Rules: Attributes and Skills

The crunchy bits of the character


Each character has 6 defining attributes determining their initial strengths and weaknesses; although these impose no long term limits on any development they do represent where the character started. Player characters in Dragonstar are a cut above average, meaning they may be average in some areas but are superior overall and often times at the pinnacle of potential for their species.

An Average Human has 2D in all six attributes, this represents the base line for everything. Some species can go as low as 1D in an attribute being below human in that aspect. Human maximum is 4D in an attribute while some other species may go as high as 5D or beyond superhuman in that aspect.

NPCs can have as many or few attribute dice and the DM chooses but in general average people have 12, exceptional people have 13-15, and heroic individuals have 16-18.

Player Characters begin with 18 dice for attributes, making them great potential heroes.

Species other than human have lower or higher ranges in some attributes, but the total number of dice they have to place in attributes is always the same.

Each Attribute forms the base of 5 skills. These are broad areas of knowledge representing things from how to fight to how to cook. Every skill under the attribute begins at the same level as the attribute, so if a character has 2D Dexterity they automatically have 2D Melee before they train that skill further. This means a character in Dragonstar D6 can do anything, although they might not be especially good at everything they can do.

During character creation a player will get a number of skills developed as part of their background which will start more advanced. In addition most skills may also be specialized (you’ve worked with one type of weapon, vehicle, creature, so much you get a bonus of 1D over the basic skill whenever using that item).

Specializations can be listed in a space under each skill on the standard character sheet.

Some skills have derived values expressed as pips (compare on the chart below). These skills include those used for defenses (Willpower, Reflexes, and Fortitude) as well as those used for attacks (Melee, Throwing, Projectiles, Artillery), magic (Arcane and Faith), and to determine hit points (Toughness).

Other uses of set values are when a player character attempts to use a skill on a non-player character; in these cases use the opposing skill of the NPC as a set value making that the target number for the player to succeed at the action.


Dice to Pips conversion;

Dice Pips
1D 3
1D+1 4
1D+2 5
2D 6
2D+1 7
2D+2 8
3D 9
3D+1 10
3D+2 11
4D 12
4D+1 13
4D+2 14
5D 15
5D+1 16
5D+2 17
6D 18
6D+1 19
6D+2 20
7D 21
7D+1 22
7D+2 23
8D 24
8D+1 25
8D+2 26
9D 27
9D+1 28
9D+2 29
10D 30

Rules: Attributes and Skills

Arcane Empire Gcconklin