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
| Characteristic | Measures | Falls to zero means… |
|---|---|---|
| STR Strength | Raw physical power; lifts, blows | Cannot move or lift |
| CON Constitution | Health and hardiness | Death |
| SIZ Size | Mass, height, and weight | — (rarely reduced) |
| DEX Dexterity | Agility, balance, reflexes | Functional paralysis |
| INT Intelligence | Cognitive ability and creative wits | Mindlessness |
| POW Power | Soul, spirit, drive, magical capacity | No independent will |
| CHA Charisma | Presence and personality (not looks) | Social incapacity—painfully shy or antisocial |
Generating humans
Pick one method for the whole table:
| Method | How |
|---|---|
| Dice Roll | 3d6 for STR, CON, DEX, POW, CHA; 2d6+6 for SIZ and INT. Take results as rolled. |
| Dice Roll, Assign | Same dice groups, but you may swap values within a group (3d6 scores among themselves; 2d6+6 among themselves). |
| Dice Roll, High | One extra die on each Characteristic; drop the lowest die of each roll. |
| Points Build | 80 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+SIZ | Damage 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 band | Continue the progression |
Experience Modifier
CHA adjusts how many Experience Rolls you receive when the Games Master awards them.
| CHA | Modifier |
|---|---|
| 6 or less | –1 |
| 7–12 | +0 |
| 13–18 | +1 |
| Each +6 | +1 more |
Healing Rate
| CON | Healing Rate |
|---|---|
| 6 or less | 1 |
| 7–12 | 2 |
| 13–18 | 3 |
| 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.
| Location | 1–5 | 6–10 | 11–15 | 16–20 | 21–25 | 26–30 | 31–35 | 36–40 | Each +5 |
|---|---|---|---|---|---|---|---|---|---|
| Head | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | +1 |
| Chest | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | +1 |
| Abdomen | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | +1 |
| Each Arm | 1 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | +1 |
| Each Leg | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | +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
| POW | Luck Points |
|---|---|
| 6 or less | 1 |
| 7–12 | 2 |
| 13–18 | 3 |
| 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.