Characteristics

STR 3D6 x 5

Measures muscle power. Lifting, grabbing. Determines damage in hand-to-hand. STR 0 reduces investigator to invalid unable to get out of bed.

CON 3D6 x 5

Health, vigour, vitality. Challenged by poisons and diseases. CON 0 is death.

SIZ 2D6+6 x 5

Averages height and weight. Use SIZ to determine things like seeing over a wall or squeezing though an opening. Determines HP, DB, and Build. Mass, basically, though lost limb might be better reflected in DEX.

DEX 3D6 x 5

Quick, nimble, flexible. DEX 0 is uncoordinated and unable to perform physical tasks. Highest DEX acts first in combat.

APP 3D6 x 5

Physical attractiveness and personality. High APP is charming and likeable, even without conventional good looks. APP 0 is appallingly ugly and possibly wholly detestable demeanor. APP is useful in social encounters or making good impressions.

INT 2D6+6 x 5

How Investigators learn, remember, analyse info, and solve puzzles. INT 0 is a babbling, drooling idiot. INT determines personal interest points (multiply INT x 2), also the value for Idea rolls and Intelligence rolls.

POW 3D6 x 5

Force of will, aptitude and resistance to magic. POW 0 is zombie-like and purposeless, can’t use magic. POW loss is permanent unless stated otherwise. SAN starts equal to POW. MP is indicated by POW (starting 1/5 of POW), but can be spent and regenerated.

EDU 2D6+6 x 5

Measure of formal and factual knowledge, and time spent in full-time education. Measures retained information, not the intelligent application of it (that is INT). EDU 0 is like a newborn or an amnesiac, no knowledge of the world, naïve, gullible. EDU 60 suggests high-school graduate, 70 indicates some college, more than 80 suggests graduate-level work and degree(s). May be self-taught also.

Point Buy Option: allocate 460 points in the 20-85 range. Recommended 40 min for SIZ and INT. Quick Fire Method: allocate 40, 50, 50, 50, 60, 60, 70, 80.

LUCK

Starting luck is 3D6 x 5

MAGIC POINTS

1/5 of POW

AGE

15-19: -5 among STR and SIZ. -5 EDU. Roll twice for luck and take higher result.

20-39: One improvement check for EDU.

40-49: 2 improvement checks for EDU. -5 among STR, CON, or DEX. Reduce APP by 5. > -1 MOV

50-59: 3 improvement checks for EDU. -10 among STR, CON, or DEX. Reduce APP by 10. > -2 MOV

60-69: 4 improvement checks for EDU. -20 among STR, CON, or DEX. Reduce APP by 15. > -3 MOV

70-79: 4 improvement checks for EDU. -40 among STR, CON, or DEX. Reduce APP by 20. > -4 MOV

80-89: 2 improvement checks for EDU. -80 among STR, CON, or DEX. Reduce APP by 25. > -5 MOV

Improvement checks: Roll skill, if roll is higher than skill value (i.e. a ‘failed’ roll), add 1D10 to value.

DAMAGE BONUS AND BUILD

STR + SIZ Damage Bonus Build
2-64 -2 -2
65-84 -1 -1
85-124 None 0
125-164 +1D4 1
165-204 +1D6 2
205-284 +2D6 3
285-364 +3D6 4
365-444 +4D6 5
445-524 +5D6 6

Add an additional 1D6 to DB and +1 to Build for each additional 80 points or fraction thereof.

HIT POINTS

CON + SIZ / 10 (rounded down)

MOVEMENT RATE (MOV)

If both DEX and STR are each less than SIZ: MOV 7

If either DEX or STR is equal or greater than SIZ: MOV 8

If both DEX and STR are each grater than SIZ: MOV 9

See age modifiers.

MOV rules do not apply to non-humans.

Occupations and Skills