Each character in Rhunec is described by six attributes. These attributes govern how successful the character is at different actions. When first creating a player character, 3d6 are rolled and the sum becomes a value that can be assigned to each attribute. After six numbers are rolled, the lowest value may be re-rolled and the higher result is used.
StregnthStrength is the physical power of a character or creature. The attribute governs the skills Athletics, Brute Force, and Endurance. Strength also governs the Knowledge of Martial Arts. Strength checks are made when using a weapon that has the Type of Blade, Blunt, Fists, Special, or Polearms. Strength checks can also be made if a Strength Skill does not cover the action a character wishes to make.
DexterityDexterity is the character's agility and tactile ability. This attribute governs the Acrobatics, Stealth, Slight of Hand, Subterfuge, and Pilot Skills. Knowledge of Tactics is also governed by this attribute. Dexterity checks are made when using a weapon that has the Type Blade, Range, Special, or Polearms. Dexterity checks usually occur during combat but if a dexterous action is not covered by the Dexterity Skills, a Dexterity check can be made in stead.
IntelligenceIntelligence is the attribute that determines a character's reasoning and memory. This attribute controls the Investigation, Scholarship, Enchanting, and Crafting skills. Knowledge of Memory is influenced by Intelligence. Usually there is not a combat or weapon check that requires an Intelligence check. However, Special weapons can use Intelligence or a strafe specificity can be designed to use Intelligence instead of Dexterity or Strength. Intelligence checks may be used in other areas of game play or damage if the Intelligence skills described do not cover them.
WisdomWisdom is the attribute that governs perception and insight. The Wisdom Skills are Beast Mastery, Plant Mastery, First Aid, Perception, and Survival. Knowledge of Magic is governed by the Wisdom attribute. This directly relates to spell casting abilities. Wisdom checks are made whenever a spell is cast. Spell Casting can be improved by gaining Knowledge of Magic or other spell related feats. Wisdom is not usually a combat check, but Special Weapons or a strafe specificity can be design around this attribute.
CharismaCharisma is the attribute that governs a character's force of personality. This attribute controls the Deception, Intimidation, Performance, and Persuasion skills. Knowledge of Rally is also connected to Charisma. Similar to Intelligence and Wisdom, Charisma is not usually utilized as a modifier in combat. However, Knowledge of Rally can be used to give characters advantage on their checks. A strafe specificity can be design around Charisma.
ConstitutionConstitution is the attribute that governs the strength of the character's spirit. This attribute governs the Resolve, Concentration, and Initiative skills. Knowledge of Recovery is influenced by Constitution. Constitution also governs the die that is rolled for health during level up. Constitution checks can be made when an action of spirit is not covered by the other three skills. Knowledge of Recovery checks can be made during combat if a character is at 0 health and wants to recover and continue to fight. When leveling up, the player rolls their health die to determine how much health they gain. The minimum added is 4 health. Below is a list detailing the Constitution number and the health die that is rolled:
- <10 is a d4
- 10 to 14 is d6
- 15 to 18 is d8
- 19 to 23 is d10
- >23 is d12
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