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Character Generation 1

PHYSICAL STRENGTH MODIFICATIONS


Khuzdul +4
Physical attributes express physical and sensory abilities. They are important
Sindarin +1
for determining physical skills, and do not normally change although some
Gargun +5
circumstances and some GMs can alter them. Physical attributes are mostly
self-explanatory. Skaven +2

Strength Modifications for Weight


STRENGTH [3d6] Key Attribute 20lbs or less -6 166-185lbs +2
21-55lbs -5 186-210lbs +3
Sheer physical power, a crucial attribute for combat and other
physical activities. The higher the number, the stronger the character, but has 56-85lbs -4 211-240lbs +4
nothing to do with stamina (see ENDURANCE). How much a character can lift 86-110lbs -3 241-275lbs +5
is indicated by STRENGTH, but not for how long. 111-130lbs -2 276-315lbs +6
131-145lbs -1 316-360lbs +7
The roll for STRENGTH is modified by species, and by WEIGHT
according to the modification tables. These modifications (if any) are 146-150lbs +0 361-410lbs +8
cumulative, but the modified STRENGTH attribute should never be allowed to 151-165lbs +1 411-465lbs +9
fall below one (1). Note: some medical attributes may effect STRENGTH
attribute generation. Record the (modified) number rolled. ENDURANCE MODIFICATIONS
Khuzdul +2
ENDURANCE [3d6] Key Attribute Gargun +2
Skaven +1
The capacity to withstand and recover from physical ordeal. While
STRENGTH is physical power, ENDURANCE is staying power. Record only
the (modified) number. ENDURANCE affects nearly all aspects of roleplaying. DEXTERITY MODIFICATIONS
It could be argued that if any attribute can make a character non-viable by
Sindarin +2
being low, it is ENDURANCE. For this reason, ENDURANCE may be the most
important ATTRIBUTE in the system. Record the (modified) number rolled. Khuzdul +1
Skaven +1
DEXTERITY [3d6] Key Attribute Left-Handed +1
Ambidextrous +2
The ability to manipulate objects with the hands. DEXTERITY is
important for warriors and cut-purses. Fine motor control may involve
AGILITY MODIFICATIONS
TOUCH. Record the (modified) number rolled.
Sindarin +3

AGILITY [3d6] Key Attribute Skaven +2


Scant Frame +2
The ability to move legs and body when unencumbered. AGILITY is Light Frame +1
useful for warriors, seamen, and dancers. Record the (modified) number
Large Frame -1
rolled.
Massive Frame -2

SPEED [3d6] Double-Jointed +2

The ability to run while unencumbered. This attribute does not SPEED MODIFICATIONS
describe how far a character can run, (determined by ENDURANCE) only how Sindarin +1
fast. Record the (modified) number rolled.
Gargun +1
Skaven +2
For humanoid characters, SPEED can not
differ from AGILITY by more than four (4)
points. Adjust speed as necessary.

mDragonMastern
Character Generation 1
EYESIGHT [3d6]
The character's basic ability to see in daylight. For night vision
subtract three (-3) except for nocturnal creatures (such as Gargun and
Skaven). Record the (modified) number rolled.

HEARING [3d6]
The character's ability to detect and identify sound. An important
component of AWARENESS, and essential for musicians. Record the
(modified) number rolled.

SMELL/TASTE [3d6]
The character's sensitivity to odor and taste. This can be useful for
hunting and/or tracking and may warn of danger. Of course, in a medieval
town, the ability to smell may be a bit of a drawback. Record the (modified)
number rolled.

TOUCH [3d6]
The character's ability to detect and identify sound. An important
component of AWARENESS, and essential for musicians. Record the
(modified) number rolled.

ENDURANCE [3d6] Key Attribute


ENDURANCE [3d6] Key Attribute

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CHARACTER GENERATION
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mDragonMastern

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