Initial attributes are determined with a roll of 2 10-sided dice (2d10). This results in a number of 2 to 20. This number is then modified by your character's race and class. Do this for each attribute (so all three are between 2 and 20) and assign these three numbers as you want to for each attribute. When modified by race and class, this number cannot fall below 1. It can also never go above 100. When applying class and race bonuses, add the bonuses/subtract the penalties from each other before modifying your attribute. For example, if you rolled a 4 for fitness, your race lowers it by 5, and your class raises it by 5, if you do it correctly, your score will be 4 (+5 and -5 cancel each other our for no bonus or penalty). If incorrect, you would get 6 (4 - 5 for 1, 1 + 5 for 6).
A test of these attributes is done with 2d10 (when a check is necessary), with one of the dice representing the ones place, the other representing the tens place. Two zeros (or 10s) are 100, which is a critical failure and not only do you fail the test, but something bad related to the test could also happen (if, for example, your character is trying to roll a boulder up a hill, has fitness of 50, and gets the critical failure, the boulder could roll over them, doing damage unless they pass a speed test. If the speed test results in success, they evaded the boulder and it rolls down the hill). You want to get a number LESS than the your character's score for success. The roll may be modified by a bonus of a negative number (you have a bonus of -5, your character's fitness is 50, you roll a 53, you'll succeed, because your modified roll would be 48).
Fitness: Affects damage, HP, and damage resistance. High fitness is a necessity for fighters and spiritualists. For every 10 points in fitness, damage goes up by 1 (so fitness of 40-49 gives a bonus of 4 damage, 50-59 gives 5 more damage) with all melee and thrown weapons.
Mind: Affects magic damage and magic resistance. High mind is a necessity for mages and spiritualists. For every 10 points in mind, damage and restoration go up by 1 (so fitness of 40-49 gives a bonus of 4 damage/healing, 50-59 gives 5 more damage/healing) with skills and magic. Magic resistance is a chance to receive half damage from a successful magic attack against the character. It is a chance equal to Mind + Character Level - Attacker Level, so a character with Mind 50 at level 3 being magically attacked by something at level 10 would have magic resistance of 43 (50 + 3 - 10).
Speed: Affects how many attacks per turn and evasion. High speed is a necessity for rogues. For every 10 points in speed, damage goes up by 1 (so speed of 40-49 gives a bonus of 4 damage, 50-59 gives 5 more damage) with bows and light melee weapons.
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