Table of

The Underside



& Skills


Actions &


of the






In order to play Neverwhere D6, you'll need a character.  You can select one from the Templates section or create your own (see below).  The following is a list of common character types encountered in the Underside.

  • Blueblood (Noble):  a member of a noble family in the Underside.  With the boons of a high social rank, so come greater responsibilities, dangers and enemies. 
  • Bravo a warrior, bodyguard, or thug (or all the above), who usually rents out his services to the highest bidder.
  • Eyeball:  an oracle or fortune teller, usually with a great deal of arcane knowledge.
  • Fallen god:  a hapless diety that finds herself trapped in the clumsy flesh of a mere mortal.
  • Grubber one of a tribe of scroungers who scour the Underside for lost items, secret information and new tunnels. 
  • Hawker:  a merchant and haggler, through and through.  If he doesn't have it among his wares, he can likely get it...for a price.
  • Lost soul: one of the undead, damned to continue walking among the living until freed by some quest or a final death.
  • Rake:  a cad and troublemaker, thief and murderer.  At least that what his friends call him.
  • 'Twixt:  one of the few able to pass between both the World Above and Below Accessing both, but accepted in neither, these middling souls usually make their living as beggars, hardly staving off the hunger, loneliness and ensuing insanity of such a solitary life.
  • Updweller:  a resident of the World Above who suddenly finds herself "between the cracks" and trapped in the Underside.
  • Underdweller:  a citizen of the Underside, adept at survival in the tunnels and dangers of the forgotten world, but clueless to the reality above the street.

Each character has 18 dice to divide among the six attributes Strength, Dexterity, Constitution, Knowledge, Instincts, and Presence.  For Mundane characters, at least 1D must be placed in each attribute and no more than 4D can be assigned to any one attribute.  Supernatural characters may put up to 6D in anyone 1 Attribute, and up to 5D in two others (but only start with 18 Attribute dice, just like Mundanes).

Dice may be broken up into 3 "pips", or "+1's", per die (See example below). 

    Strength:  measure of physical power.
    Dexterity: balance, speed, and reflexes.
    Constitution: physical and mental toughness.
    Knowledge:    breadth of education and intellectual development.
    Instincts:  perception and intuition.
    Presence:  charisma and social abilities.

Example:  Paul is making a character named Grimm, a Bravo. He decides to create his own template rather than use the one provided.  He comes up with the following Attributes:
    Strength:  3D+2
    Dexterity:  3D+2
    Constitution:  2D+2
    Knowledge:  2D
    Instincts:  3D+1
    Presence:  2D+1

Note:  Once an Attribute is raised beyond XD+2, it moves to the next dice level (If Paul had assigned the "pip" in Presence to his Dexterity Skill instead, it would be 4D, not 3D+3).

See Attributes & Skills for further descriptions. 

Now, flesh out a description of your character--history, physical characteristics and motivations.

    Describe your character:  How tall is he?  What kind of clothes does he wear?  Does he have any noticeable marks such as tattoos or scars?

    Give your character a history.  Is she a run way?  Has she lived in the Underside her whole life?  Does she have a family?  Any friends?  GM's should encourage characters to develop a decent background, as the characters' associates will create fodder for future plotlines.

    Is your character a grouch?  Is she impulsive, always itching for a fight, or is she more thoughtful and cautious?

    What does your character hope to gain?  Is she lost in the Underside, just trying to reestablish a live Above?  Is he hoping to be a great hero?  Does she have an quest that affects her every action?  Is he still looking for his place in life?

Connection to other Characters
    Usually, the character will be friends or associates.  But the GM may dictate that they are just meeting at the beginning of the game, allowing the characters to get to know each other as they begin their journey through the Underside.


Starting Skills
    Characters start with 7 dice to allocate for starting skills.  Skill dice may be broken up into 3 pips, just as Attribute dice.

Quirks, Charms & Knacks:
    Characters may begin with 2D in Quirks or Charms (divided as they wish, but at least 1D must be invested in each choice), or 1D in a Knack.  Players may forego having any magical abilities and gain +2D for Skills.

     Characters may choose to suffer from a curse (or a few curses) in order to gain more dice for Quirks, Charms, Knacks or Skills.  For each 1D taken for a Curse, the character may add 1D in Quirks, Charms or Knacks or 2D for Skills.  A character cannot begin with more than 4D in Curses.

    Many skills have specializations which allow the character to focus on a certain aspect of the skill.  If a specialization is taken, a character may advance in that specialized aspect of the skill at half the normal cost of advancement.  However, uses of the skill not covered in the Specialization remain at the base skill level.

Example:  Grimm has Melee Weapons at 4D.  He decides to specialize in Melee Weapons: Sword.  It will cost him  6 CP rather than 12 CP to advance to 5D.  Any time he uses a sword, 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:  "Mundane" characters may not start with skills greater than 6D!  "Supernatural" characters (like the undead or fallen gods), cannot start wtih skills greater than 7D.

    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.

Advanced skills:
    Some particularly complicated skills require two times the normal amount of Character Points to allow for Advancement.  They also typically require some other prerequisite skill.

Chi & Malice
Chi symbolizes the inner strength of a character and her internal balance between good and evil.   A character may spend a maximum of one point of Chi per round to double the dice values of ALL actions in that round (See Chi).

Getting Chi & Malice
Every character starts with 1 Chi Point.  As Chi are spent, characters will have opportunities to gain additional Chi Points when performing heroically and may accrue Malice when acting selfishly and evilly.

When the character spends Chi 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 an evil force; making a sacrifice for someone else.

Heroism at a Dramatic Moment:  When the character uses Chi to perform an action integral to the success in the adventure or at another very dramatic moment, she will not only regain the Chi point at the end of the adventure but may also be awarded another Chi point.  Examples include: defeating a major villain; preventing the Apocalypse; saving the life of another person.  Characters who do not have any Chi points but who act heroically at a dramatic moment may be awarded a new Chi point at the end of the adventure.

Pragmatic Action:  If the character uses Chi in a pragmatic, but non-heroic way, she will not gain an additional Chi 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 Chi in an evil action, she will lose the Chi point permanently and will gain a Malice 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 others.
     Characters should be reminded that a particular action will give them a Malice points and given a chance to act otherwise.  Character's with Malice points will have a tainted aura that will be noticeable by certain sensitive observers.  "Good" characters with Malice will suffer from depression, mood swings, angry outbursts and similar un-fun behavior.

Turning Bad: 
When a character gets a new Malice Point, roll 1D. If the result is less than the number of Malice 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 Malice Points just as they may spend Chi.  However, when they do, they automatically regain the Malice Point and will gain another.  Characters so indulging their evil side will quickly turn into soulless animals.

Characters may rid themselves of Malice 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.

At the end of each adventure, players will usually be rewarded Character Points at the end of an adventure by the Game Master.  They may keep these CP's for later use or spend them on learning skills.  Game Masters should award no more than 5-10 CP's per adventure.

Increasing skill levels
    Skills increase by "pips" (e.g. from 3D to 3D+1, to 3D+2, to 4D).
    For normal skills, it costs a number of Character Points equal to the current dice value of the Skill.  Thus to advance from 4D to 4D+1, the player must spend 4 CP's.  Specializations cost 1/2 the current dice value (moving from 4D to 4D+1 would cost 2 CP's).  To learn a new skill, the character must spend 3CP's  to get the skill at a level equal to the controlling Attribute.

Example:  Grimm 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
    At character creation, the player may choose 3 skills under each Attribute that the character "knows" at a skill level equal to the Attribute.  All other skills under the Attribute will be attempted at -1D.
     To learn new skills, the player may spend 3 Character Points to gain that skill at a level equal to the controlling Attribute.  After that, the skill advances as normal (see above).

Improving attributes
     Improving an attribute by 1 pip costs 10x the current die value.  Thus raising a character's Strength from 3D+2 to 4D will cost 30 CPs. 


The book Neverwhere is copyright Neil Gaiman, the TV series was copyright to the BBC, and the gaming system is copyright West End Games.  This site is wholly unauthorized.  Please don't sue me.

August 2002