Physical Attributes
Physical attributes express physical and sensory abilities. They are important in determining physical skills and do not normally change, although some circumstances, such as age, can alter them at GM discretion.
STRENGTH [3d6] Key attribute[edit | edit source]
Strength is sheer physical power, a crucial attribute for combat and other physical activities. The higher the number, the stronger the character.
Strength testing would be used for lifting, armwrestling, etc. See Attribute Testing.
The roll for Strength is modified by Species and Weight. These modifications (if any) are cumulative, but modified Strength should never be allowed to fall below one (1).
MODIFIERS | |
---|---|
Mod
|
Species |
+4
|
Khuzdul |
+1
|
Sindarin |
Mod
|
Weight |
–4
|
56–85 |
–3
|
86–110 |
–2
|
111–130 |
–1
|
131–145 |
0
|
146–155 |
+1
|
156–170 |
+2
|
171–190 |
+3
|
191–215 |
+4
|
216+ |
STAMINA [3d6] Key attribute[edit | edit source]
The character’s general physical condition. Whereas Strength determines, for example, how much a character can lift, Stamina determines for how long.
MODIFIERS | |
---|---|
Mod
|
Species |
+2
|
Khuzdul |
+1
|
Sindarin |
DEXTERITY [3d6] Key attribute[edit | edit source]
The ability to manipulate objects with the hands. Dexterity is important for warriors and cutpurses.
MODIFIERS | |
---|---|
Mod
|
Species |
+1
|
Khuzdul |
+2
|
Sindarin |
AGILITY [3d6] Key attribute[edit | edit source]
The ability to move the body. Agility is useful for warriors, seamen, and dancers. There are modifications for Frame and for being Sindarin.
MODIFIERS | |
---|---|
Mod
|
Species |
+2
|
Sindarin |
Mod
|
Frame |
+2
|
Scant |
+1
|
Light |
–1
|
Heavy |
–2
|
Massive |
EYESIGHT [3d6][edit | edit source]
Tribesmen |
---|
Some characters are born into “uncivilized” tribes. At first glance this may seem a dull existence; but, for an aggressive warrior, the possibilities for upward mobility are excellent. Less than a century ago, the great warrior chieftain of the Kubora, known to history as Arlun the Barbarian, conquered and founded the present Kingdom of Rethem. |
Tribesmen have more highly developed senses than most civilized folk and get bonuses to Eyesight, Hearing, and Smell. |
For details on tribal characters and society, see HârnMaster Barbarians. |
The ability to see in daylight. Except for nocturnal creatures (like Gargun) a special penalty of 10–30 applies in the dark to all skills requiring vision.
MODIFIERS | |
---|---|
Mod
|
Species |
+2
|
Sindarin |
+1
|
Khuzdul |
Mod
|
Culture |
+1
|
Tribal |
HEARING [3d6][edit | edit source]
The character’s ability to sense sound. This is an important component of Awareness and is essential for musicians.
MODIFIERS | |
---|---|
Mod
|
Species |
+2
|
Sindarin |
+2
|
Khuzdul |
Mod
|
Culture |
+2
|
Tribal |
SMELL [3d6][edit | edit source]
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, a keen sense of smell may well be a curse.
MODIFIERS | |
---|---|
Mod
|
Species |
+3
|
Sindarin |
+2
|
Khuzdul |
Mod
|
Culture |
+2
|
Tribal |
VOICE [3d6][edit | edit source]
The pleasantness and/or volume of a character’s voice. Excellent and unearthly voices are in high demand. Voice affects a number of communication skills. Record the number and description.
3d6
|
Interpretation | Modifiers |
---|---|---|
01–04
|
Unbearable | +2 Sindarin |
05–08
|
Unpleasant | |
09–12
|
Average | |
13–15
|
Pleasant | |
16–17
|
Excellent | |
18+
|
Unearthly |
MEDICAL [1d100][edit | edit source]
Characters may begin play with one or more Medical Traits. This space on the character profile is also used to record diseases, scars, and other identifying marks acquired during play. Recalculate all skill bases that are affected by attribute changes. The Sindarin are immune to human diseases; treat their (*) traits as “Sterile” (they are relatively infertile).
Male
|
Female
|
Medical Trait |
---|---|---|
01–08
|
01–05
|
Addiction: Characters are addicted to some substance like alcohol or a drug. Afflicted characters test Will x4 to resist the first use, and Will x1 to resist each subsequent use. Characters under the influence may become unconscious, injure themselves, etc. |
09
|
06
|
Albinism: Pallid complexion, white hair, red eyes. Viewing bright light causes intense eye pain, giving a special penalty of 10 on most skills. Albinos sunburn very easily. Some people consider them very attractive. |
10–14
|
07–10
|
Allergy: Common allergies are to pollen, hair, fur, feathers, wool, bee stings, or to foods such as eggs, milk, cereals, or shellfish (GM choice of one of the above). When the substance is nearby, the character suffers from sneezing, wheezing, and coughing. This results in a Special Penalty of 20 to all skills until the allergy source is avoided or removed. Eating allergic foods can cause serious illness or death – treat as poison. See Physician. |
15–17
|
11–14
|
Ambidextrous: Character can use both hands equally well. Dexterity +1d3 |
18–20
|
15
|
Arm: One arm missing or deformed. Dexterity is –1d3, and activities which require two hands (such as shooting a bow, or using a shield and weapon) are impossible. |
21–24
|
16–19
|
Birthmark(s): May reduce Comeliness by 1d3, or indicate a special ancestry. |
25
|
20
|
Dwarfism: Character height is Species minimum –2d6", with Heavy Frame. |
26–27
|
21–22
|
*Epilepsy: Character may have a seizure (test Will x5) if traumatized. Swimming and Riding should be avoided. Increase Intelligence 1d3. |
28
|
23
|
Ear: One ear missing or deaf. Reduce Hearing by 1d3. |
29–30
|
24–25
|
Eye: One eye missing or blind. Reduce Eyesight by 1d3. Lack of depth perception and reduced field of vision makes combat difficult, giving a special penalty of 10 to combat skills. |
31
|
26
|
Gigantism: Character Height is Species maximum +2d6", with Massive Frame. |
32
|
27
|
*Hemophilia: The character’s blood clots much more slowly than normal. Attempts to stop bloodloss suffer a special penalty of 40. Females do not suffer the effect, but pass it on to their sons. |
33
|
28–29
|
Hirsutism: Excessive body hair. Reduce Comeliness by 1d3. Character may be mistaken for Gargun or were-creature. |
34–35
|
30
|
Leg: One leg missing or deformed. Reduce generated Agility by 50%. Character can walk (half-move) and hobble (full-move) with the use of a pegleg. |
36–39
|
31–40
|
Left-Handed: Dexterity +1d2. Character likely to suffer some discrimination. |
40–41
|
41–42
|
*Leprosy: Body covered with sores/scabs. Pain sensitivity is reduced (ignore Shock Rolls for Minor Wounds). Comeliness is –2d6 and Rhetoric is half ML. Contagion Index is 7. See Physician. |
42
|
43
|
Lycanthropy: Character is a were-creature. Use only at GM discretion. |
43–44
|
44–45
|
Monochromasia: Severe color blindness. All colors are perceived as shades of gray. Reduce Eyesight by 1d3, and the GM may assess a special penalty when color is significant. |
45–47
|
46–48
|
Obesity: Character’s Weight is 50% to 100% more than generated. This does NOT increase Strength, but reduces Agility by 1d3. |
48–57
|
49–58
|
*Parasites: Worms, fleas, lice, etc. These are fairly common among the lower classes. Character may have special penalty of 10 to Rhetoric skill and 20 to Lovecraft. |
58–60
|
59–61
|
*Poxmarks (healed): Character bears scars from a disease such as smallpox. Reduce Comeliness 1d3. |
61–63
|
62–63
|
Scars: Reduce Comeliness 1d3. |
64–65
|
64–65
|
Sterile: Character cannot have children. |
66–70
|
66–70
|
Multiple Traits: roll twice more. |
71–00
|
71–00
|
No Medical Traits |
Medical Option[edit | edit source]
Reward players with two points which they can add to attribute(s) of their choice (except any affected by the option) before they risk a roll on this table.