Lost Souls Main Page                 Midian Contents                 Site Search

Forums                 Battle Scars                 F.A.Q.



Social                 Knowledge                 Wits                 Willpower                 Agility                 Stamina                 Strength                 Miscellaneous






Attributes


Attributes are the most basic defining trait of a character. They show how strong, how smart, or how pretty someone (or something) is. There are nine attributes divided into 4 categories: social (Appearance, Personality, & Grace); mental (Knowledge, Wits, & Willpower); physical (Strength, Agility, & Stamina); and lastly the miscellaneous category (Awareness, Speed, and Common Sense).

When rolling for attributes the rule of "from one—many" applies. This means that each time you roll a "1" you add another dice. Example: if you rolled: 1, 1, 6, 5, on 4D6 then you add 2 more D6's (one dice for each "1" rolled) to the existing total of 13; you continue to do this as long as you roll ones. No "roll & keep the highest," or "re-roll ones & twos," none of that crap; you get what you roll, but there are plenty of opportunities to increase your attributes during character creation. For now, let the dice fall where they may. This rule does allow for unlimited attribute scores at character creation; however, you will have to get there a point at a time.

The dice rolled is determined by your species/race. For example, Trolls have a Common Sense of 2D8+1. This means that you roll an 8-sided die twice & add one to the result.

You can increase your attributes much in the same manner as you increase your skills. The 'free' increase is to add 1 to one attribute of your choice every 3 levels. You may petition the Game Master for additional increases through exercise, education, etc. Attribute points may also be gained (and lost) due to bonuses from your class or during play. The charts go up to 25, but the ratings are open-ended and unlimited, and social attributes can go below 0 into negative numbers.



Social Attributes

Appearance is how good you look, personality is verbal interaction, and grace is the more subtle factors such as how you move or act. The sad reality of the world (as in reality) is that people make their first impressions of someone primarily on appearance. Beauty is in the eyes of the beholder—that is your effective appearance is based on your race and theirs (see the Comparative Appearance chart in the Interaction chapter). Reputation is affected only by the base rating, not effective level. Personality affects many skills that involve communication and can be used to sway in favour or against, depending on the skills selected. Personality isn't necessarily how nice or likeable you are, but how strong your personality is. Someone with a powerful personality will dominate a conversation regardless of whether or not anyone likes her or agrees with her. Grace is a highly desirable trait amongst the upper classes in the Kingdom of Formour with their frequent masked balls, as well as with the elves who allow only the most graceful to become BladeDancers. Social retests allow the listed numbers of re-rolls to social skill use per encounter. Social attributes can fall below 0 into negative numbers.

"It's no coincidence that beauty, charm, and wealth often go hand-in-hand; it's all a matter of superior breeding."
        ——Duchess Camille of Possen just before her death during a peasant uprising
Rating Appearance Personality Grace
0 Or Lower No Longer Resembles Own Race
+12 Reputation
Speech Cannot Be Understood Traits: Eerie Presence, Jinx, & Threatening
1 +8 Reputation Traits: Jerk & Irritating Trait: Eerie Presence
2 +5 Reputation Traits: Jerk & Irritating Trait: Eerie Presence
3 +4 Reputation Traits: Jerk & Irritating Trait: Eerie Presence
4 +3 Reputation Trait: Irritating Trait: Eerie Presence
5 +2 Reputation Trait: Irritating  
6 +1 Reputation Trait: Irritating  
7      
8      
9      
10      
11   +1 Contact, (Associate Only)  
12   +1 Contact (Buddy Or Associate)  
13 +1 Reputation +1 Contact (Any level) 1 Social Retest
14 +1 Reputation +2 Contacts (1 Associate, & 1 Any level) 1 Social Retest
15 +2 Reputation +2 Contacts (Any levels) 1 Social Retest
16 +2 Reputation +1 Bonus Social Skill, +2 Contacts 2 Social Retests
17 +3 Reputation +1 Bonus Social Skill, +3 Contacts 2 Social Retest
18 +4 Reputation +2 Bonus Social Skills, +3 Contacts 2 Social Retests
19 +5 Reputation +2 Bonus Social Skills, +4 Contacts 3 Social Retests
20 +6 Reputation +2 Bonus Social Skills, +5 Contacts 3 Social Retests
21 +7 Reputation +3 Bonus Social Skills, +5 Contacts 4 Social Retests
22 +8 Reputation +3 Bonus Social Skills, +6 Contacts 4 Social Retests
23 +9 Reputation +3 Bonus Social Skills, +7 Contacts 5 Social Retests
24 +10 Reputation +4 Bonus Social Skills, +7 Contacts 5 Social Retests
25 +11 Reputation +4 Bonus Social Skills, +8 Contacts 6 Social Retests




Knowledge

Knowledge is much like I.Q. It is a broad overview of how much you know rather than specific skills and measures memory and starting skills as well as being the attribute used most often for skills. This attribute may also be used as a default "trivia skill" for when your character might know something that you as a player wouldn't—as always, attribute checks such as these are made by rolling the rating or lower on 2D20. Each free upgrade either adds +1 to the level of a proficiency-type skill, or moves an apprenticeship up to journeyman level or journeyman to master. The free upgrade or bonus Prodigy trait allows you to exceed the normal maximums (journeyman or proficiency level III) for a starting character. Some skills count as 2 skill selections for determining starting skills. Chance to Learn is the percentage chance that the character has to successfully learn a new skill. See the Learning Skills section of the Character Development chapter.

"What you know IS what you are."
        ——Neprita Farroamming, Human loremistress
Rating Starting Skills / Skill Points Chance To Learn
0 None None—Untrainable
1 1 (Basic Or Proficiency Only) 4%
2 2 8%
3 3 12%
4 5 16%
5 7 20%
6 8 24%
7 10 28%
8 12 32%
9 14 36%
10 15 40%
11 17 44%
12 18 +1 Bonus Apprenticeship 48%
13 20 +1 Bonus Apprenticeship 52%
14 22 +1 Bonus Apprenticeship Or Technical Skill 56%
15 24 +1 Bonus Apprenticeship Or Technical Skill 60%
16 26 +1 Bonus Apprenticeship Or Technical Skill 64%
17 27 +2 Bonus Apprenticeships/Tech Skills Or Free Upgrade Of 1 Skill 68%
18 29 +2 Bonus Apprenticeships/Tech Skills Or Free Upgrade Of 1 Skill 72%
19 31 +2 Bonus Apprenticeships/Tech Skills Or Free Upgrade Of 1 Skill 76%
20 32 + Prodigy Trait & +2 Bonus Apprenticeships/Tech Skills/Upgrades 80%
21 34 + Prodigy Trait & +2 Bonus Apprenticeships/Tech Skills/Upgrades 84%
22 36 + Prodigy Trait & +2 Bonus Apprenticeships/Tech Skills/Upgrades 88%
23 38 + Prodigy Trait & +2 Bonus Apprenticeships/Tech Skills/Upgrades 92%
24 40 + Prodigy Trait & +2 Bonus Apprenticeships/Tech Skills/Upgrades 96%
25 42 + Prodigy Trait & +2 Bonus Apprenticeships/Tech Skills/Upgrades Automatic




Wits

Wits is how fast your brain works. Being quick-witted keeps you on your toes in social situations as well as alive in combat. This is used for skills that require you to think fast and adds to initiative rolls in combat. Normally the defender wins ties in combat—unless the attacker has a sufficiently high Wits score, in which case he or she successfully attacks in the event of a tie. This doesn't apply if the defender also has a Wits of 14 or higher, in which case the two Wins Defence Ties benefits cancel each other and the defender again wins the tie. Interrupts can be used even if the character was surprised or otherwise would lose initiative. Wits is can also be used for learning new skills.

"Take charge of the situation. If you can't talk your way out of something—get in the first shot."
        ——Chellew the glib, Human bard (deceased)
Rating Initiative Dodge/Parry Other Bonuses
0 Always Last Impossible No Defence Possible
1 -15 -13  
2 -12 -9  
3 -9 -6  
4 -7 -4  
5 -5 -3  
6 -3 -2  
7 -2 -1  
8 -1 0  
9 0 0  
10 0 0  
11 0 +1  
12 +1 +1  
13 +1 +2  
14 +2 +2 Wins Defence Ties
15 +3 +3 Wins Defence Ties
16 +3 +3 Wins Defence Ties
17 +4 +4 1 Interrupt Per Fight & Wins Ties
18 +5 +4 1 Interrupt Per Fight & Wins Ties
19 +5 +5 1 Interrupt Per Fight & Wins Ties
20 +6 +5 1 Interrupt Per Fight & Wins Ties
21 +7 +6 2 Interrupts Per Fight & Wins Ties
22 +7 +6 2 Interrupts Per Fight & Wins Ties
23 +8 +7 2 Interrupts Per Fight & Wins Ties
24 +9 +7 2 Interrupts Per Fight & Wins Ties
25 +9 +8 3 Interrupts Per Fight & Wins Ties




Willpower

Willpower is the strength of the character's will. It involves concentration and maintaining a strong sense of self, making it a useful trait for those seeking the more mystical occupations. This affects your ability to resist mind-affecting assaults (save vs. mental), attacks of the nervous system (save vs. paralysis), major modifications to the body (save vs. shapeshift/petrification), as well as affecting the will to live (Life Point bonus). Note that someone with a 0 will has no true will of their own and simply reacts to outside stimulus and always fails system shock rolls; examples include zombies or automata. Life Points of a living thing never fall below 1 no matter what the attribute scores—without taking damage that is.

"I'm not gonna, and you can't make me!"
        ——any given 3-year-old
Rating Life Point Bonus Save Vs. Mental Save Vs. Paralysis Save Vs. Shapeshift & Petrification
0 No Will To Live Cannot Save -7 -12
1 -5 -15 -6 -9
2 -4 -12 -5 -7
3 -3 -9 -4 -6
4 -2 -7 -3 -5
5 -2 -5 -2 -4
6 -1 -4 -1 -3
7 -1 -3 -1 -2
8 0 -2 0 -1
9 0 -1 0 0
10 0 0 0 0
11 +1 +1 0 0
12 +1 +1 0 +1
13 +2 +2 +1 +1
14 +2 +2 +1 +1
15 +3 +3 +1 +2
16 +3 +3 +2 +2
17 +4 +4 +2 +2
18 +4 +4 +2 +3
19 +5 +5 +3 +3
20 +5 +5 +3 +3
21 +6 +6 +3 +4
22 +6 +6 +4 +4
23 +7 +7 +4 +4
24 +7 +7 +4 +5
25 +8 +8 +5 +5




Agility

Agility is how quick and skilful a character is. It is coordination and dexterity. The attack number is added to the roll to strike in both close-quarters and ranged combat. Armour Class adds to the armour class—this makes you harder to hit by increasing your reflexes. Dodge & parry add to those manoeuvres. Initiative is an important modifier as it helps you attack first.

"I can hit you, but you'll never hit me."
        ——Durskan the nimble
Rating Attack Armour Class Dodge Parry Initiative
0 Cannot move—can only thrash about wildly -7
1 -7 -7 -8 -9 -5
2 -6 -6 -7 -8 -4
3 -5 -5 -6 -7 -3
4 -4 -4 -5 -6 -2
5 -3 -4 -4 -5 -1
6 -3 -3 -4 -4 -1
7 -2 -3 -3 -3 Normal
8 -1 -2 -2 -2 Normal
9 -1 -1 -1 -1 Normal
10 0 0 0 0 Normal
11 +1 0 +1 0 Normal
12 +1 +1 +1 +1 Normal
13 +1 +1 +2 +1 Normal
14 +2 +1 +2 +1 Normal
15 +2 +2 +3 +2 +1
16 +3 +2 +3 +2 +1
17 +3 +2 +4 +2 +1
18 +3 +3 +4 +3 +2
19 +4 +3 +5 +3 +2
20 +4 +4 +5 +4 +2
21 +5 +4 +6 +4 +3
22 +5 +5 +6 +5 +3
23 +6 +5 +7 +5 +3
24 +6 +6 +7 +6 +4
25 +7 +6 +8 +6 +4




Stamina

This represents how tough someone is. This is how long you last and how hard you are to kill (I know the obvious jokes about 'long & hard'). Stamina measures how many Life Points you start out with, how fast you heal, how difficult it is to take you down with a special attack (saving throws and shock), as well as how close to death you can be and still function. The saving throws that stamina helps with are: chemicals/poisons, environmental (fire & cold), and crushing blows.

"If you are the only one left standing, then you're the obvious winner."
        ——Last surviving (and quite wealthy) member of a dwarven adventuring guild who wishes to remain anonymous
Rating Starting Life Points Life Point Healing Rate Hit Point Healing Rate Save Vs. Chemical/Poison Save Vs. Fire/Cold Save Vs. Crushing System Shock
0 Dead None None -6 -6 -5 Dead
1 3 1/10 Days 1/7 Days -5 -5 -5 30%
2 3 1/9 Days 1/5 Days -4 -5 -4 35%
3 4 1/8 Days 1/3 Days -3 -4 -4 40%
4 4 1/7 Days 1/2 Days -2 -3 -3 45%
5 5 1/7 Days 1/2 Days -2 -2 -3 50%
6 5 1/6 Days 1/Day -1 -1 -2 55%
7 6 1/5 Days 1/Day -1 -1 -2 60%
8 6 1/6 Days 1/Day -1 -1 -1 65%
9 7 1/3 Days 1/Day 0 0 -1 70%
10 7 1/3 Days 1/Day 0 0 0 75%
11 8 1/3 Days 1/Day 0 0 +1 80%
12 8 1/2 Days 1/Day +1 +1 +1 85%
13 9 1/2 Days 1/Day +1 +1 +2 90%
14 9 1/2 Days 1/Day +1 +2 +2 92%
15 10 1/Day 1/Day +2 +2 +3 94%
16 10 1/Day 1/12 Hours +2 +3 +3 96%
17 11 1/Day 1/12 Hours +3 +3 +4 98%
18 11 1/12 Hours 1/12 Hours +3 +3 +4 99%
19 12 1/12 Hours 1/6 Hours +4 +4 +5 100%
20 12 1/12 Hours 1/6 Hours +4 +4 +5 100%
21 13 1/10 Hours 1/6 Hours +5 +5 +6 100%
22 13 1/10 Hours 1/4 Hours +5 +5 +6 100%
23 14 1/10 Hours 1/4 Hours +6 +5 +7 100%
24 14 1/8 Hours 1/4 Hours +6 +6 +7 100%
25 15 1/8 Hours 1/3 Hours +7 +6 +8 100%




Strength

This is the measure of how hard and how heavy (how hard you hit & how heavy a weight you can lift—get your mind out of the gutter). Damage is added to non-mechanical weapon damage rolls. Normal lift is the amount in pounds that a person can lift with moderate effort. To increase the amount lifted add the Feat-of-Strength dice to the normal lift. Lifting an excessive amount in this way is stressful—take one fatigue point per round. The encumbrance modifier reflects carrying capacity; i.e. if the character has on heavy armour, but has a 16 strength, then the armour only counts as moderate encumbrance.

"Ug strong. Ug smash."
        ——Ug
Rating Damage Normal Lift Feat-Of-Strength Encumbrance Modifier
0 Cannot Cause Harm 0 Cannot Lift
1 -15 3 +1D4 3 Levels Higher
2 -10 5 +2D4 3 Levels Higher
3 -6 10 +3D4 2 Levels Higher
4 -4 15 +3D6 2 Levels Higher
5 -3 25 +4D6 2 Levels Higher
6 -2 55 +4D6 1 Level Higher
7 -1 90 +4D8 1 Level Higher
8 Normal 115 +4D8 1 Level Higher
9 Normal 140 +4D10 Normal
10 Normal 170 +4D10 Normal
11 +1 200 +4D10 Normal
12 +1 230 +4D12 Normal
13 +2 260 +4D12 Normal
14 +2 290 +4D20 Normal
15 +3 320 +5D20 Normal
16 +4 350 +5D20 1 Level Lower
17 +4 +1D4 400 +6D20 1 Level Lower
18 +5 +1D4 450 +7D20 1 Level Lower
19 +6 +1D4 500 +8D20 1 Level Lower
20 +7 +1D6 550 +9D20 1 Level Lower
21 +8 +1D6 600 +10D20 2 Levels Lower
22 +9 +1D8 700 +11D20 2 Levels Lower
23 +10 +1D8 800 +12D20 2 Levels Lower
24 +11 +1D10 900 +13D20 2 Levels Lower
25 +12 +1D10 1000 +14D20 2 Levels Lower




Miscellaneous Attributes

The last 3 attributes round out how well someone perceives the world around them, how fast they can run, and provide a chance to rethink the stupid idea that they were about to do. Awareness measures perception: how well you see or hear, whether or not you smell the poison gas before you breathe too much, or how well you notice details. Speed is the number of yards a character can move in one round (about 6 seconds)—twice that if doing nothing but running. Common Sense is most often used as a GM tool to prevent premature character death, i.e. when someone wants to use an explosive device on the enemy who is 3 feet away the GM may ask to roll under common sense (on a 2D20) and if successful reminding the player that he or she will be caught in the blast. Common Sense is also used when learning new skills.

"I usually see or hear danger coming up ahead first. I can outrun almost anything that chases me. But, most importantly, I know to stay the hell away from something that thinks I might taste good."
        ——Glyphan the coward (introduces himself as "Glyphan the survivor")