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Stormbringer — Character Creation

1st Edition Rules · Chapter II

The complete character generation system: attributes, nationalities, classes and skills, ability bonuses, and a full worked example — Merak Gren.

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[2.1] Attributes

7 Attributes + Hit Points

Player-characters and NPCs have the same seven basic attributes: Strength (STR), Constitution (CON), Size (SIZ), Intelligence (INT), Power (POW), Dexterity (DEX), and Charisma (CHA). Roll 3D6 once for each and record the results in pencil — nationality and class will modify them.

Ratings normally range 3–18, though extreme circumstances can push them as low as 1 or as high as 100 (reserved for demons, deities, and super-human sorcerers like Elric himself). A human rating reduced to 0 or below means the character dies.

STR — Strength
Ability to lift and carry. Governs which weapons a character can use, carrying capacity, and melee damage.
CON — Constitution
Measure of health; the main determinant of hit points, and a gauge of endurance.
SIZ — Size
Mass of the character. Relates to height/weight (see table below) and affects hit points, Parry, Agility, and Stealth.
INT — Intelligence
Memory, abstraction, problem-solving, learning. Central to magic and skills like Plant Lore.
POW — Power
Basic ability to work magic (with INT). Very high POW is required for sorcery. Also a measure of luck and will-power.
DEX — Dexterity
Agility, manual dexterity, most skills, and a limiting factor for weapon choice.
CHA — Charisma
Leadership, charm, personality — not necessarily physical beauty. Helps in dealings with other characters; the least mechanically important attribute.

[2.1.3.1] Human Size

2.2 kg equals 1 lb. Heights/weights are given for light, medium, and heavy body frames.

SIZHeight in / cmWeight Light lb/kgWeight Medium lb/kgWeight Heavy lb/kg
10–12 (0–30)0–10 (0–5)0–15 (0–7)0–20 (0–10)
213–24 (31–60)11–20 (5–10)15–30 (8–15)21–40 (10–20)
325–36 (61–90)21–30 (10–15)30–45 (15–22)40–60 (20–30)
437–42 (91–105)31–40 (16–20)46–60 (23–30)61–80 (31–40)
543–48 (105–120)41–50 (21–25)61–75 (31–37)81–100 (41–50)
649–54 (121–135)51–60 (26–30)76–90 (38–45)101–120 (51–60)
755–60 (136–150)61–70 (31–35)91–105 (46–52)121–140 (61–70)
861–62 (151–155)71–80 (36–40)106–120 (53–60)141–160 (71–80)
963–64 (156–160)81–90 (41–45)121–135 (61–67)161–180 (81–90)
1065–66 (161–165)91–100 (46–50)136–150 (68–75)181–200 (91–100)
1167–68 (166–170)101–110 (51–55)151–165 (76–82)201–220 (101–110)
1269–70 (171–175)111–120 (56–60)166–180 (83–90)221–240 (111–120)
1371–72 (176–180)121–130 (61–65)181–195 (91–97)241–260 (121–130)
1473–74 (181–185)131–140 (66–70)196–210 (98–105)261–280 (131–140)
1575–76 (186–190)141–150 (71–75)211–225 (106–112)281–300 (141–150)
1677–78 (191–195)151–160 (76–80)226–240 (113–120)301–320 (151–160)
1779–80 (196–200)161–170 (81–85)241–255 (121–127)321–340 (161–170)
1881–82 (201–205)171–180 (86–90)256–270 (128–135)341–360 (171–180)
1983–84 (206–210)181–190 (91–95)271–285 (136–142)361–380 (181–190)
2085–86 (211–215)191–200 (96–100)286–300 (143–150)381–400 (191–200)
2187–88 (216–220)201–210 (101–105)301–315 (151–157)401–420 (201–210)
2289–90 (221–225)211–220 (106–110)316–330 (158–165)421–440 (211–220)
2391–92 (226–230)221–230 (111–115)331–345 (166–172)441–460 (221–230)
2493–94 (231–235)231–240 (116–120)346–360 (173–180)461–480 (231–240)
2595–96 (236–240)241–250 (121–125)361–375 (181–187)481–500 (241–250)

[2.1.3.2] The Effects of Body Frame

Body frame (light, medium, or heavy) is usually set by nationality. If content with an average weight, just pick a figure in range. To roll for falling between ranges:

  • Light frame: roll 1D6 for extra weight — 1-3 at range max, no effect; 4-5 heavier (roll 1D10 lb, +1 CON, +1 HP); 6 heavier & slower (roll 1D20 lb, +2 CON, −1 DEX).
  • Medium frame: roll 1D10 — 1-4 in range, no change; 5-7 lighter by 1D20 lb (−1 CON, +1 DEX); 8-10 heavier by 1D20 lb (+1 CON, −1 DEX).
  • Heavy frame: roll 1D10 — 1-5 in range, no change; 6-8 lighter by 1D20 lb (+1 DEX, no penalty); 9-10 heavier by 2D20 lb (+1 CON, −2 DEX).

Characters with SIZ 3 or less may not modify attributes through this procedure. For animals and fantasy creatures, use the nearest real-world equivalent's weight range as a guide (e.g. clakars ≈ orangutan).

[2.1.8] Hit Points

Hit points = CON, +1 for every point of SIZ over 12, or −1 for every point of SIZ below 9. The SIZ modifier never reduces hit points below half of CON. A character reduced to 0 HP or less dies — there is no resurrection or reincarnation in the Young Kingdoms.

Example: Merak Gren has CON 14, SIZ 17 → 19 hit points. Had his CON been 4 and SIZ 3, the formula 4−(9−3)=−2 is floored at half his CON, giving 2 HP, not −2.

[2.2] Character Nationalities

20 Nations

The Young Kingdoms comprise some 20 known kingdoms. Roll 1D100 on the table below for a random nationality, or pick one directly if your campaign requires it. Each nation modifies the base attributes and often sets a body frame, class, or special starting condition.

1D100NationalitySection
01-02Melnibone2.2.2
03-05Pan Tang2.2.3
06-08Myrrhyn2.2.4
09-12Dharijor2.2.5
13-16Jharkor2.2.6
17-24Shazaar2.2.7
25-29Tarkesh2.2.8
30-37Vilmir2.2.9
38-44Ilmiora2.2.10
45-49Nadsokor2.2.11
50-56Weeping Waste2.2.12
57-60Elwher2.2.13
61-67Island of Purple Towns2.2.14
68-74Argimiliar2.2.15
75-81Pikarayd2.2.16
82-88Lormyr2.2.17
89-95Filkhar2.2.18
96-97Oin2.2.19
98-99Yu2.2.20
100Org2.2.21

Nation Details & Attribute Modifiers

Melnibone 01-02
Pre-human but manlike; tall, dark, black-haired; sophisticated, cruel, amoral; worship Chaos; innately sorcerous.
Roll 1D10 + INT · 2D6 + POW · +3 SIZ. Light frame. All Melniboneans are Warriors & Nobles. INT+POW ≥ 32 → sorcerer.
Pan Tang 03-05
Large, heavy, dark-complexioned, black hair, thick beards; sorcerer/priests or warriors; worship the Lords of Chaos.
Roll 1D8 + INT · 1D8 + POW · +1 SIZ. Heavy frame. INT+POW ≥ 32 → sorcerer & priest, else Warrior. 01-20 on 1D100 → also Noble.
Myrrhyn 06-08
Winged, humanoid but unhuman; men short/thin/bald, women slender & hairy; some sorcery; can fly unless encumbered.
Roll 1D6 + INT · 1D6 + POW · (females) 1D6 + CHA. −2 SIZ (min 9). Sailor/Thief/Beggar rolls become Warrior.
Dharijor 09-12
Sturdy, swarthy, dark hair/eyes; skilled in war & peace; strong Chaotic Church; often intermarry with Pan Tang.
Roll 1D4 + CON.
Jharkor 13-16
Ordinary humans, all body types; fine craftsmen; worship the Lords of Chaos.
Body frame 1D6 (1-2 light, 3-4 medium, 5-6 heavy). Roll 1D4 − CHA; roll 1D4 + DEX.
Shazaar 17-24
Hardy but otherwise normal; all hair colours & body types.
Body frame 1D6 (1-2 light, 3-4 medium, 5-6 heavy). Roll 1D6 + CON.
Tarkesh 25-29
Greatest sea-faring nation of the north; dark complexion & hair; short; tripartite names.
Medium or heavy frame (choose). Roll 1D4 + CON; −1 SIZ if 10+. Farmer/Hunter → Sailor.
Vilmir 30-37
Most ordinary of the Young Kingdoms; blonde/red hair; cluster in cities.
No attribute changes. Body frame 1D6 (1 light, 2-5 medium, 6 heavy).
Ilmiora 38-44
Like Vilmir but more pleasant & mannerly; all body types & hair colours.
Roll 1D4 + CHA. Body frame 1D6 (1 light, 2-5 medium, 6 heavy).
Nadsokor 45-49
The City of Beggars; only the maimed, unhealthy or depraved; worship no gods, fear their king.
Roll 1D6 − CON; roll 1D6 − CHA. Automatically Beggar; roll on Afflictions.
Weeping Waste 50-56
Nomadic desert barbarians; short, dark-skinned, powerful, skilled in war.
Medium frame. Roll 1D6 + STR · 1D4 + DEX · 1D6 + CON · 1D4 − CHA; −1 SIZ if 10+. Automatically Hunter & Warrior; starts Ride 80%+1D6.
Elwher (text: Eshmir) 57-60
Source table lists “Elwher” but the section text describes Eshmir: short, slant-eyed, red/light-brown hair; worship the Lords of Chaos; some sorcerers among them.
Roll 1D4 + INT; roll 1D6 + POW. −2 SIZ if 10+. Medium frame. INT+POW ≥ 32 → automatically Priest & sorcerer; if STR ≥ 13 also Warrior (a Warrior-Priest of Chaos).
Island of Purple Towns 61-67
Fair people, dark brown/black hair; burly, medium/heavy frames.
Roll 1D4 + STR; roll 1D6 + CON. Hunter roll → Sailor instead.
Argimiliar 68-74
Normal human stock; medium frames; generally dark brown hair.
No attribute modifications.
Pikarayd 75-81
Savage, undeveloped land; men of Chalal noted as warriors.
Roll 2D4 + STR; +1 SIZ. Medium/heavy frames, swarthy skin, black hair.
Lormyr 82-88
Cold land, past glory centuries gone; large, fair, slow-witted.
Roll 1D4 − INT; +2 SIZ. Medium/heavy frame (choose).
Filkhar 89-95
Peaceful, dextrous race; light-to-medium frames; light brown/ash-blond hair.
Roll 1D4 + DEX.
Oin 96-97
Degenerate but hardy barbarians; wide frames, dirty brown hair.
Roll 1D6 − INT (if 10+); 1D6 − DEX (if 10+); 1D6 − POW (if 10+); 1D6 + CON. Priest/Sailor rolls → Farmer.
Yu 98-99
Like Oin but less civilised; heavy frames, pelt-like hair.
Roll 1D6 − INT (if 10+); 1D6 − POW (if 10+); 1D6 − CHA (if 10+); 1D6 + STR; 1D6 + CON. Priest/Merchant/Sailor → Hunter.
Org 100
Closest thing to dwarves, but degenerate; squat, gnarled, thin black hair; venerate undead ancestors.
Roll 2D4 − POW (if 10+); 2D4 − CHA (if 10+); 1D6 − INT (if 10+); 1D6 − DEX (if 10+); 1D8 + CON; 1D4 + STR; −2 SIZ if 10+. 1D20=1 → Noble Orgen, else Hunter.

[2.3.7.2] Nationalities and Religions

A Priest character's religion is usually determined by nationality; a player may choose freely among the gods listed for their nation.

NationGods Worshipped
MelniboneArioch, Pyaray, Xiombarg, Mabelrode
Pan TangChardhros, Pyaray, Arioch, Slortar
MyrrhynGrome, Lassa, Kakatal
JharkorThe Elementals, Pyaray, Arioch, Xiombarg
ShazaarThe Elementals, Arkyn
TarkeshStraasha, Pozz-Mann-Llyrr
VilmirThe Elementals, Arkyn, Donblas
IlmioraThe Elementals, Arkyn, Donblas
NadsokorThe Elementals, Narjhan, Balo
Weeping WasteThe Elementals, Others
EshmirThe Elementals, Arioch, Mabelrode, Hionhurn, Vezhan
Island of Purple TownsStraasha, Goldar
ArgimiliarThe Elementals, Goldar, Mabelrode
PikaraydKakatal, Grome, Arioch, Chardhros, Hionhurn
LormyrThe Elementals, Arkyn, Donblas
FilkharThe Elementals, Arkyn, Donblas
DharijorKakatal, Straasha, Checkalakh, Chardhros
OinNone
YuNone
OrgOthers
Example: Minakh Meen, a Priest of Chardhros in Pan Tang, has POW 36 + CHA 14 = 50, ÷10 = 5. Rolling 1D100 gets 03 — Minakh becomes High Priest of Chardhros, subject only to Jagreen Lern, Theocrat of the whole Church of Chaos.

[2.3] Character Classes and Skills

10 Classes

Starting adventurers are assumed to be 25 years old. Younger: subtract 5% per skill per year under 25. Older: add 1% per skill per year up to age 40 (max +15%); after 40, subtract 1% per year over 40 from physical skills only — mental skills (e.g. Sorcery) stay constant unless changed in play.

Unless a nationality predetermines class, roll on the table below. Besides class skills, every character gets 1D6+2 other skills (see §2.4). If the sum of INT and POW is 32 or greater, and INT is at least 16, the character has the innate capacity for sorcery.

1D100ClassSpecial
01-20WarriorRoll 1D10 — 9-10: character is an Assassin.
21-30MerchantRoll 1D10 — 8-10: Trader; else Shopkeeper.
31-45SailorRoll 1D10 — 9: Mate (+5% all skills); 10: Captain (+10% all skills).
46-60Hunter
61-65Farmer
66-70Priest
71-75Noble
76-85Thief
86-90Beggar
91-00Craftsman

[2.3.2] Warriors

Trained to war from childhood; the exalted profession in Melnibone and Pan Tang.

  1. First Weapon/Shield Attack & Parry of choice at 50% + bonuses.
  2. Second Weapon/Shield Attack & Parry at 40% + bonuses.
  3. Third Weapon Attack & Parry at 30% + bonuses.
  4. 60% chance to Ride at 65% + Agility bonus, otherwise 25% + Agility bonus.
  5. Starts with three weapons, armor of choice, plus 1D100 × INT LB.

[2.3.2.1] Assassins Warrior Subtype

Have perverted their weapons skills to slay on commission. Gain all Warrior skills, plus:

  1. Poison Lore 30% + Knowledge bonus
  2. Search 25% + Perception bonus
  3. Move Quietly 50% + Stealth bonus
  4. Hide 40% + Stealth bonus
  5. Ambush 50% + Stealth bonus
  6. Listen 50% + Perception bonus

[2.3.3] Merchants

Two kinds: Traders (skills below) and Shopkeepers (same skills, but half the Trader's weapon rating).

  1. Weapon of choice at 40% + Attack & Parry bonuses
  2. Read/Write Common Tongue 70% + Knowledge bonus
  3. Persuasion 50% + Communication bonus
  4. Credit 40% + Communication bonus
  5. Evaluate Treasure 80% + Knowledge bonus
  6. Starts with weapon of choice, armor bought via Credit, and INT × 5D100 LB
  7. 50% chance of already holding sorcerous rank if qualified
  8. Literate class: any other-language skill covers both Speak and Read/Write

[2.3.4] Sailors

  1. Weapon of choice at 40% + Attack & Parry bonuses
  2. Swim 50% + Agility bonus
  3. Tie Knot 70% + Manipulation bonus
  4. Climb 40% + Agility bonus (Climb Rigging 75% + Agility bonus)
  5. Balance 50% + Perception bonus
  6. Navigation 80% + Knowledge bonus (Captains & Mates only)
  7. Starting money: Sailor INT×1D20 LB; Mate INT×5D20 LB; Captain INT×10D20 LB

[2.3.5] Hunters

  1. Melee weapon of choice 30% + Attack & Parry bonuses*
  2. Self bow 25% + Attack bonus* (attributes permitting)
  3. Set Trap 50% + Manipulation bonus
  4. Ambush 50% + Stealth bonus
  5. Track 50% + Perception bonus
  6. Blacksmith Craft 20% + Knowledge bonus (attributes permitting)
  7. Starts with chosen melee weapon, self bow, and twelve arrows
  8. Starts with 1D100 LB

* Melee weapon and bow proficiency may be switched.

[2.3.6] Farmers

  1. Blacksmith Craft 20% + Knowledge bonus
  2. Track 20% + Perception bonus
  3. Cudgel 30% + Attack & Parry bonuses
  4. Small ax 15% + Attack & Parry bonuses
  5. Plant Lore 20% + Knowledge bonus
  6. Starts with INT×1D20 LB, a cudgel, and a hatchet
  7. 20% (with bonuses) with 2-handed spear, but must purchase one

[2.3.7] Priests

  1. Read/Write Common Tongue 80% + Knowledge bonus
  2. Read/Write Low Melnibonean 60% + Knowledge bonus
  3. Read/Write High Melnibonean 40% + Knowledge bonus
  4. Dagger 30% + Attack & Parry bonuses
  5. Plant Lore 40% + Knowledge bonus
  6. First Aid 40% + Knowledge bonus
  7. Persuade 25% + Communication bonus
  8. Credit 25% + Communication bonus
  9. Starts with a dagger and 5D100 LB/month from their temple
  10. +1 POW per year in priesthood over age 25; INT+POW ≥ 32 → may learn sorcery
  11. Literate class: further Read/Write language skills also grant Speak
  12. Begins with 2D6 points of Elan from prior activity

See Nationalities and Religions above for cult selection. A Priest normally starts at the bottom of their order; to become High Priest, sum POW+CHA, divide by 10, and roll 1D100 ≤ the quotient.

[2.3.8] Nobles

  1. Property worth 10,000 × 1D100 LB
  2. Credit 40% + Communication bonus
  3. First weapon of choice 40% + Attack & Parry bonuses
  4. Second weapon of choice 20% + Attack & Parry bonuses
  5. Starts with weapons, armor, and 100 × 1D100 LB cash; leads any group lacking a higher-CHA Noble
  6. If INT ≥ 13, may roll again on the Class Background table for a second class (a second Noble roll means royal lineage — roll 1D6+1 for succession distance)
  7. 50% chance of starting as a sorcerer of appropriate rank if qualified (second class becomes Priest)
  8. Literate class: Speak skills in other languages also grant Read/Write

[2.3.9] Thieves

  1. Weapon of choice 35% + Attack & Parry bonuses
  2. Dagger 45% + Attack & Parry bonuses
  3. Read/Write Common Tongue 25% + Knowledge bonus
  4. Climb 1D100% + Agility bonus
  5. Conceal 1D100% + Stealth bonus
  6. Jump 1D100% + Agility bonus
  7. Pick Lock 1D100% + Manipulation bonus
  8. Listen 70% + Perception bonus
  9. See 1D100% + Perception bonus
  10. Search 1D100% + Perception bonus
  11. Move Quietly 50% + Stealth bonus
  12. Cut Purse 1D100% + Stealth bonus
  13. Evaluate Treasure 50% + Knowledge bonus
  14. Starts with dagger, weapon of choice, a picklock, and 5D20 LB

[2.3.10] Beggars

  1. Persuade 60% + Communication bonus
  2. See 60% + Perception bonus
  3. Search 25% + Perception bonus
  4. Pick Lock 50% + Manipulation bonus
  5. Natural weapon skill flat 10%, no Attack/Parry bonus; +1% Attack & Parry per Beggar fighting alongside (mobbing)
  6. Improving weapon skill costs two of the character's extra skill slots
  7. Must roll on the Afflictions table (below)
  8. Starts with 1D6 LB

Not recommended for beginning players — but a rewarding challenge for those who enjoy playing against a handicap.

[2.3.10.2] Afflictions

Roll 1D4 to see how many times to roll on this table. Rolling the same result twice means the affliction is severe — subtract an additional 1 point from all attributes except SIZ.

1D20Affliction
01Cataract, half blind
02Missing one ear, half normal Listen ability
03Dumb — or tongue missing
04Missing one eye
05Missing nose
06Tooth decay — bad breath
07Open sores
08Leprosy
09Hemophilia
10Scurvy
11Missing 2D4 fingers
12Missing a hand
13Missing a foot
14Missing an arm
15Missing a leg
16Missing an arm and a leg
17Bald and scabby
18Grossly fat
19Living skeleton — grossly thin
20Mentally retarded (−1D6 INT)

[2.3.11] Craftsmen

Covers all skilled trades — weaving, cobbling, smithing, potting, and so on, determined in consultation with the GM.

  1. +3 to DEX rating
  2. Craft skill at 70% + Manipulation bonus
  3. 90%+ in a Craft makes the character a master, able to teach (max +10% imparted per pupil)

[2.4] Other Skills

Beyond class skills, every character rolls 1D6+2 additional skills, drawn from weapons (chapter 3) or general skills (chapter 4). Each weapon's Attack and Parry each count as one skill toward this total. Literate classes (Nobles, Merchants, Priests) may learn Speak and Read/Write of another language as a single skill roll; other classes need two rolls.

Jump, Climb, Dodge, Balance, Persuade, Listen, and Hide are known to all characters at 10% as common human experience — if chosen as an extra skill, add 1D100÷2 to that 10%. Otherwise they sit at 10% + ability bonuses.

If a GM calls for an unlearned skill, the character may use their relevant ability bonus as a rudimentary rating; a successful roll grants the beginnings of that skill for future improvement.

Example: Merak Gren, with no Knot skill but a 7% Manipulation bonus, rolls 05 on 1D100 to untie a chest's knot — success, and he now has Knot Tying/Untying at 7%, with a 94% chance to improve it after the adventure.

[2.5] Ability Bonuses

8 Abilities

Beyond nationality and class, a character's own attributes contribute a bonus or penalty to related skills. The average attribute range is 9–12: attributes below average decrease an ability, above average increase it (SIZ is often an exception, working against Stealth and Parry).

[2.5.1] Attack Ability

Based on STR, INT, POW, DEX. +1% per point over 12 in any of these four; −1% per point below 9. Added to all weapon Attack skills. A magically-boosted Attack can exceed 100% — such a character always hits unless parried, though a 00 on 1D100 is always a fumble.

[2.5.2] Parry Ability

Based on STR, POW, DEX (+1%/point over 12, −1%/point under 9) and SIZ (reversed: −1%/point over 12, +1%/point under 9). Added to Parry skill with any weapon.

[2.5.3] Damage Ability

Total STR + SIZ, then consult:

STR+SIZAdditional Damage — MeleeAdditional Damage — Missile/Thrown
02–16−1D6−1D4
17–24no effectno effect
25–40+1D6+1D4
41–50+2D6+2D4
51++3D6+3D4

[2.5.4] Agility Ability

Based on STR, POW, DEX (+1%/point over 12, −1%/point under 9) and SIZ (+1%/point under 9, −1%/point over 12). Applies to skills listed under Agility in chapter 4.

[2.5.5] Manipulation Ability

Based on STR, INT, POW, DEX — +1%/point over 12, −1%/point under 9. Applies to skills listed under Manipulation.

[2.5.6] Perception Ability

Based on INT and POW — +1%/point over 12, −1%/point under 9. Applies to skills listed under Perception.

[2.5.7] Stealth Ability

Based on INT and DEX (+1%/point over 12, −1%/point under 9) and SIZ (reversed: −1%/point over 12, +1%/point under 9). Applies to skills listed under Stealth.

[2.5.8] Knowledge Ability

+2% per point of INT over 12. Plus +1% per year of age over 25 (Nobles +2%/year, Priests +3%/year, reflecting greater opportunity to study). Applies to skills listed under Knowledge.

[2.5.9] Communication Ability

Based on CHA, INT, POW — +1%/point over 12, −1%/point under 9. Applies to Communication skills.

[2.6] Putting It All Together — Merak Gren

Worked Example

Rolling 3D6 for each attribute gives Merak an excellent spread: STR 14, CON 14, SIZ 17, INT 13, POW 12, DEX 16, CHA 13. From §2.1.8 he has 19 hit points — tough for a human warrior.

A nationality roll of 74 makes him Argimiliar (§2.2.15) — no attribute changes, medium frame. At SIZ 17 he stands roughly two metres tall and weighs about 125 kg.

A Class Background roll of 03 makes him a Warrior; a further 1D10 roll of 10 makes him also an Assassin, granting all Warrior and Assassin skills. His extra-skills roll (1D6+2) comes up 7, so he has seven additional skills chosen from chapter 4.

Working out his bonuses: Attack +7% (STR+2, INT+1, DEX+4), Parry +1% (STR+2, DEX+4, SIZ−5), Damage +1D6 melee / +1D4 missile (STR+SIZ=31), Agility +1%, Manipulation +7%, Perception +1%, Stealth 0%, Knowledge +2%, Communication +2%. His INT+POW (25) falls short of 32, so Merak is not a sorcerer — his best bonuses (Manipulation, Attack) point him toward weaponry and manipulation skills. He is not aligned with either Law or Chaos.

MEREK GREN — SAMPLE CHARACTER RECORD
Name
Merak Gren
Sex
Male
Age
25
Player
Ken St. Andre
Nationality
Argimiliar
Class
Assassin
Cult
None
Elan
None
STRCONSIZINTPOWDEXCHA
14141713121613

Two metres tall, medium build, 125 kg, blonde hair, brown eyes. Wears a dark cloak over tarnished plate armor and carries his bow in his left hand.

Armor: Plate / D10−1 or D10+2  ·  Major Wound Level: 10  ·  Hit Points: 19  ·  Afflictions: None

Weapons

WeaponAttack / DamageParry
Fist / Kick7% +D6 / +D41%
Desert Bow57% D10+1+D4
Sea Axe37% 2D6+2+D631%
Broadsword47% D8+1+D641%
Dagger37% D4+2+D631%

Possessions: Various pouches for tools of the trade.  Money: 50 large bronze pieces.  Notes: Likes to sneak around.

Skills

CategorySkills
Agility (+1%)Climb 36%, Dodge 11%, Jump 11%, Ride 51%, Swim 28%, Tumble 1%
Perception (+1%)Balance 12%, Listen 51%, Scent 1%, Search 26%, See 46%, Taste 1%, Track 1%
Stealth (0%)Ambush 50%, Conceal 0%, Hide 40%, Move Quietly 50%, Cut Purse 0%
Knowledge (+2%)Evaluate Treasure 38%, First Aid 4%, Make Map 2%, Memorize 2%, Music Lore 2%, Navigate 2%, Plant Lore 2%, Poison Lore 32%
Manipulation (+7%)Juggle 7%, Pick Lock 47%, Sleight of Hand 7%, Set Trap 7%, Tie Knot 7%
Communication (+2%)Credit 2%, Orate 2%, Persuade 12%, Sing 2%
LanguagesCommon Tongue: Speak 78%, Read/Write 16%

[2.7] Improving the Attributes

§2.7 – §2.8

Unlike RuneQuest, attributes cannot be trained up with money or practice. They change only through magic, or via an attribute saving roll.

When a GM calls for a 1D100 roll against an attribute and it succeeds, the player may then roll 2D6: a result of 7 improves the attribute by 1 point; a result of 2 (snake-eyes) strains and decreases it by 1 point. Improvement is six times more likely than decrease, but both are possible.

Example: Merak Gren must roll his STR (14) or less on 1D100 to shift a boulder blocking a cave exit. He rolls an 11 — success — and earns a 2D6 roll to potentially improve his STR.

Attributes can also decrease at the GM's discretion following serious injury (e.g. losing both hands might reasonably cost DEX). Remember that changed attributes may shift previously-calculated ability bonuses — it's up to the player to keep records current.

[2.8] Summary

Chapter 2 covers rolling attributes, modifying them for nationality and class, and calculating the ability bonuses that flow from superior or inferior attributes. From here, proceed to Chapter 3 (Combat & Weapons) to equip your character, then Chapter 4 (Skills) and, if qualified, Chapter 5 (Sorcery).