Generate Attributes

Each character in Earthdawn possesses six Attributes that define the character’s natural, unlearned physical and mental abilities. These Attributes—Dexterity, Strength, Toughness, Perception, Willpower, and Charisma—are of greater or lesser importance to different Disciplines. For example, a Thief needs a high Dexterity, which makes him faster, more coordinated, and better at performing sleight-of-hand tricks and other tasks requiring fine motor control. A Nethermancer needs a high Willpower Value, not only to make his spells more effective, but also to keep the spirits he summons in check.

The following descriptions also list the various Disciplines for which that Attribute is considered important. When assigning values to Attributes, you will want to favor those Attributes especially related to your character’s Discipline.

Dexterity (DEX)
Dexterity measures your character’s agility, speed, and hand-eye coordination. Dexterity determines your character’s basic ability to engage in and avoid physical attacks.
Important For: Air Sailor, Archer, Beastmaster, Cavalryman, Scout, Sky Raider, Swordmaster, Thief, Warrior

Strength (STR)
Strength measures a character’s muscle power. It determines the base damage inflicted by physical attacks, what weapons he can use, and how much a character can lift and carry.
Important For: Sky Raider, Warrior

Toughness (TOU)
Toughness measures a character’s endurance and general health. It gauges a character’s ability to absorb damage and keep going, as well as his natural ability to heal himself.
Important For: Warrior

Perception (PER)
Perception measures a character’s mental quickness, alertness, and ability to notice things. Perception is important to the casting of magical spells, as well as avoiding the effects of spells.
Important For: Archer, Cavalryman, Elementalist, Illusionist, Nethermancer, Scout, Thief, Troubadour, Weaponsmith, Wizard

Willpower (WIL)
Willpower measures a character’s concentration, sense of self, and determination. It helps characters resist magic and potentially damaging spells. Willpower also increases the effectiveness of spellcasting.
Important For: Air Sailor, Beastmaster, Elementalist, Illusionist, Nethermancer, Weaponsmith, Wizard

Charisma (CHA)
Charisma measures a character’s persuasiveness, social savvy, and ability to create a positive impression on others. Charisma determines a character’s success or failure at using charm, persuasion, or other social skills.
Important For: Air Sailor, Beastmaster, Cavalryman, Illusionist, Nethermancer, Sky Raider, Swordmaster, Thief, Troubadour, Weaponsmith, Wizard

Assign Attribute Points
Every character starts with the Attribute Values for his race, as outlined in Namegiver Races (p. 42). Each player receives 25 Attribute Points which he uses to modify his character’s Attributes. The Attribute Point cost for doing so appears in the Attribute Modifier Cost Table. A player can also lower an Attribute to gain more Attribute Points, as outlined on the Additional Attribute Points Table.

 

Attribute Modifier Cost Table
Modifier Attribute Point Cost
-2 +2
-1 +1
+1 1
+2 2
+3 3
+4 5
+5 7
+6 9
+7 12
+8 15

 

Unused Attribute Points

Sometimes, a player will have leftover Attribute Points after purchasing his character’s Attribute values. Any unused Attribute Points convert into additional Maximum Karma at a one-to-one ratio. See Karma, p. 37, for more information. Note that this is one-way; you can not sacrifice Maximum Karma to gain additional Attribute Points.

Record Values and Step Numbers
After determining your Attributes, consult the Characteristics Table for each Attribute Value to determine your character’s Attribute Steps. Record the Value and Step Number beside each Attribute on your Character Record Sheet.

Generate Attributes

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