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Chapter - Derived Attributes

The document outlines the character creation process for an adventure game, focusing on age selection, naming, and attributes. Players can choose their character's age, which affects their skills and attributes, and they can assign scores to six base attributes that determine their capabilities. Additionally, it describes derived ratings like movement, hit points, and skills that influence gameplay.

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Tony Bates
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0% found this document useful (0 votes)
3 views2 pages

Chapter - Derived Attributes

The document outlines the character creation process for an adventure game, focusing on age selection, naming, and attributes. Players can choose their character's age, which affects their skills and attributes, and they can assign scores to six base attributes that determine their capabilities. Additionally, it describes derived ratings like movement, hit points, and skills that influence gameplay.

Uploaded by

Tony Bates
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

AGE NAME

The next step is choosing your age. Many adventurers leave Once you have chosen your kin and profession it is time to
their village at a young age, but sometimes older individ- name your adventurer. Each kin has a list of six names that
uals are forced out to hunt for treasure among the ruins. are typical for that kin. Choose or roll one of these names,
Age is divided into three categories: young, adult, and old. or make up your own if you prefer.
You choose your age freely or let the die decide.
Older age means that you start the game with lower Nicknames: A common custom for adventurers is to take
attributes but higher skill ratings – see the table below. a nickname, often one that says something about your
Modifications to the attributes below do not stack. Your appearance, your personality, or your personal history.
age in years depends on your kin and has no mechanical You can choose a nickname at the start of the game or add
significance. one later if you prefer. A number of typical nicknames are
listed by your profession.

EFFECTS OF AGE

D6 AGE TRAINED SKILLS* ATTRIBUTES†

1–3 Young 6+2 AGL and CON +1

4–5 Adult 6+4 —


6 Old 6+6 STR, AGL, and CON –2, INT and WIL +1

* Six trained skills must be selected from your profession, the rest may be chosen freely. † Up to a maximum of 18.

ATTRIBUTES
Your adventurer has six base attributes that indicate your five more times until you have assigned a score to each
basic physical and mental capabilities, on a scale from 3 to attribute. You must assign each score as you roll them, but
18. The higher the score, the better. once done you may swap two scores.
Then you adjust your attributes based on your age.
Starting Scores: Roll 4D6 and remove the worst die, Note that you can never have more than 18 in an attribute,
which gives you a score between 3 and 18. Assign that regardless of your age. Once assigned, your attributes
score to an attribute of your choice. Repeat this process rarely change during the game.

Strength (STR): Raw muscle power.


OTHER METHODS
Constitution (CON): Physical fitness and resilience.
There are many other ways to determine the
Agility (AGL): Body control, speed, and fine motor skills.
player characters’ attributes, such as rolling
for all of them and then distributing the results
Intelligence (INT): Mental acuity, intellect, and reason-
afterwards or adding up the rolls into a big pool
and distributing the points freely. As long as you
ing skills.
all agree in the group, you can use any method
Willpower (WIL): Self-discipline and focus.
you prefer

Charisma (CHA): Force of personality and empathy.

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DERIVED RATINGS
Based on your attributes, you have a number of derived DAMAGE BONUS
ratings that are used in various ways. Your damage bonus increases the damage inflicted by your
attacks. You have two separate damage bonuses – one for
STR-based weapons and one for AGL-based weapons.
MOVEMENT
This rating determines how many meters you can run in a STR/AGL DAMAGE BONUS
round of combat (page 43). It is based on your kin, then
≤12 —
modified by your AGL.
13–16 +D4
KIN MOVEMENT
17+ +D6
Human 10
Halfling 8
HIT POINTS (HP)
Dwarf 8
This rating determines how much damage you can take.
Elf 10 Your maximum number of HP is equal to your CON, but
Mallard 8 can be increased by the heroic ability Robust. For more
information about damage, see chapter 4.
Wolfkin 12
AGL 1–6 –4
WILLPOWER POINTS (WP)
AGL 7–9 –2 Willpower Points are used for magic, as well as innate and
AGL 13–15 +2 heroic abilities. Your maximum number of WP is equal
to your WIL, but can be increased by the heroic ability
AGL 16–18 +4
Focused.

SKILLS
Skills represent knowledge and abilities you have acquired ATTRIBUTE BASE CHANCE
during (or prior to) your life as an adventurer. They are
1–5 3
important, as they determine how effectively you can per-
form certain actions in the game. There are thirty core skills 6–8 4
in the base game, and they are all described in detail in the
9–12 5
next chapter. Your skills are measured by skill level on a scale
from 1 to 18. The higher, the better. 13–15 6

16–18 7
Base Chance: Every skill is connected to an attribute,
which determines your base chance in that skill. This is
indicated on the character sheet and in chapter 3. The base those listed by your profession. The rest (two, four, or six
chance is a “free” skill level that you get automatically. See depending on your age) are chosen freely. You can increase
the table to the right. your skill levels during the game.

Starting Skill Levels: In addition to the base chances, Secondary Skills: Beyond the core skills there are second-
you start out with a number of trained skills – eight, ten, ary skills, such as the schools of magic. In this base game,
or twelve depending on your age. At the start of the game, you don’t get a base chance in any secondary skills, but
your level in a trained skills is equal to twice the base future expansions and supplements may modify this.
chance. Six of your trained skills must be selected from

C H A P T E R 2 – Y our P layer C haracter

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