Recommanded Attributes
- Primary Attributes:
Note:Each level is defined to be approximatively 1.25 times better than the
previous level.
- Strentgh:the character's physical strength.Average for human is 10.
- Dexterity:this is a measure of the character's agility and coordination.
Average for human is 10.
- Stamina:this is a measure of the character's endurance and overall health.
Average for human is 10.
- Quickness:this is a measure of the character's reflex and quickness.
Human's average is 10.
- Intelligence:the ability to learn or to figure something.It relates to
abstract thinking skills.Average for human is 10.
- Education:the raw character's knowledge.The human's average varies with
time but 10 is adequate for a college graduate.
- Will:the character's mental strength.Human's average is 10.
- Charisma:the character's ability to communicate with others.Human's average
is 10.
- Tech:the character's ability with technology.Like Education,the average
varies with time,8-9 is adequate for late 1980's.
- Listen:characters use their Listen attribute to see if they can hear
something that might otherwise not have drawn their attention.Human's average
is 10.
- Spot:characters use their Spot attribute to determine if they can see
something partially hidden or just out of the ordinary.Human's average is 12.
- Secondary Attributes:
- Size Modifier:gives a rough indication as how large is the character.It's
a modifier to the chance of being hit by a ranged weapon.Human's average is 0.
Here's a table you could use for calculating the size modifier,but remember
a little but large aim can have a higher Size Modifier than a tall but thin
one.
Size | Size Modifier |
1' to 1'12" | -3 |
2' to 2'12" | -2 |
3' to 4'12" | -1 |
5' to 6'12" | 0 |
7' to 7'12" | +1 |
8' to 8'12" | +2 |
- Speed:human's average running speed is 12 mph (or 20 kph).Speed can be
calculated by adding 3 mph (or 5 kph) for every one Dexterity or Quickness
(whatever Attribute you think is appropriate) level higher than 10,or by
substracting 1 mph (or 2 kph) for every one Dexterity or Quickness level
lower than 10.
- Resistance:it's the character's resistance to injuries,the lower the
Resistance the more injury prone is the character.Human's average is 0.
Resistance should be based on Stamina.
Stamina | Resistance |
1-3 | -3 |
4-6 | -2 |
7-9 | -1 |
10 | 0 |
11-12 | +1 |
13-16 | +2 |
- Injury Bonus:the stronger you are,the heavier the injuries you'll
inflict.Human's average is 0.Injury Bonus should be based on Strength.
Strength | Injury Bonus |
1-3 | -3 |
4-6 | -2 |
7-9 | -1 |
10 | 0 |
11-12 | +1 |
13-16 | +2 |
- Hit Points:Hit Points(HPs) are your ability to survive injury without losing
consciousness.When your character is injured,you'll lose HPs.If your HPs fall
below 1,your character falls unconscious.If you lose more than 2 times your
maximum HPs,you're dead!Human's average is 10.HPs should be based on
Stamina and character race.
- Initiative:the higher the initiative,the faster in combat you'll be.Human's
average is 10.Initiative should be based on Quickness or the average of
Quickness and Intelligence.
- Focus:it tells the character how many skills he can improve at one time.
Characters don't improve with every skills they use.All the aspects of
improvement are described in the Experience chapter.
Focus should be equal to Intelligence/3 (round down).
Back to TUGS Index.
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