In order to play Buffy D6, you'll need a character. You can select one from the Templates section or create your own (see below).
Supernatural characters may have additional powers or Attribute Dice by sacrificing 4 Starting Skill dice. Demons may choose 2 powers (see Bestiary: Demons); Slayers and Avatars start with 2 additional Attribute Dice;; Witches and other magic-users may put 1 D in Mana and choose a Witchcraft spell (see Magic: Witchcraft). It may seem that 4 Skill Dice are a small price to pay for such powers, but players (and GM's) should remember that there are additional costs with choosing those character types: Demons are generally recognizable and often hunted--even if they're benign; Slayers and Avatars have heavy responsibilities and numerous enemies; and magic-users walk a fine line between good and evil, with constant challenges and temptations.
Dice may be broken up into 3 "pips", or "+1's", per die (See example below). A character may choose to start with 1D in Mana if he sacrifices 4D worth of his starting skill dice (see below).
Strength: measure of physical power.
Example: Dan is making a character named Lector, an Occultist. He decides to create his own template rather than use the one provided. He comes up with the following Attributes:See Attributes & Skills for further descriptions.
Connection to other Characters
Example: Lector has Melee Weapons at 4D. He decides to specialize in Melee Weapons: Wooden Stake. It will cost him 6 CP rather than 12 CP to advance to 5D. Any time he uses a Wooden STake, he will get to roll 5D, but for all other Melee Weapons he will only roll 4D.Specializations may be selected at Character Creation. When this occurs, the character's skill increases 2 pips for every 1 pip put in the skill. Note: Characters may not start with skills greater than 6D!
Specializations are independent of the skill from which they are derived. If the player later increases the skill, the Specialization does not increase. If the Specialization increases, there is no change in the base skill.
GOOD & BAD KARMA
Getting Good & Bad Karma
Heroism: When the character spends Karma to perform a heroic act, she gets the point back at the end of the adventure. Examples of heroic action include: risking harm to help others; fighting the forces of evil in any way; making a sacrifice for someone else.
Heroism at a Dramatic Moment: When the character uses Karma
to perform an action integral to the success in the adventure or at another
very dramatic moment, she will not only regain the Karma point at the end
of the adventure but may also be awarded another Karma point. Examples
include: defeating a major villain; preventing the Apocalypse (again);
saving the life of the Slayer.
Pragmatic Action: If the character uses Karma in a pragmatic, but non-heroic way, she will not gain an additional Karma point at the end of the adventure. This includes: avoiding danger; saving your own life; using it for personal gain (without harming another).
Doing Evil: If the character uses Karma in an evil action,
she will lose the Karma point permanently and will gain a Bad Karma point
immediately. Examples include: killing or injuring someone
for any reason other than self-defense or to aid others; using magic
when filled with anger and hate; using magic to accrue personal power over
Turning Bad: When a character gets a new Bad Karma Point, roll 1D. If the result is less than the number of Bad Karma Points the character has, the character has turned Evil (or, at least, mostly-evil). The Gamemaster may decide to take control of the character, or should instruct the player that her character is now "in a bad place" to say the least.
Being Bad: Characters may spend Bad Karma Points just as they may spend Karma. However, when they do, they automatically regain the Bad Karma point and will gain another. Characters so indulging their evil side will quickly turn into soulless animals.
Penance: Characters may rid themselves of Bad Karma by doing good acts, talking with friends, fighting the good fight and being nice to small animals. This will usually take at least 2 adventures of the character "acting nice" and being sorry.
Increasing skill levels
Example: Lector has Crossbow at 4D and wants to increase it to 4D+2. To do so, he must spend 8 CP (4 to get to 4D+1 and 4 more to get to 4D+2)..Learning new skills
As per Star Wars rules.