Attributes
Attributes represent natural abilities, such as strength, intelligence, and dexterity. Each has a numerical value, referred to as its Attribute Rating. In the Talislanta game, the Attribute Rating for a humanoid of “average” ability is “0”; an attribute rating of +1 or greater is above average, while a rating of -1 or lower is below average.
Attributes can be used as modifiers to specific Skills by adding the Attribute’s numerical value to the level of the Skill (the total is referred to as the Skill Rating; q.v.). Attributes can also be used to determine the result of actions for which there is no specific skill; for example, lifting a heavy object (a function of the Strength Attribute) or trying to locate a lost item (a function of the Perception attribute).
Whenever an Attribute is used by itself for an Action Table die roll, it is always doubled. Note that this applies to negative-rated Attributes as well. Zero-rated Attributes remain the same.
In the Talislanta game system, there are eight different primary attribute ratings:
- Intelligence Rating
- Will Rating
- Strength Rating
- Constitution Rating
- Perception Rating
- Charisma Rating
- Dexterity Rating
- Speed Rating
In addition to these, there are four secondary attributes:
- Combat Rating
- Magic Rating
- Ranged Combat Rating
- Hit Points
Primary Attributes
Intelligence Rating (INT)
This is a measure of the individual’s intellect and powers of reason. Intelligence is the deciding factor whenever an individual attempts to deduce the basic meaning of obscure or unfamiliar maps, dialects, or writings, appraise the relative value of goods, solve puzzles and mysteries, and so forth.
Perception Rating (PER)
This is a measure of the individual’s sensory awareness, taking into account the abilities of sight, hearing, smell, taste, and touch, plus such intangibles as instinct, intuition, and psychic talents. Perception is the deciding factor whenever an individual attempts to detect unseen presences or ambushes, detect illusions, locate lost or hidden articles, notice important details or changes in surroundings, or utilize any sensory ability.
Will Rating (WIL)
This is a measure of the individual’s willpower, determination, faith, and wisdom. Will Rating determines how well a character is able to resist temptation, bribery, seduction, torture, coercion, interrogation, or spells of Influence.
Charisma Rating (CHA)
This is a measure of the individual’s powers of persuasiveness, including such intangibles as leadership and the ability to command the respect of others. Charisma Rating affects a character’s ability to lead or persuade other individuals, make a favorable impression, negotiate, bargain, or haggle.
Strength Rating (STR)
This is a measure of an individual’s physical power. Strength Rating determines how much weight a character can carry or lift, how much damage a character does with a hand-held weapon, and so forth. It is also the deciding factor in attempts to bend or break objects, force open or hold shut a door, and restrain other characters or creatures.
Dexterity Rating (DEX)
This is a measure of the individual’s agility, coordination, and maneuverability. Dexterity Rating is an important factor in most physical skills and determines how well a character can perform acts of manual dexterity, dodge or evade an attack, keep his or her balance, or catch a thrown object.
Constitution Rating (CON)
This is a measure of the individual’s endurance, stamina, and durability. Constitution Rating determines how well a character can resist the effects of disease, wounds, poisons, toxins, exposure, hunger, and thirst.
Speed Rating (SPD)
This is a measure of how swiftly an individual is capable of moving, either on land, in the water, through the air, or by other means. Speed Rating determines Initiative in combat, as well as attempts to pursue others or escape pursuers.
Secondary Attributes
Combat Rating (CR)
This is a measure of a character’s natural ability in combat situations. It reflects a combination of physical and mental attributes, cultural and social factors, biological traits, and personal inclination. Combat Rating serves as the modifier for most melee combat-related skills (i.e., brawling, weapon, etc.).
Ranged Combat Rating (RC)
This is a measure of a character’s natural ability in ranged combat. It reflects a combination of agility, mental acuity, perception, cultural and social factors, biological traits, and personal inclination. Ranged Combat Rating serves as the modifier for most ranged combat-related skills (i.e., bows, hurlants, throwing knives, t’sai, etc.).
Magic Rating (MR)
This is a measure of a character’s natural affinity for Magic. Like Combat and Ranged Combat Ratings, it reflects a combination of natural, cultural, and personal factors. Magic Rating serves as the modifier for using magical Orders and Modes. Characters with low or negative magic ratings have trouble determining when magic is used on or near them and may have a subconscious distrust of magicians in general.
Hit Points (HP)
This is a measure of a character’s ability to sustain injury before dying. The average number of hit points that an individual or creature possesses is determined by race (and may be further modified through the selection of Quirks). This total is modified, one time only for beginning characters, by adding or subtracting a number of points equal to the individual’s Constitution Rating. Thereafter, the character’s Hit Points do not increase unless the CON rating is changed through permanent Attribute loss or XP expenditure to increase the Attribute. Hit Points are not used as an Attribute Modifier nor are they used to make Action Table rolls.
Attribute Benchmarks
Most normal humanoids have attributes in the -5 to +5 range, with zero being the “average.” Attributes greater than +5 are considered “superhuman” and attributes below -5 indicate a serious disability of some kind.
Primary Attribute Rolls
Stating Intent Before rolling on the Action Table to use a Primary Attribute, the player needs to state his character’s intent. Tell the Gamemaster which Attribute you’re using, and what it is you’re trying to accomplish.
Double the Primary Attribute’s Rating Whenever an Attribute is being used as the primary modifier for an action it is always doubled first. This rule applies to plus-rated (positive) and minus-rated (negative) Attributes. Zero-rated Attributes remain the same (two times zero = 0).
Kurn the Kharakhan Giant needs to make a Strength roll to attempt to lift a massive boulder. Kurn doubles his STR attribute of +8 for a total of +16 to his roll.
NOTE: The above rule applies ONLY to Primary Attributes. When making Action Table rolls using only Secondary Attributes as the modifier, the Attribute is NEVER doubled.
- Determining Bonuses and Penalties After the player indicates which Attribute is being used and describes the character’s intent, the Gamemaster must determine if any bonus or penalty will be applied. This is done before the player rolls on the Action Table.
First, take the character’s doubled Attribute Rating and apply it as a modifier — positive, negative, or zero. Then, you’ll need to determine the Degree of Difficulty. If the character’s action is being opposed by another individual or creature, decide which of the opponent’s abilities will be used as the Degree of Difficulty. If it is a Skill, the opponent’s Skill Rating is used for this purpose. If it is an Attribute, the opponent’s Attribute Rating is doubled and used as the Degree of Difficulty.
If the action is unopposed, then the Degree of Difficulty is based on how simple or difficult it will be for the character to achieve his or her stated intent.
When Kurn tries to lift the boulder, his player rolls his doubled Strength rating (+16) versus the Degree of Difficulty for the weight of the stone. The GM decides that the stone is impossible for a normal (0 STR) man to lift, so he sets the difficulty at -15. Of course, Kurn is a Giant, not a normal man, so he still has a +1 modifier to his roll (16 - 15 = 1).
Other factors that may apply include the character’s physical condition (wounded, tired, etc.), the footing (slick, unstable, etc.), and so on. Comparing applicable bonuses and penalties, the GM arrives at a single figure. This is the modifier that will be applied to the player’s Action Table roll.
The Attribute Roll To determine whether the Attribute is used successfully or not, the player rolls a d20 on the Action Table, applying the GM’s modifier to the die result.
Judging the Result With all Action Table rolls, it is the GM’s job to translate the results, taking into account the modified die roll total, the player’s stated intent, and any other relevant factors. Review the information on Action Table results in this chapter for examples.
Overview: Attribute Rolls
Anytime a character uses an Attribute to determine the result of an attempted action, use the following procedure:
- Player states Intent (which Attribute is to be used, and what is the character trying to accomplish?).
- Double the Attribute’s numerical Rating.
- GM determines bonuses or penalties (based on the Degree of Difficulty or opposing factors).
- Player rolls to attempt the action.
- GM judges result.
Attributes as Modifiers
Attribute Ratings are used as modifiers for applicable Skills, increasing or decreasing the affected skill accordingly. The total of Skill level and its Attribute modifier is referred to as the Skill Rating.
Sherra has a level of +3 in the skill, Acrobatics, and a DEX of +2 (DEX is the modifier for this skill). Sherra’s Skill Rating in Acrobatics is therefore +5.
Attributes Offsetting Penalties (Optional)
Attributes can, at the GM's discretion, reduce or even negate certain associated penalties. Penalties can be reduced to a minimum of 0.
- STR - Penalties due to being encumbered or wearing heavy armor.
- DEX - Penalties from dual-wielding, or performing difficult actions while in combat.
- CON - Penalties from diseases.
- SPD - Penalties from performing multiple actions in a round.
- WIL - Penalties from spellcasting.
- PER - Penalties from distractions.
Example: Offsetting Penalties
Ozramarus, a Cymrillian Magician with +1 Will, can cast two spells per day before the daily spell penalty begins to accumulate. Hibo-Lorabio, the Gnomekin Crystalomancer with a +4 Will, can cast five spells per day before the penalties accumulate.
Hibo, the Gnomekin mentioned above, has a +6 Constitution. She has been infected with a terrible disease which would have most people virtually incapacitated (-10 modifier to all actions). Hibo struggles along, however, her Gnomekin toughness reducing the penalty to -4 as she seeks a cure.
Kree-Caw, an Aeriad, has a Perception of +3. Attacked by a Rajan Assassin using a spell of Invisibility, Kree-Caw would normally have a -5 penalty to fight back, but the penalty is lowered to only -2 because he can detect faint sounds and notice swirling dust in the air where his opponent is moving.
Reaction Rolls
The first impression that a character makes on any new acquaintance is determined by making a Charisma roll on the Action Table. Failure indicates an unfavorable or even hostile reaction; Success indicates acceptance (or at least ambivalence), while Critical Success will always yield the most favorable response possible under the prevailing circumstances. At the Gamemaster’s discretion, reaction die rolls can be employed for encounters of almost any sort. In some situations, skills such as Fashion can be used for reaction rolls, depending on the nature of the individuals being encountered, their native culture, and other factors.
Allegiances
A character may have up to three allegiances, listed in order from most important to least important. These allegiances are indications of what the character values in life, and may encompass people, organizations, or ideals. A character may have no allegiances (being either a free spirit or a loner) or may change allegiances as he or she goes through life. Also, just because the character fits into a certain category of people doesn’t mean the character has to have that category as an allegiance.
If the character acts in a way that is detrimental to his or her allegiance, the GM may choose to reduce the normal XP award to the character or, in severe cases, to strip the character of that allegiance (and all its benefits).
A character’s allegiance can take the form of loyalty to a person, to an organization, to a belief system, to a nation, or to an ethical or moral philosophy. In general, a character can discard an allegiance at any time, but may only gain a new allegiance at the discretion of the GM.
Having an allegiance implies having sufficient intelligence and wisdom to make a moral or ethical choice. As a result, a character must have INT and WIL ratings of -3 or higher in order to select allegiances.
Allegiances include, but are not limited to, the following examples:
- Person or Group: This includes a leader or superior, a family, a group of linked individuals (such as a band of adventurers or a cell of a secret society), or a discrete unit within a larger organization (such as a military unit, or individuals whose safety the character is responsible for).
- Organization: This may be a gathering of like-minded individuals, a fraternal brotherhood, a secret society, a military organization, a bandit gang, or an otherwise established authority.
- Nation: This may or may not be the nation that the character currently resides in. It may be where the individual was born, or where the character resides after emigrating to a new home. Examples would include Zandu, the Seven Kingdoms, or the Quan Empire.
- Belief System: This is usually a particular faith or religion, but can also be a specific philosophy or school of thought. Belief systems could also include political beliefs or philosophical outlooks.
An allegiance can create an empathic bond with others of the same allegiance. With the GM’s permission, characters gain a +2 bonus to all Action Table rolls that involve CHA, such as skills like Diplomacy and Merchant and Oratory, when dealing with someone of the same allegiance, as long as the character has had some interaction with the other character to discover the connections and bring the bonus into play.
Movement
Individuals and creatures can move up to 50 feet in one round’s time at SPD +0, plus fifty feet per round per +1 SPD, or minus ten feet per -1 Speed Rating (40 ft/rd at SPD -1, 30 ft/rd at SPD -2, etc.). This rate of movement assumes an even surface, a straight course of travel, and limited encumbrance. When using a character’s or creature’s Speed Rating to determine distance traveled, remember that one mile per hour is equivalent to about nine feet per round. A character or creature may double this distance at a full sprint, but this can usually only be sustained for a number of rounds equal to the character’s CON rating. It is only rarely necessary to keep track of movement on a foot-by-foot basis, however. See the “Movement” section of the Combat section for more details.
Encumbrance
The maximum amount of weight that a Talislantan humanoid with average (+0 Rating) Strength can carry is their own body weight, plus 25% per each additional +1 Strength Rating or minus 10% per -1 Strength Rating. Negative encumbrance is not possible. A creature whose weight limit is negative can lift and carry less than one pound. At maximum encumbrance, individuals suffer a penalty of -5 on all Action Table die rolls related to movement of any sort (including all combat and spellcasting that requires gestures).
Combat Damage
Damage totals for physical attacks employing natural or other weaponry are modified by adding the attacker’s Strength Rating to the weapon’s Damage Rating (DR). Damage totals for device-propelled missile weapons such as arrows are not modified by the user’s Strength, although hand-thrown weapons such as javelins are.
Healing
The average individual or creature heals at the rate of 5 Hit Points per day, plus one additional point of healing per +1 Constitution Rating. Individuals with negative Constitution Ratings heal at the rate of 5 HP per day, minus one point of healing per -1 CON Rating (the minimum rate of healing is one point per day). Note that specific injuries such as broken bones may take longer to heal than simply regaining the hit points lost. This is left to the GM’s discretion.
Life and Death in the Game
Individuals or creatures reduced to zero or less Hit Points are rendered unconscious and on the verge of death. Should this happen the Gamemaster must roll on the Action Table, using the victim's Constitution Rating and current Hit Points as modifiers. The total will yield one of the following results:
- Mishap: Barring a miracle of some sort, the victim’s career has come to an untimely end. If the victim was a PC, the player can create a new character.
- Failure: Things are looking grim. The victim is fading fast and will need to make another CON roll every minute at a cumulative penalty of -1 per minute. A result of failure or worse on any of these subsequent CON rolls results in death. On a subsequent result of partial success, the victim gets to live for another minute. At best, the victim will suffer a permanent injury of some kind (as per a result of Partial Success).
- Partial Success: The victim will recover, but will suffer some sort of permanent injury. Possibilities include disfiguring scars, a 1-point reduction of one of the victim’s Attributes, amnesia, or some other disability appropriate to the circumstances surrounding the victim’s “near-death experience” (GM’s ruling).
- Full or Critical Success: The victim will recover completely, with or without medical attention, and suffer no permanent damage.
These rules should be reserved only for PCs or important NPCs. Any other individual reduced to 0 HP or less can simply be considered dead at once.