Stamina: Stamina is a character's capacity to endure and continue
on despite hardship. Important mechanical functions of
Stamina include determining how quickly the character heals, and how
much weight can be carried over the long term.
Intuition: Intuition is a character's "sixth sense," allowing
one to make unconscious observations. Intuition is most useful for
those who deal with the supernatural and psionics, in that it allows
one to roll to detect things, but it is also useful in general at
avoiding surprise.
Coordination: This trait is used to represent the ability control
of accurate movement and aiming. In general, this translates as
precision movement with a single limb, as opposed to full body movement.
By far, the most common use for Coordination is
with precision melee and missile attacks, but anything from sewing
and painting to marksmanship use this trait.
Perception: Perception is the use of the senses to consciously
look for something. It involves the use of all the senses, but can
be localized if needed. Perception is commonly used with searches,
and also figures in activities like flying, driving, and aiming a missile
weapon.
Health: Health represents the general welfare of the body. It is a critical factor in determining how much damage the body can sustain before collapse, how easily it succumbs to poison, and various other items of this sort.
Willpower: Willpower is the mental end of the fortification against
reality Matter represents. Willpower is used when
attempting to resist temptations the character would rather not give
in to. It is also used when combating mental attacks such as telepathy,
in which it takes the place of Agility as the primary combat statistic.
Strength: Like Stamina, strength represents the energy generation
capacity of the physical body. But while stamina is the
ability to exert oneself over a long period of time, strength is the
force of a rapid burst of power, a rush of adrenaline to the
muscles that allow amazing feats of might. Strength is most commonly
used to add to melee weapon damage, but can be used
for such feats as lifting objects, bending bars, bursting through doors,
or out-running an enemy.
Presence: Presence represents a character's ability to be socially influential. Just as Willpower is the ability to act as you wish, Presence is the ability to expand your desires to others. People with high Presence are often extremely charismatic, drawing people to themselves and their points of view as no mere beauty or rational argument could.
Balance: This is the counterpart to Coordination; Balance represents
a character's ability to act using his whole body
simultaneously. Dodges, acrobatics, climbing, and some weapons
attacks fall into this category.
Intelligence: A combination of both a character's knowledge and
his ability to learn, Intelligence is a powerful trait. It
determines how many skill points the character starts with for free,
as well as affecting his ability to learn new skills and abilities
later in his career. This trait is a must for any scholarly characters.
Each character has a number of Soul Points equal to his Soul rating.
These may be “spent” on any roll except those that directly involve the
Soul Dimension. When a Point is “spent,” the player may roll and
keep one extra die for that roll, but will lose the Soul Point immediately
(NOTE: This does not affect your rating in your Soul Dimension, only the
number of Soul Points you
have left to spend). One spent Soul Point can be recovered after
each night of rest if the character passes a simple Soul Check
vs. TN=21.
Table One: Comparison of Selected Traits to the Real World
Trait Rating | Strength/
Stamina |
Coordination/
Balance |
Health | Intelligence |
0 | Cannot Move in Regular Earth Gravity | Cannot Walk | Barely Awake | Insect |
1 | 4 Year Old | Extremely Clumsy | Sickly | Horse/Dog |
2 | 10 Year Old | Clumsy | Weak | Child/Dim Adult |
3 | Average Human Adult | Average Human Adult | Average Human Adult | Average Human Adult |
4 | Athlete | Graceful | Energetic | Very Bright |
5 | Weightlifter | Very Nimble | Very Healthy | Genius |
6 | Olympic Weightlifter | Incredibly Agile | Perfect Health | Nobel Prize |
A 3d6 Total of
Becomes a Planar Gaming System Trait of
3-5
1
6-8
2
9-12
3
13-15
4
16-18
5
Odds are that you now have a good number of 3's, a few 2's, a few 4's, and maybe a 1 or 5.
A 1d10 Roll of
Becomes a Planar Gaming System Trait of
1
1
2-3
2
4-7
3
8-9
4
10
5
Advantages: This method is definitely quicker than the main method, requiring only 12 dice to be rolled instead of 36. Also, it has the beauty of using only the die type that will be used in play; you never have to use anything except d10's with this method. Disadvantages: While nice, this optional method has the drawback that you will see proportionately more stats of 1 or 5 than you will using the main method. The drawbacks to that are discussed above.
Back to Character Creation Overview
Back to the Table of Contents