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OpenD6 Genre Book Skills

In this document, we will collate a large collection of "skills" shared by the D6 "genre books" D6 Adventure, D6 Fantasy, and D6 Space. This is meant to assist in the creation of new genre books and D6 "systems" as described in System Book.

Skill Table of Contents

There are 88 uniquely named non-extranormal skills across the three genre books. Only 71 of these skills have unique descriptions, simply being listed under different names. Furthermore, in each genre some skills are absent or embedded in the description of another skill, like Contortion, Disguise, and Lockpicking, resulting in a condensed list of 37 root skills to work with.

  1. Acrobatics (D6 Adventure, D6 Space, D6 Fantasy)
  2. Artist (D6 Adventure, D6 Space, D6 Fantasy)
  3. Brawling (D6 Adventure, D6 Space) or Fighting (D6 Fantasy)
  4. Business (D6 Adventure, D6 Space) or Trading (D6 Fantasy)
  5. Climb/Jump (D6 Space) or Jumping (D6 Adventure, D6 Fantasy)
  6. Command (D6 Adventure, D6 Space, D6 Fantasy)
  7. Con (D6 Adventure, D6 Space) or Bluff (D6 Fantasy)
  8. Dodge (D6 Adventure, D6 Space, D6 Fantasy)
  9. Flying (D6 Adventure, D6 Fantasy) or Flying/0-G (D6 Space)
  10. Gambling (D6 Adventure, D6 Space, D6 Fantasy)
  11. Hide (D6 Adventure, D6 Space, D6 Fantasy)
  12. Intimidation (D6 Adventure, D6 Space, D6 Fantasy)
  13. Investigation (D6 Adventure, D6 Space, D6 Fantasy)
  14. Know-how (D6 Adventure, D6 Space, D6 Fantasy)
  15. Languages (D6 Adventure, D6 Space) or Speaking (D6 Fantasy)
  16. Lifting (D6 Adventure, D6 Fantasy) or Lift (D6 Space)
  17. Marksmanship (D6 Adventure, D6 Fantasy) or Firearms (D6 Space)
  18. Medicine (D6 Adventure, D6 Space) or Healing (D6 Fantasy)
  19. Melee Combat (D6 Adventure, D6 Space, D6 Fantasy)
  20. Navigation (D6 Adventure, D6 Space, D6 Fantasy)
  21. Persuasion (D6 Adventure, D6 Space, D6 Fantasy)
  22. Piloting (D6 Adventure, D6 Space) or Pilotry (D6 Fantasy)
  23. Repair (D6 Adventure) or Crafting (D6 Fantasy)
  24. Riding (D6 Adventure, D6 Space, D6 Fantasy)
  25. Running (D6 Adventure, D6 Space, D6 Fantasy)
  26. Scholar (D6 Adventure, D6 Space, D6 Fantasy)
  27. Search (D6 Adventure, D6 Fantasy)
  28. Security (D6 Adventure, D6 Space) or Traps (D6 Fantasy)
  29. Sleight of Hand (D6 Adventure, D6 Space, D6 Fantasy)
  30. Stamina (D6 Adventure, D6 Space, D6 Fantasy)
  31. Stealth (D6 Fantasy) or Sneak (D6 Adventure, D6 Space)
  32. Streetwise (D6 Adventure, D6 Space, D6 Fantasy)
  33. Survival (D6 Adventure, D6 Space, D6 Fantasy)
  34. Swimming (D6 Adventure, D6 Fantasy) or Swim (D6 Space)
  35. Tech (D6 Adventure) or Devices (D6 Fantasy)
  36. Throwing (D6 Adventure, D6 Space, D6 Fantasy)
  37. Willpower (D6 Adventure, D6 Space) or Mettle (D6 Fantasy)

Common Skills

In determining which skills are common among the genre books and which skills are spin-offs, a close reading of each skill description was employed, as well as a Genre Conversion chart and careful cross-checking of common phrases in each skill description.

Acrobatics

Performing feats of gymnastics, extraordinary balance, and dance (and related performance arts), as well as break falls. Useful for running obstacle courses or doing water ballet. (D6 Adventure, acrobatics)

Performing feats of gymnastics, extraordinary balance, and dance (and related performance arts), as well as breaking falls and escaping from bonds. (Space, acrobatics)

Performing feats of gymnastics, extraordinary balance, and dance (and related performance arts), as well as breaking falls. Useful for running obstacle courses or doing courtly promenade. (Fantasy, acrobatics)

Escaping from otherwise secure physical bonds by twisting, writhing, and contorting the body. (Adventure, Fantasy, contortion)

genre conversion for Acrobatics
SpaceAdventureFantasy
acrobatics (Agility)acrobatics, contortion (Reflexes)acrobatics, contortion (Agility)

Artist

Making works of art, like paintings, photographs, and music or literary compositions. (Adventure, Space, artist)

Making works of art, like paintings, music compositions, and dance choreographies. (Fantasy, artist)

Creating and noticing false or altered documentation in various media (paper, electronic, plastic card, etc.), including counterfeiting, though tasks may require other skills to help detect or make the forgery. (Adventure, Space, forgery)

Familiarity with and ability to understand various forms of written communication, as well as the ability to create literary compositions, including forging papers and identifying such forgeries. Characters do not begin with the ability to read or write. (Fantasy, reading/writing)

In D6 Fantasy, Artist noticeably omits "literary compositions" from its possible applications. A close reading of the rest of the skill list reveals Reading/Writing took over that responsibility. Therefore, Reading/Writing is considered in general a part of the Artist skill.

D6 Fantasy is missing the Forgery skill because expertise in written language is part of the Reading/Writing skill. For this reason as a general rule Forgery is considered an Artist talent that is spun off into its own skill for certain genres.

Of note is the fact that Forgery is an ancillary skill that explicitly states in its description that other skills are needed to detect or make a forgery. Artist seems like a natural fit for this "other skills", as does Reading/Writing. Overall there is a strong case for merging both skills into Artist.

genre conversion for Artist
SpaceAdventureFantasy
artist (Perception)artist (Perception)artist (Acumen)
forgery (Perception)forgery (Knowledge)reading/writing (Intellect), artist (Acumen)

Brawling

Competence in unarmed combat. (Adventure, Space, brawling, Fantasy, fighting)

Brawling is one of the three forms of unarmed combat described in System Book.

genre conversion for Brawling
SpaceAdventureFantasy
brawling (Agility)brawling (Reflexes)fighting (Agility)

Business

Comprehension of business practices and the monetary value of goods and opportunities, including the ability to determine how to make money with another skill the character has. Business can complement charm, con, and persuasion when haggling over prices for goods and services being bought or sold. (Adventure, business)

Comprehension of business practices and the monetary value of goods and opportunities, including the ability to determine how to make money with another skill the character has. Business can complement bargain when haggling over prices for goods and services being bought or sold. (Space, business)

Knowledge of business practices, exchange rates, the monetary value of goods and opportunities, and other information regarding barter and sales, including the ability to determine how to make money with another skill the character has. Trading can complement bluff, charm, and persuasion when haggling over prices for goods and services being bought or sold. (Fantasy, trading)

Business and Trading are essentially the same skill in each genre book with marginally different flavor text. D6 Fantasy mentions exchange rates, bartering, and sales in addition to the common "business practices", "monetary value", and "how to make money".

Each description refers to a different set of other skills it can complement. In D6 Space, Business only complements Bargain. In D6 Adventure, D6 Fantasy, Business complements Bluff/Con, Charm, and Persuasion.

Business is one of the skills who's description included "Knowledge of", "Comprehension of", "Understanding of", et cetera.

genre conversion for Business
SpaceAdventureFantasy
business (Knowledge)business (Knowledge)trading (Intellect)

Climb/Jump

Scaling various surfaces. (Adventure, Fantasy, climbing)

Leaping over obstacles. (Adventure, Fantasy, jumping)

Climbing or jumping over obstacles. (Space, climb/jump)

Climbing and Jumping are skills of Reflexes or Agility in D6 Adventure and D6 Fantasy. D6 Space combines them into a Strength skill called Climb/Jump. Climb/Jump is worded more like Jumping ("over obstacles").

genre conversion for Climb/Jump
SpaceAdventureFantasy
climb/jump (Strength)climbing, jumping (Reflexes)climbing, jumping (Agility)

Command

Effectively ordering and coordinating others in team situations. (Adventure, Fantasy, command)

Effectively ordering and coordinating others in team situations (such as commanding a battleship crew). (Space, command)

genre conversion for Command
SpaceAdventureFantasy
command (Perception)command (Presence)command (Charisma)

Con

Lying, tricking, or deceiving others, as well as verbal evasion, misdirection, and blustering. Disguise can complement uses of this skill. Also useful in putting on acting performances. (Fantasy, bluff)

Bluffing, lying, tricking, or deceiving others, as well as verbal evasiveness, misdirection, and blustering. Also useful in putting on acting performances. (Adventure, con)

Bluffing, lying, tricking, or deceiving others, as well as verbal evasiveness, misdirection, blustering, and altering features or clothing to be unrecognizable or to look like someone else. Also useful in putting on acting performances. (Space, con)

Altering features or clothing to be unrecognizable or to look like someone else. Also useful in acting performances. (Adventure, Fantasy, disguise)

Con is the same as a skill called Bluff in D6 Fantasy, with minor differences in wording. Disguise is covered by Con in D6 Space.

The Confidence attribute is known by alternate names, Presence and Charisma, in D6 Adventure, D6 Fantasy. D6 Space combines Confidence and Perception into one attribute. A close reading of the optional attributes in System Book Chapter 3 suggests Con could be a skill governed by either Perception or Confidence.

Bluff and Disguise are uncannily similar to the eponymous "Charisma" skills in Dungeons & Dragons.

genre conversion for Con
SpaceAdventureFantasy
con (Perception)con, disguise (Presence)bluff, disguise (Charisma)

Dodge

Slipping out of danger's way, whether avoiding an attack or a sprung booby trap. (Adventure, Space, Fantasy, dodge)

Dodging an attack is an essential combat function of the Reflexes attribute, making Dodge a core skill.

genre conversion for Dodge
SpaceAdventureFantasy
dodge (Agility)dodge (Reflexes)dodge (Agility)

Flying

Maneuvering under one's own power (such as with wings) or in null gravity. (Adventure, flying)

Maneuvering under on one's own power (such as with wings) or in zero-gravity environments (such as drifting through space in an environmental suit). (Space, flying/0-G)

Maneuvering under one's own power (such as with wings). (Fantasy, flying)

genre conversion for Flying
SpaceAdventureFantasy
flying/0G (Agility)flying (Reflexes)flying (Agility)

Gambling

Playing and cheating at games of strategy and luck. (Adventure, Space, Fantasy, gambling)

genre conversion for Gambling
SpaceAdventureFantasy
gambling (Perception)gambling (Perception)gambling (Acumen)

Hide

Concealing objects, both on oneself and using camouflage. (Adventure, Space, Fantasy, hide)

genre conversion for Hide
SpaceAdventureFantasy
hide (Perception)hide (Perception)hide (Acumen)

Intimidation

Using physical presence, verbal threats, taunts, torture, or fear to influence others or get information out of them. (Adventure, Fantasy, intimidation)

Using physical presence, verbal threats, taunts, or fear to influence others or get information out of them. (Space, intimidation)

genre conversion for Intimidation
SpaceAdventureFantasy
intimidation (Knowledge)intimidation (Presence)intimidation (Charisma)

Investigation

Gathering information, researching topics, analyzing data, and piecing together clues. (Adventure, Space, Fantasy, investigation)

genre conversion for Investigation
SpaceAdventureFantasy
investigation (Perception)investigation (Perception)investigation (Acumen)

Know-how

Ability to figure out how to perform an action in which the character does not have experience, as well as a catch-all skill encompassing areas not covered by other skills (such as basic, not fancy, sewing or cooking). (Adventure, know-how)

Figuring out how to perform an action in which the character does not have experience, as well as a catch-all skill encompassing areas not covered by other skills (such as utilitarian sewing or cooking). (Space, Fantasy, know-how)

Know-how is reserved for performing basic tasks with no particular specialization or perfection, hence "basic", "not fancy" and "utilitarian". It is described as a "catch-all" skill which could mean its meant to generally cover a character's mundane abilities, or is meant to govern specific everyday tasks as specializations.

The Perception attribute that governs this skill is known as the alternate name Acumen in D6 Fantasy.

genre conversion for Know-how
SpaceAdventureFantasy
know-how (Perception)know-how (Perception)know-how (Acumen)

Languages

Familiarity with and ability to use various forms of communication, including written, spoken, and nonverbal. Characters may choose one “native” language in which they have written and spoken fluency. Additional languages in which a character has proficiency can be represented by specializations of this skill. (Adventure, Space, languages)

Familiarity with and ability to understand various forms of verbal communication. Characters know the Trade Speech (assuming the setting has one) and one “native” language in which they have spoken fluency. Additional languages in which a character has proficiency can be represented by specializations of this skill. (Fantasy, speaking)

The Languages skill is identical in D6 Adventure, D6 Space. D6 Fantasy splits the skill into verbal and written variants because in this setting, literacy is not as common as in other genres. Speaking is the skill most similar to Languages because it is common to learn to speak and the description is analogous.

genre conversion for Languages
SpaceAdventureFantasy
languages (Knowledge)languages (Knowledge)speaking, reading/writing (Intellect)

Lifting

Moving or lifting heavy objects, as well as representing the ability to inflict additional damage with strength-powered weapons. (Adventure, Fantasy, lifting)

Moving or lifting heavy objects, as well as the ability to inflict additional damage with strength-powered weapons. (Space, lift)

Lifting objects and inflicting damage are essential functions of the Strength attribute, making Lifting a core skill and a core combat skill.

genre conversion for Lifting
SpaceAdventureFantasy
lift (Strength)lifting (Physique)lifting (Physique)

Marksmanship

Shooting any gun a person can carry, even if it requires a tripod setup to fire. Covers everything from small slug throwers to shoulder-launched rockets. (Space, firearms)

Accurately firing weapons mounted on powered armor, vehicles, and spaceships, or within fortresses. (Space, gunnery)

Shooting any kind of mechanical device - such as a bow or sling - that projects missiles across a distance. (Fantasy, marksmanship)

Shooting guns of any type. Covers everything from small slugthrowers to vehicle-mounted rockets. (Adventure, marksmanship)

Firing unpowered ranged weapons. (Adventure, Space, missile weapons)

Fantasy is technically the most comprehensive form of this skill, because it has no other skills for handling weapons, so Marksmanship covers everything.

Adventure splits this into modern weapons with guns and rocket launchers being covered by Marksmanship, while primitive weapons like bows and slings are covered by Missile Weapons.

Space specifies further by categorizing mounted weapons under Gunnery. However, Gunnery is governed by the Mechanical attribute rather than Agility because it's closely related to machine and vehicle operation.

Firing a ranged weapon is an essential combat function of the Coordination attribute, making Marksmanship a core combat skill.

genre conversion for Marksmanship
SpaceAdventureFantasy
firearms (Agility)marksmanship (Coordination)marksmanship (Coordination)
gunnery (Mechanical)marksmanship (Coordination)marksmanship (Coordination)
missile weapons (Agility)missile weapons (Coordination)marksmanship (Coordination)

Medicine

Dressing wounds, applying splints, and disinfecting injuries, plus an understanding and application of medical procedures, such as diagnosing illnesses and performing surgery. (Fantasy, healing)

Using first aid techniques to treat injuries, as well as an understanding and application of medical procedures, including diagnosing illnesses and performing surgery. (Adventure, medicine)

Using basic field medicine to treat injuries, as well as detailed understanding and applying medical procedures, such as diagnosing illnesses, performing surgery, and implanting cybernetics. (Space, medicine)

This skill is essentially the same across genres with marginally different flavor text. All of the descriptions include treating "injuries", understanding/applying "medical procedures", "diagnosing illnesses", and "performing surgery". D6 Space adds cybernetic implants, suggesting Technical refers to "technology" as well as "technique".

D6 Space does reserve repair of cybernetic implants for the Personal Equipment Repair skill. Medicine can only install the cybernetic implants, not repair them.

genre conversion for Medicine
SpaceAdventureFantasy
medicine (Technical)medicine (Knowledge)healing (Intellect)

Melee Combat

Wielding hand-to-hand weapons. (Adventure, Space, Fantasy, melee combat)

Fighting with a melee weapon is an essential combat function of the Reflexes attribute, making Melee Combat a core combat skill.

genre conversion for Melee Combat
SpaceAdventureFantasy
melee combat (Agility)melee combat (Reflexes)melee combat (Agility)

Determining the correct course using external reference points, such as stars, maps, or landmarks, as well as creating maps. (Adventure, Fantasy, navigation)

Plotting courses, such as through space using a vessel's navigational computer interface, or on land using maps or landmarks, as well as creating maps. (Space, navigation)

Navigation serves nearly the same purpose across genres, but D6 Space adds in the ability to use a ship's navigation computer. The skill retains the broader description, suggesting another skill has been combined into Navigation for D6 Space.

genre conversion for Navigation
SpaceAdventureFantasy
astrography (Knowledge)scholar, navigation (Knowledge)scholar, navigation (Intellect)
navigation (Mechanical)navigation (Knowledge)navigation (Intellect)

Persuasion

Controlling animals and making them perform tricks and follow commands. (Adventure, Fantasy, animal handling)

Animal Handling is identical in D6 Adventure, D6 Fantasy. The skill is covered by Survival in D6 Space.

Haggling over prices for goods and services being bought or sold, as well as using bribery. (Space, bargain)

Using friendliness, flattery, or seduction to influence someone else. Also useful in business transactions, putting on performances (such as singing, acting, or storytelling), and situations involving etiquette. (Adventure, charm)

Using friendliness, flattery, or seduction to influence someone else. Also useful in sales and bartering transactions, putting on performances (such as singing, acting, or storytelling), and situations involving etiquette. (Fantasy, charm)

Influencing others or getting information out of them through bribery, honest discussion, debate, diplomacy, or speeches. Also useful in negotiations, business transactions, and putting on performances (such as singing, acting, or storytelling). (Adventure, persuasion)

Influencing others or getting information out of them through bribery, honest discussion, debate, diplomacy, speeches, friendliness, flattery, or seduction. Also useful in negotiations, business transactions, and putting on performances (such as singing, acting, or storytelling). (Space, persuasion)

Influencing others or getting information out of them through bribery, honest discussion, debate, diplomacy, or speeches. Also useful in negotiations, business transactions, storytelling, and oration. (Fantasy, persuasion)

D6 Adventure, D6 Fantasy both have a skill named Charm and a skill called Persuasion with minor wording differences. D6 Space covers both skills with Persuasion alone, but describes a separate skill called Bargain.

genre conversion for Persuasion
SpaceAdventureFantasy
bargain (Perception)persuasion (Presence)persuasion (Charisma)
persuasion (Perception)persuasion, charm, animal handling (Presence)persuasion, charm, animal handling (Charisma)

Piloting

Using single-person conveyances with skills and abilities that substitute for (not augment) the character's own skills and abilities. This skill substitutes for the character's Agility and Strength skills when using the "suit." (Space, exoskeleton operation)

Accelerating, steering, and decelerating chariots (in particular) or any kind of cart-and-animal vehicle. (Fantasy, charioteering)

Operating any water-faring vehicle, including steering, applying the oars, or managing the sails. (Fantasy, pilotry)

Operating any kind of vehicle or powered armor traveling on or through the ground, a liquid medium, the air, or space. (Adventure, piloting)

Flying air- or space-borne craft, from hovercraft and in-atmosphere fighters to transports and battleships. (Space, piloting)

Operating non-flying vehicles traveling on or through the ground or a liquid medium. (Space, vehicle operation)

The D6 Adventure skill Piloting has the broadest definition, covering every possible vehicle be it air-, space-, land-, or water-craft. D6 Space narrows this skill to flying only air and space craft.

D6 Space lumps into one type both ground and water vehicles with the skill Vehicle Operation, while D6 Fantasy splits them into exactly two catergories with Charioteering and Pilotry respectively.

Exoskeleton Operation and Charioteering are similar to each other in that they are both specific to their genre and time period. They are also both ground vehicles (a bipedal suit is made for walking).

The governing attribute is always Coordination or Mechanical.

SpaceAdventureFantasy
exoskeleton operation (Mechanical)piloting (Coordination)charioteering (Mechanical)
piloting (Mechanical)piloting (Coordination)charioteering (Coordination)
vehicle operation (Mechanical)piloting (Coordination)charioteering, pilotry (Coordination)

Repair

Fixing damaged armor. (Space, armor repair)

Creating, fixing, or modifying equipment, weapons, armor, and vehicles, as well as woodworking, metalworking, constructing buildings, and the like. (Fantasy, crafting)

Repairing and modifying exoskeletons, powered armor, environmental suits, and similar suits. (Space, exoskeleton repair)

Repairing and modifying any gun a person can carry, from small slug throwers to shoulder-launched rockets. (Space, firearms repair)

Fixing damaged systems aboard flying vehicles and spaceships. (Space, flight systems repair)

Fixing weapons mounted on powered armor, vehicles, or spaceships, or within fortresses. (Space, gunnery repair)

Fixing small electronic equipment, including damaged cybernetics. (Space, personal equipment repair)

Fixing ground- and ocean-based vehicles that do not fly. (Space, vehicle repair)

Creating, fixing, or modifying gadgets, weapons, armor, and vehicles. (Adventure, repair)

In Space, Repair is split into seven specialized skills representing distinct technologies.

Repairing machinery is an essential function of the Mechanical attribute, making Repair a core skill.

genre conversion for Repair
SpaceAdventureFantasy
repair only skills (Technical)repair (Perception)crafting (Acumen)

Riding

Controlling and riding domesticated mounts. (Adventure, *Space, Fantasy, riding)

genre conversion for Riding
SpaceAdventureFantasy
riding (Agility)riding (Reflexes)riding (Agility)

Running

Moving quickly on the ground while avoiding obstacles and keeping from stumbling. (Adventure, Fantasy, running)

Moving quickly while avoiding obstacles and keeping from stumbling. (Space, running)

genre conversion for Running
SpaceAdventureFantasy
running (Agility)running (Physique)running (Physique)

Scholar

Understanding of aliens not of the character's own species and their physiology, customs, and history. (Space, aliens)

Familiarity with astrographic features (planets, star systems, nebulae), and general knowledge of any civilized elements present (settlements, industry, government, orbital installations). (Space, astrography)

Knowledge of and ability to use a bureaucracy's intricate procedures to gain information, and favors, or attain other goals. (Space, bureaucracy)

Understanding of the manners, customs, and social expectations of different cultures, including one's own. (Space, cultures)

This skill represents knowledge and/or education in areas not covered under any other skill[...]. This may be restricted to a specific field (represented by specializations) or a general knowledge of a wide range of subjects. It is used to remember details, rumors, tales, legends, theories, important people, and the like, as appropriate for the subject in question. However, the broader the category, the fewer the details that can be recalled. It covers what the character himself can recall. Having another skill as a specialization of the scholar skill means that the character knows the theories and history behind the skill but can't actually use it. Scholar can be useful with investigation to narrow a search for information. (Adventure, Space, Fantasy, scholar)

Understanding of how law enforcement organizations, regulations, and personnel operate. (Space, security regulations)

Familiarity with deploying military forces and maneuvering them to the best advantage. (Space, tactics)

My theory is that Scholar is an essential catch-all skill that should encompass a lot of knowledge-centric optional skills as specializations, and each genre book has "spun-off" several into individual skills of their own for flavor; the most obvious example being the Knowledge skills of D6 Space.

In D6 Adventure, D6 Space, scholar falls under the Knowledge attribute. In D6 Fantasy it falls under the Intellect attribute.

Scholar might accumulate the following skills under its domain. Some of them are separate skills in certain genre books, while others are suggested in the description(s) of Scholar itself.

The defining characteristic of Scholar is specializing in academic knowledge of a subject, but needing other skills in order to properly apply the knowledge.

Education in various fields is an essential function of the Knowledge attribute, making Scholar a core skill.

genre conversion for Scholar
SpaceAdventureFantasy
aliens (Knowledge)scholar (Knowledge)scholar or cultures (Intellect)
astrography (Knowledge)scholar, navigation (Knowledge)scholar, navigation (Intellect)
bureaucracy (Knowledge)scholar (Knowledge)scholar or cultures (Intellect)
cultures (Knowledge)scholar (Knowledge)cultures (Intellect)
scholar (Knowledge)scholar (Knowledge)scholar (Intellect)
security regulations (Knowledge)security (Knowledge)scholar, cultures (Intellect)
tactics (Knowledge)scholar (Knowledge), command (Presence)scholar (Intellect), command (Charisma)

Spotting hidden objects or people, reconnoitering, lipreading, or eavesdropping on or watching another person. (Adventure, Fantasy, search)

Spotting hidden objects or people, reconnoitering, lipreading, eavesdropping on or watching other people, or tracking the trails they've left behind. (Space, search)

Following the trail of another person, animal, or creature, or keeping after a moving target without being noticed. (Adventure, Fantasy, tracking)

Noticing something is an essential function of the Perception attribute, making Search a core skill.

genre conversion for Search
SpaceAdventureFantasy
search (Perception)search, tracking (Perception)search, tracking (Acumen)

Security

Setting explosives to achieve particular destructive effects. (Space, demolition)

Using corrosives and explosives to achieve particular destructive effects. (Adventure, demolitions)

Installing, altering, and bypassing electronic security and surveillance systems. (Adventure, Space, security)

Installing, altering, and bypassing security devices, as well as identifying various kinds of traps (gas, pit, wire-triggered, etc.). (Fantasy, traps)

Across all three genre books, Security and Traps are clearly related. The description for Security in D6 Adventure, D6 Space are identical. D6 Fantasy has the similar skill Traps, but omits advanced electronics. Demolition from D6 Adventure, D6 Space falls under the description of Traps in D6 Fantasy.

Security is unfortunately named, as the word fails to encompass both Traps and Demolition. The overarching theme seems to be automated devices, as security and surveillence systems, traps, and explosive charges are all meant to be operated remotely or automatically.

genre conversion for Security
SpaceAdventureFantasy
demolitions (Technical)demolition (Knowledge)traps (Intellect)
security (Technical)security (Knowledge)traps (Intellect)

Sleight of Hand

Opening a mechanical lock without possessing the key or combination. (Fantasy, lockpicking)

Opening a mechanical (not electronic) lock or safe without possessing the key or combination, as well as disarming small mechanical traps. (Adventure, lockpicking)

Nimbleness with the fingers and misdirection, including picking pockets, palming items, and stage magic. (Adventure, Fantasy, sleight of hand)

Nimbleness with the fingers, including picking pockets, palming items, and opening mechanical locks. (Space, sleight of hand)

Lockpicking is a peculiar skill across genres and seems to reflect relative technology level. In D6 Fantasy lockpicking is a simple and specific skill for opening two kinds of locks. In D6 Adventure the craft has expanded into disarming simpler non-electronic traps. B D6 Space lockpicking has been subsumed into simple dexterity and Sleight of Hand.

This progression, I suppose, suggests in a fantasy setting where technology is new and primitive, people specialize in picking locks. While in a modern adventure technology is more familiar and a general knowledge of how to disable mechanical devices allows one to disable locks and traps. Finally, in a sci-fi setting lockpicking is such a general knowledge that one only need a bit of deftness with the fingers to open a lock. In the latter two cases, a knowledge of Security systems is required to handle anything more complicated than a simple mechanical lock or trap.

Lockpicking or Sleight of Hand is always governed by the attribute Coordination or Agility.

Feats of manual dexterity are an essential function of the Coordination attribute, making Sleight of Hand a core skill.

genre conversion for Sleight of Hand
SpaceAdventureFantasy
sleight of hand (Agility)sleight of hand, lockpicking (Coordination)sleight of hand, lockpicking (Coordination)

Stamina

Physical endurance and resistance to pain, disease, and poison. (Adventure, Space, Fantasy, stamina)

Bodily endurance and resisting damage are essential functions of the Endurance attribute, making Stamina a core skill and a core combat skill.

genre conversion for Stamina
SpaceAdventureFantasy
stamina (Strength)stamina (Physique)stamina (Physique)

Stealth

Moving silently and avoiding detection, whether through shadows or crowds. (Adventure, sneak, Fantasy, stealth)

Moving silently, avoiding detection and hiding one-self. (Space, sneak)

Sneak and Stealth are nearly identical. D6 Space specifies "hiding one-self", suggesting Hide is specifically about hiding and disguising objects.

genre conversion for Stealth
SpaceAdventureFantasy
sneak (Perception)sneak (Reflexes)stealth (Agility)

Streetwise

Finding information, goods, and contacts in an urban environment, particularly through criminal organizations, black markets, and other illicit operations. Also useful for determining possible motives and methods of criminals. (Adventure, Space, streetwise)

Finding information, goods, and contacts in an urban environment, particularly through thieves' guilds and similar criminal organizations, black markets, and other illicit operations. Also useful for determining possible motives and methods of criminals. (Fantasy, streetwise)

genre conversion for Streetwise
SpaceAdventureFantasy
streetwise (Knowledge)streetwise (Perception)streetwise (Acumen)

Survival

Surviving in wilderness environments. (Adventure, survival)

Knowledge of techniques for surviving in hostile, wilderness environments, as well as the ability to handle animals. (Space, survival)

Surviving in wilderness environments, including the ability to identify plants, animals, and their nutritional and medicinal uses. (Fantasy, survival)

genre conversion for Survival
SpaceAdventureFantasy
survival (Knowledge)survival (Perception)survival (Acumen)

Swimming

Moving and surviving in a liquid medium. (Adventure, Space, Fantasy, swimming)

genre conversion for Swimming
SpaceAdventureFantasy
swim (Strength)swimming (Physique)swimming (Physique)

Tech

Effectively using communication devices and arrays. (Space, comm)

Using and designing complex mechanical equipment. Actually building items requires crafting. (Fantasy, devices)

Programming, interfacing with, and fixing computer systems. (Space, computer interface/repair)

Programming, interfacing with and fixing robots and their systems. (Space, robot interface/repair)

Operating scanner arrays to gather information about one's surroundings. (Space, sensors)

Deploying and redirecting shields aboard vehicles. (Space, shields)

Using and designing (not making) complex mechanical or electronic equipment, such as programming and operating computers and manipulating communication devices. (Adventure, tech)

In Space, Tech is split into a few different skills like Comm, Sensors, and Shields.

Both Tech and Devices clearly forbid using the skill to construct anything. This is a skill for using a technology for its intended purpose. Building and modifying anything falls under Repair or Crafting.

Aptitude with technological equipment is an essential function of the Technical attribute, making Tech a core skill.

genre conversion for Tech
SpaceAdventureFantasy
comm (Mechanical)tech (Knowledge)devices (Intellect)
sensors (Mechanical)tech (Knowledge)devices (Intellect)
shields (Mechanical)tech (Knowledge)devices (Intellect)
interface/repair skills (Technical)tech (Knowledge)devices (Intellect)

Throwing

Hitting a target accurately with a thrown item, including grenades, stones, and knives. Also used for catching thrown items. (Using or modifying grenades as explosives for special destructive effects requires the demolitions skill.) (Adventure, Space, throwing)

Hitting a target accurately with a thrown item, including stones, javelins, bottles, and knives. Also used for catching thrown items. (Fantasy, throwing)

genre conversion for Throwing
SpaceAdventureFantasy
throwing (Agility)throwing (Coordination)throwing (Coordination)

Willpower

Ability to withstand stress, temptation, other people's interaction attempts, mental attacks, and pain. The Game Master may allow a specialization in a specific faith tradition or belief system to enhance many, though not all, applications of willpower. (Adventure, Space, willpower)

Ability to withstand stress, temptation, other people's interaction attempts, mental attacks, and pain. The Game Master may allow a specialization in a specific faith tradition or belief system to enhance many, though not all, applications of mettle. (Fantasy, mettle)

Withstanding mental attacks is an essential function of the Willpower attribute, making Willpower a core skill.

genre conversion for Willpower
SpaceAdventureFantasy
willpower (Knowledge)willpower (Presence)mettle (Charisma)

All Common Skills Sorted by Attribute

All 37 common skills can be sorted by a governing attribute taken from System Book. There are skills that can functionally replace an attribute if it is absent in a particular genre. For example: Endurance is absent from every genre book and is functionally replaced by Stamina. These are called core skills.

The D6 system employs a combat system that normally requires 4 core attributes. The genre books instead provide 5 skills to cover combat situations, so the combat system can work if any of the core attributes are absent. These are called core combat skills.

Making a new genre book or system does not require including all 37 common skills. This table is a guide to skills that may be appropriate to include in a new genre or game.

Coordination Endurance Reflexes Strength
Marksmanship† Stamina*† Acrobatics* Climb/Jump
Sleight of Hand* Swimming Brawling Lifting*†
Throwing Dodge†
Flying
Melee Combat†
Running
Sneak
Intellect Knowledge Mechanical Perception
Investigation Business Piloting Gambling
Know-how* Languages Repair* Hide
Navigation Scholar* Riding Search*
Survival Streetwise
Confidence Technical Willpower
Command Artist Willpower*
Con Medicine
Intimidation Security
Persuasion* Tech*
* core skill
† core combat skill

References

Links