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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
Intelligence Spells, spotting illusions
Willpower Prayers, resisting mind effects (charm, horror)
Constitution Wound points, Stamina points, resisting poison
Dexterity Melee defence, Using ranged weapons
Alertness Missine defence, dodging dragon's breath

 

Strength

This is a measure of sheer muscular 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.

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 also helps with the ability to notice something wrong in a situation such as illusions.

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.

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.

Height and weight

This is the only bit you'll need a calculator for.

Characters are all of different heights and weights; each player may choose the height and weight for their character. Large characters, however, are likely to be stronger and less dextrous than their smaller counterparts. The modifiers depend upon both the difference between a characters build, and the norm for their race, and their height to weight ratio. The maximum abilities for for characters statistics are those for a character of normal height and build, not those of a sumo wrestler or a World's Strongest Man competitor. Thus modifiers due to height and weight can move a characters statistics outside the normal range.

A characters perfect height is the average height for the race +/- 1% for each strength point above/below 10. Thus a character of Character of strength 2 would on average be 2% taller than a character of strength 0. Their perfect weight is calculated according to the chart.

Characters must choose a height within 15% of the perfect height and a weight that is at least 50% and not more than 200% of the perfect. Characters more than 5% out from the standard height have Charisma reactions at -1 and >10% at -2. Characters more than 30% from standard weight are at -1 and 100% at -2.

For each percentage point the chosen weight is above the perfect there is a 2% chance that Agility is reduced by 1 point. Conversely for each percentage point below the norm there is a 1% chance for each agility point below the racial maximum that Agility will be raised by 1 point. If the chance is over 100% the character will gain / lose at least one point and the excess over 100 is the chance for a second point. This will not increase any statistics over the racial maximums. The percentage should be noted permanently for future use.


Add the percentage for height and weight modifiers together and roll once to determine if the stats should be modified modifier.

These modifiers can increase a characters strength above the race norm.

The average heights and weights for each race are:

Race Male Female
Height Weight lb. lb. / in Height Weight lb. lb. / in
Barbarian 6'3" 15 st 196 2.65 6'1" 13 st 182 2.53
Dwarf 4' 9 st 10 lb. 141 2.94 3'8" 9 st 3 lb. 129 2.93
Elf - Grey 6' 10 st 140 1.94 5'7" 9 st 126 1.88
- High 6'1" 10 st 5 lb. 145 1.99 5'8" 9 st 6 lb. 132 1.94
- Sylvan 5'11" 9 st 8 lb. 134 1.89 5'6" 8 st 7 lb. 119 1.8
Gnome 3'6" 5 st 70 1.67 3'5" 4 st 8 lb. 64 1.56
Hobbit 2'9" 3 st 13 lb. 55 1.67 2'8" 3 st 6 lb. 48 1.53
Human 5'10" 11 st 154 2.2 5'5" 9 st 10 lb. 136 2.09

Height will affect combat ability. A longer reach is helpful but so is a diminutive size for not being hit.

Size 1'+ 2'+ 3'+ 4'+ 5-6'+ 7'+ 8'+ 10'+ 12'+
Fighting skill 0 -1 -2 -1 0 +1 +2 +3 +2
AC Melee 0 -1 -2 -1 0 +1 +2 +3 +2
AC Missiles +5 +3 +2 +1 0 -1 -2 -3 -4

Sex

Females automatically lose 1 strength from their starting attributes but gain an additional Major asset of their choice. These modifiers are made after all racial modifiers but before height and weight modifiers.

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 the maxiumum for the race

This is checked after all modifications have taken place. If there is a conflict the player may chose which statistic to reduce. The point is lost and may not be reused elsewhere.

Age

As characters grow older, their bodies change and they generally become more mature mentally. The following modifiers are used at the indicated age categories:

Age Str Int Wis Con Dex Per Hgt Wgt
Middle age -1 +1 +1 -1 -1 -1 -1% +5%
Old -1 1 +1 -1 -1 -1 -2% -2%
Venerable -1 - - -1 -1 -1 -5% -5%

All effects are cumulative - racial maximums may not be exceeded.

Race Start Middle age Old Venerable
Barbarian 15 40 50 75
Dwarf 40 125 165 250
Elf 100 175 230 350
Gnome 60 100 130 200
Hobbit 20 50 70 115
Human 16 45 60 90

Carrying ability

All items have both a bulk factor and a weight and characters have an individual limit upon both. The weight limit is based upon their strength and the bulk upon their build. Characters may carry more than this limit but this reduces their movement rate. The maxima are given by:

Weight = 25 + strength x 3 lb.

Bulk = 2 x height (inches) + weight /2 (lb.)

Detailed movement speed calculation

For each 2% that bulk or weight are over the maximum the movement rate is reduced by 1%. The movement rate is reduced to the next 1/2 mph.

e.g. A 5'10" human weighing 200 lbs and strength of 2 has limits of

Weight = 25 + 2 x 3 = 31 lb.

Bulk = 2 x 70 + 200 / 2 = 240 units

If they carry 59 lb. and 288 bulk units they are over the limits by 15% and 20% respectively for a total of 35%. Their movement is reduced by 17.5% i.e. from 3 mph to 2.475 mph. This is rounded to 2.0 mph.

Alternate simplified system for calculating speed

For each full or partial unit of carrying capacity movement drops by 1/2 mph

In the previous example both weight & bulk are over the limit so speed is reduced by 1 mph to 2 mph.

Movement

Each character has a base movement rate of 1/2 mph + 1/2 mph for every foot of height (roll % for parts of a foot).

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