Player's Handbook · Chapter 3

Characteristics and Attributes

Seven Characteristics describe your body and mind. Attributes hang off those numbers. You will look at both constantly—when you spend Luck, when you soak a blow on the thigh, when the Games Master asks for Initiative.

The seven Characteristics

CharacteristicMeasuresFalls to zero means…
STR StrengthRaw physical power; lifts, blowsCannot move or lift
CON ConstitutionHealth and hardinessDeath
SIZ SizeMass, height, and weight— (rarely reduced)
DEX DexterityAgility, balance, reflexesFunctional paralysis
INT IntelligenceCognitive ability and creative witsMindlessness
POW PowerSoul, spirit, drive, magical capacityNo independent will
CHA CharismaPresence and personality (not looks)Social incapacity—painfully shy or antisocial

Generating humans

Pick one method for the whole table:

MethodHow
Dice Roll3d6 for STR, CON, DEX, POW, CHA; 2d6+6 for SIZ and INT. Take results as rolled.
Dice Roll, AssignSame dice groups, but you may swap values within a group (3d6 scores among themselves; 2d6+6 among themselves).
Dice Roll, HighOne extra die on each Characteristic; drop the lowest die of each roll.
Points Build80 points to assign. No Characteristic below its dice minimum or above its dice maximum.

Decide concept after dice-roll methods if the numbers refuse a preconceived role.

Attributes

Action Points

You have 2 Action Points each Combat Round. Spend them to attack, cast, move, parry, evade, and more. Unused points do not carry into the next Round.

Damage Modifier

Add STR+SIZ and read the table. The modifier is an extra die applied to weapon (or forced) damage. If a negative modifier takes damage to zero or less, no injury is inflicted.

STR+SIZDamage Modifier
5 or less–1d8
6–10–1d6
11–15–1d4
16–20–1d2
21–25+0
26–30+1d2
31–35+1d4
36–40+1d6
41–45+1d8
46–50+1d10
51–60+1d12
61–70+2d6
Each further bandContinue the progression

Experience Modifier

CHA adjusts how many Experience Rolls you receive when the Games Master awards them.

CHAModifier
6 or less–1
7–12+0
13–18+1
Each +6+1 more

Healing Rate

CONHealing Rate
6 or less1
7–122
13–183
Each +6+1

Healing Rate is how many Hit Points a location recovers per day (Minor Wound), week (Serious), or month (Major)—see Wounds and Hazards.

Hit Points by location

Humans have seven locations. Add CON+SIZ and read Hit Points for Head, Chest, Abdomen, each Arm, and each Leg.

Location1–56–1011–1516–2021–2526–3031–3536–40Each +5
Head12345678+1
Chest345678910+1
Abdomen23456789+1
Each Arm11234567+1
Each Leg12345678+1

Roll 1d20 for humanoid hit locations in combat: 1–3 Right Leg, 4–6 Left Leg, 7–9 Abdomen, 10–12 Chest, 13–15 Right Arm, 16–18 Left Arm, 19–20 Head.

Initiative

Initiative Modifier = average of DEX and INT. In a fight you roll 1d10 + this value (armour's highest Armor Points subtract from the roll). Highest acts first.

Luck Points

POWLuck Points
6 or less1
7–122
13–183
Each +6+1

Luck refreshes at the start of each session. How you spend it is covered in The Core Game.

Magic Points (and Power Points)

Equal to POW. Magicians spend Magic Points; superheroes spend Power Points from the same sized pool. Empty pool means no more casting or Boosts until recovery.

Movement Rate

Humans move 6 metres as a Move Action base. Other species differ. Climbing, crawling, jumping, and swimming adjust that rate further in combat.

What the numbers feel like

A Characteristic around the racial average is competent everyday life. High teens stand out in a crowd. Points Build and high-rolling methods push heroes above the pack; even then, a shortsword and bad luck among Hit Locations keep you mortal. Trust Luck Points and good cover more than raw STR when guns enter the scene.

Manual updated Jul 30, 2026.