The first step in creating a character is to determine the character’s six attributes. Attributes describe how strong, quick, clever, perceptive, hardy, or charming your hero might be. Attributes are measured by scores ranging from 3 to 18, with 3 reflecting an attribute so weak that the PC is barely fit for adventuring and an 18 marking the maximum possible aptitude for an ordinary human.
To generate a character’s attributes, roll 3d6 six times and assign the results in order to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. You may then change one attribute of your choice to 14 if you wish to ensure that your new adventurer is gifted in at least one way.
If you prefer not to roll, you may instead assign the following scores to your attributes in any order you wish: 14, 12, 11, 10, 9, and 7. If you assign your scores, you cannot replace one of them with a 14.
Once you’ve assigned your attributes, record the modifier for each of them. This modifier is applied to relevant skill checks or other rolls related to the attribute. If your attribute score changes during play, either from some crippling injury or from improvements granted by your background or experience, you should make sure to update any changed modifier.
Attribute | Affects.... |
---|---|
Strength | Physical prowess, melee combatcarrying gear, brute force |
Dexterity | Speed, evasion, manual dexterityreaction time, combat initiative |
Constitution | Hardiness, enduring injury, resisting toxins, going without food or sleep |
Intelligence | Memory, reasoning, technical skills, general education |
Wisdom | Noticing things, making judgments, reading situations, intuition |
Charisma | Commanding, charming, attracting attention, being taken seriously |
Attribute Score | Modifier |
---|---|
3 | -2 |
4-7 | -1 |
8-13 | +0 |
14-17 | +1 |
18 | +2 |