World of Gaianar - Third Edition
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Primary Attributes

The Primary Attributes for Gaianar Player Characters are: Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma, Comeliness, and Faith.

Quick Link: External link opens in new tab or windowRolling for Attributes vs. Point-Buy for Attributes |  Calculating Secondary Attributes (Ability Checks) 

StrengthMuscle power
Strength
Strength
This attribute is a measurement of physical prowess, one’s ability to lift heavy loads, bend bars, pull oneself up a rope, or kicks down a blocked door. Strength is needed to swing swords with authority and to pummel opponents into utter submission.



Strength Attribute Modifiers

Attribute Score

To Hit

Area Save

To Damage

Max Lift

Force Door

Bend Bar

1

-4

-3

-1d8*

24

 

 

2-3

-3

-2

-1d6*

32

‡

 

4-5

-2

-1

-1d4*

48

‡

 

6-7

-1

0

-1d3*

64

5%

 

8

0

0

-1

80

6%

‡

9-10

0

0

0

100

8%

‡

11-12

0

0

0

120

12%

5%

13-14

0

0

0

150

20%

7%

15

0

0

1

180

30%

10%

16

+1

0

1d3

200

42%

13%

17

+2

+1

1d4

240

55%

18%

18

+3

+1

1d4+1

300

65%

24%

19

+4

+2

1d6

360

80%

30%

20

+5

+2

1d6+1

450

90%

38%

21

+5

+3

1d8

600

95%

48%

22

+6

+3

2d4+1

720

†

60%

23

+6

+3

2d6

960

†

72%

24

+6

+4

3d4+1

1,280

†

84%

25

+7

+4

3d6

1,664

†

95%

† Here or higher fails only on a critical failure. ‡ Here or lower only succeeds on a critical success. * Negative damage modifiers on bludgeoning melee weapons only. Characters always inflict at least one point of damage even with negative modifiers to damage.

To Hit:  This bonus or penalty to hit applies only to melee combat.

Max Lift:  This score indicates the maximum burden a Player Character can carry.

Area Save is the bonus or penalty applied to the character’s saving throw versus Area Effect.

To Damage: Indicates the ferocity of the Player’s attack with respect to hit point damage inflicted

Force Door:  The percentiles show the Player Character’s chance for success in breaking down most typical doors by virtue of sheer brute force.

Bend Bar:  Similar to Force door, it indicates the Player character’s ability to bend 1” bars of steel with nothing more than bare hands.








IntelligenceRaw ability to learn

IntelligenceIntelligence

This attribute is a measure of one’s ability to learn new skills and to solve problems. Intelligence also determines the number of native languages a character can know as well as the quantity of bonus proficiencies.




Table: Intelligence Attribute Modifiers

Attribute Score

Bonus Proficiencies

Native Languages

Chance to Learn Song, Sigil, Spell, or Formula

Max Song Level

1

1

0

 

0

2-3

1

1

‡

1

4-5

2

1

‡

1

6-7

2

1

15%

2

8

3

1

30%

3

9-10

4

2

40%

4

11-12

4

2

45%

4

13-14

4

2

55%

5

15

5

3

65%

6

16

5

3

75%

7

17

6

4

80%

8

18

7

4

85%

8

19

8

4

90%

8

20

9

5

92%

8

21

10

5

94%

8

22

11

6

95%

8

23

12

6

†

8

24

12

7

†

8

25

13

8

†

8

† Here or higher fails only on a critical failure. ‡ Here or lower only succeeds on a critical success.

Max Song Level:  This statistic applies only to Wishsingers. The number shown indicates the maximum song level from which the Wishsinger can sing.

Bonus Proficiency Slots:  The number presented indicates how many proficiency slots a Player Character had earned before taking up adventuring as a career.








WisdomAbility to make good choices

WisdomWisdom 
The Wisdom attribute determines a person’s worldliness and common sense. People of high wisdom rarely make rash judgments, but instead tend to be patient and logical. Wisdom is necessary for deep understanding of things learned.



Table 5: Wisdom Attribute Modifiers

Attribute Score

Sleep Charm Save Adjustment

Spiritual Powers Save Adjustment

Resist Illusions

1

-8

-1

 

2-3

-6

-1

 

4-5

-4

+0

 

6-7

-2

+0

 

8

-1

+0

 

9-10

+0

+0

 

11-12

+0

+0

 

13-14

+0

+0

 

15

+1

+0

‡

16

+2

+0

‡

17

+2

+1

‡

18

+3

+1

5%

19

+4

+2

7%

20

+5

+2

10%

21

+6

+3

13%

22

+7

+3

17%

23

+7

+4

22%

24

†

+4

28%

25

†

+5

35%

† Here or higher fails only on a critical failure. ‡ Here or lower only succeeds on a critical success.

Sleep/Charm Save:  The number shown indicates the bonus or penalty to the Player Character’s Save vs.. Sleep/Charm saving throw score.

Spiritual Powers Save: The number shown in this column displays the modifications due to Wisdom to the Spiritual Powers save. Generally, Faith and Wisdom are components in a Player Character’s ability to resist attacks of this type.


DexterityCoordination and fine motion

DexterityDexterity

This attribute determines a person’s overall physical coordination; it describes the character’s awareness of the parameters of his or her own body. Dexterity measures a character’s basic reaction time in combat as well as the speed at which repetitive physical tasks can be performed. A bowman with high dexterity, for example, can hold his bow steady enough to hit targets from far distances. Dexterity allows musicians to successfully play complex scores and healers to stitch together wounded bodies. Finally, highly dexterous people can avoid damaging weapon blows easier than a clumsy person with less Dexterity.


Table: Dexterity Attribute Modifiers

Attribute Score

Initiative Modifier

Magic Weapon Save Adjustment

AC Bonus

Missile BAtCh Bonus

1

6

-2

-7

-5

2-3

6

-1

-5

-3

4-5

5

-1

-2

-2

6-7

5

0

-1

-1

8-13

4

0

0

0

14-15

3

0

+1

0

16

3

0

+2

+1

17

2

0

+3

+2

18

2

+1

+4

+2

19

1

+1

+4

+3

20

1

+1

+5

+3

21

1

+2

+5

+3

22

0

+2

+6

+4

23

0

+2

+6

+4

24

0

+2

+7

+4

25

0

+3

+8

+5

Armor Class Bonus:  This number determines how the Player Character’s Base AC is modified according to overall agility and alacrity. Basically, a Player Character with high Dexterity is able to dodge blows that would otherwise hit their clumsier counterparts, thus improving their final calculated armor class.

Missile BAtCh Bonus:  With steady hands come more accurate bowshots, dagger throwing, and dart blowing. Characters with high Dexterity are able to use distance weapons with greater precision than others can. The number shown in this column is added to the Player Character’s attack rolls with using missile weapons.

Magic Weapon Save Adjustment:  Characters with high dexterity are slightly more able to dodge the effects of line-of-sight energy weapons, beam weapons, and supernaturally enhanced weapons.

Initiative Modifier: Player Characters with high Dexterity will react more quickly in battle than those with less. This number is added to the base initiative die roll.


ConstitutionResistance to illness/injury
ConstitutionConstitution
The Constitution attribute ranks a person’s overall physical health. If a person has high constitution, he or she is likely to resist diseases and successfully withstand shocks to the system. In Arthurian legend, Percival would be a fine example of one with high Constitution, as he withstood hunger, torture, freezing cold, and inhuman toil. 
Strength and Constitution do not necessarily go hand-in-hand; it is entirely possible for a character to be a muscle-bound hulk with a glass jaw and plagued with endless sniffles. Equally likely is a reclusive, bookish type who catches the flu once a decade and walks away from car crashes without even getting a stiff neck.

Table: Constitution Attribute Modifiers

Attribute Score

Hit Point Bonus

System Shock Save Adjustment

Poison Save Adjustment

Resist Disease

1

-1d8

-8

-1

 

2-3

-1d6

-6

-1

 

4-5

-1d4

-4

+0

 

6-7

-1d3

-2

+0

 

8

-1

-1

+0

 

9-10

+0

+0

+0

 

11-12

+0

+0

+0

 

13-14

+0

+1

+0

 

15

+1

+1

+0

 

16

+1d3

+2

+0

‡

17

+1d4

+3

+1

‡

18

+1d4+1

+4

+2

5%

19

+1d6

+5

+2

10%

20

+1d6+1

+5

+2

13%

21

+1d6+2

+6

+3

17%

22

+1d6+3

+6

+3

21%

23

+1d6+4

+7

+3

26%

24

+1d6+5

+7

+4

34%

25

+1d6+6

+8

+4

40%

‡ Succeeds on a critical success.

Hit Point Bonus:  Depending on the value of this attribute, the die roll shown is either added to or subtracted from the character’s hit point accumulation roll at the beginning of each new level. However, every Player Character gains at least one hit point each level, regardless of any negative hit point modifiers.

Resist Disease:  With those of very high Constitution scores, it becomes possible to simply “shrug off” illness that would ordinarily incapacitate others. The percentages shown indicate the probability of resisting the effects of the disease. It should be known that it is entirely possible to be a carrier of a resisted disease and not otherwise be affected by the disease’s presence.

System Shock Bonus:  As Constitution determines a Player Character’s ability to recover from illness and bodily assault; the number indicated in this category modifies a Player Character’s Save versus System Shock roll.

Poison Save:  As poisons tend to do more critical and systemic damage to the body than mere physical assaults, a very high Constitution score is required to achieve a positive saving throw bonus.



CharismaPower of personality
CharismaCharisma
This value represents the strength of one’s personality. People with high Charisma can entertain crowds with tales of wonder, slick their way past officials, and talk their way into profitable deals. People with high Charisma are generally more likable than those with low Charisma and they tend to have more friends.



Table: Charisma Attribute Modifiers

Attribute Score

Quantity of Henchmen

Morale Adjust

Loyalty Bonus

Item Price Modification

1

None

-4

-8

+15%

2-3

-75%

-3

-6

+15%

4-5

-50%

-2

-4

+10%

6-7

-20%

-1

-2

+5%

8

+0%

0

-1

0

9-10

+0%

0

0

0

11-12

+0%

0

0

0

13-14

+0%

+1

+1

-5%

15

+0%

+1

+2

-10%

16

+0%

+2

+3

-10%

17

+25%

+3

+4

-10%

18

+50%

+4

+5

-15%

19

+75%

+4

+6

-15%

20

+100%

+5

+6

-15%

21

+125%

+5

+7

-20%

22

+150%

+5

+8

-20%

23

+200%

+6

+9

-20%

24

+300%

+6

+9

-20%

25

+400%

+7

+10

-20%

Henchmen Adjustment: This refers to how many more (or how much fewer) henchmen a Player Character will attain upon reaching Name Level. Henchmen are the most reliable and loyal of the three types of followers a character may have. Note that this refers to Henchmen only and not followers or soldiers. Even a character with Charisma 1 may have a few followers, albeit no henchmen.

Moral Adjustment: This attribute determines how well a Player Character’s Henchmen, Followers, or Soldiers function under adverse and stressful situations like overwhelming melee combat, sieges, disasters, and torture. Those who serve an insightful and charismatic leader are much less likely to desert than those who serve a leader less endowed.

Loyalty Bonus: Loyalty checks can be done when the leader’s operations are in a more settled, less stressful routine. Loyalty to a leader indicates that the Henchmen, Follower, or Soldier cannot be bribed, bought, or otherwise manipulated into betraying the leader.

Item Price Modification:  Those who are more charismatic tend to get better deals on merchandise since the merchants in Gaianar set their own prices for their goods. The price modification applies to all items one will find in typical stores.

ComelinessPhysical attractiveness
ComelinessComeliness
This score reflects one’s physical attractiveness. A gnarled old warlock would probably have low comeliness, while a fair young minstrel girl might have high comeliness. Those who are better looking tend to receive very positive initial reactions from strangers and are often offered better deals by merchants.


Table: Comeliness Attribute Modifiers

Attribute Score

Initial Reaction

Item Price Modification

Attribute Score

Initial Reaction

Item Price Modification 

1

-10

+15%

14-15

+2

-10%

2-3

-8

+15%

16-17

+3

-10%

4-5

-5

+10%

18

+4

-15%

6-7

-2

+5%

19-20

+5

-15%

8

-1

0

21-22

+6

-20%

9-11

0

0

23-24

+8

-20%

12-13

+1

-5%

25

+10

-20%

Initial Reaction: This attribute refers to the effect one’s looks have on critical first impressions, such as whether a band of robbers will simply mug their prey or kill them outright. Someone with high Comeliness may appear more trustworthy or “safe” than one who is ugly.

Item Price Modification: Much like Charisma, Comeliness affects the prices people will receive on items since merchants can set their own prices on goods in Gaianar. Better-looking people are more likely to get good deals than those who are ugly. This is especially true in a ruined world like Gaianar, where the ugly might be considered victims of plagues, curses, or some other horror. No merchant will sell their goods at a loss, however, no matter how good-looking the customer is.

FaithBelief in deity and one's self
FaithFaith
One of the most important attributes, Faith measures the strength of one’s belief (or potential belief) in higher Powers (usually neutral or good-aligned powers, though evil clerics also have high Faith scores) as well as a belief in oneself and the importance of one’s life and duty. Faith is integral for many character classes since it fuels their Spiritual Powers, but it is most vital for Priests, Paladins, Protectors, Rangers, and Shaman.

It cannot be stressed enough that, in many ways, Faith is a character’s most important attribute because of its effect upon their Spiritual Powers and their personality and goals in life. For a non-religious characters, Faith represents belief in oneself or belief in one's cause. For example, an atheist civil rights activist could have a high Faith because of his/her dedication to the cause of social justice. Characters with high Faith are dedicated to their tasks, dynamic, and driven to make something of their lives, while those of low Faith are lazy, shallow and lacking interest in anything that is not superficial.

Table: Faith Attribute Modifiers

Attribute Score

Death Magic Save Adjustment

Spiritual Powers Save Adjustment

Death Magic Resist

1

-10

-3

 

2-3

-8

-2

 

4-5

-6

-1

 

6-7

-4

-1

 

8

-3

0

 

9-14

0

0

 

15

+1

+1

‡

16

+2

+2

‡

17

+3

+3

5%

18

+4

+3

7%

19

+5

+4

10%

20

+6

+4

12%

21

+6

+4

15%

22

+7

+4

20%

23

+8

+5

25%

24

+9

+5

30%

25

+10

+6

40%

‡ Resists on a critical success.

Death Magic Save: Having a high Faith gives a Player Character an enhanced ability to shrug off the effects of death magic and harmful energy from the Plane of Shadow. The number indicated in this column is added to the Player Character’s saving throw roll when saving versus Death Magic. If the character is Undead, then the saving throw is used against energy that originates from the Plane of Radiance.

Spiritual Powers Save: As with Wisdom, high Faith can enable a Player Character to resist powers of the spirit. On any Save versus Spiritual Powers, the number indicated in this column is added to the saving throw roll.

Death Magic Resistance: Only those of extremely high Faith are empowered with the ability to completely shrug off the effects of dark powers and death magic. On any event in which a Save vs. Death Magic is required of the character, he or she may first make a percentile roll to determine of Death Magic is resisted. If the percentile score indicates a success, the character incurs no damage whatsoever from the attack. Even if a failure is indicated, he or she is still entitled to a Save vs. Death Magic. If the character is Undead, then this modifier is used against energy that originates from the Plane of Radiance.


 Things to Consider


  • The Game Master may allow one (1) general re-roll if the overall run of stats is distinctly inferior.

  • Players may look upon it as a role-playing opportunity to play a character with a statistical disadvantage.

  • The game allows for low stats to be increased over time through the accumulation of wishes.

  • Secondary Attributes are directly calculated from Primary Attributes and are often used for non-combat proficiencies.

  • If using rolled dice (as opposed to point-buy), roll 3d6 and re-roll results of "1".

  • When calculating secondary attributes, round fractions up for every attribute except BMS. Fractions remain as-is for BMS.

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Written and Designed by Christopher Todd

Co-Designed by Matthew Hannum


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