Player's Guide to RuneSword II - OS: Attributes
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.- Strength gives a +1 to damage for every 3 points of Strength above 10.
- Agility gives a +1 to attack rolls for every 3 points of Agility above 10. Agility may also increase your quickness in combat.
- Intelligence reduces the chance for spells fizzling; often used for situation tests.
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 |
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 |