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Getting started

[player's guide]

Welcome to Elemental D6. This page is designed to teach you the basics that you need to know in order to play the game. Let's get started

What is elemental d6?

  • Elemental D6 is a tabletop roleplaying game, where each person plays the role of a single character, and one person is the game master, who controls the world and takes on the role of everyone the other players interact with
  • Thematically, the game focus on physical control over the elements and mystical abilities which are fueled by Ki, which is a person's spiritual energy. Ki flows throughout the body, concentrating in seven pools called Chakras
  • The game is set in a vast galaxy which is filled with atmosphere, allowing you to breathe in “outer space”. Special breeds of plant are able to manipulate gravity on a scale large enough to lift large ships off of planets. These plants are crafted into engines and power interplanetary ships with open decks out into space. Space is not the dark, empty void we know, but instead is a glowing ocean of stars with galactic currents that connect the planets

Icons for the seven chakras


There are six core classes which you can mix and match to create the foundation of your character

  • Aeromancer - Uses ki to control the element of Air
  • Hydromancer - Uses ki to control the element of Water
  • Petramancer - Uses ki to control the element of Earth
  • Pyromancer - Uses ki to control the element of Fire
  • Martialist - Uses Ki to enhance their physical abilities and martial prowess
  • Desimancer - Uses Ki to manipulate the bonds between the elements (lightning, gravity, telekinesis)

icons for the six core classes

As you develop your character, you can take levels in Advent classes which further develop and specialize your character's abilities


There are four Abilities which measure your character's raw capacity

  • Strength measures your physical power and is primarily tied to Damage
  • Dexterity measures your physical coordination and is primarily tied to hitting targets
  • Intelligence measures your mental capacity and is primarily tied to initiative and skill checks
  • Resolve measures your mental power and is primarily tied to hit points and defense

You generate your ability scores during character creation by distributing a pool of dice between the attributes, and then rolling each stat

an example of a talent tree


  • Each class has a set of talents to choose from, each one representing a technique you can learn
  • As you level up you will receive new talents which you can choose from your classes' Talent Tree (shown right)
  • You will also receive talent points, which you can spend to improve and customize your talents


  • Skills are tasks which do not require Ki to complete but can be mastered through training and practice
  • As you level up you will get skill points which you can use to purchase additional dice for your skills
  • To roll a skill check, simply roll your dice for that skill and count the number of '6's that you roll

You will also get to pick a few skill focuses which represent your best skills, and give you bonuses when you roll those skills


As you level up, you will gain Feats which you can select. These represent special techniques your character has mastered. There are general feats, feats to improve your Skills, and feats that are specific to each class

The combat round

Combat begins with each player rolling initiative which determines the turn order. Combat is broken into six second rounds, which are further broken into three segments, which can be thought of as miniature rounds. In each segment:

  • Players take their turns in order of initiative
  • On each turn, a player may initiate one of the actions they have available to them
  • After all players have taken their turn, the segment ends and the next segment begins

After three completed segments, the round ends and the next round begins

In combat, you can take the following types of actions:

  • Full - A major action that requires the majority of your focus
  • Standard - Requires roughly half of your focus in a round. Most talents require this
  • Move - A secondary action which relocates your character
  • Swift - A minor action

There is a limit to how many actions you can take in a round. The following combinations of actions are available to you each round:

  • Full
  • Standard + Move
  • Move + Move

In addition to these options, you may initiate up to two Swift actions per round. Some talents allow you to spend a swift action to improve an action. This does not count against your limit of initiating one action per segment

Attacking and defending

To make an attack on your turn:

  • Select a talent that has an Offensive formula, and select a target creature to attack
  • Each segment, the attack moves toward the target the number of hexes shown in its Speed formula
  • When the attack gets to the target, you roll the Offensive formula. For this roll, each die that shows a 4, 5, or 6 has a value of 1, which is added to the non-dice values in the formula
  • Compare your roll to the target's Defensive formula roll. A tie goes to the attacker
  • If the attack lands, roll your Damage formula, summing the face value of each die

a karenu mystic
When a creature is the target of an attack that would hit them before their turn, they have the option to defend against the attack if they have an unspent action to do so. If the target chooses not to actively defend, use the target's Reaction instead

Next steps

We've covered the basics of the game, but there is alot more to the game for you to learn and discover. Here are some resources to get you started:

Additionally, if you have questions, post them to the Forum or on the Official Twitter account

wiki/getting started.txt · Last modified: 2021/01/01 18:14 by caleymccready