Characteristics

There are seven characteristics: Strength, Constitution, Size, Dexterity, Intelligence, Power, and Charisma.

For all the characteristics except Intelligence and Size, a 10 or 11 describes a fit male human of early 21st century Earth. The same person may have a 13 for Intelligence and Size. This scale is set in order to let the lower values of Size and Intelligence represent creatures significantly smaller or less intelligent than humans.

To determine the characteristics of a random human inhabitant of the 26th century, we can roll 3d6 for Strength, Constitution, Dexterity, Power, and Charisma, and roll 2d6+6 for Intelligence and Size.
However, the characters created by players are of those few with great potential. To create player-characters, roll 4d6 and total the highest 3 for Strength, Constitution, Dexterity, Power, and Charisma, and for Size and Intelligence, roll 3d6 and total the 2 that appeal most, then add 6. A high Size characteristic can occasionally be a drawback as well as a benefit, so the player may want to choose lower rolls for this characteristic. Most characteristics can be improved during play.

Strength: Measures the character’s muscle. A particularly low score could indicate age, youth, malnutrition, a low-gravity childhood, or simple lack of exercise. Strength affects a character’s effectiveness in hand-to-hand combat and his ability to use and carry heavy equipment. Strength can be trained higher. The maximum score is the highest of Strength, Constitution, or Size.

Constitution: Measures the character’s health and toughness. A particularly low score may reflect a general infirmity from age or youth, sheltered living, or the after-effects of trauma. Constitution is useful in resisting the effects of radiation, poisons, disease, and getting shot. Constitution can be trained higher. The maximum score is the highest of Strength, Constitution, and Size.

Size: Measures the character’s bulk. Size affects a character’s durability and force in hand to hand combat. Size cannot be trained higher, except in extraordinary circumstances involving growth treatments.

Intelligence: Measures the character’s ability in areas measured by most IQ tests (logical manipulation of symbols, pattern spotting, and procedural memory) and also gives a general sense of the character’s education. Players should decide for themselves how smart the character really is and how they want to play them. Intelligence usually cannot be trained up once a person reaches adulthood, but exceptions are possible, without necessarily involving biotechnological enhancements

Power: Measures the character’s attunement to the universe: luck, destiny, force, karma.Power is used to resist or press psionic effects and may be used to determine if fate is kind. Power is trainable under unusual circumstances.

Charisma: Measures the character’s force of personality. Charisma influences social skills and leadership ability. A particularly low score could represent a loathsome demeanor or merely shyness.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License