2.2 Character Mechanics

Characteristics

The next step is to roll and assign Characteristics. These Characteristics determine bonuses to all Skills, therefore it is recommended to assign Characteristics in descending order relevant to the skills you desire your character to be proficient with. Your Profession can assist in determining which skills you can focus on. 

Your character is measured and defined by a set of characteristics, values that represent their physical and mental capabilities. Higher characteristic numbers are usually better (though a high SIZ can work against you for stealth). Characteristic values indicate raw natural gifts your character has. Characteristic values can change over the course of play. Injuries or adverse conditions can decrease characteristics, while training, exertion, and conditioning can increase them.

  • Physical characteristics (STR, CON, SIZ, DEX, and SOC) have a maximum of 21 for heroes.
  • Mental characteristics (INT and ACU) can usually be raised without limits.
  • Under most conditions 3 is the lowest value for any characteristic other than INT, which has a minimum value of 8.
by Michael Bielaczyc

Strength (STR)

Strength measures brawn and raw muscle power. Strength’s characteristic roll is the Effort roll (STR × 5). To make an Effort roll, roll 1d100 against STR × 5. STR helps determine how much a character can lift or carry, push or pull, or how tightly they can hang on to something. In combat, STR limits what kind of weapons a character can wield, as well as helping determine how much extra damage (if any) they inflict with any hit. STR can be increased through exercise, while certain injuries and diseases can permanently reduce STR. A character with STR 0 is an invalid, unable to rise from their bed.

Constitution (CON)

Health, vigor, and vitality are all measured by Constitution. The Stamina roll (CON×5) is Constitution’s characteristic roll. CON determines how well a character can resist fatigue, poison, disease, drowning, and other hardships, and is a factor in calculating hit points. CON can be increased through conditioning. Diseases, poisons, and some injuries can temporarily or permanently reduce CON. If a character’s CON falls to or below 0 they immediately die.

Size (SIZ)

Size defines height, weight, and bulk. There is no SIZ-associated characteristic roll; on the character sheet the space is used to note your character’s damage modifier. A character’s SIZ, as body mass, helps determine hit points and damage modifier. Height and weight ranges are guidelines, not hard limits. SIZ represents physical presence, bulk, and mechanical impact — a tall but spindly creature may share a SIZ with a squat, muscular one, and a dense creature may have a deceptively high SIZ compared to its physical appearance!

Size Chart

SIZRatingHeightWgtModifierSpecies
1Fine<11 inches0-10 lbs.+20% to Hide, Stealth, and Dodge SkillsFae
2-3Tiny1’ – 2.9’ (12-35 inches)8-30 lbs.+15% to Hide, Stealth, and Dodge SkillsBoggart, Miglin
4-6Small3’ – 4.4’ (36-52 inches)16-60 lbs.+10% to Hide, Stealth, and Dodge SkillsElfling, Goblin
7-19Medium4.5’ – 7’ (54-84 inches)55-225 lbs.Standard SizeTeran, Dworv, Dweran, Elf, 
20-30Large8’ – 14’ (96-168 inches)220-500 lbs.-10% to Hide, Stealth, and Dodge SkillsOgre, Orog
31-50Huge12’ – 24’ 400-4000 lbs.-15% to Hide, Stealth, and Dodge SkillsGiant
51+Gigantic18’+3500+ lbs.-20% to Hide, Stealth, and Dodge SkillsDragon

Intelligence (INT)

Representing reason, mental acuity, and wits, INT measures how well a character learns, remembers, and analyzes information. The Intellect roll (INT×5) is the Intelligence characteristic roll. INT is critical in determining initial skill values. INT has no fixed maximum and can conceivably rise indefinitely through study and mental exercise. Wounds to the head, prolonged exposure to harmful drugs, or certain types of diseases can reduce INT. A character with an INT 0 has been reduced to a vegetative state, unable to survive independently. Vegetative creatures can be sustained with constant aid of another creature and a successful Medicine check every day.

Acumen (ACU)

Acumen reflects a character’s ability to make sound judgments, quick decisions, and insightful observations. It represents intuition, and shrewdness and measures a character’s spiritual sensitivity—their capacity to sense unseen forces, grasp deeper truths, and connect with the mystical or divine. ACU is essential for those who rely on instinct, wisdom, or spiritual awareness.The Spirit  roll (ACU×5) is Acumen’s characteristic roll. ACU serves as the determiner for initial Spirit Points and initial Horror Resistance. Like INT, human ACU has no set maximum, and can rise indefinitely. Magical influences can reduce ACU (temporarily or permanently) and some magic is fueled by the permanent sacrifice of points of ACU. For magic (see Chapter 4: Magic). ACU determines initial mana when a spellcasting Talent is chosen, therefore a character with higher ACU will have the ability to cast more spells without rest. A character whose ACU points reaches 0 goes into a coma and does not wake up until they have gained back one ACU.

Dexterity (DEX)

Dexterity score measures balance, agility, speed, and deftness. Characters rely upon DEX when reacting to an attack, climbing, performing delicate work, or moving stealthily. The Agility roll (DEX×5) is the Dexterity characteristic roll. Injuries or nerve diseases can reduce DEX, while rigorous training can quicken reflexes and improve balance. A character with DEX 0 is utterly immobile.

Social (SOC)

Social determines how likable or attractive a character is to others, and is based as much on presence, personality, and demeanor as simple physical appearance. The Charm roll (SOC×5) forms its characteristic roll. SOC is used to measure first impressions and indicates how eager others will be to associate with someone, through physical attraction or an appealing personality. SOC can be raised through physical conditioning, cosmetic surgery, or careful application of grooming and etiquette. It could even be improved by a small amount by possession of particularly impressive equipment. It can also be reduced through injury or disease. A character with a SOC 0 is utterly odious, provoking disgust or even violence from all who encounter them.

Obtaining Characteristic Points

To get your Characteristic Points, there are two methods: Point Buy or Random. You and your StoryGuide should decide which is best for your campaign.

Point Buy Character Creation: Players can purchase characteristic points from a pool. A Characteristic Point Calculator can be found at: www.d100srd.com/point-based-characteristic-calculator/

  • All characteristics (STR, CON, INT, ACU, DEX, and SOC) begin at 10.
  • You have 24 points to spend on characteristics. This is the equivalent of the ‘normal’ power level for a campaign. No initial characteristic can be raised to higher than 19.
  • Each point of STR, CON, or SOC costs 1 point up to 15, and 2 points for 16-19.
  • Each point of DEX, INT, and ACU costs 1 point up to 13, 3 points up for 14-16, and 4 points for 17-19.
  • You can choose to lower your starting characteristics below the starting value of 10, to a minimum of 3.
  • For each point of STR, CON, or SOC you reduce below 10, you get 1 point to spend on other characteristics.
  • For every point of DEX, INT, and ACU you reduce below 10, you get 2 points back.
  • For SIZ: Elfings roll 1d3+3, Dworvs roll 2d6 +4; Terans, Elves, Fauns, and Dwerans roll 2d6+6, and Orogs 1d3+19.
  • Only with a StoryGuide’s permission can you raise or lower a starting characteristic beyond the range of 7–19. 

Random Roll Character Creation: Players roll dice and assign the rolls to a Characteristic.

  • Roll 3D6 and write the result down. Do this 4 more times so you have five total unassigned stats. Then, assign each of these rolls to one of the following characteristics: Strength (STR), Constitution (CON), Acumen (ACU), Dexterity (DEX), and Social (SOC). Enter the results in the appropriate places on your character sheet.
  • Roll 2D6+6 for the Intelligence (INT).
  • For SIZ: Elfings roll 1d3+3, Dworvs roll 2d6 +4; Terans, Elves, Fauns, and Dwerans roll 2d6+6, and Orogs 1d3+19.

These numbers provide the statistics of your character, determining which characteristics the character is strong or weak in.

  • If you wish, redistribute up to 3 points between your characteristics.
  • No characteristic (other than SIZ) can begin at more than 19 points.
  • If you aren’t satisfied with the characteristics you have, and your StoryGuide approves, you can start over.

Characteristic Rolls

Characteristic Rolls are used for Saves, Heroic Actions, and other challenges that may be more generic than a Skill check. By now, you should know what your final characteristics are, but if not, hold off on this step until you’ve finalized them. Each has a place on the character sheet.

  • Multiply STR×5 for your Effort roll.
  • Multiply CON×5 for your Stamina roll.
  • Multiply INT×5 for your Intellect roll.
  • Multiply ACU×5 for your Spirit roll.
  • Multiply DEX×5 for your Agility roll.
  • Multiply SOC×5 for your Charm roll.

Some challenges do not intuitively map to particular skills. Can a hunter stay awake in a blind all night waiting for their quarry? Can a hardened detective piece together the tantalizing clue hidden in the scraps of evidence? In these situations, your StoryGuide can call for a characteristic roll: a D100 roll against an appropriate characteristic, multiplied by another number. Your StoryGuide decides which multiplier to use based on the difficulty of the task. 

Effort Roll (STR×5)

Most feats of strength involve matching STR against the SIZ of the lifted object on the resistance table (see Chapter 5: System). In cases when a SIZ rating is not available or is difficult to determine, use an Effort roll. Effort rolls can also be used as an easy way to determine things such as whether a character can pull themselves up onto a ledge. Are they worn out at the end of a long hike? An Effort roll is a quick way to decide.

Stamina Roll (CON×5)

Based upon CON, Stamina rolls measure endurance. Use a Stamina roll whenever physical or intestinal fortitude is in question. To list a few examples, a Stamina roll might determine whether a character can stay awake all night, or endure seasickness, ill-prepared food, or strong drink with no ill effects.

Intellect Roll (INT×5)

An Intellect roll represents the ability to make clever guesses, informed hunches, or reasonable deductions based upon nothing but observation and raw intellect. When no skill seems appropriate, an Intellect roll can show understanding of a concept or the ability to unravel a puzzle. Memory is also part of the Intellect roll: use an Intellect roll to remember an important detail, retrace steps through a labyrinth, or memorize a lengthy formula.

Your StoryGuide may also allow an Intellect roll if you are stalled, getting you back on track by revealing a hidden meaning of some already uncovered clue, or letting them know that something ‘doesn’t quite seem right’ about a particular person, place, or thing. This type of Intellect roll should only be granted at your StoryGuide’s discretion and is not generally solicited by players.

Your StoryGuide may also require an Intellect roll if you wish to have your character think or behave in a manner that represents player knowledge vs. character knowledge. If a character is a primitive hunter encountering modern technology, for example, your StoryGuide may require an Intellect roll for them to be able to grasp basic concepts of the item, even if the player automatically knows what it is based on its description.

Spirit Roll (ACU×5)

Spirit is derived from a hero’s Acumen, which is a balance of expertise and an inner intuition. Spirit is the roll that has all of that, and a bit of luck rolled into it. Spirit rolls are often used as saves vs spells or supernatural effects.

Agility Roll (DEX×5)

Whenever a feat of deftness, balance, or agility is called for and no appropriate skill exists, use an Agility roll to measure success. An Agility roll might, for example, determine if a character can keep their balance on a heaving ship’s deck, gather up all the pieces of a broken vase in a hurry, run carrying a precious elixir without spilling any, or grab the vine at the edge of a cliff before falling off.

Charm Roll (SOC×5)

Use Charm rolls to adjudicate interpersonal reactions not covered by an existing skill. Making a good first impression, seducing an acquaintance, or becoming the person a group turns to first for guidance are all good uses for a Charm roll. If a character is standing outside a trendy night club wanting to be let in, a successful Charm roll will get them noticed and waved through the door.

Derived Characteristics

Now it’s time for the derived characteristics: damage modifier, hit points, power points and experience bonus. If you’re using optional systems, you should also determine any additional derived characteristics with help from your StoryGuide. Write the results on your character sheet.

  • Damage Modifier: Add STR+SIZ and find the damage modifier corresponding to your character’s total on the Damage Modifier table (under Definitions below).
  • Hit Points: Add CON+SIZ. Write that number in the Hit Points box on your character sheet and write it below. This is your character’s maximum hit points. If you are hurt, you will gain Wounds, which can not exceed your Max HP without dire consequences.
  • Spirit Points: These fuel magic spells, talents, and special abilities. 
  • Experience Bonus: Your character’s experience bonus is equal to 1/2 their INT, rounded up.
  • Movement Speed (Speed and MOV): Your character’s Movement Speed measures how fast they are. Most medium creatures have a movement speed of 25’.
  • Horror: Your ACU×5 is your Max Horror Resistance total. In play, if you gain Horror, it lowers your Horror Resistance. When your character reaches 0 Horror Resistance, they are considered unplayable.

Derived Characteristics in Depth

In addition to characteristics (and their attendant characteristic rolls), a character is also defined by a set of derived characteristics, figured from their characteristics. If injuries, magic, or other factors increase or decrease a characteristic, all characteristics derived from that characteristic immediately change to reflect the new value.

For example, your character (CON 16, SIZ 14, HP 15) falls victim to a deadly poison, which reduces their CON value to 10. Your character’s maximum hit points immediately drop from 15 (16+14=30, divided to 15) to 12 (10+14=24, divided to 12). Additionally, their major wound total drops from 8 to 6. If wounds had already brought your character lower than 12 hit points, they would not take any additional damage, but they are limited to the 12 hit point maximum until their original CON is restored.

Damage Modifier (STR+SIZ, see table)

Bigger, stronger characters and creatures are more powerful in physical combat, inflicting more damage than average with each strike. Smaller, weaker beings inflict less damage with their attacks. The damage modifier reflects this advantage, expressed in terms of damage dice added or subtracted from the damage of successful attacks.

A character adds their full damage modifier to all hits with brawling or melee weapons. In the case of a negative damage modifier, subtract the appropriate dice from any inflicted damage. If the total is 0 or less, the blow is too soft to inflict any harm. An attack never does negative damage, so if the modified damage roll goes below 0, count it as 0.

Missile weapons don’t allow a character to use their full damage modifier. If your character’s damage modifier is positive, divide the results in half (round up) when using a thrown weapon or a bow. If the damage modifier is negative, keep the modifier as is. Self-propelled weapons (firearms, energy missile weapons, etc.) do not receive a damage modifier.

To calculate damage modifier, add the character’s STR and SIZ, and find the result on the Damage Modifier table (following).

Damage Modifier Table

STR+SIZDamage ModifierSTR+SIZDamage Modifier
2–12–273–88+4D6
13–16–189–104+5D6
17–24None105–120+6D6
25–32+1D4121–136+7D6
33–40+1D6137–152+8D6
41–56+2D6153–168+9D6
57–72+3D6Each +16Additional +1D6

Hit Points (CON + SIZ)

Hit points represent your character’s capacity to withstand punishment and physical injury. When you take damage, you subtract hit points from your total. Calculate maximum hit points by adding your character’s CON and SIZ scores.

Your character loses consciousness when their wounds (both lethal and subdual) is greater than their hit points, and if their hit points reach -10, they die at the end of the following round. Lost hit points heal naturally at a rate of 1d4 points per 4 hours of rest, though medical attention can speed recovery. 

Spirit Points (Max = ACU)

Spirit Points (SP) represent your character’s vital essence, their reserves of spiritual or life energy. Your character spends power points to cast or resist spells as well as some special abilities. Your character’s maximum Spirit Points are usually equal to their ACU characteristic. Generally, spent SP regenerates at a rate of 1 per hour of sleep or total rest, or 1 for every two hours of normal activity. If your character is engaged in strenuous activity, they cannot regain SP. When your character’s Acumen point total falls to 0, they are completely exhausted and faint until regaining at least 1 power point. You cannot have negative power points.

Unlike hit points, Spirit Points can climb above the maximum for brief times under certain conditions. 

Experience Bonus (1/2 INT)

The smarter a character is, the faster they can learn, especially under stress. To determine their experience bonus, divide their INT by 2, rounding up. Add the experience bonus to the learning roll for each experience check your character makes to improve a skill or characteristic. Consult Chapter 5: System and Skill Improvement.

Movement Speed (MOV)

Movement is based on the size of a character. This average movement is how far a character can move as a Move Action or Standard Action.

Average Movement Rates by SIZ

SIZ12-34-67-1920-2526-3030-50
MOV (Speed)10’15’20’25’30’35’40’

Movement rates are described further in Movement Rates in Chapter 5: System.

Horror Resistance Points (Max = ACU×5)

As described in Horror, Horror Resistance (HR) represents your character’s mental and emotional fortitude, and their ability to withstand shock, terror, and cosmic awfulness. Your character’s base (max) HR points equal their ACU×5.

Whenever your character is exposed to a horrifying situation or mind-bending strangeness, they must roll D100 against their current HR. If your character fails (or perhaps even if they succeed) they gain Horror.

Each point of Horror gained lowers the heroes Horror Resistance by the same amount (much like Wounds and Hit Points). As the hero gains Horror they become more and more distraught. When they reach Horror greater than their max HR, they become catatonic.

Assigning Skills 

Professions and Skills

To determine the starting skills for your character, reference the profession chosen during your Life Path. Professions are described fully later in this chapter. Your StoryGuide may restrict available professions, so ask before making this choice. Some professions provide special advantages, such as the use of magic. Note these on the character sheet.

Once a profession has been chosen, determine the character’s professional skill point pool. This represents what your character has learned in that profession, whether through training or on-the-job experience. As always, skill points are added to any bonuses granted from previous steps and to the skill’s base chance.

The campaign’s power level determines the initial skill point pool. Your StoryGuide should have decided by now what kind of game they will run, and how powerful and competent player characters should be.

  • Professional Skills: Allot 250 points to professional skills. No skill should begin higher than 75%.  If a combination of bonuses increases the skill to more than 75% before this step, do not add any additional skill points.

For an original profession, allot the power level’s number of skill points, as above. Your StoryGuide may have some restrictions on how these skill points can be spent.

  • Personal Skills: Once all professional skill points have been allocated, multiply your character’s INT×10 to determine their personal skill point pool. Spend these skill points on any skills you like, with your StoryGuide’s approval. Add points spent on a skill to its base chance, profession bonuses (if any), professional skill point allocations, and skill category bonuses (if any). The total must not exceed 75%. 
  • Skill Category Bonuses are added to each skill as well. This is discussed below.

Calculate the final rankings for all character skills from base chance, professional skill pool, personal skill pool, and the optional skill category bonuses. You might want to shift some points around at this time but try to keep the professional skill points and personal skill points separate.

Skill Category Bonuses 

Each skill is grouped into skill categories. Each category is linked to one or more characteristics that are used to compute a skill category bonus for each category. To find your Skill Category Bonus, find the correct Characteristic and divide by two, rounding up.

Skill Category Modifiers

CategoryPrimary
Combat skillsDEX/2
Communication skillsSOC/2
Dexterous skillsDEX/2
Mental skillsINT/2
Perception skillsACU/2
Physical skillsSTR/2

Talents

Talents are special abilities a character is either born with or gains through training. Talents are a way for players to customize their character, moving beyond their Profession skills. There are Archetype Talents which place a character on a specialized path. These Talents have prerequisites, but a character can have Talents in any Archetype they want, as long as they have the prerequisite Talent. Other Talents or more generalized, with only a point cost.

Players gain 3 points to spend on initial Talents when creating a character. The cost for each Talent is shown in parentheses beside each description. As characters go up in level, they gain additional Talent points from the StoryGuide as rewards. These points can be spent right away or saved up and spent on a higher-cost talent later. Talents are discussed in depth in Chapter 3.

Languages

A character begins the adventure with starting languages dependent on their INT. They get INT/6 rounded up as starting languages. You have a 90% understanding of starting languages. More languages can be learned during your adventures, and after a month of studying any language (this can be a downtime activity) and a successful Research check (this can be aided by another Character’s Teach skill if they are 50% proficient with the language), you will start with a 10% skill in that language.


Restricted Languages

Some languages are considered ‘Restricted’ languages, meaning for various reasons these languages are obscure, spoken by few and tied to forgotten knowledge, magical traditions, or forbidden lore. Restricted Languages cannot be chosen at character creation without StoryGuide approval.

INT:89 -1415 -18
# Languages123

Languages:

Common is spoken by almost all within the lands of Atheles. It is based on the original tongues of the first terans and has borrowed heavily from Elven.

Dworven is not connected to the other languages of Atheles. It was brought back into the world when the dworves awoke, and they claim it is the closest to the speech of the gods. It is a deep and harmonic language.

Eldar (Restricted) is the ancient language of the eldar, a people who were lost due to the genocide by Kaldrath. Eldar can not be a starting language, and can not be deciphered with any Language spell. There is something mystical about it, and any skill checks relating to it are difficult.

Elvish is the language of the elves, a language as old as the stars they claim. Their language was based on the ancient eldar language, but has long since deviated and become its own. It is a melodic and soothing language. 

Fey is the language of the earth, or so the fauns claim. It is soft and whispering. The cultural language of elflings and fauns is Fey.

Goblin is a corruption of the fey language, filled with growls and whines. While some goblinoid creatures can speak common, they prefer their own language.

Ishian is the language of the southern empire of Ish. It comes from the same roots as Common, but while Common was influenced by elven, Ish was not.

Navirite is the speech of the Navirim, the other universe and plane of existence. Some call it the language of demons, while others note that it shares some similarities with Elven.

Northern is the language of Vanadhus, a Northwestern island kingdom that grew in isolation until their culture turned to shipbuilding, exploration, and trade.

Tirian is the language of the kingdom of Tyr. It was heavily influenced by traders and invaders from the lands of Tuya.

Uthgardian is the language of the Northeast. It was the language of Pardalor and has been mostly unused in the 700 years since the original Kingdom of Uthgard fell. Many ancient artifacts, books, and monuments in the North require knowledge of Uthgardian. The new Uthgardian Kingdom has reinstated the language as a sign of wealth and power, with the royalty and nobility using it once again.

Valantian (Restricted) is an ancient lost language of a people who passed from Atheles during the time of the Eldar. Little is known of them, though it is said they came from an advanced island kingdom which sunk into the sea.

Zhou is the language of the most powerful nation across the Ostiana Ocean.

Possessions and Equipment

Most characters have some sort of possessions, whether gear or weapons. Your profession describes your character’s starting equipment, funds, and other notes. All characters have at least a set of clothing appropriate to their profession.

Size and Distinctive Features

You may now choose to determine your character’s height and weight, based on SIZ. Generally, the SIZ range of 10–13 represents the range of average weight and height. A creature of SIZ 8 (normal minimum) is relatively small, and a creature of SIZ 30 is exceedingly large. You can define this as you wish, either through exact numbers for height and weight, or with descriptions such as “Tall” or “Slender.” See Size (SIZ) for more details.

Continue to 2.3 Professions