Measures muscle power. Lifting, grabbing. Determines damage in hand-to-hand. STR 0 reduces investigator to invalid unable to get out of bed.
Health, vigour, vitality. Challenged by poisons and diseases. CON 0 is death.
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.
Quick, nimble, flexible. DEX 0 is uncoordinated and unable to perform physical tasks. Highest DEX acts first in combat.
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.
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.
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.
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.
Starting luck is 3D6 x 5
1/5 of POW
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.
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.
CON + SIZ / 10 (rounded down)
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.