3. GENERATE ATTRIBUTES (PURCHASING METHOD)Each character in Earthdawn possesses six Attributes that define the character's natural, unlearned physical and mental abilities. These Attributes--Dexterity, Strength, Toughness, Perception, Willpower, and Charisma--are of more or less importance to different Disciplines. For example, a thief needs a high Dexterity Value, which makes him faster, more coordinated, and better at performing sleight-of-hand tricks and other tasks requiring extraordinary small-motor control, in order to follow his Discipline faithfully.Players can generate Attributes for their character using two methods. The first uses a purchasing system to buy Attribute Values from a pool of points. We recommend that players use this system to create their characters. Because each player has the same number of Purchase Points available to buy the same Attributes, this system creates more balanced characters across Disciplines and races. Each player chooses how he will take advantage of identical opportunities. The purchasing system also gives players more control over their chosen character by allowing them to guarantee that their character has the required minimum or maximum Attribute Value for a particular race. Using this system, each player receives 66 points with which to purchase his character's Attributes. The cost for each Attribute Value appears below. No character may begin the game with a starting Attribute Value lower than 2 or higher than 18. Remember that certain races ahve minimum or maximum Attribute Value requirements. Consult the Racial Abilities Table for that information, or refer to your notes from step two, Choose a Race. Generating Attributes with the purchasing method requires a certain amount of strategy. For example, by choosing a very low value for one attribute, you gain additional Purchase Points that can be applied to other Attributes. As the tabel shows, assigning a value of 2 to one Attribute actually gives you 3 extra Purchase Points to assign to other Attributes. Choosing a value of 3 will gain you 2 points, and choosing a value of 4 gains you 1 point. Attribute Values higher than 5 must be paid for at the point cost given in the table. Racial modifiers may also affect the value you assign to your characters Attributes. Note the racial modifiers for your character's race as you assign Attribute Values. For exampel, a troll character receives a Strength modifier of +4, which allows a player to assign a lower value to the Strenght Attribute and still end up with a satisfactory character, while freeing up purchase points for other Attributes. Trolls also suffer a Perception modifier of -1. A player might decide to use the extra points to purchase an extra Attribute Value or two to offset that modifier. Write the unmodified Attribute Values in light pencil on your Character Record Sheet, or list them on a separate sheet of paper.
The gamemaster of Jill's group has asked the players to generate their characters using the Purchasing Point system. Jill sees that a windling has a maximum Strength of 11 and that Toughness and Charisma are important Beastmaster Attributes. Jill decides to give her windling Beastmaster high Strength, Toughness, and Charisma Values. 3. GENERATE ATTRIBUTES (RANDOM METHOD)The second method of generating Attributes uses a random system that often creates more unpredictable characters with less evenly balanced Attributes (from a group standpoint), but that can result in more powerful characters. The random generation system has two main advantages. It is quicker, and the player can actually end up with higher Attribute Values than are possible in the purchasing system. For example, by using random dice rolls, a player could conceivably have an Attribute Value of 15 for all six Attributes. The Attribute Cost Table on this page shows that a character could not purchase Attributes at that same level with the allowed Purchase Points. The random generation system's biggest disadvantage, as illustrated in the example below, is that a player creating a character this way has far less control over what values he or she can assign to Attributes, and the character may emerge somewhat unbalanced.Players randomly generate Attribute Values by rolling 6-sided dice. These dice rolls are not Action dice, so you do not gain a Bonus dice roll on a result of 6 Roll 4D6, discarding the lowest die roll result. Add the three remaining dice rolls to get a result from 3 to 18. Repeat this process a total of six times and note the results on your separate sheet of paper. When you have generated six Attribute Values, assign them in any order to the six Attributes of Dexterity, Strength, Toughness, Perception, Willpower, and Charisma. Check the racial minimums or maximums for your character's race. If one of your character's Attributes requires a racial minimum, you must assign it one of the randomly generated Attribute Values equal to or higher than the required racial minimum. If you did not randomly generate a number equal to or exceeding the racial minimum, use the generated number closest to the racial minimum and adjust it to equal the minimum. For example, if you wanted to play an obsidiman character and generated no numbers equal to or exceeding 15 (the racial minimum for Strength), you would assign the closest number to 15 to the Strength Attribute as a 15.
For curiosity's sake, Jill's gamemaster asks the group to generate Attributes using the random generation system. The gamemaster wants to see how this will affect the characters the group wants to create. Jill rolls a 15, 5, 14, 14, 17, and 9.Write the Attribute Values in light pencil on a character sheet, or record them on a separate paper. Consult the Racial Modifiers Table and Modify Your Character for Race to determine what racial modifiers you must apply to the Attribute Values. The following descriptions of each Attribute also list the various Disciplines for which that Attribute is important. When assigning numbers to Attributes, you will want to favor the Attributes especially related to your character's Discipline.
DexterityDexterity measures your character's agility, speed, and hand-eye coordination. Dexterity affects the character's foot speed, and determines his or her basic ability to engage in and avoid physical attack.Important For: Archer, Cavalryman, Swordmaster, Thief, Warrior
StrengthStrength measures a character's muscle power. It determines the base damage done by a physical attack and how much a character can lift and carry.Important For: Cavalryman, Sky Raider, Warrior, Weaponsmith
ToughnessToughness measures a character's endurance and general health. It gauges a character's ability to absorb damage and still keep going, as well as his natural ability to heal himself. A character's Toughness determines his Death Rating, Wound Threshold, Unconsciousness Rating, and the number of Recovery Tests he can make per day. Use the character's Toughness dice as his Recovery dice.Important For: Beastmaster, Sky Raider, Warrior
PerceptionPerception measures a character's mental quickness, alertness, and ability to notice things. Perception is important to the casting of magical spells, as well as for avoiding the effects of spells.Important For: Archer, Elementalist, Illusionist, Nethermancer, Thief, Troubadour, Weaponsmith, Wizard WillpowerWillpower measures a character's concentration, sense of self, and force of will. It helps characters resist illusion magic and potentially damaging spells. Willpower also increases the effectiveness of spellcasting.Important For: Elementalist, Illusionist, Nethermancer, Wizard
CharismaCharisma measures a character's persuasiveness, social savvy, and ability to create a positive impression on others. The Charisma Attribute determines a character's success or failure at using charm, persuasion, or any number of other social skills.Important For: Beastmaster, Cavalryman, Sky Raider, Swordmaster, Troubadour
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