will have training to this skill

level.

9D: One of the best for several systems in the immediate area. About 1 in a billion people will

have a skill at This level.

10D: One of the best in a sector.

12D: One of the best in a region.

14D+: Among the best in the galaxy.

 

Feats


Feats are special features or story factors that your character may have. Some Feats unlock special abilities or skills. Templates already have Feats baked in, but you can choose to change them with GM permission.


The number of Feats you are allowed to have is determined by the Progression Chart and what level you are at. See the Progression Chart section


Special Abilities


In the Dresdenverse, there are certain items, powers, or Special Abilities, that are beyond human norms, and are beyond skills, attributes, or feats. They then fall under Special Abilities. These abilities can be unlocked by Species, Feats, or GM fiat. They use a point-buy system, and you get an amount of points to allocate via Feats or GM fiat. Species have them built-in. During Character Creation, based on Species, Feats, or GM fiat, you allocate which powers you choose on your Character Sheet. To later increase abilities or choose new ones to add, you will need at least the Increased Power Feat, or join the Fae or GM Fiat. Check out the Feats and Special Abilities sections for all the details. 

 

Determine Personal Information


Ok, so far it’s been a lot of math and numbers, so now you can fill out the other parts of the character sheet: Height, Weight, Name, Personality, Quirks, Goals, and any other info about your character. 


Goals are good for your GM, it gives them things they can use to drive plots and create scenarios. It also informs both you, the Player, and the GM on the personality of the character. Plus it can be fun to complete some of these goals as the game goes on. 


Having a goal helps you determine how your character will react in a given situation. Does a particular course take him closer or farther away from his goal? Can he make a deal to help someone else with her goal in return for assistance in achieving his goal?


They may want to conquer the world (an extremely dangerous goal) or track down a villain who wronged them, or collect vast stores of treasure, or extend the boundaries of the Nevernever, or order as many different drinks from as many different taverns as possible.


Quirks can be good for further depth to your character’s personality and how they interact with the world. Not to mention rather humorous. It can also give you ‘keys’ to get into your character’s persona for roleplaying. Think of some of the personalities in the Dresden Files books and how they interact. Some suggestions are listed below:

 

Belches

Condescending

Constantly Quotes Cliches

Cracks Knuckles

Curses

Dry Sense of Humor

Enormous Appetite

Extremely Organized

Favorite Drink

Growls

Keeps a Journal

Lisp

Loves Puns

Loves Tragedy

Mumbles

Must Always Have the Last Word in a Conversation

Must Buy a Souvenir from Every Place Visited

Nervous Twitch

Noisy Eater

Obsessively Clean

Optimistic

Pessimistic

Picks Teeth

Practical Joker

Prefers a Particular Color(s)

Refuses to Bathe<

Responds only to Full Name and Title<

Ritual (before combat, after combat, before sleep, first thing in the morning, etc.)<

Sarcastic<

Saying ("Tally ho!" or "You got a problem with that?" and so forth)<

Scratches Constantly<

Scratchy Voice<

Shouts<

Shy Around the Opposite Sex<

Snores<

Speaks in a Whisper<

Speaks in Monotone<

Spits<

Stutters<

Superstitious<

Sweats Profusely<

Takes Insults Poorly<

Takes Criticism Poorly<

Talks to Herself<

Thick Accent<

Uses Flowery Language<

Utterly Unorganized<

Verbose<

Whines<

Witty<

Yawns Constantly<


 

Determine Starting Money and Purchase Equipment. 


The amount you have in the Resources skill, your character’s Occupation, some Feats, and the GM’s input all determine what your starting money and resources are. Keep in mind, Wizards are generally not rich. White Court Vampires, on the other hand, are. 


Resources Levels Chart

Dice

One Word For It

Amount

Can Buy With It

1D

Terrible

Under $10

A candy bar, cigarettes, a movie ticket, a paperback novel, a cheap meal, a quick cab ride, over-the-counter drugs

2D

Poor

Under $50

A night in a cheap hotel, a basic cellular phone, most common hand tools, basic first aid kit, common prescription medications, decent clothes, backpack, common hand weapons (knives, batons, baseball bats, etc.), alarm clock, a good flashlight, cab ride across town

3D

Mediocre

Under $250

Nice clothes, a good cellular phone, one night in an good hotel, a very comprehensive first aid kit, 4-man tent, a digital camera, most prescription medications, most shop tools, uncommon hand weapons (swords, axes, maces), discount plane tickets

4D

Average

Under $500

Fancy clothes, rental of an office or small apartment for a month, bicycle, basic professional toolkit (for a plumber, electrician, or the like), most handguns and shotguns, a very basic personal computer, video game console, a nice pair of binoculars, most plane tickets

5D

Fair

Under $1,000

Most hunting rifles and carbines, nice apartment for a month, basic laptop computer, decent personal computer, decent LCD television, an ATV or dirt bike

6D

Good

Under $5,000

Military gear (body armor, assault rifles, full-auto submachine guns), a cheap scooter or moped, a tricked-out laptop or personal computer, a large plasma television, a semester at a state college (in-state)

7D

Great

Under $10,000

A compact car, a motorcycle, basic surgical procedures, a small motorboat, a semester at a state college (out-of-state)

8D

Superb

Under $100k

A small and/or rural house, a luxury car or sports car, a personal yacht, a motor home

9D

Fantastic

Under $1 Mil

A private jet, a small mansion or nice urban house, a local business

10D

Epic

Under $10 Mil

A small corporation, an office building

11D

Legendary

Money is no Object

A personal island, a large corporation

 

Action Dice


Action Dice Action dice are a pool of extra dice that give a boost or add a dramatic resolution to rolls. At the start of each session, you get your full action dice total. This is determined by character level. All action dice not spent by the end of the gaming session are lost. You may spend these dice in any of the following ways:


1. You may add the result of 1 or more of your action dice to any die roll you make. Except damage.


2. You may declare that you want to boost a die roll at anytime, even after making the roll. Also, you may spend any number to boost 1 die roll, so long as there are Action die left. You may not continue spending action dice after the GM has described the outcome of the action(s) associated with the roll. GM should ask if you are done with your roll first.


3. If you roll a six on the action die, then roll the die again.


4. The GM may award action dice during a session if they feel that you have roleplayed, shown leadership, problem-solving, or entertained the group. If you feel one of the other players should be awarded and the GM hasn’t done so, you can nominate that player. The GM is the final arbiter of who is to be awarded. These awarded action die can be used anytime in the session, but go away after the session. You do get an xp bonus of 5 points for every 1 action die awarded.


The amount of action dice you start with is determined by your level and feats.


Get Ready To Have Fun!


That's all you need to know to play a Dresden D6 game. Don't worry if you didn't understand anything explained above; your gamemaster should be able to help you out during the game. And you don't have to memorize anything. Most of the information you'll need during an adventure appears on the character template or character sheet you'll be using.


If you want to learn more about the game's mechanics, or about the different options beyond the basics listed above, refer to the other sections. Otherwise, put the book or computer down and get ready to have some fun!