Attributes (Basic)
Contents
Attribute Scores
All characters have a set of six Attributes. The value given to an Attribute is called its Attribute Score.
The six Attributes are as follows:
- Strength - The character's capacity for physical might.
- Dexterity - The character's speed and coordination.
- Constitution - The character's hardiness and health.
- Intelligence - The character's deductive and reasoning powers.
- Wisdom - The character's perception and insight.
- Charisma - The character's social ability.
An Attribute can range from 0 to 25.
Base Attributes
Base Attributes refer to the character's Attribute Scores prior to all modification, including Racial Modifiers, as created during Attribute Generation. At this point, a character's Base Attributes can range from 3 to 18 or 3 to 18/00 where Exceptional Attributes exist however.
Attributes at 0
A character with an Attribute at 0 cannot use that Attribute score for anything, unless they have special Traits. Attributes at 0 have special effects in addition to what is listed on their table.
Despite not being alive, many beings have Constitution scores as this still represents their physical hardiness. A zombie may be immune to poison but it still has flesh, a ghost may be intangible on the Material Plane but has a (relatively) physical form on the Ethereal Plane.
Attribute Score Modification
Attribute Scores are seldom permanently changed as they represent the capacity of the character on an average day. Disease, Curses and beneficial magic usually applies only a condition that modifies skill use.
Permanent adjustments to Attributes that cannot be treated by healing or magic are made to Attribute scores - this includes the consequences of Aging and possible permanent damage done by certain Diseases. In these cases anything that is directly tied to the Attribute Score must be adjusted - if a character's permanent Constitution Score drops from 16 to 15, the character loses 1 point of Health. It is recommended, however, you record your original Attributes, however, on the off-chance that these alterations are ever somehow removed.
A characters base Attribute Scores are modified by their Race bonuses; typically a +1 and a -1 to a specific Attribute.
Why not modify Attributes more?
This is for a a number of reasons. Firstly, it does not represent the character on the average day - clouding of the senses is treated as external to who they essentially are. Secondly because it would require potentially adjusting a lot of Skills quite often as conditions are applied and removed - Disease will potentially have a knock on effect on many, many skills linked to weakened attributes and having to potentially recalculate the relevant skill modifiers. Finally, sometimes a change in an Attribute score will have no real effect, except potentially on skill use, as only very high or relatively low scores apply penalties to things like To-Hit. In the interest of making various conditions have more of an effect, they apply penalties broadly rather than to attribute scores.
Exceptional Attributes
To distinguish the difference between the peak of human capability and fantastical beings, at 18, a character develops an Exceptional Attribute score. At this point, the character rolls 1d100 to determine the level of their Exceptional Attribute.
By default, only Strength is capable of becoming Exceptional Strength.
Exceptional Attributes with Bonuses
If a character has a modifier to an Attribute that has 18, they must roll for the Exceptional Attribute if available. If they have a bonus to the Attribute, lower the bonus they would receive by 1 and instead give them a +50 on the roll. If this modifier would take their Exceptional Attribute above 18/00, increase it to 18/00. If a character receives this bonus and rolls 100 on the 1d100 and has a positive modifier or still has a positive modifier to the Attribute, they are automatically increased to 19 and reduce any remaining positive modifier to the Attribute by 1, down to 0.
Traditional Adventures - Any roll that would take the character above 18/00 is considered 18/00.
Heroic Adventures - No change.
Epic Adventures - Any roll that would take the character above 18/00 will push the Attribute into 19.
Exceptional Attributes with Penalties
If they have a penalty to the Attribute, lower the penalty they would receive by 1 and instead give them a -50 on the roll. If this modifier would take their Exceptional Attribute below 18/01, decrease it to 18. Any remaining negative modifiers to the attribute are then applied.
Traditional Adventures - If a character receives the above penalty and rolls 01 on the 1d100 and has a negative modifier or still has a negative modifier to the Attribute, they are automatically decreased to 17 and reduce any remaining negative modifier to the Attribute by 1, down to 0.
Heroic Adventures - No change.
Epic Adventures - Any dice roll of 25 or more that would take the character below 18/01 is instead reduced to 18/01. Rolls below 25 instead reduce it to 18.
Skill Modifiers
Attributes have a modifier for Skills depending on how high the Attribute Score is. This is applied to the Base Skill, which depends upon the Skill's Rank.
| Attribute Skill Modifiers | |||||||
|---|---|---|---|---|---|---|---|
| Attribute Score | Skill Modifier | ||||||
| 0 | -10 | ||||||
| 1 | -5 | ||||||
| 2 | -4 | ||||||
| 3 | -4 | ||||||
| 4 | -3 | ||||||
| 5 | -3 | ||||||
| 6 | -2 | ||||||
| 7 | -2 | ||||||
| 8 | -1 | ||||||
| 9 | -1 | ||||||
| 10 | +0 | ||||||
| 11 | +0 | ||||||
| 12 | +1 | ||||||
| 13 | +1 | ||||||
| 14 | +2 | ||||||
| 15 | +2 | ||||||
| 16 | +3 | ||||||
| 17 | +3 | ||||||
| 18 | +4 | ||||||
| 19 | +4 | ||||||
| 20 | +5 | ||||||
| 21 | +6 | ||||||
| 22 | +7 | ||||||
| 23 | +8 | ||||||
| 24 | +9 | ||||||
| 25 | +10 | ||||||