Player's Guide to RuneSword II - OS: Attributes

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Attributes

Abilities

There are 3 abilities in RuneSword: Strength, Agility, and Intelligence. Each affects how your character performs both in and out of combat. The average person has a 10 in each, the higher the better. Heroic characters average about 14, but this varies due to the character's race. These abilities are not randomly determined.
Occasionally, there are situational rolls against an ability. For example, a character may have to roll a 20-sider against his Intelligence score to see whether he notices a pit. If his Intelligence is 14, he must roll at 14 or less to succeed. Depending on the situation, the success number may be lowered for especially difficult situations (Intelligence -3 for an nearly invisible trip wire) or raised for easy ones (Intelligence + 5 for a small switch).
Other Racial Differences
Health represents life force. Everyday people have 10 or so Health, but heroic adventurers have more. “Death” occurs when health goes to zero or below, but this is a heroic “not quite dead” from which it is possible to return. Usually. Most enemies stay dead when killed. Size affects Defense (how often you’re hit) against attack rolls. Larger creatures are easier to hit.
Of the 12 races, 10 are medium sized, so attackers need a 13 or better to hit. The small Zurish have Defense 15, and the giant islanders have Defense 11. Enemies come in other sizes as well.
Race Health Strength Agility Intellegence Size
Northlander 40 12 18 17 Average
Xai 35 10 18 10 Average
Islander 45 20 10 11 Large
Gaul 33 12 15 9 Average
Talantan 38 16 12 12 Average
Andorian 35 11 9 17 Average
Jafran 41 13 13 14 Average
Skandar 34 12 16 12 Average
Zurish 30 10 12 13 Small
Kyparissian 35 8 15 16 Average
Morean 42 15 14 9 Average
Argosan 36 12 10 17 Average
Vices
The six vices of RuneSword are Greed, Wrath, Pride, Lunacy, Lust, and Revelry. There are variances based on the character's race. Vices apply only to sentient creatures and characters, not animals.
Good Guy? Note that characters with high vice amounts are not considered "evil," just as those with low amounts are not considered "good." It's more of an issue of self-control. The D&D concepts of Good, Neutrality, Evil, Law, and Chaos are not reflected in RuneSword, or at least not statistically. Of course, there will be consequences for your actions. Not all evil acts are punished, nor all good acts rewarded, but stuff happens. There is karma and chaos in the lands.
Situations Like Attributes, Vices may come into play on certain role-playing situations. The classic example is an attractive member of the opposite sex attempting to entice a character into doing something unwise. Vices foster role-playing in situations where a character may act differently than a cautious player. The player still has control, but the vices inject a bit of Fate into the proceedings.
Spell Resistance Vices also affect spell resistance. When you are targeted by a hostile spell, your chance of resisting it is based on your vice score in that school. Average in a vice is 15% resistance.
Race Lunacy Revelry Wrath Pride Greed Lust
Northlander Weak Weak Great Good Average Average
Xal Average Average Weak Good Weak Average
Islander Great Good Uncontrolled Uncontrolled Weak Weak
Gaul Average Average Average Average Weak Good
Talantan Superb Superb Superb Uncontrolled Superb Superb
Andorian Good Average Good Average Good Average
Jafran Average Good Average Average Weak Average
Skandar Weak Uncontrolled Good Weak Great Uncontrolled
Zurish Good Good Good Good Good Great
Kyparissian Good Good Uncontrolled Uncontrolled Average Good
Morean Weak Weak Uncontrolled Uncontrolled Great Good
Argosan Weak Good Weak Weak Average Good