Physical and mental attributes

Attributes for normal humans lie in the range -2 to +3 with 0 as the average (by definition), Most peoples attributes are in the range -1 to +1. Master craftsmen would be expected to have a 2 or 3 in the attribute for their trade. It is possible to rise above the normal maximum but not without investing a substantial amount of time. Coping with the hardships adventuring by itself will toughen up the feeblest body over time and specialist exercises for the mind and body wil help.

At the start of their adventuring career though all characters' attributes will lie in the range -2 to +3, before racial and gender adjustment.

The attributes are

Attribute Useful For
Strength Using melee weapons, damage bonus
Intelligence Mages, spotting illusions, reduced training costs
Willpower Priests, bonus power points, resisting mind effects (charm, horror)
Constitution Wound points, Stamina points, resisting poison
Dexterity Covert skills, light melee and ranged weapons
Alertness Defence, dodging dragon's breath

Incompatible statistics

Some statistics are incompatible, such as strength and dexterity. You cannot at the same time be the strongest and most nimble person. The extraordinarily strong tend to be large and bulky, whilst the most nimble are smaller and lighter. Either strength or dexterity must be below 3 before racial modifications. These stats may still increase by adventuring/training.

 

Strength

This is a measure of sheer muscular strength. Each 3 points is equivalent to a doubling in strength.

The old anachronism of percentile strength has been removed. The motive for it was never clear except, possibly, that the tables had not been constructed properly. With the new combat system it is no longer necessary to have a damage column. Open doors is also removed and becomes a roll against the strength of the door. As dungeon doors do not normally stick it only applies to the attempted breaking down of locked doors (small ones, not big heavy ones).

Characters may carry 50lb + 20 lb. of weight for each point of strength. This is not the amount they can lift for a short time but the weight they can carry (if properly loaded) on a trek. However, if they do carry this full amount their speed will be reduced.

Strength acts as a damage bonus to (almost) all combat attacks, for ranged weapons it simply means that you are throwing bigger weapons. Bows (& crossbows) are not included as the arrows/bolts are a standard size.

Typical strengths of creatures are

Creature
Strength

Lift
lbs

(+25%)

Halfling
-3
100
 
-2
 
-1
Human
0
200
 
1
Goblin
2
 
3
400
Orc
4
 
5
Chimpanzee
6
800
Uruk Hai
7
Bear
8
Ogre
9
1,600
 
10
 
11
Hill Giant
12
3,200
 
13
 
14
Frost Giant
15
6,400
 
16
 
17
Dragon
18
12,800

 

Note strength from a creature's natural size (e.g. hobbits are -3 for being tiny or 3 levels shorter than humans) affects only strength tasks not combat damage as that is accounted for in the size of the weapon (hobbits have weapons 3 sizes smaller).

Intelligence

Intelligence covers the areas of I.Q., mnemonics, reasoning and theory. It is of prime importance to wizards as it dictates both the complexity of spell they can comprehend and the number of different spells whose details they can concurrently recall.

It helps with

  • The ability to notice something wrong in a situation such as illusions.
  • Planning actions to grants skill bonuses
  • Learning skills more quickly
Intelligence Description Example
-5 Non Slug
-4 Animal Cat
-3 Semi Chimpanzee
-2 Low Ogre
-1 Below average Barbarian
0 Average Human
1 High Gnome / Elf
2 Exceptional  

 

Willpower

Willpower encompasses the parts of the mind that intelligence does not; that is, the emotional side and force of will. This may be likened to the 2 hemispheres of the brain, the left and right; the logical and the artistic. For priests, this includes their channel to their god.

A good willpower helps fight off any creature which tries to subvert your mind (time share salesmen....), helps you persuade people to your cause or do yu bidding.

A high willpower makes a charismatic hero . The attractive hero has the girls flocking to their arm as soon as they walk into the bar. (This could of course get expensive). The charisma of a character is mostly an initial factor, treatment of people will play a long term role however it will colour peoples judgement.

Constitution

Constitution dictates the general health and fitness of the character. A high constitution means the character can shrug off with impunity debilitating effects such as coughs, colds, bruises, cuts, broken legs, rabies, impaled spears....

When the body goes through a minor alteration such as being turned to stone, a high constitution can prevent the shock killing the person. (Note the irrevocability of death).

Dexterity

Dexterity encompasses suppleness, balance, manipulation and hand to eye co-ordination. Acrobats are the prime example. It is most useful in dodging; reacting to unexpected situations; manipulation small objects like lock picks or a forger's pen as well as placing an arrow precisely where the eye is looking. Very high strength is incompatible with very high agility.

Alertness

This ability covers the ability to react to an event by piecing together all the unknowing small clues that are being given off by someone or something. This may be noticing the hand twitching as someone is about to attack you or spotting and realising that the unusually clean patch of floor indicates that there is a secret door hidden in the bookcase.

It primarily involves using the 6 senses; sight, sound, smell, touch, taste and intuitiuon.

Alertness is most useful in gaining initiative during combat and the defence skill.

Body language, the choice of words someone uses, their dress are all part of the interpretation that goes on. The fairer sex are often accomplished at this, hence female intuition.

Size

Characters fall into a given size category which is based on their race rather than their actual size. A monster's size may be adjusted by many factors (e.g. DM whim).

Small creatures although naturally harder to hit have to come into your reach before you come into theirs and thus open theselves up to attack large creatures are conversely harder to hit as their reach is greater so you try to stay out of their way. Of course under a certain size little creatures scurry around nimbly and become harder to hit again.

To avoid overcomplication the defence and attack of all creatures is based on a medium attacker which is calculated into their defence ability. The defending character gains a melee adjustments based upon their size.

Size Max
Enc.
Races Approx Size

Mass

Kg

Size
factor
Ranged Melee
Atk / Def
Melee /
Width %
Miniscule 2   <2'6"   -4 4 -2 50
Tiny 4 Hobbit 3' 25 -3 3 -2 60
Small 6 Gnome 3'9" 33 -2 2 -1 70
Short 7 Dwarf 4'6" 50 -1 1 -1 80
Medium 8 Elf, Human, Orcs 5'9" 75 0 0 0 100
Big 9 Barbarian 7" 120 1 -1 1 125
Large 12 Uruk Hai 8' 6" 190 2 -2 1 155
Huge 15 Ogres 10' 300 3 -3 2 200
Immense 17 Trolls 13' 500 4 -4 2 250
Enormous 20 Golems 16' 800 5 -5 3 300
Giant 25 Giants 19'+ 1200 6 -6 3 400
Titan 32 Titans 25'+ 2000        
Dragon --- Dragons (?)... ?          

Each size increase add +1 to a creatures base strength.

Each 2 sizes decreases their dexterity by 1.

The mass reflects typical human stature, creatures often have a greater than human body mass (e.g. ogres are stocky and have almost double normal body mass).

Size affects the maximum you can carry, see encumbrance limit

Sex

Females may (if they choose) lose 1 strength from their starting attributes to gain an additional Major asset of their choice. These modifiers are made after all racial modifiers.

Age deterioration

Characters are normally youngsters out looking for adventure (old people have better sense), however if you wish to play an older character your physical stats maximums are reduced by one point (both starting and final). There are three age ranges young, middle aged, and old.

Age effects
Age Strength Constitution Dexterity Alertness Willpower
Young - - - - -
Middle aged -1   -1   +1
Old   -1   -1 +2

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