Attributes & Skills
In LittleP6, we keep things simple. There are only 2 Attributes:
- Physical
- Mental
When preforming tests these determine your dice pool. The higher your Attribute level, the higher your dice pool, and the more likely you are to succeed!
Each Attribute has a set of Traits and a set of Abilities associated with them. Traits give you modifiers to certain rolls like a +1 ADV, or Advantage, increasing your odds of success, while Abilities cost Mana or Stamina and require a test using the associated Attribute. See Combat Mechanics
Your attribute level also determines the number of stamina and mana points you have total. If you have 2 Physical AL and a 1 Mental AL you would have 2 Staminia points and 1 Mana point to spend. For more information see Mana and Stamina
Under each Attribute you will find its traits and abilities. These are open to all but you are limited on the amount of Traits and Abilities you can have depending on you Attribute Level. So if you have a PL of 1 and ML of 1 you are limited to 1 trait or ability in both categories. See Attribute Level Max Traits below
You also can only have a Total overall base traits and abilities of 8. Meaning if you have 4 traits in Mental and 4 in Physical you can't have anymore basic traits or abilities. You can still gain heritage traits, and class skills though. If you ask nicely and come up with a good reason why, your GM might allow you to swap traits and abilities at certain levels.
The table below shows the Max number of traits/abilities you can have per AL level.
Attribute Level Max Traits
Attribute Level | # of Traits/Abilities |
---|---|
1 | 1 |
2 | 2 |
3 | 3 |
4 | 4 |
5 | 5 |
Open Attributes
There are also open traits at the bottom of this list you may select any of these but they still count toward you 8 total basic skills. These are typically weapon or armor related.
Prime Attribute
Your Prime Attribute is your highest attribute. For example, if you have a AL of 2 in Physical, a 1 in Mental. Your Prime Attribute is Physical at Level 2.
Optional Rule: More Attributes
If the GM wants, they could break this down into more attributes. You could split physical and mental into two sub categories such as:
Physical:
- Might
- Strength and power
- Agility
- Dexterity, stealth & quickness
Mental:
- Knowledge
- History, magic, science, or Book Smarts
- Emotion
- Charisma, Social skills, Empathy, or Street smarts
Or go the traditional way of Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma.
Just make sure you rearrange the Traits and Abilities accordingly so you know what to roll and when.
Optional Rule: Setting
If any trait doesn't match your setting remove it and place one in that does. Say you are running a Setting that doesn't include medival weapons, remove all melee abilities with gun or technology abilities instead.
Optional Rule: Double Traits
GMs can also allow players to double up on any trait that gives +1 ADV, basically giving them a +2 instead to their coin pool. This can help players take down higher DLs, and make the campaign last a little longer.
As a rule of thumb, only allow this after the players have reach level 10 or higher
Physical
This attribute is used for tests like jumping, climbing, anything related to senses, such as seeing, hearing, smelling, and being stealthy or dexterous.
Traits:
Acrobat:
You gain +1 ADV when Testing to do acrobatic tricks such as tumbling, long-distance jumps, climbing, swimming, and maintaining balance.
Nimble Fingers:
You gain +1 ADV when Testing to pick locks, steal, or do slight-of-hand.
Sneaky
You gain +1 ADV when Testing to hide or sneak around without others noticing you. Anyone trying to use the Seek action against you, now tests with +1 DIS
Combat Agility
When moving during combat, you may move through spaces occupied by enemies.
Quick Shot
You are able to reload a Ranged Weapon and fire it in one Action. If revolving technology is used decrease load action by 1. Normal Reload action for revolving tech is 2 Actions, this decreases it to 1. If you hold a loaded pistol in your holster, you can draw and shoot in one Action.
Free Move
Once per turn you may move up to 5 feet as a Free Action (does not take one of your Actions).
You may take this Trait a second time to increase this to 10 feet. Even when you bump Free Move to 10 feet, it may still only be used once per turn. This means that having a 10-foot Free Move does not allow you to do a 5-foot Free Move, do another Action, and then do a second 5-foot Free Move.
Trapper
You gain +1 ADV when Testing to build and disarm traps. You also gain +1 ADV on Save Tests against traps. Note in order to build them you have to have a schematics, which a Trap Creator can make. For more information see traps
Dark-fighter
Normally, when in darkness you would be given +1 DIS to seeing/fighting in the dark, but you no longer suffer this, and you may test at NORM or +0 ADV
Quick
You gain +1 ADV on all Tests when chasing or being chased, and Tests of foot speed or running. (Optional: If you are using feet or gridded squares for movement, your speed increases from 25 feet to 35 feet, or from 5 to 7 squares.)
Brawler
If you are fighting Unarmed, you Test to Evade with +1 ADV
Tough
You gain 2 additional Hit Points. You can take this trait up to 3 times, gaining +2 HP each time.
Conditioned
Increase your total staminia points by 1. You can take this trait up to 3 times
Fast Recovery
You regenerate an extra 1 SP per round of combat. You can only take this trait once
Health Resistance
Gain +1 ADV to saving throws against poision or disease
Strong
You gain +1 ADV when Testing to do something with brute force
Large
You are physically larger than most, meaning you can move bigger things, and if someone tries to use a Special Effect Action against you they suffer +1 DIS. You also can use Special Effect Action against smaller enemies at +1 ADV and same sized enemies at NORM. If you take this trait you suffer +2 DIS to any Hide/Sneak Test and anyone trying to use and Awareness/Seek Test against you gets a +2 ADV
Dirty Fighter
You gain +1 ADV when doing a Special Effect Action.
Barfighter
You can select Improvised Weapons as a Weapon Group. You do not get to pick a Weapon to Master. Instead, when fighting with any Improvised Weapons, you get one extra Action each turn.
Diehard
When an attack would reduce you to 0 Hit Points, it instead reduces you to 2 Hit Point. You can do this once per day
Shield Bearer
While wielding a shield, Test with +1 ADV on Evade Actions. If you choose this Trait, your Character gains a shield
Martial Artist
You gain Unarmed as a Weapon Group to be proficient with (in addition to your starting Proficiencies). You do not gain an additional Mastered Weapon for this proficiency. Once per day, you may reroll a failed Unarmed Attack or Evade Test.
Graceful
All Physical Attacks against you take +1 DIS when wearing armor they are proficient with or No Armor, you become harder to hit because you move with grace
Abilities:
Cleave
Cost: 1 SP
If your attack drops an enemy to 0 Hit Points, you may immediately make an extra attack with +1 DIS.
Defender
Cost: 1 SP
When an adjacent ally is hit, before Evade Tests are made, you may choose to have that attack hit you instead.
Shield Bash
Cost: 1 SP
If you successfully evade a hit while equipped with a shield you may make an Attack Test and if successful you deal 1 damage. This does NOT take a combat action.
Sneak Attack
Cost: 1 SP
If you attack a target that is not aware of you, you gain +1 ADV, +2 damage on this attack. For every 3 points over your targets AC also do +1 damge
Opportunist
Cost: 1 SP
If an enemy within range, fails to hit an attack against you, you may immediately make an attack with +1 DIS against that enemy.
You may take this Trait a second time to remove the DIS from the Opportunist roll, allowing you NORM or +0 ADV. If any other effect is giving your attacks +1 DIS against this enemy, this would still affect your Opportunist Roll.
Opportunist rolls are always made with +1 DIS or, if you have the second level, NORM or +0 ADV. Anything that normally adds a modifier or any other effect, such as ADV from magic items, bonus effects, or Trait/Ability, DO NOT add any ADV to the Opportunist Roll.
Berserker
Cost: 1 SP
You can attack with primal and furious rage. Make an attack test at +1 DIS If your attack test is successful, add +2 to your damage.
Finesse Strike
Cost: 2 SP
For every 2 SP spent on this attack, increase your standard attack by +2 ADV, for this attack only.
Evassive Combat
Cost: 1 SP
Any time an opponent hits you may spend 1 SP and make an Evade Test, Even if you did not take the Evade action. However if you did take the Evade Action you may gain +1 ADV on your test
Mental
This attribute is for intelligence, survival, knowledge, mental toughness, personality and creativity.
Traits:
Mental Warrior
For every 2 in your Mental AL
add +1 ADV to your Attack, Evade, Physical Save Tests.
Mental AL | ADV |
---|---|
1 | 0 |
2 | 1 |
3 | 1 |
4 | 2 |
Lazy Attacks
You may make any standard Attack at 1 DIS and gain either 1 SP or 1 MP, you can not stack any ADVs on top of this attack including weapon profiencies. Magical Items are the only exception.
So in other words your Attack Dice pool should always be (Physical AL)p6-1c
, unless effected by a Magical Item or by other disadvantages.
Resolute:
You gain +1 ADV on all Save Tests
Flanking:
When working with another Adventurer that has this Trait, both gain +1 ADV when attacking the same target.
Strategic
Make a plan of attack before doing something, and everyone following that plan gains +1 ADV until the plan goes awry. GM decides when things go off track
Perceptive
You gain +1 ADV when Testing to gain information about your surroundings, or find things which may be hidden. You gain this even while asleep. You also gain this on Awareness Tests
Survivalist
You gain +1 ADV when Testing to forage for food, find water, seek shelter, or create shelter in the wild. You also gain +1 ADV on knowledge checks pertaining to creatures or plants in the wild.
Tracker
Gain +1 ADV when trying to track someone or something
Scholar
You gain +1 ADV when checking to see if you know specific information.
Eidetic Memory
Tests to recall information you have seen or heard previously, even in passing, are at +1 ADV.
Mind over Body
Once per combat you may choose to decrease the damage dealt to you by 2 damage. You can not heal from this trait. For Example you take 1 damage from an enemy and you use this trait you would take 0 damage and not heal at all.
Charismatic
You gain +1 ADV in any Test involving positive social interactions (attempting to convince someone of something, influence someone to do something, barter for goods, etc.)
Leadership
If you give a command, to a target and they listen they test at +1 ADV at that task
Street Smarts
While in town or city, you gain the Urban terrain trait
Mental Fortitude
Increase your total mana points by 1. You can take this trait up to 3 times
Mental Recovery
Regenerate an extra 1 MP per round of combat. You can only take this trait once
Empathy
You gain +1 ADV when trying to discern someone's emotions
Insightful
You gain +1 ADV when Testing to discern whether or not someone is telling the truth or lying. You also gain +1 ADV when Testing to see if someone is trying to trick or deceive you.
If you take this trait a second time, and your test succeeds, you may ask the GM if you are an targets inferior, equal, or superior in regards to one of the targets Attributes (PHY or MEN). Or you may ask instead to find out 1 strength or weakness about the target if they have any, if they don't you may still ask the GM for a status on one of their Attributes.
Deceptive
You gain +1 ADV when trying to convience someone of a lie or trick/distract them. When lying and someone is Insightful they must test against your Mental AL + 1
to succeed
Wise
Once per session you may gain +1 ADV on a roll to do something you previously failed to do
Lucky
Once per session you may re-roll a failed test, without failing the first test. The result of the second test is final
Frightening
You gain +1 ADV in any Test involving negative social interactions (threats, coercion, intimidation, etc.)
Moral
You gain +1 ADV in any Test involving appealing to someones moral code
Vigilant
You gain +1 ADV on Initiative Tests
Musician
You gain +1 ADV on Tests related to music, musical instruments, and vocal performances.
Trap Creator
You gain +1 ADV when Testing to create and locate traps, but not build them. A Trapper can build an disarm traps. For more information see traps.
If you have this trait and the Trapper, you build traps with following equation. If your Physical AL is higher roll a Physical Test instead:
(Mental AL / 2) + Physical AL + 1
True-sight:
You see through illusions at a DL = your Mental Attribute
. If the illusion magic is stronger than that you must make a Mental Test with +1 ADV
Linguist
You can learn new languages quickly, Test at +1 ADV to try and understand (in simple terms not fully understand) what is being said in an unknown language or determine where an accent is from. You may test at 1 DIS, or (Mental AL)p6-1c
, only once when a New language is presented to see if you've already learned that language. DL is set by GM on how hard that language is to learn.
Marksman
When spending your second action to gain advantage on a Ranged Weapon attack, you now gain +3 ADV instead of gaining +2 ADV
Animal Campion
Gain an animal-companion. For the most part you get a sense of understanding how this animal feels, ie if they are happy, scared, mad, etc
Abillties:
You must spend at least 1 Mana Point (MP) to preform these actions.
Initiator
Cost: 1 MP
Roll an Initiative Test, you may spend 1 MP. If successful, you decide where your turn will be in the intiative order. Can be in the middle of 2 enemies or at the start or end, etc. You do not regain the 1 MP spent on this ability until your second turn.
Familiar
Level: 0
DL: 1
Cost: 1 MP
Magic Category: Summoning
Duration: Until Dismissed
For as long as you can remember, you have never truly been alone. Another spirit has linked itself to yours, accepting you as its friend and master.
Familiars are usually benevolent spirits that have attached them- selves to another living being. Familiars are shadowy figures that take the shape of a particular animal—typically no larger than a 74 medium-sized dog—that is visible to anyone. Despite being able to be seen by anyone, familiars cannot speak, and instead communicate telepathically with their master. They have a movement of 30 feet and are able to remain manifested so long as they are within a 50-foot radius of their master.
Familiars are incorporeal to everything but their master, and as such, are unable to physically interact with other objects or individuals. That does not mean they are impervious to damage; when summoned, a familiar has 1 Hit Point, and can be damaged by magical effects. If a familiar’s Hit Points are reduced to 0, the familiar disappears and its master takes 2 points of damage. Summoning and unsummoning a familiar does not require a Test. When summoned, the familiar will appear on or within 5 feet of its master
Magically-Adept
NOTE: Can only be taken at character creation NOTE: Also if you choose this trait you can choose any class from the classes page that have a prerequiste of Magically-Touched
You are a natural when it comes to magic! You can create 2 spells at a level equal to your Mental AL
, that you know really well, GM has final say if the spell is too powerful for you.
See: Creating Spells
If you can think of anything checkout our spellbook section, or our Converting Spells to LittleP6 Spells section.
You make take this skill multiple times. Each time you gain 2 more spells or you can increase the level of any 2 spells, adding extra range, damage, or decreasing the cost.
These spells will still cost at least 1 Mana Point to invoke.
Magically-Touched
NOTE: When this trait is first taken you must pick on magic category
You have some magical blood in your lineage but it has been watered down. Each time you take this trait you may come up with a spell that enhances your character in a couple of ways, but they all must be within the same magic category.
For Example:
-
If you have a Rouge like character, you could craft a spell that makes you lighter say from 160lbs to 90lbs for 5mins. This could give you advantage while evading during a fight or advantage to go undetected while sneaking around.
-
If you were an Warrior, maybe you make your self superfast for one turn so you can make an extra attack
Let your imagination run wild, but ultimately the DM has final say
See: Creating Spells
Magic Reader
You are well verse in the arcane language and you can read magical scrolls that cast spells. Typically these scrolls are a one use only, but are often more powerful than a typical spell a Magically-Adept character can cast by themselves.
Most scrolls won't cost mana to use, but some more powerful scrolls may cost either mana, stamina, or health points as payment to use
Healer
Level: 0 DL: 1 Cost: 1 MP
Magic Category: Protection Duration: Instantenous
As an Action, you can preform a Mental Test at 1 DL to heal a creature other than yourself. You must be next to the creature to heal it (close range). If the Test is successful, the target creature is healed for 3 Hit Points.
This Trait can also be used to cure non-magical, physical ailments (a wound, disease, a broken bone, etc.) instead of healing HP.
Healers can be magical or divine healers such as a druid or a cleric, or simply an individual well-versed in real medicine. It is up to you to determine how you want to flavor your healing art if you select this Trait.
Trash Talk
Cost: 1 MP
Your opponent gets enrages and suffers DIS on all actions until the end of its next turn.
Inspire
Cost: 1 MP
Every one within your near range gains ADV on their next action.
Open
These are open to all PCs
Supplies
Blacksmith:
Twice per session, you may roll a Prime Test at a DL of 1, If successful, you can restore 1 Depletion point to any object. See Item Depletion
Quartermaster
When you roll for Depletion, you can choose to re-roll once per day. You must keep the second result. See Item Depletion
Weapons
Dual Wielder:
This does not cost any SP. You have trained with wielding two weapons, you may carry two one handed Light weapons and not suffer DIS, you may make an attack with both weapons in one action first attack is at normal advantage but the second attack is at +1 DIS. If wielding a ranged weapon, you CAN NOT stack this with Quick Shot.
Dual Wielder Mastery:
This does not cost any SP. You must have Dual Wielder trait before you take this trait. You have mastered fighting with double weapons, you can now attack with one weapon at NORM, or +0 ADV, and one at DIS. If wielding a ranged weapon, you CAN NOT stack this with Quick Shot.
Two Handed Mastery:
This does not cost any SP. If you are wielding a two handed weapon melee you can now make a 2nd strike during your turn.
Heavy Ranged Mastery:
This does not cost any SP. If you are wielding a heavy ranged weapon you can now make a 2nd attack during your turn.
Armor
Armor Mastery:
You are proficient wearing armor like a second skin. When wearing any form of armor, you have an extra 3 Hit Points that must be lost before you take physical damage. These hit points cannot be healed and must be restored via repairing your armor. It takes a full 8 hours to repair all 3 Hit Points.
Misc
Dungeoneer
You gain +1 ADV when attempting to find your way through a dungeon or cave system, and when attempting to identify creatures native to dungeons or caves.
Master of Fate
You can now do one Fate Flip per session.
Custom
As always with the this platform every thing can be customized, so if you have a creative idea discuss it with your GM. In general these traits should be something anyone can do, they shouldn't be specialized in anyway. Specialized traits are for classes! If you have a class and you make a custom specialized trait for that class, then this is a prefectly viable option :). But if you don't have a class that is specialized in the custom trait you've created, then it is ultimately up to the GM, but typically this shouldn't be allowed.
Weaknesses
On character creation You may only take one weakness this will give you a permant disadvantage in certain situations no other traits/skills can undue this (unless aided by magical items). But in exchange you gain an additional start off trait
Physical
Weak
You can never take a Strong trait. And you test at disadvantage when using brute force
Clumsy
You can never take the Sneaky or the Graceful trait. You test at disadvantage when trying to sneak around, or and extra Disadvantage when trying to wear an armor you have not mastered. You may gain 2 additional start off traits for this weakness
Sickly
You can never take the Tough trait. Gain -1 HP from your base health
Mental
Stupid
You can never take the Scholartrait. You suffer Disadvantage when checking to see if you know specific information and you can never have a Mental AL above 1, but you can pick 2 extra Physical Base Traits and this does NOT count toward your total 8 base traits and bypasses any limits set by your Physical AL.
Arrogant
You can never take the Empathy trait. And you test at disadvantage when trying to understand yourself or others
Tactless/Boorish
You can never take the Charisma trait. And you test at disadvantage when trying to influence others. You normally end up insulting them
Mercenary
Any attempt to persuade, influence, or manipulate you through appeals to emotion or feelings suffers DIS. But money talks, If you are bribed then they could persuade you with Advantage. But you may make a Mental Test, to see if you can get them to raise the bribe up another 20%. This weakness DOES NOT allow you to take an extra Base Trait
Open
Vice
Choose a vice: drugs, gambling, etc... If in situation where you are near your vice, roll at disadvantage for everthing
Table of Contents
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How to Play
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Resources
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Optional Rules