Attributes¶
The seven core attributes of a character are Strength ("Str"; physical power), Dexterity ("Dex"; quickness and coordination), Constitution ("Con"; endurance and physical grit), Intelligence ("Int"; smarts, knowledge, problem solving), Perception ("Perc"; alertness and observation), Willpower ("Will"; self-identity and mental toughness) and Charisma ("Cha"; influence and leadership).
A character's attributes are determined as follows:
- Each character starts with one automatic score of 15.
- Roll 4d6, totalling the highest three dice (or simply 3d6, GM's call). Make this roll six times and note the results.
- Allocate the six rolls, and the automatic 15, to attributes as you see fit.
The humanoid maximum for any attribute is 18. Magical or other effects might allow you to exceed this maximum on occasion.
Alternative Methods¶
Some tables dislike random attribute generation because certain players might roll very high and others very low. If you prefer a more even starting point, you might consider:
- Using a pre-set array of your own devising (eg: 16, 14, 13, 11, 10, 8, 7), or
- Allowing any player to use the array rolled by any other player, but with a small penalty (1d3 points at the GM's discretion), assigned as the player wishes.
Example
Default method: The first player starts with one automatic 15, then rolls 4d6 (drop the lowest) six times, resulting in final numbers of 15, 12, 10, 13, 13, 10 and 8. A second player scores 15, 12, 10, 9, 11, 12, 9. A third player scores 15, 16, 12, 6, 7, 9, 10. A fourth player scores 15, 11, 13, 10, 8, 7, 11. Each player keeps their own rolls and allocates them to the seven attributes for their adventurer.
Pre-set Array: The table decides to use a set array of 16, 14, 13, 11, 10, 8, 7. All players allocate these numbers to their attributes.
Anyone uses any array: Continuing the first example, players 1 and 2 choose the first array, and players 3 and 4 choose the third array. The GM imposes a one point penalty for using another player's array. Players 2 and 4 must reduce one attribute by one point. Player 2 ends up with 15, 12, 10, 13, 13, 10 and 7 (reducing the 8 to a 7).
Attribute Modifiers¶
If an attribute (except Luck, see later) applies a modifier, use the bonus or penalty below:
| SCORE | MODIFIER |
|---|---|
| 3-4 | -3 |
| 5-6 | -2 |
| 7-8 | -1 |
| 9-12 | +0 |
| 13-14 | +1 |
| 15-16 | +2 |
| 17-18 | +3 |
| 19+ | +4 or more |
Strength (Str)¶
High Str means your adventurer is physically strong, making it easier to perform acts of physical power, and granting bonuses to attack and damage rolls with melee weapons.
Dexterity (Dex)¶
High Dex means your adventurer is well coordinated and has good reflexes, making it easier to perform agility related actions, and granting bonuses to attack and damage rolls with ranged weapons, including thrown weapons. Dex also affects your Armour Class (how hard you are to hit), your general capacity to avoid physical danger, and your turn order in combat.
Constitution (Con)¶
High Con means your adventurer is hardy, physically resilient and difficult to kill, granting bonus hit points and making it easier to resist poison, disease and fatigue.
Intelligence (Int)¶
High Int means your adventurer is quick witted, knowledgeable and has excellent problem solving skills. A high Int adventurer gains additional languages, has a broad depth of knowledge with good recall, and is adept at separating truth from untruth.
Perception (Perc)¶
High Perc means your adventurer is naturally alert and observant, with excellent night vision (compared to most humans) and acute hearing. Perc affects an adventurer's capacity to avoid ambushes, detect traps and notice clues others might miss, including body language cues.
Willpower (Will)¶
High Will represents robust self-confidence, mental fortitude and drive, granting bonuses to resist fear, charm, madness and other mind based spells and effects. Importantly, Will also governs the capacity to rally between battles, allowing an adventurer to fight harder for longer.
Charisma (Cha)¶
High Cha represents an inspiring persona with strong natural charm and persuasiveness. A charismatic adventurer finds it easier to influence others, and gains bonuses to hiring morale. Cha may also reflect physical beauty.