February 07, 2005

Skills

Strength: Laboring, Wrestling
Endurance: Hiking, Swimming
Agility: Acrobatics, Climbing, Contortionist, Melee Combat*, Riding, Stealth
Perception: Awareness, Ranged Combat*, Tracking
Intuition: Magic*, Psychology, Sixth Sense
Charm: Haggling, Persuade, Seduction
Knowledge: Craft, Lore*, Survival
Drive: Leadership, Resolve

Strength and Endurance add to your basic HP (in fact, it can be equal to your Toughness rating). Drive adds your Resolve skill, which enables you to keep going despite running out of HP (it also enables you to maintain more spells simultaneously). Agility, of course, has a big effect in melee as well as covering all of the general athletic feats that adventurers need.

Here, Endurance seems like the dump stat. No skills except for long-distance travel and swimming. Especially if most poisons go off of Toughness. Actually, Endurance probably works for healing checks. And 5+Endurance could be your "critical wound threshold".

Interesting idea: healing rolls are Endurance + Regeneration + 2d10... if you don't have Regeneration, you roll Endurance + 1d10 and botches are still backslides. Probably too crippling. Your base recovery might well be your Endurance rating in HP per X, though. If your Endurance is negative, you recover 1 point per X-Endurance.

Posted by Kiz at February 7, 2005 03:25 PM
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