OpenD6 Fantasy Non-Human Races

Some, though certainly not all, fantasy settings feature humanoid races of equal or greater standing than the Humans themselves. This chapter generalizes a few of the more common ones. Gamemasters can modify these generic characters to suit their setting or use them to design their own non-Human races.

When creating a new racial template, every character based on that species must have certain background Special Abilities, Disadvantages, and possibly Advantages. However, enough points should remain with which the player may customize the character. Usually, the character ends up with more options than normal for the average person in the game setting, but fewer than if the player had stuck with Human. (Experienced members of the race should have more skills and, perhaps, higher levels of the template's Special Abilities and Disadvantages.)

When making new packages, to help them balance with what's available to Humans, account for any potential alteration to attribute minimums and maximums through Special Abilities and Disadvantages.

Regardless of the race, unless they take the Language Problems Disadvantage, characters can speak Trade Speech and their native language.

Players may overlay the packages on any other character template. Disadvantages received from these packages do not count toward the maximum number of Disadvantages set by the gamemaster. Body Points for "typical" characters were added to a gamemaster's character base of 10.

OpenD6 Fantasy Races

This section explains the basics of the archetypical fantasy races contained in OpenD6 Fantasy and D6 Fantasy. Besides the addition of reptile folks, you'll discover D6 fantasy versions of Gnomes, Elves, and Dwarves. They are also suitable for use as races in other D6 system games, as strange human folk or mutants in D6 Adventure or even aliens in D6 Space.

Whatever use you put them through, you'll need to do some heftier conversions before using them for Star Wars D6, though they make decent enough stock aliens. OpenD6 Fantasy Creatures also contains additional subrace of Elves and Dwarves.

Dwarves

Stocky and short, Dwarves come from the mountains. They build great halls and winding tunnels. They are considered some of the finest workers of metals and gems. Though they do grow plants for food, they have a general dislike for spaces open to the sky.

Typical Dwarf

Agility 3D: fighting 3D+2, melee combat 4D Coordination 2D Physique 3D+2: lifting 4D, running 4D, stamina 4D Intellect 2D: devices 3D, trading 2D+1, traps 2D+2 Acumen 3D: artist 3D+2, crafting 4D, gambling 3D+1 Charisma 2D+1: intimidation 2D+2
Advantages: Size: Small (R1), scale value of 3
Disadvantages: Hindrance: Gruffness (R2), +2 to bluff, charm, and persuasion difficulties; Hindrance: Shorter Stride (R1), 2-meter reduction to running, swimming, and jumping Move
Special Abilities: Hardiness (R2), +2 to damage resistance totals; Longevity (R1); Ultravision (R1) +2 to sight-based totals while in dim or dark conditions
Strength Damage: 2D Move: 8
Fate Points: 0 Character Points: 2
Body Points: 19 Wound levels: 3

Dwarf Package

Total creation point cost: 4
Total defined limit cost: 1 attribute die or 4 skill dice
Advantages: Size: Small (R1), scale value of 3
Disadvantages: Hindrance: Gruffness (R2), +2 to bluff, charm, and persuasion difficulties; Hindrance: Shorter Stride (R1), 2-meter reduction to running, swimming, and jumping Move
Special Abilities: Hardiness (R2), +2 to damage resistance totals; Longevity (R1); Ultravision (R1) +2 to sight-based totals while in dim or dark conditions

Elves

The Elves' very slenderness tends to make them seem taller than Humans, though their actual size varies depending on where they call home. The most common variety hail from forests, but ones living in mountains or seas are not unknown. Wherever they come from, they all share an affinity for nature and a sense of duty toward the animals and things of their native environment.

Typical Elf

Agility 3D: dodge 3D+2, melee combat 3D+2, stealth 3D+2
Coordination 3D: marksmanship 4D
Physique 2D: running 2D+2
Intellect 3D: reading/writing 3D+1, scholar 3D+1, speaking 3D+1
Acumen 3D: artist 3D+1, hide 3D+2, search 3D+2, survival 3D+2, tracking 3D+2
Charisma 3D: animal handling 3D+2, charm 3D+2
Magic 1D: alteration 1D+1
Advantages: None
Disadvantages: Devotion: Nature (R2), feel a deep devotion and kinship with trees and plants; Hindrance: Arrogance (R2), +2 to bluff, charm, and persuasion difficulties; Hindrance: Delicate (R2), -2 to damage resistance total
Special Abilities: Enhanced Sense: Sight (R1), +1 to sight-based totals; Longevity (R1); Skill Bonus: Stealth (R1), +1 to hide, stealth, and tracking totals

Strength Damage: 1D Move: 10
Fate Points: 0 Character Points: 2
Body Points: 17 Wound levels: 3

Elf Package

Total creation point cost: 1
Total defined limit cost: 1 skill die
Advantages: None
Disadvantages: Devotion: Nature (R2), feel a deep devotion and kinship with trees and plants; Hindrance: Arrogance (R2), +2 to bluff, charm, and persuasion difficulties; Hindrance: Delicate (R2), -2 to damage resistance total
Special Abilities: Enhanced Sense: Sight (R1), +1 to sight-based totals; Longevity (R1); Skill Bonus: Stealth (R1), +1 to hide, stealth, and tracking totals

Gnomes

Renowned tinkers, Gnomes enjoy building their homes in hillsides, much as Dwarves do. Somewhat taller and broader than Dwarves, the Dwarves outmass Gnomes. Gnomes commonly use magic to enhance their inventions.

Typical Gnome

Agility 3D: fighting 3D+1
Coordination 2D+1: lockpicking 2D+2
Physique 3D: lifting 3D+1
Intellect 3D: devices 4D, speaking 3D+1, trading 3D+1, traps 3D+2
Acumen 3D: artist 3D+2, crafting 4D, know-how 3D+1
Charisma 2D+2: persuasion 3D
Magic 1D: alteration 1D+1
Advantages: Size: Small (R1), scale value of 3
Disadvantages: Hindrance: Shorter Stride (R1), 2-meter reduction to running, swimming, and jumping Move
Special Abilities: Skill Bonus: Mechanical Aptitude (R1), +1 to crafting, devices, and traps totals

Strength Damage: 2D Move: 8
Fate Points: 0 Character Points: 2
Body Points: 18 Wound levels: 3

Gnome Package

Total creation point cost: 1
Total defined limit cost: 1 skill die
Advantages: Size: Small (R1), scale value of 3
Disadvantages: Hindrance: Shorter Stride (R1), 2-meter reduction to running, swimming, and jumping Move
Special Abilities: Skill Bonus: Mechanical Aptitude (R1), +1 to crafting, devices, and traps totals

Reptile Folk

Slightly taller than Humans, Reptile Folk prefer scrubland on the edges of deserts. Their nomadic lifestyle and natural armor has made them terrific hunters and trackers. This innate protection also supports their belief that they are superior to all other life in the world.

Typical Reptile Folk

Agility 3D+2: fighting 4D+1, dodge 4D, melee combat 4D
Coordination 2D: throwing 3D
Physique 4D: lifting 4D+1, running 4D+1, stamina 4D+1
Intellect 3D: navigation 3D+2, trading 3D+1
Acumen 3D+1: survival 3D+2, tracking 3D+2
Charisma 2D: intimidation 3D, mettle 3D
Advantages: None
Disadvantages: Achilles' Heel: Cold (R3), take 1D in damage per round in temperatures below 15 C; Hindrance: Arrogance (R2), +2 to bluff, charm, and persuasion difficulties
Special Abilities: Extra Body Part: Tail (R1); Natural Armor: Scales (R1), +1D to damage resistance total against physical damage; Natural Hand-to-Hand Weapon: Claws (R1), +1D damage

Strength Damage: 2D Move: 10
Fate Points: 0 Character Points: 2
Body Points: 22 Wound levels: 3

Reptile Folk Package

Total creation point cost: 0
Total defined limit cost: 0
Advantages: None
Disadvantages: Achilles' Heel: Environmental Incompatibility (R3), +1 modifier to difficulties per round exposed to temperatures below 15 degrees C; Hindrance: Arrogance (R2), +2 to bluff, charm, and persuasion difficulties
Special Abilities: Extra Body Part: Tail (R1, cost 0); Natural Armor: Skin (R1, cost 3), +1D to damage resistance total; Natural Hand-to-Hand Weapon: Claws (R1, cost 2), +1D damage