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.