3. Attributes (1)
This value defines the sheer musclestrength of a character. Implied is the physical appearance; the closer strength approaches the maximum, the more muscular is a person. For instance, a human with a strength value over 90 looks like a bodybuilder.
The exception are magical items that enhance strength. Unless otherwise indicated, they do not change the character’s appearance.
In the game, this value is used whenever a character’s strength is tested, e.g. pulling ropes, or when the limit range is tested. This means that there are weights that the character should be able to handle without any problem – say, an adult man can easily carry a 10 year old child. But if the same man wants to carry his fully armored comrade from the battlefield, this will test his strength, i.e. the limits of his range are reached.
The GM has to define for each campaign what the limit range is. Whenever the character’s actions are within the limit range, the GM can demand that the player roll a die to check whether her action succeeds.
This bonus is added to the damage a PC affects on an enemy during combat. The stronger the PC is, the more damage he will wreak.
Table 1: Strength Bonus
The bonus increases with an increase in the character’s strength value. For instance when strength goes from 39 to 40, the bonus increases from +3 to +4.
This value represents a character’s agility, including sense of balance and reflexes.
Agility also influences the appearance of a PC. A human with a value of 30 is overweight whereas a human with a value of 90 could well be a circus artist on the tightrope.
This bonus increases the armor class of the PC. The more agile and mobile a character is, the more difficult it is for an opponent to hit him.
Table 2: Agility Bonus
The bonus increases with an increase in the character’s agility value. For instance when agility goes from 39 to 40, the bonus increases from +3 to +4.