FMC Basic does away with ability scores (quite rightly!), but you might still want something of the sort. But we're doing one roll, one choice.
Roll 1d20:
- strong, fast, tough
- strong, fast, smart
- strong, fast, wise
- strong, fast, charming
- strong, tough, smart
- strong, tough, wise
- strong, tough, charming
- strong, smart, wise
- strong, smart, charming
- strong, wise, charming
- fast, tough, smart
- fast, tough, wise
- fast, tough, charming
- fast, smart, wise
- fast, smart, charming
- fast, wise, charming
- tough, smart, wise
- tough, smart, charming
- tough, wise, charming
- smart, wise, charming
Keep two; the other becomes a flaw.
- Strong characters deal +1 physical damage. Weak characters can't tempt fate to force doors, jump gaps, or the like.
- Fast characters get +1 on attack rolls. Clumsy characters can't tempt fate to go before their foes.
- Tough characters get +2 HP. Sickly characters can't tempt fate to resist poison, avoid disease or the like.
- Smart characters get +1 capacity. Dull characters have -1 capacity.
- Wise characters get +1 defense if they are not surprised. Foolish characters are still surprised if their party tempted fate to avoid it.
- Charming characters can re-roll a negotiation roll; if it changes from negative to affirmative there will be some additional quid pro quo. Off-putting characters must tempt fate to avoid making a bad impression when meeting someone new.
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