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Main Page           Midian Contents


Attributes

 

            Attributes are the most basic defining trait of a character.  They show how strong, how smart, or how pretty someone (or something) is.  There are nine attributes divided into 4 categories:  social (Appearance, Personality, & Grace); mental (Knowledge, Wits, & Willpower); physical (Strength, Agility, & Stamina); and lastly the miscellaneous category (Awareness, Speed, and Common Sense). 

            When rolling for attributes the rule of “from one—many” applies.  This means that each time you roll a “1” you add another dice.  Example:  if you rolled:  1, 1, 6, 5, on 4D6 then you add 2 more D6’s (one dice for each “1” rolled) to the existing total of 13; you continue to do this as long as you roll ones.  No “roll & keep the highest,” or “re-roll ones & twos,” none of that crap; you get what you roll, but there are plenty of opportunities to increase your attributes during character creation.  For now, let the dice fall where they may.  This rule does allow for unlimited attribute scores at character creation; however, you will have to get there a point at a time. 

            You can increase your attributes much in the same manner as you increase your skills.  The ‘free’ increase is to add 1 to one attribute of your choice every 3 levels.  You may petition the Game Master for additional increases through exercise, education, etc.  Attribute points may also be gained (and lost) due to bonuses from your class or during play.  The charts go up to 25, but the ratings are open-ended and unlimited (just extrapolate from the charts to find higher bonuses), and social attributes can go below 0 into negative numbers. 

 

                   Social Attributes

 

            Appearance is how good you look, personality is verbal interaction, and grace is the more subtle factors such as how you move or act.  The sad reality of the world (as in reality) is that people make their first impressions of someone primarily on appearance.  Beauty is in the eyes of the beholder—that is your effective appearance is based on your race and theirs (see the Comparative Appearance chart in the Interaction chapter).  Reputation is affected only by the base rating, not effective level.  Personality affects many skills that involve communication and can be used to sway in favour or against, depending on the skills selected.  Personality isn’t necessarily how nice or likeable you are, but how strong your personality is.  Someone with a powerful personality will dominate a conversation regardless of whether or not anyone likes her or agrees with her.  Grace is a highly desirable trait amongst the upper classes in the Kingdom of Formour with their frequent masked balls, as well as with the elves who allow only the most graceful to become BladeDancers.  Social retests allow the listed numbers of re-rolls to social skill use per encounter.  Social attributes can fall below 0 into negative numbers. 

 

            “It’s no coincidence that beauty, charm, and wealth often go hand-in-hand; it’s all a matter of superior breeding.”

                                    ----Duchess Camille of Possen just before her death during a peasant uprising

 

Rating

Appearance

Personality

Grace

0 Or Lower

No Longer Resembles Own Race +12 Reputation

Speech Cannot Be Understood

Traits:  Eerie Presence & Hideous

1

+8 Reputation

Traits:  Jerk & Irritating

Trait:  Eerie Presence

2

+5 Reputation

Traits:  Jerk & Irritating

Trait:  Eerie Presence

3

+4 Reputation

Traits:  Jerk & Irritating

Trait:  Eerie Presence

4

+3 Reputation

Trait:  Irritating

Trait:  Eerie Presence

5

+2 Reputation

Trait:  Irritating

 

6

+1 Reputation

Trait:  Irritating

 

7

 

 

 

8

 

 

 

9

 

 

 

10

 

 

 

11

 

+1 Contact C Only)

 

12

 

+1 Contact (B Or C)

 

13

+1 Reputation

+1 Contact (A, B Or C)

1 Social Retest

14

+1 Reputation

+2 Contacts (1 C, 1 A, B, Or C)

1 Social Retest

15

+2 Reputation

+2 Contacts (Any)

1 Social Retest

16

+2 Reputation

+1 Bonus Social Skill, +2 Contacts

2 Social Retest

17

+3 Reputation

+1 Bonus Social Skill, +3 Contacts

2 Social Retest

18

+4 Reputation

+2 Bonus Social Skills, +3 Contacts

2 Social Retests

19

+5 Reputation

+2 Bonus Social Skills, +4 Contacts

3 Social Retests

20

+6 Reputation

+2 Bonus Social Skills, +5 Contacts

3 Social Retests

21

+7 Reputation

+3 Bonus Social Skills, +5 Contacts

4 Social Retests

22

+8 Reputation

+3 Bonus Social Skills, +6 Contacts

4 Social Retests

23

+9 Reputation

+3 Bonus Social Skills, +7 Contacts

5 Social Retests

24

+10 Reputation

+4 Bonus Social Skills, +7 Contacts

5 Social Retests

25

+11 Reputation

+4 Bonus Social Skills, +8 Contacts

6 Social Retests

 

 


                   Knowledge

 

            Knowledge is much like I.Q.  It is a broad overview of how much you know rather than specific skills and measures memory and starting skills as well as being the attribute used most often for skills.  This attribute may also be used as a default “trivia skill” for when your character might know something that you as a player wouldn’t—as always, attribute checks such as these are made by rolling the rating or lower on 2D20.  Each free upgrade either adds +1 to the level of a proficiency-type skill, or moves an apprenticeship up to journeyman level or journeyman to master.  The free upgrade or bonus Prodigy trait allows you to exceed the normal maximums (journeyman or proficiency level III) for a starting character.  Some apprentice skills count as 2 skill selections for determining starting skills.  Chance to Learn is the percentage chance that the character has to successfully learn a new skill.  See the Learning Skills section of the Character Development chapter.

 

            “What you know IS what you are.”

                                    --–-Neprita Farroamming, Human loremistress

 

Rating

Starting Skills

Chance To Learn

0

None

None—Untrainable

1

1 (Basic Or Proficiency Only)

4%

2

2

8%

3

3

12%

4

5

16%

5

7

20%

6

8

24%

7

10

28%

8

12

32%

9

14

36%

10

15

40%

11

17

44%

12

18 +1 Bonus Apprenticeship

48%

13

20 +1 Bonus Apprenticeship

52%

14

22 +1 Bonus Apprenticeship Or Technical Skill

56%

15

24 +1 Bonus Apprenticeship Or Technical Skill

60%

16

26 +1 Bonus Apprenticeship Or Technical Skill

64%

17

27 +2 Bonus Apprenticeships/Tech Skills Or Free Upgrade Of 1 Skill

68%

18

29 +2 Bonus Apprenticeships/Tech Skills Or Free Upgrade Of 1 Skill

72%

19

31 +2 Bonus Apprenticeships/Tech Skills Or Free Upgrade Of 1 Skill

76%

20

32 + Prodigy Trait & +2 Bonus Apprenticeships/Tech Skills/Upgrades

80%

21

34 + Prodigy Trait & +2 Bonus Apprenticeships/Tech Skills/Upgrades

84%

22

36 + Prodigy Trait & +2 Bonus Apprenticeships/Tech Skills/Upgrades

88%

23

38 + Prodigy Trait & +2 Bonus Apprenticeships/Tech Skills/Upgrades

92%

24

40 + Prodigy Trait & +2 Bonus Apprenticeships/Tech Skills/Upgrades

96%

25

42 + Prodigy Trait & +2 Bonus Apprenticeships/Tech Skills/Upgrades

Automatic

 

 

 

 

                   Wits

 

            Wits is how fast your brain works.  Being quick-witted keeps you on your toes in social situations as well as alive in combat.  This is used for skills that require you to think fast and adds to initiative rolls in combat.  Normally the defender wins ties in combat—unless the attacker has a sufficiently high Wits score, in which case he or she successfully attacks in the event of a tie.  This doesn’t apply if the defender also has a Wits of 14 or higher, in which case the two Wins Defence Ties benefits cancel each other and the defender again wins the tie.  Interrupts can be used even if the character was surprised or otherwise would lose initiative.

 

            “Take charge of the situation.  If you can’t talk your way out of something—get in the first shot.”

                                    --–-Chellew the glib, Human bard (deceased)

 

Rating

Initiative

Dodge/Parry

Other Bonuses

0

Always Last

Impossible

No Defence Possible

1

-15

-13

 

2

-12

-9

 

3

-9

-6

 

4

-7

-4

 

5

-5

-3

 

6

-3

-2

 

7

-2

-1

 

8

-1

0

 

9

0

0

 

10

0

0

 

11

0

+1

 

12

+1

+1

 

13

+1

+2

 

14

+2

+2

Wins Defence Ties

15

+3

+3

Wins Defence Ties

16

+3

+3

Wins Defence Ties

17

+4

+4

Wins Defence Ties

18

+5

+4

1 Interrupt Per Fight + Wins Ties

19

+5

+5

1 Interrupt Per Fight + Wins Ties

20

+6

+5

1 Interrupt Per Fight + Wins Ties

21

+7

+6

1 Interrupt Per Fight + Wins Ties

22

+7

+6

1 Interrupt Per Fight + Wins Ties

23

+8

+7

1 Interrupt Per Fight + Wins Ties

24

+9

+7

1 Interrupt Per Fight + Wins Ties

25

+9

+8

1 Interrupt Per Fight + Wins Ties

 

 

 


                   Willpower

 

            Willpower is the strength of the character’s will.  It involves concentration and maintaining a strong sense of self, making it a useful trait for those seeking the more mystical occupations.  This affects your ability to resist mind-affecting assaults (save vs. mental), attacks of the nervous system (save vs. paralysis), major modifications to the body (save vs. shapeshift/petrification), as well as affecting the will to live (Life Point bonus).  Note that someone with a 0 will has no true will of their own and simply reacts to outside stimulus and always fails system shock rolls; examples include zombies or automata.  Life Points of a living thing never fall below 1 no matter what the attribute scores. 

 

            “I’m not gonna, and you can’t make me!”

                                    ----any given 3-year-old

 

Rating

Life Point Bonus

Save Vs. Mental

Save Vs. Paralysis

Save Vs. Shapeshift & Petrification

0

No Will To Live

Cannot Save

-7

-12

1

-5

-15

-6

-9

2

-4

-12

-5

-7

3

-3

-9

-4

-6

4

-2

-7

-3

-5

5

-2

-5

-2

-4

6

-1

-4

-1

-3

7

-1

-3

-1

-2

8

0

-2

0

-1

9

0

-1

0

0

10

0

0

0

0

11

+1

+1

0

0

12

+1

+1

0

+1

13

+2

+2

+1

+1

14

+2

+2

+1

+1

15

+3

+3

+1

+2

16

+3

+3

+2

+2

17

+4

+4

+2

+2

18

+4

+4

+2

+3

19

+5

+5

+3

+3

20

+5

+5

+3

+3

21

+6

+6

+3

+4

22

+6

+6

+4

+4

23

+7

+7

+4

+4

24

+7

+7

+4

+5

25

+8

+8

+5

+5

 

 

 


                    Strength

 

            This is the measure of how hard and how heavy (how hard you hit & how heavy a weight you can lift—get your mind out of the gutter).  Damage is added to non-mechanical weapon damage rolls.  Normal lift is the amount in pounds that a person can lift with moderate effort.  To increase the amount lifted, roll strength or under on a 2D20 roll, and add the amount the roll is made by to the listed normal lift as well as the feat-of-strength dice.  Lifting an excessive amount in this way is stressful—take one fatigue point per round.  The encumbrance modifier reflects carrying capacity; i.e. if the character has on heavy armour, but has a 16 strength, then the armour only counts as moderate encumbrance. 

 

            “Ug strong.  Ug smash.”

                                    ----Ug

 

Rating

Damage

Normal Lift

Feat-Of-Strength

Encumbrance Modifier

0

Cannot Cause Harm

0

--

Cannot Lift

1

-15

3

--

3 Levels Higher

2

-10

5

+2D4

3 Levels Higher

3

-6

10

+2D4

2 Levels Higher

4

-4

15

+2D6

2 Levels Higher

5

-3

25

+2D6

2 Levels Higher

6

-2

55

+2D8

1 Level Higher

7

-1

90

+2D8

1 Level Higher

8

Normal

115

+2D8

1 Level Higher

9

Normal

140

+2D10

Normal

10

Normal

170

+2D10

Normal

11

+1

195

+2D10

Normal

12

+1

280

+2D12

Normal

13

+2

305

+2D12

Normal

14

+2

330

+2D20

Normal

15

+3

380

+2D20

1 Level Lower

16

+4

480

+3D20

1 Level Lower

17

+4 +1D4

640

+3D20

1 Level Lower

18

+5 +1D4

700

+4D20

1 Level Lower

19

+6 +1D4

810

+4D20

2 Levels Lower

20

+7 +1D6

970

+5D20

2 Levels Lower

21

+8 +1D6

1130

+5D20

2 Levels Lower

22

+9 +1D8

1440

+6D20

2 Levels Lower

23

+10 +1D8

1750

+6D20

3 Levels Lower

24

+11 +1D10

2060

+7D20

3 Levels Lower

25

+12 +1D10

2370

+7D20

3 Levels Lower

 

 

 


                   Agility

 

            Agility is how quick and skilful a character is.  It is coordination and dexterity.  The attack number is added to the roll to strike in both close-quarters and ranged combat.  Armour Class adds to the armour class—this makes you harder to hit by increasing your reflexes.  Dodge & parry add to those manoeuvres.  Initiative is an important modifier as it helps you attack first.  

 

            “I can hit you, but you’ll never hit me.”

                                    ----Durskan the nimble

 

Rating

Attack

Armour Class

Dodge

Parry

Initiative

0

Cannot move—can only thrash about wildly

-7

1

-7

-7

-8

-9

-5

2

-6

-6

-7

-8

-4

3

-5

-5

-6

-7

-3

4

-4

-4

-5

-6

-2

5

-3

-4

-4

-5

-1

6

-3

-3

-4

-4

-1

7

-2

-3

-3

-3

Normal

8

-1

-2

-2

-2

Normal

9

-1

-1

-1

-1

Normal

10

0

0

0

0

Normal

11

+1

0

+1

0

Normal

12

+1

+1

+1

+1

Normal

13

+1

+1

+2

+1

Normal

14

+2

+1

+2

+1

Normal

15

+2

+2

+3

+2

+1

16

+3

+2

+3

+2

+1

17

+3

+2

+4

+2

+1

18

+3

+3

+4

+3

+2

19

+4

+3

+5

+3

+2

20

+4

+4

+5

+4

+2

21

+5

+4

+6

+4

+3

22

+5

+5

+6

+5

+3

23

+6

+5

+7

+5

+3

24

+6

+6

+7

+6

+4

25

+7

+6

+8

+6

+4

 

 

 


                   Stamina

 

            This represents how tough someone is. This is how long you last and how hard you are to kill (I know the obvious jokes about ‘long & hard’).  Stamina measures how many Life Points you start out with, how fast you heal, how difficult it is to take you down with a special attack (saving throws and shock), as well as how close to death you can be and still function.  The saving throws that stamina helps with are:  chemicals/poisons, environmental (fire & cold), and crushing blows.

 

            “If you are the only one left standing, then you’re the obvious winner.”

                                    ---–last surviving (and quite wealthy) member of a Dwarven adventuring party who wishes to remain anonymous

 

Rating

Life Points At 1st Level

Life Point Healing Rate

Hit Point Healing Rate

Save Vs. Chemical/Poison

Save Vs. Fire/Cold

Save Vs. Crushing

System Shock

0

Dead

None

None

-6

-6

-5

Dead

1

3

1/10 Days

1/7 Days

-5

-5

-5

30%

2

3

1/9 Days

1/5 Days

-4

-5

-4

35%

3

4

1/8 Days

1/3 Days

-3

-4

-4

40%

4

4

1/7 Days

1/2 Days

-2

-3

-3

45%

5

5

1/7 Days

1/2 Days

-2

-2

-3

50%

6

5

1/6 Days

1/Day

-1

-1

-2

55%

7

6

1/5 Days

1/Day

-1

-1

-2

60%

8

6

1/6 Days

1/Day

-1

-1

-1

65%

9

7

1/3 Days

1/Day

0

0

-1

70%

10

7

1/3 Days

1/Day

0

0

0

75%

11

8

1/3 Days

1/Day

0

0

+1

80%

12

8

1/2 Days

1/Day

+1

+1

+1

85%

13

9

1/2 Days

1/Day

+1

+1

+2

90%

14

9

1/2 Days

1/Day

+1

+2

+2

92%

15

10

1/Day

1/Day

+2

+2

+3

94%

16

10

1/Day

1/12 Hours

+2

+3

+3

96%

17

11

1/Day

1/12 Hours

+3

+3

+4

98%

18

11

1/12 Hours

1/12 Hours

+3

+3

+4

99%

19

12

1/12 Hours

1/6 Hours

+4

+4