Attributes
- Primary Attributes:
- Strentgh:the character's physical strength.
- Dexterity:this is a measure of the character's agility and coordination.
- Stamina:this is a measure of the character's endurance and overall health.
- Quickness:this is a measure of the character's reflex and quickness.
- Intelligence:the ability to learn or to figure something.It relates to
abstract thinking skills.
- Education:the raw character's knowledge.
- Will:the character's mental strength.
- Stability:this is a measure of how easily a character's sanity is
influenced.A character with a high Stability won't go insane as quickly as
one with a low stability.
- PSI:the character's psychic strength.
- Charisma:the character's ability to communicate with others.
- Tech:the character's ability with technology.
- Social standing: indicates the social class and level of society from which
the character (and his or her family) comes.
This table gives equivalent Social Standing for a given Human Empire
nobility rank.
Social Standing | Nobility Rank |
16 | Knight |
17 | Baron |
20 | Count |
22 | Duke |
24 | Emperor |
- Listen:characters use their Listen attribute to see if they can hear
something that might otherwise not have drawn their attention.
- Spot:characters use their Spot attribute to determine if they can see
something partially hidden or just out of the ordinary.There are two scores,
one for the day,the other for the night.
- Secondary Attributes:
- Size Modifier:gives a rough indication as how large is the character.It's
a modifier to the chance of being hit by a ranged weapon.Human's average is 0.
Here's a table you could use for calculating the size modifier,but remember
a little but large aim can have a higher Size Modifier than a tall but thin
one.
Size | Size Modifier |
1' to 1'12" | -3 |
2' to 2'12" | -2 |
3' to 4'12" | -1 |
5' to 6'12" | 0 |
7' to 7'12" | +1 |
8' to 8'12" | +2 |
- Speed:average running speed is 20 kph .Speed is calculated by adding 5 kph
for every one Quickness level higher than 10,or by substracting 2 kph for
every one Quickness level lower than 10.
- Resistance:it's the character's resistance to injuries,the lower the
Resistance the more injury prone is the character.Resistance is based on Stamina.
Stamina | Resistance |
1-3 | -3 |
4-6 | -2 |
7-9 | -1 |
10 | 0 |
11-12 | +1 |
13-16 | +2 |
- Injury Bonus:the stronger you are,the heavier the injuries you'll
inflict.Injury Bonus is based on Strength.
Strength | Injury Bonus |
1-3 | -3 |
4-6 | -2 |
7-9 | -1 |
10 | 0 |
11-12 | +1 |
13-16 | +2 |
- Hit Points:Hit Points(HPs) are your ability to survive injury without losing
consciousness.When your character is injured,you'll lose HPs.If your HPs fall
below 1,your character falls unconscious.If you lose more than 2 times your
maximum HPs,you're dead! Character's HPs are based on Stamina and race
specification.
- Initiative:the higher the initiative,the faster in combat you'll be.
Initiative is the average (round down) of Quickness and Intelligence.
- Focus:it tells the character how many skills he can improve at one time.
Characters don't improve with every skills they use.All the aspects of
improvement are described in the Experience chapter.
Focus is equal to Intelligence/3 (round down).
- Sanity:it's the measure of the character's level of sanity.
Sanity=(Stability+Will)*3
- Encumbrance:the maximum encumbrance is equal to 50*(1.25)power(Strength-10).
Strength | Max Encumbrance (in kg) |
6 | 20 |
7 | 25 |
8 | 30 |
9 | 40 |
10 | 50 |
11 | 60 |
12 | 75 |
13 | 95 |
14 | 120 |
15 | 150 |
16 | 190 |
17 | 235 |
18 | 300 |
- ResPSI:represents the resistance to PSI powers.
PSI>5 | resPSI=PSI |
PSI<6 | resPSI=15-PSI |
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