Attribute Scores

The Conquest game systems use the following attributes to define a character's basic abilities:

Primary Attributes:

Agility, Charm, Coordination, Dexterity, Endurance, Health, Intuition, Memory, Muscle, Quickness, Reasoning, Willpower.

The Primary Attributes are determined by adding discretionary points to the base values for the character's race. All character's normally receive 320 discretionary points plus the result of a 10d6 roll.

No Attribute may receive more than 80 discretionary points at character creation.



Secondary Attributes :

Appearance, Balance, Flexibility, and Luck. Also the Senses: Hearing, Smell, Taste, Touch, Vision, Wyrding.

Secondary attributes for all characters have a base value (before Racial Modifiers) of 36 + the result of a 4d6 roll.

Derived Attributes:

Stamina, Fatigue, Hit Points, Mana, Perception, Resistance Rating.

Derived Attributes are determined using the following formulas:

Stamina = (Endurance + Health) / 3

Fatigue = Willpower / 2

Hit Points = (Endurance + Health+ Muscle) / 5

Mana = (Reasoning + Willpower + Wyrding) / 4

Perception = (Intuition + Reasoning) /3

Resistance Rating = (Intuition+Willpower)/4 + Wyrding Modifier





What The Attributes Mean

Agility is the amount of control and ease with which the character uses his body. This attribute is used with any skill requiring overall bodily movements such as dodging blows, climbing, riding and acrobatics.

Charm is the character's ability to influence the reactions of other people. This attribute is used with such skills as bartering, diplomacy, and seduction.

Coordination is short for Hand-Eye Coordination the degree of control and accuracy the character possesses in harmonizing the actions/movements of his hands in relation to what he is looking at. This attribute is used with such skills as thrown weapons, archery, and melee combat.

Dexterity is skill and grace in physical movements of the hands and wrists. This attribute is used with such skills as picking locks, sleight of hand, and surgery.

Endurance is the character's ability to withstand physical efforts and abuse. This attribute is used with such skills as swimming, and running.

Health is the character's general ability to resist/ recover diseases, poisons and injuries. This attribute is used with such skills as drug tolerance and disease resistance.

Intuition is the character's receptiveness to that which is not immediately obvious to the normal senses. This attribute is used with such skills as first aid and tactics.

Memory is the degree of preciseness the character exhibits in recalling information. This attribute is used with such skills as herbalism, magic, and alchemy.

Muscle is the amount of physical strength the character exhibits. This attribute is used with such skills as melee combat, smithing, and climbing.

Quickness is the speed at which the character acts. This attribute is used with such skills as and dodging; as well as, determining how many actions a character may take in a given period of time (i.e. a combat round)

Reasoning is the ability to make deductive judgements and conclusions.

Willpower is the strength of the character's mental make up to maintain his decisions, plans, and actions.



Secondary Attributes

The Secondary Attributes generally fall within a much smaller range of variance in normal persons, though some exceptions do exist both better and worse. In regards to normal, secondary attributes are considered to be average if they fall between 46 and 55. Attributes within this range usually have no negative or positive modifiers to the character's abilities; however, when scores fall outside this "average range" certain modifiers are applied. The modifier is determined on the following chart:
Secondary Attribute Action Modifiers
Attribute Score Action Modifier Attribute Score Action Modifier
0 -100 56 - 65 +5
1 - 5 -90 66 - 75 +10
6 - 10 -80 76 - 85 +15
10 - 15 -70 86 - 95 +20
16 - 20 -60 96 - 105 +25
21 - 25 -50 106 - 120 +30
26 - 30 -40 121 - 135 +35
31 - 35 -30 136 - 150 +40
36 - 40 -20 151 - 165 +45
41 - 45 -10 166 - 180 +50
46 - 55

(i.e. Normal Range)

0 181 - 195 +55
196 + +60



Appearance outside the average applies a modifier to reaction rolls from NPC's the character interacts with.

Balance, Flexibility, and Luck apply the modifier to skills that are based on possessing normal levels of these attributes.

Balance- Defense Rating, Climbing, Dancing, Juggling, Jumping, Hiding in Shadows, Moving Silently, Riding, Tumbling.

Flexibility- Defense Rating, Climbing, Dancing, Hiding in Shadows, Movement Rate, Stalking, Acrobatics.

Luck- Gambling, Hiding in Shadows, Resisting Magic, Stalking, and surprise checks.

The Senses: Hearing, Smell, Taste, Touch, Vision, and Wyrding apply the modifier to the appropriate Perception checks, in addition note also the following special skill modifiers:

Touch- Animal Handling, Bowyer/Fletcher, Climbing, Healing, Juggling, Moving Silently, Picking Locks, Picking Pockets, Pottery, Smithing.

Vision- Most modifiers apply to ranged combat, penalties apply at � to melee combat also.





Derived Attributes

Stamina represents the character's reserve of physical energy. As the character performs strenuous acts he will gradually lose Stamina incurring steadily more debilitating penalties to his actions.

Fatigue represents the character's reserve of mental energy. As the character performs mentally intense actions, (such as spell casting, using psychic abilities, or other intense concentration) he will gradually lose Fatigue points incurring steadily more debilitating penalties to later actions. Fatigue is also used as a form of basic mental defense in order for a psychic to be able to force his mind upon the character's he must successfully attack with the power used considering the target's current Willpower (with penalties for Fatigue) to be a defense rating, the damage scored on such attacks is subtracted from the target's Fatigue score.

Hit Points represent the character's ability to withstand pain and injury. When a character has received physical damage equal to or in excess of his Hit Points he falls incapacitated. If such a character does not receive medical attention he will eventually die, character's who have fallen below zero Hit Points continue to lose a minimum of 2 Hit Points per round (plus any prior bleeding effects) until they die at a negative total equal to � their Health attribute.

Mana represents the character's reserve of magical energies. When a character casts a spell the spell will have an appropriate Mana cost, which is subtracted from his available total.

Perception is the character's ability to notice things. When the GM determines the character would have a chance to notice something he will require the player to make a roll using his perception and any appropriate modifiers to determine if the character succeeds.

Resistance Rating is the character's innate ability to avoid the effects of Magic. Whenever the character is subject to a hostile spell's effects his Resistance Rating is subtracted from the Mage's Spellcasting roll. See the Magic system for details on the exact effects.





Several additional things are determined by the character's attributes.



Lifting Weight is calculated from the character's Muscle score the formula uses a Lifting Multiplier based on the actual range of the Muscle Score as follows:
Muscle Score Lifting Multiplier
1 - 19 x2
20 - 49 x3
50 - 74 x4
75 - 99 x5
100 - 149 x6
150 - 249 x7
250 - 349 x8
350 - 449 x9
450 + x10



(Muscle score-50) x ( Lifting Multiplier from above) +100 = Overhead Press / Two arm Biceps Curl in pounds.

Overhead Press x 1.5 = Bench press weight.

Overhead Press/3 = Single arm Biceps Curl weight.



Carrying Weight is based on the calculated Overhead Press weight.

Maximum No Encumbrance weight = Overhead Press/5

Maximum Light Encumbrance Weight = Overhead Press/3

Maximum Moderate Encumbrance Weight =Overhead Press/2

Maximum Heavy Encumbrance Weight = Light encumbrance x 2

Maximum Severe Encumbrance = Overhead Press

Maximum Carry Weight = Overhead Press x 1.5



Hit Point Recovery is based on Health and Race.

Time to Heal 1 Hit Point is equal to the base Healing Rate (see chart below) x Racial Recovery Modifier.

Base Healing Rate
Health Score Time to Heal 1 Hit Point While Active Time to Heal 1 Hit Point While Sedentary
1 -15 24 hours 8 hours
16 - 30 18 hours 6 hours
31 - 45 15 hours 5 hours
46 - 60 12 hours 4 hours
61 -75 11 hours 3 � hours
76 - 90 9 hours 3 hours
91 - 120 8 hours 2 � hours
121 - 150 6 hours 2 hours
151 - 180 5 hours 1 � hours
181 + 3 hours 1 hour


Movement Rate is calculated by adding the appropriate bonus from this chart to the Racial Base.

Quickness Attribute Movement Rate Modifiers
Attribute Score Movement Modifier Attribute Score Movement Modifier
1 - 4 -20 75 - 79 15
5 - 9 -18 80 - 84 18
10 - 14 -16 85 - 89 21
15 - 19 -14 90 - 94 24
20 - 24 -12 95 - 99 27
25 - 29 -10 100 - 104 30
30 - 34 -8 105 - 109 33
35 - 39 -6 110 - 114 36
40 - 44 -4 115 - 119 39
45 - 49 -2 120 - 124 42
50 - 54 0 125 - 129 45
55 - 59 3 130 - 134 48
60 -6 4 6 135 - 139 51
65 - 69 9 140 - 144 54
70 - 74 12 Each additional 5 points +3

Back to the Index
Talents, Flaws, and Wealth
Skills
Combat System
Action Point System
Psychic Abilities
Magic, Spellcasting, Rituals, and Runes