What Makes a Man?
There are six ATTRIBUTES. Roll 3d6, down the line, for each one. Once you have rolled all six, you may swap the scores of any two of your choice.
| ATTRIBUTE | USED FOR | <7 | >15 |
|---|---|---|---|
| STR | Feats of raw strength | Puny | Brawny |
| DEX | Agility and coordination | Clumsy | Nimble |
| CON | Fortitude and resilience | Frail | Stout |
| WIS | Willpower and perception | Foolish | Shrewd |
| INT | Knowledge and ideation | Dull | Bright |
| CHA | Leadership and panache | Awful | Alluring |
There are five Statistics, or STATS. They are not rolled for, but instead determined by your gear, class and level.
| LEVEL | ATTACK | SAVE | INITIATIVE |
|---|---|---|---|
| 1 | 11 | 9 | 7 |
| 2 | 11 | 11 | 9 |
| 3 | 12 | 12 | 11 |
| 4 | 12 | 13 | 13 |
| 5 | 13 | 13 | 14 |
| 6 | 13 | 14 | 15 |
| 7 | 14 | 14 | 15 |
| 8 | 14 | 14 | 15 |
| 9 | 15 | 15 | 15 |
| 10 | 15 | 15 | 15 |
Your ARMOR CLASS determines your DEFENSE, MOVE and LOAD capacity. If you are wearing a Shield, adjust your DEFENSE accordingly.
| ARMOR CLASS | DEFENSE | SHIELD BONUS | MAX LOAD | MOVE |
|---|---|---|---|---|
| No Armor | 6 | +4 | 20 | 15 |
| Light Armor | 9 | +3 | 18 | 14 |
| Medium Armor | 12 | +2 | 15 | 12 |
| Heavy Armor | 15 | +1 | 11 | 9 |
ATTACK is for hitting where it hurts. CHECK to land an attack or maneuver against a foe during combat.
SAVE is for avoiding the worst. CHECK to dodge a dragon's breath or avoid being turned to stone by a gorgon's gaze.
INITIATIVE is for going first and going hard. CHECK to go before the other side in combat. Those who fail go after.
DEFENSE is for staying in one piece. CHECK when you're attacked to avoid damage. Foes never roll to hit you — you roll not to get hit instead.
MOVE is for getting around. CHECK when swimming, climbing, running, jumping, sneaking or otherwise moving in interesting ways.