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3.  Attributes (4)

3.7. Race-specific modifiers

  Humans Elves Elvenkin Dwarves Alreus
STR 100 120 110 150 60
AGI 100 130 110 70 120
CON 100 80 90 150 80
CHA 100 150 120 70 90
INT 100 120 110 90 90
WIL 100 120 110 90 70

Table 9: Race Modifiers

These are the maximum values that each of the species can reach. A human can therefore only achieve a value of 100 in any category (unless magical enhancements come into play.)

The table allows some interesting comparisons. You will note that dwarves are the strongest of the races included here, whereas the elves are the most agile.

This does not mean that every elf a PC encounters is necessarily more dexterous and nimble than the player character! The PC might actually exceed the agility of the elf. It needs be remembered that the values in the table are maximum values, and rarely reached.

What it does infer that one should expect the members of each of the races above to have the strengths and weaknesses of their kind. It isn’t always the case, but it’s a good guide for the player.

Another interesting item is that alreus – due to their size and lithe build – cannot be as strong as e.g. humans.


3.8. Choosing the race of your character

This is the point when a player should decide which race her character should have. We have discussed all the advantages and disadvantages so the decision should have become a tad easier.

If you still haven’t decided which race appeals to you most, just choose a human, since they are the easiest. After all, there’ll be other game sessions when you can play other races!


First of all, you define the specific attributes of your character. For that you will need several ten-sided dice. (You could also use a single ten-sider; then you will have to repeat the rolls several times and note the results of each roll.)


For each attribute, you need to define a base value. Roll a single ten-sider and note the result, e.g. 7.

Now return to Table 7: Race Modifiers and see what your character’s maximum value in this attribute is. Let’s say you’re rolling for strength, and your character is an elf. Elves have a maximum strength of 120.

Check Table 10: Base Values (below). The red-colored numbers in the top row are the maximum values. For our elf, we need to focus on the 120 and the column below.

The blue-colored numbers in the leftmost column represent the results of your single-die roll. In our example you had rolled a 7, so you now have the coordinates of your desired field (7/120) and can read what your base value is.

In our example, the PC’s base value for strength is 65.

  70 80 90 100 110 120 150
1 5 10 20 30 35 45 65
2 10 15 25 30 35 45 70
3 15 20 25 30 35 50 75
4 15 20 30 35 40 50 80
5 15 25 35 35 40 55 85
6 15 25 35 40 45 60 90
7 20 30 40 45 50 65 95
8 20 30 40 50 60 70 100
9 25 35 45 55 65 75 105
0 30 40 50 60 70 80 110

Table 10: Base Values

Next you roll 5d10 (which means 5 ten-sided dice) and add the results to your base value.

Let’s say you roll 8, 6, 3, 4 and 8. The sum of your 5d10 is 29; added to 65 that means the strength of your elven PC is 94.


Repeat this procedure for each attribute of your PC.


Now that your character has a basic set of attributes, and a race, you can now think about which profession – or class – the PC has. You need to take into account the abilities you have just rolled, they influence how effective (or not) your character is likely to be in a certain class.

Just one quick example: A weakling who can barely lift a sword really shouldn’t try to be a fighter…


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