Priest Soldier Sorcerer Spy 3e EN:Attributes
A character's attributes in Priest Soldier Sorcerer Spy are ranked on a scale from 1 to 10. Most normal people have attributes within the 1 to 3 range, but exceptional individuals (such as your character) may have some attributes within the 4 to 6 range. Few humans reach 7 in any attribute, and 9 is the peak of human potential.
Attributes cost one character point each up to 3, two character points each from 4 to 6, three character points each from 7 to 9, and four character points to increase an attribute from 9 to 10.
Random Character Generation
Would you like to roll dice for your attributes? You can! Roll three six-sided dice, and consult the following table to see what you get:
Roll five times, and add up the total cost. Subtract that total from your pool of character points.
Now assign what you rolled to your character's Brawn, Agility, Reason, Perception, and Will, placing each number wherever you like. If you would like your character to have the priest or sorcerer archetype, roll six times instead of five, and assign one roll to your character's Power.
Your character's Endurance is equal to the character's Brawn or their Will, whichever is greater.
Brawn (BRN) represents a character's physical might, close combat fighting ability, and general hardiness; the character's Brawn adds to their action value (AV) and defense value (DV) when attempting these types of tasks.
Brawn determines how much a character can lift and how far they can throw things. Brawn is the default attribute used for the character's attack value (AV) and defense value (DV) in close combat (or "hand-to-hand"). See the Actions chapter for more information.
If a character's Brawn is reduced to zero, they are unable to stand, and they have great difficulty moving. They must succeed at a challenging Will roll (vs. 2d6 + 3) every round just to crawl a few feet, and they automatically fail any Brawn rolls. Brawn may not be reduced below zero.
|1||90 lbs||4 ft||2 ft|
|2||130 lbs||6 ft||3 ft|
|3||180 lbs||8 ft||5 ft|
|4||250 lbs||12 ft||6 ft|
|5||360 lbs||17 ft||8 ft|
|6||500 lbs||25 ft||9 ft|
|7||700 lbs||35 ft||11 ft|
|8||1,000 lbs||50 ft||12 ft|
|9||1,400 lbs||70 ft||14 ft|
|10||2,000 lbs||100 ft||15 ft|
- Lift indicates the greatest weight that the character can "clean and jerk" (pick up and lift overhead). A character carrying or supporting such a weight can take at most one or two steps per round. A character can move normally while carrying a weight corresponding to one less than their Brawn. For example, a character with Brawn 8 could carry up to 700 lbs and suffer no penalties to their movement while doing so.
- Throw (50 lbs) indicates the farthest distance that a character could throw a compact object weighing 50 lbs. To see how far a character can throw heavier objects, subtract the Brawn required to lift the object from the character's total Brawn. Look up the difference in the "Brawn" column: this indicates how far the character can throw the object. For example, a character with Brawn 8 could throw an object weighing 130 lbs (such as a cooperative slender human) up to 25 feet.
- Jumps indicates the character's standing long jump. With a running long jump, the character's ground movement is added to their standing long jump distance.
Agility (AGL) represents a character's coordination, ranged combat fighting ability, and general flexibility; the character's Agility adds to their action value (AV) and defense value (DV) when attempting these types of tasks.
Agility determines a character's base movement speed (running, swimming, etc.). Agility is the default attribute used for the character's attack value (AV) and defense value (DV) in ranged combat. See the Actions chapter for more information.
If a character's Agility is reduced to zero, they have great difficulty moving. They must successfully attempt a challenging (difficulty 3) Will roll every round just to take a step or two, and they automatically fail any Agility rolls. Agility may not be reduced below zero.
If a character's Reason is reduced to zero, they have great difficulty concentrating. They must succeed at a challenging Will roll (difficulty 3) every round just to form a sentence or understand a simple question, and they automatically fail any Reason rolls. Reason may not be reduced below zero.
If a character's Perception is reduced to zero, they have great difficulty recognizing or understanding their surroundings. They must succeed at a challenging Will roll (difficulty 3) every round just to identify someone they know or recognize where they are, and they automatically fail any Perception rolls. Perception may not be reduced below zero.
Will (WIL) represents a character's determination, focus, and the strength of their personality; the character's Will adds to their action value (AV) when attempting tasks that depend on these traits.
If a character's Will is reduced to zero, they become listless and have great difficulty making choices or taking action. They automatically fail any Will rolls. Will may not be reduced below zero.
Power (POW) represents a character's supernatural might, magical potency, or spiritual enlightenment. Most people have a Power of zero.
If a character's Power is reduced to zero, they can no longer invoke magic or use any special abilities which depend on it. Power may not be reduced below zero.
Endurance (END) represents a character's determination and ability to shrug off physical and mental abuse. Unlike other attributes, Endurance is not purchased with character points. Endurance is equal to the character's Brawn or their Will, whichever is greater. If a character's Brawn or Will permanently changes, their Endurance also changes.
When a character is successfully attacked, one (or more, if using the optional margin of success rules) is temporarily subtracted from their Endurance. A character who has lost more than half of their Endurance can speak and take roleplaying actions, but any other action, including combat, incurs a penalty die. A character whose Endurance is reduced to zero is defeated: they are out of the fight, and probably unconscious. Endurance may not be reduced below zero.