Tag: attributes

Results

  • Attributes

    Four numbers called “attributes” define your basic abilities: "Strength":https://a-path-to-steam.obsidianportal.com/wikis/strength-st (ST), "Dexterity":https://a-path-to-steam.obsidianportal.com/wikis/dexterity-dx (DX), "Intelligence":https://a-path-to- …

  • Strength (ST)

    ±10 points/level Strength measures physical power and bulk. It is crucial if you are a warrior in a primitive world, as high ST lets you dish out and absorb more damage in hand-to-hand combat. Any adventurer will find ST useful for lifting and …

  • Dexterity (DX)

    ±20 points/level Dexterity measures a combination of agility, coordination, and fine motor ability. It controls your basic ability at most athletic, fighting, and vehicle-operation skills, and at craft skills that call for a delicate touch. DX …

  • Intelligence (IQ)

    ±20 points/level Intelligence broadly measures brainpower, including creativity, intuition, memory, perception, reason, sanity, and willpower. It rules your basic ability with all “mental” skills – sciences, social interaction, magic, etc. Any wizard, …

  • Health (HT)

    ±10 points/level Health measures energy and vitality. It represents stamina, resistance (to poison, disease, radiation, etc.), and basic “grit.” A high HT is good for anyone – but it is vital for low-tech warriors. HT determines Fatigue Points (p. 16), …

  • Secondary Characteristics

    “Secondary characteristics” are quantities that depend directly on your attributes. You can raise or lower these scores by adjusting your attributes. You can modify some of them directly: start with the value calculated from your attributes and spend the …

  • Damage (Dmg)

    see Striking ST (p. 88) Your ST determines how much damage you do in unarmed combat or with a melee weapon. Two types of damage derive from ST: _Thrusting_ damage (abbreviated “thrust” or “thr”) is your basic damage with a punch, kick, or bite, or …

  • Basic Lift (BL)

    see Lifting ST (p. 65) Basic Lift is the maximum weight you can lift over your head with one hand in one second. It is equal to (STxST)/5 lbs. If BL is 10 lbs. or more, round to the nearest whole number; e.g., 16.2 lbs. becomes 16 lbs. The average …

  • Hit Points (HP)

    ±2 points per ±1 HP Hit Points represent your body’s ability to sustain injury. By default, you have HP equal to your ST. For instance, ST 10 gives 10 HP. You can increase HP at the cost of 2 points per HP, or reduce HP for -2 points per HP. In a …

  • Will

    ±5 points per ±1 Will Will measures your ability to withstand psychological stress (brainwashing, fear, hypnotism, interrogation, seduction, torture, etc.) and your resistance to supernatural attacks (magic, psionics, etc.). By default, Will is equal …

  • Perception (Per)

    ±5 points per ±1 Per Perception represents your general alertness. The GM makes a “Sense roll” against your Per to determine whether you notice something (see Sense Rolls, p. 358). By default, Per equals IQ, but you can increase it for 5 points per +1 …

  • Fatigue Points (FP)

    ±3 points per ±1 FP Fatigue Points represent your body’s “energy supply.” By default, you have FP equal to your HT. For instance, HT 10 gives 10 FP. You can increase FP at the cost of 3 points per FP, or reduce FP for -3 points per FP. In a …

  • Basic Speed

    ±5 points per ±0.25 Speed Your Basic Speed is a measure of your reflexes and general physical quickness. It helps determine your running speed (see Basic Move, below), your chance of dodging an attack, and the order in which you act in combat (a high …

  • Basic Move

    ±5 points per ±1 yard/second Your Basic Move is your ground speed in yards per second. This is how fast you can run – or roll, slither, etc. – without encumbrance (although you can go a little faster if you “sprint” in a straight line; see p. 354). …

All Tags