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Evil Dead
D6

Table of 
Contents

Introduction

Basics

Characters

Attributes
& Skills

Magic

Actions &
Combat

Equipment

Deadite Scum

Gamemaster's
Section

Links

Email

Guestbook

IV.  ATTRIBUTES AND SKILLS
I have presented many skills in Evil Dead D6 differently than those in West End Games' games or my own conversions.  To keep the simple, cinematic feel, many individual skills have been aggregated into single talents.  For example, Firearms, Missile Weapons and Heavy Weapons have been condensed in the easy-to-remember Shooting Stuff.  Accuracy and reality are not major considerations of this game--ease of play is.  As always, GM's should tinker with these rules as they see fit, but I just wanted to let you know what I was aiming for with these rules...

Attributes:
Attributes represent a character's physical and mental characteristics.  Each Attribute controls a number of skills whose starting level depends on the current score of the Attribute (see Character Creation).


Terms:
Skill name:  Aside from just the skill name, the skill may be designated as (A)dvanced or (S)pecial.  Advanced skills usually require prerequisites and are more difficult in which to gain levels.  Special skills are particular for some other reason, usually because there are certain rules that apply only to those skills.
Prerequisites:  Any skills and their levels that must be attained before the skill in question may be taken.
Time of Use:  Amount of time that passes while the character attempts the skill (regardless of whether or not it is successful).  This can be highly variable and depends on the GM's discretion.  An action that takes 1 round means that it is the only skill the character can attempt in that round.  An action that takes "1 action" can be attempted in conjunction with as many other actions as the character can perform in one round.  Other attempts may take anywhere from a minute to days (Scrounge, for example).  Difficulty numbers may vary depending on time spent as well.
Difficulty:  This gives an approximate Difficulty level to successfully use the skill.  GM's should vary this depening on the situation:  including stress, available tools, amount of time dedicated to the task, familiarity with the situation and other factors.
Description:  A (hopefully) brief description of what the skill does includes and other notes.

If a skill is listed by not given any other information, assume that it is available in one of West End Games' products (probably the Star Wars books, 3rd Edition).



BODY

Burnin' Rubber
Time Taken:  One round.
Specializations:  Particular types of vehicles, such as Motorcyles, Jeeps, Hovercraft, etc.
    Every hero needs a valiant steed, and chances are yours is a Ford Pinto.  But it's now about the size of the wheels, right?  It's all about the heart of the wheelman (or woman).  With this skill, you can steer through a rush of oncoming traffic, plow your Toyota Corolla through a horde of undead skeletons, or attempt to leap your motocycle across a screaming cavern opening up to some hell dimension.  Yee-haw!

Flyboy/girl
Time of Use: 1 action.
Specializations: Particular models of machinery within the chosen category.
    With this skill, our hero can get into anything that flies, punch a few buttons and be off--provided that the engine works, the wings are still attached and there's fuel in the tank.

Getting Out of the Way
Time Taken:  One action.  See the Combat section for full Dodges.
Specializations:  None.
    Getting Out of the Way represents a character's abilitity to avoid attacks, falling rocks, and the other myriad of physical dangers sure to be aimed at them during their adventures.

Hurting Stuff with Your Bare Hands
Time Taken:  One action.
Specializations:  none.
Difficulty:  Easy (10)
    Hurting Stuff covers all basic hand-to-hand combat (see Combat).  It's everything from graceful martial arts to sloppy, barroom brawling.  Style ain't important when a deadite zombie is tryin' to suck your soul out of your eyeballs...
 

Jock Skills
Time Take:  One action (but GM's may decide to that some Jock actions require more time)
Specializations:  Jumping, Climbing, Running, Throwing
Difficulty:  Generally Moderate (15), but varies greatly depending on the act attempted and conditions.  Some Difficulty charts are given below:
     You were a jock in high school and those skills are serving you well.  Jock Skills covers all the basics:  running, jumping, climbing and tumbling.  All of them are handy when running from an army of the undead.
     Difficulties for Jumping may be found below:
 

Difficulty
Approximate Distance Covered
5
Horitzontal:  about 2.5 feet.
Vertical:  about 3 feet.
10
Horizontal:  about 4 feet.
Vertical:  about 4 feet.
15
Horizontal:  about 6 feet.
Vetical:  about 5.5 feet.
20
Horizontal:  about 10 feet
Vertical:  about 6 feet
25
Horizontal:  about 15 feet.
Vertical:  about 7 feet
30
Horizontal:  about 20 feet.
Vertical:  about 8 feet
35
Horizontal:  about 25 feet.
Vertical: about 10 feet.
40
Horizontal:  about 30 feet (this is about the current world record).
Vertical:  about 12 feet.
50
Horizontal:  about 40 feet.
Vertical:  about 15 feet.
Beyond 50, a jumper may only achieve these distances if aided by magic or technology.  Even Mojo Points and CP's should not be permitted to carry a jumper this far.
60
Horizontal:  about 75 feet
Vertical:  about 35 feet.
70
Horizontal:  about 100 feet.
Vertical:  about 50 feet.
80
Horizontal:  about 125 feet.
Vertical:  about 75 feet.
For each additional 5, add about 25 feet to the result.

Difficulties for Lifting may be found below:
 

Weight of Object
Difficulty
20 pounds
Very Easy (5)
50 pounds
Easy (10)
75 pounds
Moderate (15)
100 pounds
Difficult (20)
150 pounds
Very Difficult (25)
200 pounds
Heroic (30)
Increase Difficulty by 5 for each additional 50 pounds

Ride Big Hairy Beasts
Time of Use: 1 action.
Specializations: Particular animals.
Difficulty:  Easy to Moderate for tamed beasts with some riding tackle.  Moderate to Difficult for more ornery beasts and cruder conditions.  Difficulty may also increase if the animal suddenly rears, riding conditions are harsh, or other obstacles complicate the effort.
     Actually, this skill covers all riding--so it may be extended to Big Scaly Beasts, Big Bony Beasts, and all the other Big Beasts that someone might try and throw a saddle over.  This skill may also be used when the character tries to handle or treat such animals.

Shooting Stuff
Time Taken:  One action.
Specializations:  Particular weapons classes.  Flamethrowers, Shotguns, Assault Rifles, Handguns, etc.
    In Evil Dead D6, we're not real worried about the peculiarities of particular firearms.  This skill covers anything you can pick up, aim, and fire at the undead bastards.  That's all that's really important, after all.
     The Difficulty for a particular attempt depends on the weapon type and the range, as well as other factors outlined in the Combat section.

Stabbing, Slashing and Bludgeoning
Time of Use:  1 action.
Specializations:  Particular weapon "classes":  e.g., swords; small pointy things, blunt objects; power tools etc.
     This is the skill to go to when you have to pick up whatever is handy--a crowbar, chair, an old book, whatever--and smash it against the unholy shell of some hell-beast.  Use it often, use it well.
     The Difficulty for this skill depends on the weapon used, the attack attempted, and a few other factors outlined in the Combat section.

Tough Guy (A)
Time of Use:  1 round.
Specializations:  Particular forms of physical duress:  Drugs, Pain, Exhaustion, etc.
Difficulty:  Easy for mild duress (short sprints, trying to stay away late one night, etc.).  Moderate for more powerful stresses (the effects of a lot of alcohol, trying to stay away after a good deal of physical activity, etc.).  Difficulty for intense situations (fighting off deadite infection, staying awake after days without sleep, etc.).
    A Tough Guy (or Gal) has an unusual physical resiliency to outside duress, such as pain or drugs.  It may also be useful when his body attempts to fight off deadite infection, which really sucks by the way.  If a character's Tough Guy rating is higher than his Body score, he may use Tough Guy to attempt to resist damage.



BRAINS

Blowing Stuff Up
Time of Use: 1 action to several minutes.
Difficulty:  Depends on action attempted.  Generally Easy to create small bombs, Moderate to diffuse standard explosives.
      Need to slap together a pipe bomb?  Want to detonate a few pounds of dynamite right under some deadite hell-beast?  Just like playing with firecrackers?  This here is the skill for you.  Just make sure you measure the fuse right...

Fixing Stuff
Time of Use: 1 round to several minutes.
Specializations:  Fixing particular objects such as cars, weapons, or computers.
    Someone with Fixing Stuff can get almost any mechanical object working again, at least for a few minutes.  GM's may vary the amount of time a fixed machine will continue to work depending on the success of the character's attempt.
 

Attempted Action
Difficulty
Getting a decent, but malfunctioning, car started Easy (10)
Fixing the heat sinks on an old computer so it will run without overheating. Moderate (15)
Working out the kinks in an old elevator that won't budge.
Difficult (20)
Re-attaching a wing to a busted up airplane
Very Difficult (25)
Re-wiring a newly discovered and extremely complex experimental technology.
Extremely Difficult (30)

Hocus-Pocus (A).
Time of Use: 1 round.
Specializations:  Particular forms of Magic:  Ancient Texts; Artifacts; Alchemy; Spiritual Channeling, etc.
Prerequisites:  Languages: Ancient 4D; Schoolin' 4D.
Difficulty:  Easy to recognize "common" or well-known artifacts, spells and demons (i.e., the Ark of the Covenant, the Devil).  Moderate for more unusual items (i.e., the Necromonicon, the Hand of Glory).  Difficult for the darkest and most secret magicks (i.e., Cthulu's slumbering place, etc.).
     Hocus-Pocus covers the gamut of magic-related knowledge.  Most normal folks don't know squat about the magical world, demons, and arcane relics.  But this character has studied available arcane treatises, can perform at least some basic ritualistic spells, and can recognize a demonic incantation after a bit of study.  Of course, they sometimes make the mistake of saying the incantation aloud before they realize what they're saying and unleashing untold hell on Earth. But them's the breaks...
     See the Magic section for information on using Hocus-Pocus to cast ritualistic spells.

How Not To Die in the Wild
Time of Use: One roll should represent 1 "event."
Specializations:  Particular habitats:  Forest, Jungle, Urban, Aquatic, Desert, Arctic, etc.
    This character has the suite of skills necessary to survive out in adverse conditions.  She knows which mushrooms are edible and which ones will drive you blind and insane with hallucinations.  She can make a passable shelter out of twigs and mud, capture water in the petals of flowers, and rig up small traps to capture bunnies for dinner.  She also knows how to navigate by landmarks and the stars, to avoid getting lost.  Good stuff if you're chased into a deep, dark wood with no real hope for rescue...

Languages
Time of Use:  1 round.
Specializations:  Particular languages.
Difficulty:  Easy to read basic texts; Moderate to Difficult for more complicated treatises and grimoires.  Moderate to speak fluently.  Difficult to speak without an accent.
     Languages represents the breadth of a character's knowledge of earthly linguistics.  For each die invested in Languages, the character may pick one language in which he is fluent (+10 to all rolls with it).  All characters are considered fluent automatically in their native tongue.
     One Specialization offered is  "Ancient Tongues," which indicates a character's familiarity with dead languages such as Summarian, Babylonian, etc.  The character read texts written in these languages and perhaps pronounce a few words in an uncertain stutter.

Medicine (A)
Time of Use:  1 round to several hours or days.
Prerequisites:  Science 101 4D, Stopping the Bleeding 5D, Schoolin' 4D
Specializations:  Particular areas: cardiology, optomology, etc.
Difficulty:  Depends on action attempted.  5 to render basic aid.  10 to peform advanced aid (patient is Mortally Wounded).  15 to perform light surgery.  20 for basic surgery.  25 for invasive surgery  or to diagnosis a rare disorder.  30 for experimental or novel work.
Special:  Though Medicine is under Brains, when the skill is taken, it is at 1D (not the character's Brains skill). At 1D will be considered a medic or med student.  At 2D, a registered Nurse or an intern.  At 3D, a doctor.  At 4D, a specialist or experienced doctor.  At 5D and above, the doctor will have a good reputation in the field, perhaps even be world reknowned.
     Medicine represents the whole of medical sciences, from advanced medic procedures, to surgery, to experimentation and development.  When a character uses the Medicine skill to perform first aid and basic field/emergency procedures (including light surgery), it is added to the character's Stopping the Bleeding skill.  Furthermore, it may be added to Sciences 101 rolls when performing biological experiments.  Finally, it may be added to Nerd Skills when doing a medical research in libraries or with a computer.
     Penalties may accrue when working in substandard conditions.

Nerd Skills
Time of Use: 1 round.
Difficulty:  Depends on the action taken.
    Yeah, I know it's not nice to generalize, but you know as well as I do that gross, unjust generalizations make our lives easier every day.  So, here's one:  Nerd Skills includes all those skills you might normally associate with a nerd (of which I am one, by the way):  using computers, researching stuff at the library, and knowing the difference between a Vulcan and a Klingon.

Schoolin'
Time of Use:  1 round to several hours.
Specializations:  Particular areas of study.
    Schoolin'  indicates whether the character actually paid attention in high school and bothered with college.  Characters may make Schoolin' checks in areas that require general knowledge, such as Geography, History, Greek mythology, basic mathematics, etc.  This differs from Sciences 101 in that the knowledge is not generally applicable to real problems in front of the character--it only indicates that the character has a very general knowledge.
    The table below gives a rough idea of what each level in Schoolin' represents. Note that it is not necessary to go to college to have a level 3 or 4 Schoolin', it just means that the character has invested time in learning on his own  (in fact, lots of people who graduate from college never paid much attention and might only have a level 2 Schoolin').
 

Comparative Schoolin' Level
Schooling Equivalent
1
Elementary School
2
High School
3
College
4
Post-graduate studies
5
Advanced studies
6
World reknowned scholar
7
Revolutionary scholar

Science 101
Time of Use: 1 action (to several hours, depending on the action).
Specializations:  Particular fields of study:  Physics, Chemistry, Biology, etc.
Difficulty:  Easy (10), but increased for more complex or obscure scientific theories.
     Science 101 represents knowledge in fields such as physics, mathematics, chemistry and biology.  This can be used to whip up basic chemistry experiments (or very basic explosives), figure out the arc of a projectile, or examine a fossil and make a guess at what it was adapted to do.

Scrounge
Time of Use: 1 round to several hours (GM's discretion).
Specializations:  None.
Difficulty: Moderate (15).  Modify for available resources to scrounge in (dumps are better than jail cells).
    Scrounge is the ability to find useful things just about anywhere.  Need a broken television?  A battery with some juice still in it?  This is the skill for you.  Find both useful things and semi-valuable junk.  With the right skills, you may find just the part you need to get your car, toaster or mechanical hand working again...

Stopping the Bleeding
Time of Use: 1 round
Difficulty:  Depends on the injury and available supplies.  See the Combat: Healing section.
     If you can plan on anything in Evil Dead D6, you can plan on getting hurt.  You will be gouged, punched, scratched, and maybe even have to cut off one or your own limbs.  Sound fun?  Well, when it happens, you'll be bleeding. And blood only attracts more evil scum, so you may want to know how to stop it.  Stopping the Bleeding includes all general first aid and emergency medical skills needed for bandaging wounds, setting bones, and performing CPR.  More advanced stuff will required training in the Medicine skill.

Thieving Slimeball
Time of Use: 1 round to several minutes.
Specializations:  Various skills of ill-repute skills:  Pick Pockets, Lockpicking, Circumventing Security; Scoring Drugs, etc.
Difficulty:  Generally Moderate (15).  Varies widely depending on awareness or quality of the thief's target.
    An Thieving Slimeball has a history of juvenile delinquincy, petty crimes, and criminal ties.  This character has learned the skills to break the law in (usually) discrete ways:  stealing, breaking and entering, fencing stolen goods, etc.  It may not sound heroic, but it beats minimum wage at the S-Mart.



SENSES

Barking Orders
Time of Use: 1 action.
Specializations:  Particular units:  Civilians, Military Squads, Kindergarteners, etc.
Difficulty:  Very Easy for familiar troops in calm situations.  Moderate for strangers in stressed situations.  Difficult for extreme conditions.
      You like to tell people what to do and they usually listen.  It's not just about giving good orders, it's about giving orders good.  Good and loud that is.  An imperative skill when you're trying to organize a bunch of freaked out villagers to fend off a deadite horde.

Cheap Bastard
Time of Use: 1 action.
Specializations:  Value and haggling over particular items:  Books, Weapons, Used Cars, etc.
Difficulty:  Easy to Moderate, depending on the value of the item being haggled over.  Can be an Opposing Roll against an opponant's Cheap Bastard skill.
     This character knows the value of a buck, perhaps a bit too well.  You know what things cost and what you're willing to pay, and you're more than happy to dicker over price and quantity until the cows come home.  Sure, it annoys your friends when you figure out the check and never leave more than 15% tip.  But, when they want to buy a used car, appraise the value of their house, or go toe-to-toe with a sleazeball salesman, you're the first one they call.

Lying,  Mooching and Cheatin'
Time of Use:  1 round to several.
Specializations:  None.
Difficulty:  Easy for particularly gullible audiences.  Moderate for mildly distrustful ones.  Difficult for paranoid and suspicious targets.  GM's may permit a target to make a Stubborn Jackass Opposed Roll.  GM's may also modify the Difficulty depending on how well the player role-plays his Lying and Mooching attempt.
      When a character Lies and Mooches, he's trying to skate by on something less than the truth.  It may not be an out-right lie, but it certainly ain't the dialogue of saints.  This character also knows how to play a system, cheat at cards, and forge documents.  In general, he's got a natural knack for being a dishonest slimeball.  Ah, there are worse things in this dark and horrible world....

Paying Attention
Time of Use:  GM's discretion.  It depends on how large the area searched is and what is being sought.
Specializations:  None.
Difficulty:  Easy to Moderate, depending on conditions (available light, sounds, distractions, etc.).  Can be an Opposed Roll to someone's Sneaky attempt.
    This skill represents how aware a character is to her surroundings.  Does she just stumble through life oblivious, or does she jump at every small sound?  Paying Attention can be both a blessing--helping to avoid ambushes, pick up small clues, and sense oncoming threats--and a curse.  But if you don't pay at least some attention, chances are you'll be dead before dawn...

Sneaky
Time of Use:  1 round.
Specializations:  Type of habitat in which character seeks to be Sneaky  in:  Forest, Urban, Aquatic, etc.
Difficulty:  Easy to Difficult, depending on conditions (light, dried leaves on the ground, etc.)
    A Sneaky character knows how to move around unnoticed.  It includes the ability to move silently, hide in shadows, and to go unnoticed in a crowd.  The character may also attempt to disguise himself or just generally pass without any traces.  Often, Sneakiness will be the difference between escaping a deadly enemy and a perilous brawl.

Stubborn Jackass
Time of Use: 1 action.  May sometimes be used to oppose mind control/persuasion attempts without requiring an additional action.
Specializations:  None.
Difficulty:  Generally used in opposition to some outside force, which will set the Difficulty.  Otherwise, defaut to Easy (10).
     A character who is a well-developed Stubborn Jackass as a firmly constructed world view that borders on monomaniacal or self-righteous.  He's hard as hell to convince of damn near anything. While this can make him a pain in everyone's ass, it can also save his life.  He's less likely to be swayed by fear, temptations from evil, and other human weaknesses of the spirit.

Talkin' Pretty
Time of Use: 1 round.
Specializations:  Various forms of persuasion:  Negotiations; Seduction; Debate, etc.
Difficulty:  Easy for a friend audience, Moderate for mildly distrusting or audiences of strangers, Difficult for openly hostile audiences.  GM's may permit targets to make a Stubborn Jackass roll to avoid being swayed.
     A character who knows how to Talk Pretty can win over the hearts and minds of anyone willing to listen.  Well, almost anyone.