The six20 Modern Role Playing Game is a game where you and your friends act out the adventures of a group of heroes in a fantastic modern world. You play a character in that world, and most of the other players take on the roles of other heroes. One of the players sets the challenges and describes the action - this player is called the GamesMaster (GM). Together, you tell the story of the adventures of your heroic characters, and the world they live in.
Here we look at how to make a new character, starting with the concept for the character, then generating ability scores, selecting race and class, going on to determine skills, equipping the character with weapons, tools and armour, and lastly putting the finishing touches to the character.
Each of these sections is fully detailed in its own chapter, but the summaries below will help you get ready to play a starting character right away.
If you know the character creation process fairly well already, use the Quick links below to jump straight to the step you need.
|2||Pick your background|
|3||Pick your class|
|4||Spend your skill points|
|5||Wounds and Vitality|
|7||Derived details and Additional rules|
Characters are represented by a set of statistics – your ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma), your saves (Fortitude, Reflex and Will: the bonuses you add when you roll dice to see if you’re effected by magic, poisons, or other bad things), your attack bonus, your defence bonus, your Wound and Vitality Points, and your skill points.
Your character will start at 1st level, and gain more Vitality and skill points as you gain experience and more levels. You gain Feats, which are special abilities that let you customise the character.
We’ll deal with all of these in more detail in their own sections.
Lastly, we use lots of dice, so we abbreviate the combinations. “1d6” is a single 6 sided die. “2d6” is two six sided dice. You’ll see 1d20, 1d10, 2d8 and plenty of other combinations. When you want to do something (for example attack, defend, climb, break open a door, decipher a code, persuade a guard, search for clues), you roll a twenty sided die (1d20), and add your bonuses (or penalties). The higher you get, the better. You’re trying to match or beat a number known as the difficulty class (DC for short). The DC will be higher or lower, depending on how challenging the situation is.
Most die rolls in the game use a d20 with a number of modifiers based on the character's skills, his or her abilities, and the situation. Generally speaking, rolling high is better than rolling low.
Percentile rolls are a special case, indicated as rolling d%. You can generate a random number in the 1 – 100 range by rolling two differently coloured ten-sided dice (2d10). Pick one colour to represent the tens digit, then roll both dice. If the die chosen to be the tens digit rolls a “4”, for instance, and the other d10 rolls a “2,” then you've generated a 42. A zero on the tens digit die indicates a result from 01 to 09, or 100 if both dice result in a zero. Some d10s are printed with “10,” “20,” “30,” and so on in order to make reading d% rolls easier.
Sometimes you'll be asked to halve a number, or some other division that might leave you with a fraction. Unless otherwise noted, whenever you must round off a number, always round down.
Who do you want to be?
You play one of the heroes, which we call a Player Character, or ‘PC’. The rules are flexible, so you can make up practically any character. However, you start out as an unproven hero, without experience. You are more suited to a life of heroism than the average farmer or shoemaker or baron, but not invincible. You will play through the adventures of your hero characters as they rise in power.
This game is set in a fantasy version of the modern world, where contemporary heroes fight evil villains, shadowy conspirators, vampires, and corrupt officials.
There are three broad heroic classes, which in turn are each split into two heroic roles. The classes are
Besides the part you’ll play in the adventure, you need to think about your character’s personality. Are you likeable, intimidating, or unpleasant to be around? Are you smart, strong, nimble or tough? Are you a cheerful hero, out for adventure, or a grim wanderer? Do you sell your services regardless of morals, or are you a champion of good? Why are you adventuring? Are you looking for the monster that killed your family? Out for vengeance against the corruption that keeps us enslaved?
Keep your concept in mind when you look at the rest of the rules on making a new character.
Once you have a general concept worked out, use the following steps to bring your idea to life, recording the resulting information and statistics on your six20 RPG character sheet, which can be found at the back of this book and photocopied for your convenience, or downloaded in PDF format from our System Resource website: www.PLACEHOLDER-TEXT.com
Start by generating each of your character's Ability scores. These six scores determine your character's most basic attributes and are used to decide a wide variety of details and statistics. Some class selections require you to have better than average scores for some of your abilities. See below for more details on each of the six Abilities, and how to generate scores for them.
Next, pick your character's background, noting any modifiers to your ability scores and any other traits (see Backgrounds). Backgrounds detail what your hero does when they're not adventuring - they tells us how much money and what skills you start with, and add a little flavour to the character.
There are three Classes to choose from – Adventurer, Psychic, or Warrior, each of which has two roles to choose from. Each one comes with a set of proficiencies in weapons and equipment, some special features and a number of feats and skills. If this is a new character, he starts at 1st level in his chosen class. As he gains experience points (XP) from his adventures, he goes up in level, granting him new powers and abilities.
You need to assign the skill points you get from your class on the Skills of your choice.
When you spend a point in a skill, you gain one “rank” in that skill - this represents how much training you've had. You ability modifiers show how much natural talent you have.
Some skills are associated with you class - we call them class skills, and they're listed in the class entry. If you put a skill point in a class skill for the first time, you gain an extra 3 ranks, taking the total to 4 ranks.
We use Wound points and Vitality Points (WP and VP, or simply Wounds and Vitality) to measure the toughness of your character and her ability to survive combat and hazards. You need to track how much damage your character takes during the game, and how much she is healed.
Each new character begins the game with an amount of money, based on his background, which can be spent on a wide range of Equipment and gear, from kevlar armour to load-bearing vests. This gear helps your character survive while adventuring.
Finally, you need to determine all of a character's details, including his Defence bonus, saving throws, initiative modifier, and attack values. All of these numbers are determined by the decisions made in previous steps. Aside from these, you need to decide on your character's name, alignment, and physical appearance. It is best to jot down a few personality traits as well, to help you play the character during the game.
These finishing touches are covered in the Derived details section, along with a description of how to fill in a character sheet. Additional characteristics (like age and alignment) are described in Additonal rules.
Once your character gains some experience, he will advance in level, gaining new benefits, as you can see from the Class section.
Experience points are awarded by the GM for defeating enemies and achieving goals in the story.
As you gain experience points, you advance to the next level. There are six experience levels, each more powerful than the one before.