THE CHARACTERS OF THE GAME
Each player must create a character in order to play. Like in any good movie or novel, the more thought and
time that is placed into the character the more alive that character will seem. Each character will have several
characteristics that will determine his or her abilities. These are detailed below.
ATTRIBUTES
A character's attributes determine his or her abilities before, or without, skills, equipment, or magic. They
describe, among other things, how strong, fast, and intelligent the character is. The attributes are:
- AGILITY (AGL): A measure of a character's poise, grace, and general fleetness of foot and leg.
- AWARENESS (AWA): This attribute determines how aware a character is of his or her surroundings.
- DEXTERITY (DEX): This is a measure of a character's hand-eye coordination and sense of touch.
- HEALTH (HEA): This attribute rates a character's physical health and fitness.
- INTELLECT (INT): This attribute measures a character's intelligence, memory, and general mental power that
can be used to solve problems.
- STRENGTH (STR): This is a measure of the raw physical power that a character has.
- WILLPOWER (WIL): This is a measure of a character's force of will. It is used to stand up to frightening situations
and to save against spells.
The above attributes are determined by rolling 8D10, once for each attribute. The values rolled are placed in whichever
attribute desired by the player. However, there are three attributes that are also needed, but these have some
strange aspect about them, which is why they are determined separately.
- BEAUTY (BEA): A measure of how attractive a character is. This attribute is based upon a human's sense of beauty.
This attribute cannot be increased through the use of skill slots during the game. This attribute is determined
by rolling 9D10, + racial modifiers.
- CHARISMA (CHA): This attribute is a combination of a character's leadership ability and like-ability. The higher
a character's charisma, the greater the chance that people will do what he or she wants. This attribute starts
at 35+1D10, + racial modifiers. This attribute changes during the game at the discretion of the game master.
- LUCK (LUC): Luck is an intangible attribute. It will affect almost all die rolls that a player will make for
his or her characters. This attribute cannot be changed through the use of skill slots during the game. It is determined
by rolling 9D10, + racial modifiers.
SENSES & OTHER CHARACTER CHARACTERISTICS
Once a character's attributes are determined, there are a few other characteristics that must be determined.
The initial values are based upon the attributes of the character.
- DAY VISION: This is how far the character can see. In actual play, the character can see farther than this
value, but this is only as far as the GM needs to draw out the map. The character's day vision is based upon the
character's race.
- NIGHT VISION: This is similar to the character's day vision. The difference is that this is used during nighttime,
or when there is very little light. There must be at least some light to be able to use night vision. This sense
will not work if there is no light at all.
- HEARING: This is the character's sense of hearing. It is a modifier to ¼ the character's AWA attribute.
To use, the character must take ¼ of his or her AWA attribute, and apply the modifier. This is the percent
chance that the character has to hear a sound that he or she is not actively listening for. The modifier is based
upon the race of the character.
- SMELL/TASTE: This is the character's ability to smell or taste something. It is used exactly like the character's
sense of hearing. The modifier is also based upon the character's race.
- INJURY POINTS (IP): This is the amount of physical abuse and injury a character can withstand before falling
into a coma and dying. It is equal to a character's HEA attribute, plus 1d10 + 1/10th HEA at certain levels.
- MOVEMENT (MOV): This determines how far a character can move in one round. It is measured in feet per round
(FPR). Each value should be rounded to the nearest 5 ft.
Table 1. Movement Rates
Number of Feet / Round
|
Movement Category
|
AGL + HEA ÷ 2
|
Run
|
AGL + HEA ÷ 2 x .75
|
Trot
|
AGL + HEA ÷ 4
|
Jog
|
AGL + HEA ÷ 8
|
Walk
|
- NUMBER OF ACTIONS: Some characters will be able to perform more actions in a round than others. To determine
the number of actions that a character can make in one round, add together the character's AGL+DEX. Then consult
the table below. More actions will be gained as the character grows in experience.
Table 2. Actions from Attributes
Agility & Dexterity Total
|
Initial Actions
|
02 - 150
|
1
|
151 +
|
2
|
- CARRY WEIGHT: This is the number of pounds a character can carry. The more a character carries, the slower
he or she can move. The chart below shows the amount that can be carried, the maximum the character can move and
a penalty to the number of actions that the character can make.
Table 3. Personal Encumbrance
Lbs. Carried
|
Maximum Movement
|
Action Penalty
|
Strength + Health ÷ 4
|
Run
|
- 0
|
Strength + Health ÷ 2
|
Trot
|
- 0
|
Strength + Health x .75
|
Jog
|
- 1
|
Strength + Health
|
Walk
|
- 2
|
- HEALING INJURY: When characters become injured, they must spend time healing and recuperating. Healing spells
and potions only heal injury. They do nothing for fatigue, soreness, and stiffness. During an adventure, all of
the injury taken should be added together for each character. This is called Accumulated Injury. At the end of
the adventure subtract the character's Health from this total. The remainder is the total accumulated injury that
must be healed before the adventurer is in top physical condition. For each day of complete and total rest, the
character will heal 1D10 + 1/10 HEA injury points. Actual current injury is healed first, accumulated is healed
second.
- MAGICAL ABILITY: Magic is very real in this game. Many occupations rely upon some sort of magical skill. To
determine how much magical ability that a character has, add together his or her INT+WIL. Note that the "Cast
Spells" appropriate to the arkana must also be known to cast spells.
Table 4. Magical Aptitude
Intellect + Willpower
|
Initial Arkana
|
02 - 130
|
No magical ability
|
131 - 150
|
1 possible arkana
|
151 - 170
|
2 possible arkana
|
171 - 190
|
3 possible arkana
|
191 +
|
4 possible arkana
|
- Physical Spells are spells that affect a person's body or the physical aspect of objects. Such spells
include healing injury, temporarily increasing a physical attribute, or causing a physical object to crumble.
- The Mental Arkana spells affect the mind or the senses of one or more beings. Such spells include paralysis,
blindness, illusion, or the ability to see or hear better than normal.
- Energy Spells harness the powers of nature for fantastic, and often destructive, purposes. These spells
include such things as causing explosions and hurling lightning bolts.
- The spells of the Power Arkana are potentially the most powerful. These spells combine aspects of the
other three Arkana. Power spells include teleportation, flight, or causing another spell to become permanent.
© J.K. Wykowski & Trey Coonrod