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System Book Skills

The D6 System Book outlines a wide range of 48 individual skills. The Game Master is meant to draw from this list to create an appropriate skill set for the game setting, and add any extra skills that are needed. These skills are listed in this document under Core attributes and Optional attributes.

The Game Master is advised to start with the four "core attributes" and select "optional attributes" as needed to facilitate the skill set. However this is not strictly required. For instance, in place of the Endurance core attribute a "resist damage" skill can instead be provided.

Several "professions" are listed on pages 23-26 of System Book, each of which describes a skill set. These skills have been included among the main 48 skills below with a note referencing which professions listed it.

Core Attributes

Coordination (Aim, Dexterity)

Coordination represents a character's ability to perform feats that require manual dexterity or hand-eye cooperation, i.e., fine motor skills. Such tasks include firing a bow or gun, picking a lock, and throwing a grenade.

Endurance (Constitution, Stamina)

Endurance is a measure of a character's bodily resistance, i.e., how well his body stands up to attack, whether from direct injury or more insidious sources like poison, disease, or magical sickness.

Reflexes (Agility, Balance)

Reflexes guages a character's gross motor coordination, i.e., the ability of his mind and his muscles to react to a potential threat or a sudden occurence. Examples of skills that rely on Reflexes include dodging an attack, fighting with a melee weapon (a sword, a knife, et cetera), and balancing on a tight rope.

Strength (Athletics, Physique)

Strength represents a character's physical power—his ability to lift heavy objects and to inflict damage with a handheld weapon (like a sword or a knife).

Optional Attributes

Intellect (Intelligence, Reasoning)

This attribute [Intellect] measures the mathematical, conceptual, and deductive capabilities of a character. Typical skills which it could govern include estimation (mentally figuring out values), deciphering languages, or code-breaking.

Knowledge (Lore, Wisdom, Science)

The Knowledge attribute represents a character's level of education in various fields, from scientific pursuits like physics to philosophical concepts, from history and languages to magical lore and planetary systems. Any information a character could know in the game world could fall underneath this attribute.

Magic (Dweomercraft, Mysticism, Witchcraft)

The Magic attribute guages a character's affinity for the use of mystical forces. Most skills based on this attribute are spells, though others do exist, for example, the ability to determine what incantation another chracter is attempting to perform.

Mechanical (Mechanics, Sensory Extension, Symbiotic Attachment)

Mechanics represents a character's ability to repair machinery, vehicles, weapons, armor, android, and so on. It can also measure ability in skills which require a combination of Reflexes and Knowledge, like shield operation, riding, and driving (you must first learn how to operate the device, but then you must rely on quickness to use the device to its potential).

Perception (Awareness, Cognition, Observation, Sense)

Sometimes a character may have the opportunity to notice something in his surroundings that might provide an important piece of information. For example, a character might spot a bulging pocket on an adversary, which may indicate the presence of a concealed weapon. The Perception attribute covers such instances as well as those skills that require the ability to read the emotions or logical reasoning of another, like bargaining, commanding, or persuading.

Confidence (Charm, Presence)

This attribute [Confidence] represents a character's personal effect on others. It includes such skills as oration, acting, and grooming.

Psionic Power (Psychic Ability)

Like Magic, this attribute [Psionic Power] applies only in game worlds where this phenomenon exists, and represents a character's ability to wield psychic powers, from danger sense to pyrotechnics to telekinesis.

Technical (Technology)

The Technical attribute measures a character's aptitude for technological equipment, from computers to electronic listening devices to electronic security, a well as those skills that require a combination of Knowledge and Coordination, like first aid and forgery.

Willpower (Mental Fortitude, Mind, Spirit)

A character's Willpower represents his ability to withstand mental attacks, whether they come from situational pressures, like stress, or direct assault, like magical or psychic phenomena.

Mentioned Skills

Page 5 offers an attribute and skill allocation sample.

Peppered throughout the book are mentions of commonly-used skills, some of which are not described in the SKILLS chapter.


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