Character Attributes & Scores

All characters are described in terms of nine attributes, five describing the physical side of the character and four describing non-physical traits.

These are referred to as “Primary Attributes”.

Primary Attributes

Agility (AGL)

Awareness (AWA)

Beauty (BTY)

Charisma (CHM)

Condition (CND)

Heart (HRT)

Spirituality (SPT)

Stature (STA)

Strength (STR)


Derived from the Primary Attributes are three “Secondary Attributes”.

Secondary Attributes

Coordination (CRD)

Magickal Talent (MGA)

Mystical Senses (MSS)


Attributes are measured by a number, a “score.” Derived from the score is an Attribute Bonus that you’ll use in your skills and other activities.

The human average score for almost every Attribute is 13. Being above the benchmark score of 13 improves the character’s chances of enjoying success when employing skills and abilities. Scores below 13 benchmark are considered poor and hinder the character's use of abilities and skills.
This step cannot be completed until the player has chosen his character’s races, trades and skills. The skills with which the player has equipped the character is best used as an indication which of the character’s attributes scores should be strongest.

Determining Primary Attribute Scores

The method used for determining attribute scores is entirely up to the GM’s discretion when it comes to the characters about to enter into his game/game world.

The GM must be sure to inform the players which method is preferred to determine the characters’ attribute scores.


Quick Method

Characters begin with the average scores for their races in every attribute, as shown on table 3-1.

3-1. Minimum/Average/Maximum Scores, by Race

Physical Attributes

Dunladdin 4/17/30 3/13/25 3/13/25 10/12/14 1/8/15
Dwarfs 3/13/25 3/13/25 4/17/30 14/16/18 4/17/30
Elfs 5/20/35 5/20/35 3/13/25 16/18/20 2/11/20
Half Elfs 4/17/30 10/16/30 3/13/25 16/19/22 3/13/25
Half Ogres 3/13/25 1/8/15 3/13/25 22/25/28 5/20/35
Half Trolls 4/17/30 1/8/15 3/13/25 25/28/31 5/20/35
Half Drow 4/17/30 4/17/30 3/13/25 16/19/22 3/13/25
Humans 3/13/25 3/13/25 3/13/25 18/20/22 3/13/25
Irdanni 4/17/30 10/16/30 3/13/25 16/18/20 3/13/25
Pumatharæ 5/20/35 3/13/25 4/17/30 18/20/22 3/13/25
Wulvers 4/17/30 3/13/25 5/20/35 19/21/23 4/17/30

Conscious Attributes

Dunladdin 3/13/25 3/13/25 1/13/35 4/17/30
Dwarfs 3/13/25 3/13/25 1/13/35 1/13/35
Elfs 3/13/25 3/13/25 1/13/35 1/13/35
Half Elfs 3/13/25 3/13/25 1/13/35 1/13/35
Half Ogres 3/13/25 3/13/25 1/13/35 1/13/35
Half Trolls 3/13/25 3/13/25 1/13/35 1/13/35
Half Drow 3/13/25 3/13/25 1/13/35 1/13/35
Humans 3/13/25 3/13/25 1/13/35 5/20/35
Irdanni 3/13/25 3/13/25 1/13/35 4/17/30
Pumatharæ 3/13/25 3/13/25 1/13/35 4/17/30
Wulvers 3/13/25 3/13/25 1/13/35 4/17/30


Roll 1d5 for each and add the result to the average assigned. 

This ensures that perfectly playable characters are generated and with a minimum of fuss. It provides uniformly above-average characters while keeping the degree by which they are above average within reason.

IF the GM prefers the characters in his game have a shot at being more obviously heroic, he might allow the roll of 2d5, instead, but more than this is not advised.


Optional Rule: A)

The player rolls a number of d5’s to determine the character’s attribute scores according to the score range, as indicated on table 3-2. (as follows), according to character race. 

3-2. Dice Allotments for Random Scores, by Race

Physical Attributes

Dunladdin 6d5 5d5 5d5 (13) 3d5
Dwarfs 5d5 5d5 6d5 (16) 6d5
Elfs 7d5 7d5 5d5 (18) 4d5
Half Elfs 6d5 6d5 5d5 (19) 5d5
Half Ogres 5d5 3d5 7d5 (25) 7d5
Half Trolls 4d5 3d5 7d5 (28) 7d5
Half Drow 6d5 4d5 5d5 (19) 5d5
Humans 5d5 5d5 5d5 (20) 5d5
Irdanni 6d5 6d5 5d5 (18) 5d5
Pumatharæ 7d5 5d5 6d5 (20) 5d5
Wulvers 6d5 5d5 7d5 (21) 6d5

Conscious Attributes

Dunladdin 5d5 5d5 5d5 6d5
Dwarfs 5d5 5d5 5d5 5d5
Elfs 5d5 5d5 5d5 5d5
Half Elfs 5d5 5d5 5d5 5d5
Half Ogres 5d5 5d5 5d5 5d5
Half Trolls 5d5 5d5 5d5 5d5
Half Drow 5d5 5d5 5d5 5d5
Humans 5d5 5d5 5d5 7d5
Irdanni 5d5 5d5 5d5 5d5
Pumatharæ 5d5 5d5 5d5 6d5
Wulvers 6d5 5d5 7d5 (21)


STA scores for all quick characters are assumed to be average for the character’s race, as shown on table 3-1, in order to expedite the process.

Rolling dice is fun. 

Rolling a lot of dice can be even more fun. 

This method makes for a casino “crapshoot” feeling to this phase of Character Generation. It is a very “Old School” method, and is likely to appeal to many long-term gamers.

In the interest of making sure the players are able to create suitably playable characters, the GM may choose to allow scores rolled using the same number of dice to be swapped about, as the player prefers.

Choice of Trade(s) provides a guide in allocating values for attribute scores. It is a good idea to match the strengths and weaknesses of the trade(s) to those of a character (in terms of attribute scores).

The GM should take the time to review the players’ dice rolls and make sure that none of them gets stuck with any scores that are unplayable, i.e., a pivotal attribute so low that it is a hindrance to playing the character – anything less than an “14” in the attribute(s) noted as required for his Trade(s) on table 3-3 (as follows). Rolls resulting in scores falling below this threshold might be defaulted to the racial average (preferred), OR you may choose to allow all individual dice results of “1” to be rerolled, OR allow the player to take the best out of two or three rolls for each attribute (GM’s discretion). 

If you prefer, the simple roll of a d5 could determine STA, d10 for those with a wider range.

You should be flexible when it to comes to allowing higher or lower than average STA scores, so long as the characters remain within the ranges quoted for their races.


Optional Rule: B)

This is a substitute for dice-rolling that allows the players more control but doesn’t commit them to the more highly detailed process of creating a Custom Method character.

Characters begin with the average scores for their races, shown on table 3-1., in every attribute.

Each player is then allotted a pool of 25-30 attribute points (GM’s discretion), to spend on the scores of those attributes that are most important to them, on a 1 for 1 basis, up to the maximums shown on table 3-1., according to race.

Further points may be recovered by lowering the scores of those attributes that seem not as critical, down to the minimum, also shown on table 3-1. 

Caution your players, however, against taking the score of any attribute any lower than 11 or 10 when sacrificing it, for all attributes affect play at one time or another and a 10 carries a -6 penalty already. 

From there it only gets worse.


Custom Method

Every character begins Attribute Generation with the average scores for his race in each attribute, as shown on table 3-1. 

These may be altered by using the DP’s remaining after completing the previous Steps (as applicable).

To raise any score above the racial average costs 1DP per point. A score cannot be raised beyond the racial maximum noted on table 3-2. 

For example, to raise a score from 13 to 17, a difference of four points, would cost 4DP’s. In the same vein, to lower any score below average for the character’s race gives the player back 1DP per point of attribute score subtracted for each step below average it is lowered to spend elsewhere. A score cannot be decreased beyond the racial minimum noted on table 3-2.

For examplethe same four-point change in the example above, but lowering the score from 13 to 9, would provide the player with 4 additional DP’s to spend on other attributes.

Choice of Trade(s) provides a guide in allocating values for attribute scores. It is a good idea to match the strengths and weaknesses of the trade(s) to those of a character (in terms of attribute scores).

The skills with which the player has equipped the character are best used as an indication which of the character’s attributes scores should be strongest.

Once a character’s Primary Attribute scores have been determined and/or juggled about to the point where the player is satisfied with them, they are considered final and fixed and can be used to determine Secondary Attribute scores.


Once used to determine Secondary Attribute scores, Primary Attribute scores may not be altered further.


Minimum Scores by Trade

Certain Trades carry minimum score requirements in certain attributes which the player must be aware of and make sure he meets in determining his character’s scores. These can be found on table 3-3. (as follows).

3-3. Minimum Scores by Trade

Trade Score(s)
Courtier/Courtesan BTY, CHM 14
All other Social Trades BTY, CHM 13
Warrior (any), Huntsman (etc.) STR, AGL, CND 14
Sacred Knight STR, CND, SPT 14
Assassin STR, AGL, AWA 14
Knave-Trickster BTY/CHM 13/14
Knave-Horsethief, Husbandman (etc.) AGL, CHM 14
Any other Knave STR, AGL, AWA 14
Any wielder of High Magick MSS, MGA* 14
Any wielder restricted to Common Magick MSS, MGA* 13
Magus SPT, HRT, MSS, MGA* 14
Mystic SPT, HRT 14
All Scholastic Trades AWA 13

* MGA and MSS are composite scores; the player must look to his character’s CHM, HRT and SPT scores on the one hand, and his SPT and AWA on the other, from which the averages are taken in determining them.

Stature & Build

Unlike the rest of the Physical Attributes, STA scores must be modified according to Build prior to use in determining other aspects of the character description, and prior to use in play. Where STA is called for, the text always indicates whether the raw original score should be used “(raw)” or the score modified for Build “(modified)”.

Even though the player can vary the proportions of the character’s body somewhat by altering his height for his given STA score, the degree to which STA describes actual proportions are limited. STA is actually based on human proportions. The actual proportions of a character’s structure, or frame is determined by his race, and expressed as his Build, which takes into account non- or demi-human types of frames.

Character Build may be found on table 3-4., according to character race.

This should be noted on the Character Record Sheet in the space provided.

In the Secondary Attributes (following) where STA is a factor, it must be modified as dictated by table 3-4. before being used, and also before being used to determine Weight (but NOT height, that uses the raw original score).

3-4. Character Build Multipliers, by Race

Race Build STA multiplier
Elf Slight x 0.75
Half-elf Med-Light x 0.9
Human Medium x 1
Dwarf Heavy x 1.5

Determining Character Secondary Attribute Scores

The CRD score is equal to the average of his AGL and AWA scores.

The MSS score is equal to the average of his SPT and AWA scores.

The MGA score is equal to the average of his CHM, HRT and SPT scores.


Character Attribute Modifiers

Once the scores for all the Attributes are finalized, an attribute modifier (att. mod., pl. att. mod’s) is derived for each score. These are applied to character skills and abilities to show the direct effect scores above or below average (13) have on the character’s chances of success in exercising them during play, bonuses increasing his chances of success while penalties decrease them. This is discussed further under the heading “Aptitude Values”, to follow.

These are recorded in the second column provided on the Character Record Sheet beside that used for the attribute scores, the first one being provided for the scores themselves.

STA scores are the exception to this practice. 

STA does not need or receive an “att. mod.”, rather, the second box on the Character Record Sheet is for the “modified” score, determined by applying the multiplier for Build, according to the character’s race (as applicable).

Determining Character Attribute Modifiers

Consult table 3-5. and find the att. mod. for each attribute score and note them in the second, righthand box provided for scores in the “Attributes” box on the Character Record Sheet.

If you want a formula, it’s:

(Your Attribute) - 13

STA scores do not get an “att. mod.”, as noted. The right hand box on the Character Record Sheet is for the “modified” score, after the multiplier for Build according to race (as applicable) is applied. 

3-5. Attribute Modifiers


Att. Mod.


Att. Mod.


Att. Mod.