Wednesday, February 7, 2024

Mental and Physical Attributes

In the Atlantean System, players are allowed to choose the attribute scores for their characters. This is done by dividing a total of 100 + 2d6 points amongst eight different mental and physical attributes: Intelligence, Will, Perception, Charisma, Strength, Dexterity, Constitution and Speed. Players may divide up points as they wish, within the following restrictions:

The Racial Maximum Rule: This rule states that there are only a very limited number of individuals in the world who possess an absolute racial maximum score in any mental or physical attribute. In game terms, this is represented by giving the player a flat 10% chance that his or her character will have an attribute score equal to the racial maximum. Any time a player wants to roll a racial maximum for a new character, he or she must roll % dice. If the die roll equals 10% or less, the player/character gets the maximum score that he or she wanted. If not, the player will have to settle for a score that is at least one point below the racial maximum for the attribute in question.

The Minimum Attribute Rule: This rule simply states that no beginning player/character may have an attribute score lower than 6.

Game Judge’s Note: Non-player characters such as “normal” townsfolk, villagers, etc. may be given attribute scores that are lower than the stated minimum of 6, if desired. Attribute totals for such individuals (or for animals and monsters) may likewise be lowered in order to add emphasis to the “heroic” nature of player/characters and powerful N.P.C.s.

ATTRIBUTES

Intelligence (INT): This attribute represents the character’s powers of reason, and his or her ability to retain information and knowledge. Intelligence is the determining factor whenever a character is attempting to decipher strange writings, comprehend foreign languages, etc.

Will (WILL): This attribute represents the character’s mental toughness, willpower, faith and wisdom. Will is the determining factor whenever a character is attempting to resist "control" or "influence-type" spells, torture or interrogation, bribes, etc.

Perception (PER): This attribute represents the character’s degree of sensory awareness, including the abilities of sight, hearing, smell, taste, and touch. A low Perception is used whenever a character is attempting to save vs hidden objects, hear noises, detect invisible presences, etc. A save vs Perception may also be used as a determinant in certain "surprise" situations.

Charisma (CHA): This attribute represents the character’s persuasiveness, and presence (not appearance). A save vs Charisma may be used as a reaction die roll (a successful save means that initial reaction to the character is favorable), or whenever a character is attempting to convince, persuade, or command other individuals without the use of threats or violence. A save vs Charisma may also be used to determine if a leader or commander can rally companions, troops, etc. when faced with danger (as per a morale check).

Strength (STR): This attribute represents the character’s physical power, and his or her capacity for lifting or carrying objects of all sorts (see ENCUMBRANCE). Strength is the determining factor whenever a character is attempting to break free from any physical restraint by the use of force.

Dexterity (DEX): This attribute represents the character’s agility, coordination, and deftness. Dexterity is the determining factor whenever a character is attempting to dodge an attack (magical or physical), climb, or perform any action which requires coordination. Note that individuals will possess 18+ dexterity may attempt to dodge device-propelled missiles and missile spells (see COMBAT).

Constitution (CON): This attribute represents the character’s physical toughness, conditioning and endurance. Constitution is the determining factor whenever a character is subjected to poison, lack of food or water, harsh climatic conditions, physical stress, or "death-magic-type" spells.

Speed (SPD): This attribute represents the character’s speed, alertness, and reaction time. While many gamemasters have a standard rate of movement for humans and humanoids, it is unrealistic to assume that all such individuals run or move at the same speed. Thus, in The Atlantean System, a character’s Speed can range from 6-18, with modifications for race. Speed is the determining factor in any chase situation and as a measure of a character’s reaction time in combat (see COMBAT: Tactics and Surprise).

Optionally, a save vs SPD may be substituted for any save vs DEX required to dodge or elude an attack (magical or otherwise). Individuals who exercise this option are considered to be attempting to flee from the threat in question; i.e., moving away from the attack. At the Game Judge’s option, such an attempt may prohibit the individual from attacking on the following round.