Red Sun : Character creation: Difference between revisions

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==Races==
==Races==


Human
'''Human'''


Elf
Attributes : no modifiers


Half-elf


Dwarf
'''Elf'''


Mul
Attributes : +2 Dex, −2 Con, +1 Int, −1 Wil


Halfling


Half-giant
'''Half-elf'''


Thri-kreen
Attributes : +1 Dex, −1 Con
 
 
'''Dwarf'''
 
Attributes : +1 Str, −1 Dex, +2 Con, −2 Cha
 
 
'''Mul'''
 
Attributes : +2 Str, +1 Con, −2 Cha, −1 Int
 
 
'''Halfling'''
 
Attributes : −2 Str, +2 Dex, −1 Con, Cha −1, Wil +2
 
 
'''Half-giant'''
 
Attributes : +4 Str, −1 Dex, +2 Con, −1 Cha, −2 Int, −2 Wil
 
 
'''Thri-kreen'''
 
Attributes : +2 Dex, −2 Cha, −1 Int, +1 Wil




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Revision as of 21:00, 26 July 2005

Attributes

The 6 main attributes of D&D system are kept, with only a few changes:


Strength : physical power

Dexterity : quickness, agility, and manual dexterity

Constitution : physical health, toughness


Charisma : personal magnetism and charm, self-confidence, mystic power

Intelligence : reasoning, memory, and perception

Willpower : mental health, force of will


For human characters, attributes range from 0 (disabled) to 6 (maximum).


Attribute cost

1 : provide 3 points

2 : provide 1 point

3 : free

4 : cost 1 point

5 : cost 3 points

6 : cost 6 points


Starting characters have 6 points to buy atrributes. These scores are adjusted by the race of the character. However, players must invest enought points to have at least 1 in all attributes, even with racial penalties.


Races

Human

Attributes : no modifiers


Elf

Attributes : +2 Dex, −2 Con, +1 Int, −1 Wil


Half-elf

Attributes : +1 Dex, −1 Con


Dwarf

Attributes : +1 Str, −1 Dex, +2 Con, −2 Cha


Mul

Attributes : +2 Str, +1 Con, −2 Cha, −1 Int


Halfling

Attributes : −2 Str, +2 Dex, −1 Con, Cha −1, Wil +2


Half-giant

Attributes : +4 Str, −1 Dex, +2 Con, −1 Cha, −2 Int, −2 Wil


Thri-kreen

Attributes : +2 Dex, −2 Cha, −1 Int, +1 Wil


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