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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.
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 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 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 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 |
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 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 |
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 |