Attributes:
Those of you who roleplay in real life with the D20 gaming
system will find your new attributes to be largely familiar in some respects.
You should read carefully. Those of you who haven't, do not despair. Following
is a list of the attributes and what they do:
- Strength:
Strength is a measure of how strong your character is. You will find a high
Strength useful in dealing lots of damage, for those who like to pound on
things, as well as for stalking around looking buff, if you're the buff type.
- Dexterity:
Dexterity is a measure of how agile your character is. You will find a high
Dexterity useful for actually managing to hit the things you wish to pound
on, as well as for sneaking about and other interesting things, if you're
the sneaky type.
- Constitution:
Constitution is a measure of how tough your character is. You will find a
high Constitution useful for those unfortunate moments when you get pounded
on, as well as for supplementing your Strength, if you're the buff type.
- Intelligence:
Intelligence is a measure of how smart your character is, in a book-learning,
reasoning type of way. You will find a high Intelligence useful if you intend
to get involved in the academic or magical world. Always good for the smart
types.
- Wisdom:
Wisdom is a measure of your character's insight, intuition, and common sense.
You will find a high Wisdom useful if you intend to go into religion, or if
you want to be a counsellor or hilltop sage.
- Perception:
Perception is a measure of how aware your character is of his or her surroundings.
You will find a high Perception useful if you intend to be a sneaky type,
or if you want to avoid being taken advantage of by the sneaky types.
Those of you who were expecting Charisma: That's a stat that's simply better
role-played.
Attribute
Points:
At Character Generation, your attributes will be set to a
base of 6, and your racial modifiers (see Races) will be applied. You will then
have 44 points to spend as you choose on your six attributes. An utterly ordinary
human being would have 10's or 11's in all attributes; we are supposing that
most players will want their characters to be better-than-average at something.
You may elect not to spend all of your attribute points during Character generation
if you so desire. Any unspent points will become part of your Attribute Pool,
and you will be allowed to use them for training your attributes at a later
time (see Training).
You may spend your points initially in the Attribute Assignment
room by typing "raise
<att>" or "raise
<att> by <number>", where <att> is one of your
six attributes.