BFRP

2.1 - Characteristics

Introduction

A character's fundamental physical and mental capabilities are expressed as characteristics. These are seven numbers that change only infrequently, and have a significant (although not overriding) effect on many of the character's more specific abilities. Most characteristics are an amalgam of a number of factors that could be expressed individually, but are grouped together for simplicity.

Characteristics are usually referred to by the first three letters, capitalised.

Strength (STR)

STR represents the character's physical power, usually their muscular strength. Anything to do with lifting, pushing, breaking etc. is affected by STR. The most obvious game effect of STR is the damage modifier. A die roll based on STR alone is rare, but an opposed STR roll might be used for an arm wrestle.

Constitution (CON)

CON encompasses health, fitness, resistance to disease and poison, etc. The most obvious game effect of CON is it's effect on Hit Points, the character's capacity to withstand physical damage. A roll based on CON may be required for resisting asphyxiation.

Dexterity (DEX)

DEX covers two main areas: agility and manual dexterity. Balance, athletics, wrestling, and order of action in combat, all are affected by DEX. A DEX roll may be required for retaining balance, or grabbing a falling object.

Size (SIZ)

SIZ - what more is there to say? In game terms, SIZ affects Hit Points, and order of action in combat. Die rolls based on SIZ are unusual, but may be required if the character walks over a weak bridge. SIZ is frequently the target of an opposed roll for anyone lifting or pulling the character.

Intelligence (INT)

INT covers reasoning ability, memory, and intuition. INT is important to anyone studying magic. An INT roll may be required for remembering some detail, or maintaining concentration.

Power (POW)

POW is of most significance where magic is common, as it represents the character's magical potential, and how "in tune" they are with the world's mystical forces. A POW roll may be used to simulate luck, and opposed POW rolls are used to simulate magical or psychic struggles.

Charisma (CHA)

CHA covers both physical attractiveness and personal charm. It is presumed that a character with high CHA keeps themselves clean and smart, according to the cultural norm. Die rolls based on CHA are infrequent.

Mechanics

The normal range of characteristics for humans is 8-18, with the average being 13. These numbers can be generated by rolling 2d6+6. This will be covered in more detail in 3.1 Character Generation. Other races have different ranges, for example Dwarves are typically shorter, stronger, and tougher, so may have 2d4+4 SIZ and 3d6+6 STR and CON.

Certain exceptional members of a species may exceed the normal characteristic range. Arnold Schwarzeneger, for example, might have a STR stat of 19 or 20, and a world class Sumo wrestler might have a SIZ of 20 or 21. These are, however, normally limited to a few points either way. The "normal maximum" for a characteristic can be calculated by taking the maximum characteristic roll, adding the number of dice rolled, then adding 1 for every full +4 that is added to the dice roll. Normal humans, for instance, have a normal maximum of 21 in all characteristics. Magic may be able to increase characteristics beyond this level temporarily, but increasing them permanently invariably requires rare and potent magics.

There are additional limits that practice or training can achieve, but those are dealt with in 3.4. Character Progression.

The "normal minimum" for a characteristic is half of the minimum roleld characteristic.