To accomplish a Phase Six adventure, each player creates a character to play in the adventure. The character's life is represented entirely on his character sheet, which contains all the relevant stats.
The chapter Create a Character explains exactly how to create a new character. This part will deal with the basic characteristics that make up a character in Phase Six.
The values listed under Persona refer to the character's mental traits. Each value corresponds to a character trait. Persona traits each have their own value and are also the basis for skills.
Education describes the character's acquired general knowledge. A character with high education is good in all theoretical skills like nature or history.
In contrast to education, the value Logic represents the ability to reasonably conclude. Logic always comes into play when solving problems through logical reasoning. In addition, a character with high Logic is better at skills such as Investigation or Mechanics.
How conscientious is the character about tasks or activities? Weak conscientiousness makes the character negligent, while strong conscientiousness makes for an organized, effective approach.
Willpower refers to the character's ability to assert their own ideas and principles. A strong-willed character is good at the skills Courage and Intimidation, among others.
Apprehension describes how well the character is able to perceive his environment and absorb information. A character with good Perception is good at the skills Perception and Orientation.
A character with high charm knows how to face other people and appear positive to them. This value is not to be confused with the physical trait Attractiveness. A Charming character is good at Politics and Empathy among other things.
All physis attributes describe the physical condition of the character. Physis attributes each have a value that specifies the number of dice to roll on that physique attribute.
This value describes both the physical skill of the character and dexterity. A dexterous character is good at Performance and Stealth, among other things.
Strength is the pure strength of the character and is always used when it comes to moving something with pure muscle power. A character with high strength can throw well and is good at athletics.
Attractiveness shows how charismatic the character is. A high value does not necessarily stand for beauty, a character with a striking appearance can also be attractive.
Endurance is the physical stamina of the character, so not in the sense of patience (this is rather conscientiousness) under Persona. So this value comes into play during an endurance run or a long, strenuous activity.
Both the ability to withstand or avert injury or pain, and resistance to disease, toxins, or environmental influences such as heat or cold, flow together in this value.
Speed is both the speed at which the character can move and the ability to react quickly to something.
The minimum roll
The minimum roll is a central property of your character. It specifies what result a die must reach to represent a success. The minimum roll is inherited from the lineage and is 5+ for most characters. It can only be changed by special events or rare objects, and often only for a short time.
Evasion is used in combat. It allows you to dodge a melee attack. The value is equal to the evasion value of the lineage plus the average of quickness and deftness (rounded up). The encumbrance of armor and weapons reduces this value. Character templates can change it.
The Protection reduces damage taken in combat. This value is taken from the lineage, armor or templates can change this value.
Each character can have a number of bonus dice, destiny dice or rerolls. All three have different uses (see Rolls and Checks), but always represent an advantage to the character that can be used during the game.
The character can regain used dice during the rest (see Wounds and healing).
More complex actions or knowledge are described by skills. All characters have the same skills with different values. Each skill is composed of a base value and its own skill value. The base value is the average value of two, respectively different, attributes. For example, the base of the skill Intimidate is Apprehension and Conscientiousness.
The bonuses of the selected character templates are added to the base skill.
Knowledge works similarly to skills, but here the list is not predetermined. Characters can have different knowledge skills based on their background, which they can use freely. Knowledge is related to one skill at a time. The effective value to roll on is composed of the knowledge value and the skill value.
A character can have special properties that affect him outside his physical or psychological characteristics. Each shadow brings its own description or rule. For example, a character may have a rival or be obedient to authority. Shadows are not rolled on, nor do shadows have values, but they can bring their own rules.