In a way that they are important for everybody regardless of their "class". They are randomly generated!
1. Strength: Improves HP; Improves damage with some weapons, defines maximum load. Can be used to test something when you want to kick a stuck door.
2. Dexterity: Check this when you want to spend your turn dodging an attack, checking if you do something fast, silently or when doing a risky jump; but it doesn't improve ranged attacks, or any other kind (see the Weapon attribute)
3. Intelligence: Defines how many times you can pull a Flashback scene per adventure (in the Blades in the Dark sense). This includes producing an object you didn't have. Specialist objects must suit your background (choose one at some point); and you can use it to do checks when applying your background too.
4. Magic: this defines your Mana Dice and your skill using magical items or checking for magical awareness.
5. Charisma: As I am using Cohorts (Blades in the Dark again) this is what you check when leading them (or even aquiring them). Wizards also use this to command spirits, while kobolds will use this to bind and manage animal companions.
6. Weapon: A bonus on this attribute means you have bonus skill on a given weapon (sword, maces, bow, fists). Not all weapons are trainable in this way, some are too crude. A penalty on this attribute means you cannot fight effectivelly,
On my notes right now, you cannot pick a class; but you can swap two attributes, so use that to analogically choose one (getting some magic will make you a caster, and getting dexterity or intelligence might make you some sort of thief)
There are only two races: Humans and Kobolds (hobbits by other name). The latter get a bonus on dexterity, but half the strength.
At some point, the character must roll the overall importance and status of his/her clan or equivalent (it determines available money)
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