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ATTRIBUTES are physical and mental characteristics, measured from 3-18, that help to describe a character and provide modifiers to gameplay effects. The chart below provides the modifiers that apply based on the value of each attribute

Attribute Modifiers
Value Modifier
3 -3
4-5 -2
6-8 -1
9-12 0
13-15 +1
16-17 +2
18 +3


Strength (STR): As the name implies, this attribute measures the character's raw physical power. Strength is a key attribute for assassins, explorers, dwarven vaultguards, elven spellswords, and fighters. Apply the attribute bonus or penalty for Strength to all attack throws and damage rolls in melee (hand-to-hand) combat. Note that a penalty here will not reduce damage from a successful attack below one point, unless the target is otherwise invulnerable to the attack (see the Adventures chapter for details). Strength also aids in opening doors, smashing cates, and so on; apply 4x the bonus or penalty to all Dungeon Bashing throws, e.g. +/- 4/8/12.

Intellect (INT): This attribute measures learning ability and critical thinking. Intellect is a key attribute for elven nightblades, elven spellswords, and mages. The attribute bonus for Intellect is added to the number of proficiencies the character begins play with (see the Proficiencies chapter for details) and the number of languages the character is able to learn to read and write (described below). Studious spellcasters increase the number of spells of each level in their repertoire by their Intellect bonus (see Spells for details).

Will (WIL): This attribute measures mental fortitude, whether due to inherent wisdom or faith in a higher power. Will is a key attribute for bladedancers, crusaders, dwarven craftpriests, and priestesses, who must have the self-discipline to uphold their clerical codes of behavior . The Will bonus or penalty applies to all saving throws.

Dexterity (DEX): This attribute measures the character's agility and reflexes. Dexterity is a key attribute for assassins, bards, bladedancers, elven nightblades, and thieves. A character’s Dexterity bonus or penalty is applied to his attack throws with missile weapons, Armor Class value, and Initiative die rolls.

Constitution (CON): Constitution is a combination of general health and vitality. Constitution is a key attribute for explorers. Apply the Constitution bonus or penalty to each Hit Die rolled by the character. Note that a penalty here cannot reduce any Hit Die roll to less than 1 point.

Charisma (CHA): This attribute measures how well a character can influence or even lead people; those with high Charisma are well-liked, or at least highly respected. Charisma is a key attribute for bards. Apply the Charisma bonus or penalty to the character’s reaction rolls. Charisma also determines the maximum number of henchmen the character can employ, and modifies their morale. The number of henchmen a character can hire is equal to 4 plus the Charisma bonus or penalty (and therefore ranges from 1 to 7); the average morale of any such henchmen will be 0, modified by the character’s Charisma bonus or penalty.

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