Characters in SIMRPG are created around six basic Attributes that determine the strengths and weakness of the character. These Attributes establish the potential for a character to develop from. Although it is possible to improve any attribute over time, it is difficult and a player should consider well what he wants his character to be good at. It should be noted that secondary Statistics are derived from Attributes and, finally, all Skills are based on Attributes in a fairly direct relationship.When a player creates a character, he has 66 points which to spend in any fashion he chooses. The human maximum for any attribute is about 18, though if the GM is willing a score of 20 is allowable, if a good rational is given. Also, the minimum for any score is a two. At character creation, no score may be lower than that. Other than that, it should be understood that the human average is about a 10 in every attribute. Therefore, we see that it is possible for a character to have an 11 in every attribute, making them slightly better than average at everything (I have set it up this way because characters are heros after all, they should stick out of the scenery and be a bit larger than life and better than your average peasant). This may be the ideal arrangement, or something close, for starting players who don't know what they want yet. For a better idea of what the Attribute values correspond to in human terms, as it were:
Attribute Values and Their Meanings
Attribute Value Description 1-2 Barely Alive 3-4 Child-like 5-6 Poor 7-8 Below Average 9-10 Average 11-12 Above Average 13-14 Impressive 15-16 Remarkable 17-18 incredible 19-20 Legendary
Of the Attributes, three of them refer to physical descriptions, three to mental or psychological descriptions. The Attributes are, in order: Strength, Vitality, Prowess, Wisdom, Alertness, and Manipulation. They correspond to the following type of information:
- Strength
- The raw physical muscle power of the character. This attribute directly influences the Base Damage a character can do, and affects (along with Vitality) the Health, Strain, and Move statistics for a character. There are no skills based on Strength.
- Vitality
- The general health, stamina, and resistance to the ill affects of poison and disease a character has. This attribute affects Vitality and Strain. There are few skills based on Vitality (e.g. Breathe Control, Singing).
- Prowess
- Both the physical agility and manual dexterity of a character. This attribute affects a character's Move and Wits. Many skills are based on Prowess, including all hand-to-hand and melee weapon skills, as well as things like Acrobatics and Pick Pockets, etc...
- Wisdom
- This attribute represents the experience, mental agility, logic and analytical skills a character has developed or been born with. This attribute affects a character's Will. The majority of scientific or reasoning skills are based on Wisdom. These include Astronomy, Herbalism, Healing, Ancient Languages, etc...
- Alertness
- This attribute represents not only how aware a character is of their surroundings, but how fast they can realize and respond to changes in it. It is also a measure of the acuity of the five senses and the amount of attention the character pays to them. This attribute affects a character's Wits. All ranged weapon skills are based on this attribute, as well as a small number of skills that require keen senses above all (i.e. Orienteering).
- Manipulation
- This attribute is a measure of the characters innate ability to get people and animals to do what he wants. It is social graces, raw cunning, charm, charisma, and a glib tongue. It affects Will. Almost all social skills and many animal handling skills are based on Manipulation.
A Characters Attributes, as mentioned before, are used to calculate Derived Statistics. The calculations are no more complicated than averaging two numbers, which is about as complicated as the entire system gets at any point. If you can average two numbers and round down, then you've learned all the math you need to handle SIM. The Derived Statistics are simply more information about the character, and depend relatively directly on one or two attributes. The full extent of the Statistics are derived below.
- Base Damage
- This Stat is based directly on a character's Strength. It determines how much damage a character is capable of doing physically without a weapon. Any melee weapon's damage is added to a character's Base Damage when figuring out the total damage for the attack. Base Damage is listed as a die type (e.g. 1D6, 1D8, etc...)
It is easiest to simply look at the Base Damage Table, but the method to determine it is simply Strength divided by two and rounded up, if necessary, to the nearest even number. Simply put: Str 8 = 8/2= 4; therefore Str 8 = 1D4 damage. Or Str 5/2 = 2.5; the nearest and next highest even number is four. So Str 5 also= 1D4. But a Str 4/2 = 2; therefore 1D2 (which is simply rolling a D4 and halving its value). The only reason this is so complex is because you can't readily role a non-even number like a 1D3 or a 1D7 in real life. On a computer it is easy, so if you're playing over a computer (like on WebRpg), feel free to make it 1/2 of Strength rounded up to the nearest whole number.
- Health
- Health is a measure of the physical punishment and wounds a character can take until they fall unconscious. If they take damage after zero, they are dying. See the Health Section for the rules on this. Health is the Sum of a character's Strength and Vitality. Str 8 + Vit 10 = 18 Health.
- Strain
- Strain is a measure of a character's physical energy reserves and maximum limit of fatigue. Strain is used for extra effort or heroic feats, expended when fighting or carrying large objects, or spent to power spells or magick items. When a character's Strain reaches zero, they fall unconscious. There is no such thing as negative Strain. See the Strain Section for information on the uses and nature of Strain. Strain is the Average of a character's Strength and Vitality (rounded down). Str 8 + Vit 10 = 18 /2 = 9 Strain.
- Will
- Will is a measure of a character's strength of mind and discipline. It allows a character to resist the effect of social skills used against him, as well as the effects of fear, pain, and also some magickal spells. See the Will discussion in the Game "Tests" Section to see some illustrations of the uses of the Will Statistic. It is the Average of a character's Wisdom and Manipulation (rounded down). Wis 12 + Man 7 = 19 /2 = 9.5 = 9 Will.
- Wits
- Wits is the measure of when or how quickly a character reacts to a new situation. Anytime that reaction speed or reflexes is an issue, it is based on Wits. Wits is also the determining factor in when each character performs their action in combat. It is the Average of Alertness and Prowess (do not round this value). Ale 10 + Pro 13 = 23 /2 = 11.5 Wits
- Move
- Move is a measure of how many meters a character can move during the course of a round (2 seconds) at full speed. It is also extrapolated out for marching distances and the like, if the GM wishes. It is the Average of Strength and Prowess (do not round this value). Str 8 + Pro 13 = 21 /2 = 10.5 = 10 Move.
After the initial information describing the character is finished, the character is established as a skeleton of raw potential. To insure that this potential is not just realized, but complemented, it is necessary for a player to choose skills. Skills are essentially any activity that the character is competent or accomplished at performing. This includes combat, wilderness survival, Thievery, social graces, crafts, and knowledge; as well as much more. To see a complete list of skills, examine the Skill List. However, do not feel constrained by this list. If there is something special you want to do, by all means talk to the GM and ask him to give you a ruling on a new skill you want to propose. And if it's really nifty and I've missed it in the list, by all means e-mail it to me with a full description. If I put it in, I'll give you credit for it.
The only real consideration of skills, besides their usefulness to the character, is if they require a prerequisite. I have left this interpretation open to the GM, but I demand prerequisites for some skills. For instance, if a character wishes to know the skill Physician, he must put at least a minimum of one point into the skill First-Aid, as an indication that that skill was part of the process of learning Physician. Another example is a character must know Mathematics before they can learn Physics, etc... Once you have decided on the skills that you think your character should know (and hopefully it includes useful things like Swim, Climb, Bargain, and Ride, and not just the ever popular "Kill all Enemies with a Single Blow of My Very Large Weapon" Skill) you should allocate points to the Skills. You have 30 points to spend on Skills and Extras. I suggest a minimum of 20 points go into Skills, but your choice. Each skill is listed with the Attribute it is based on (i.e. Climbing (Pro)) is an indication that the Climbing Skill is based on the Prowess Attribute). A single point spent on a skill makes it equal to 1/2 the Attribute (rounded down) plus 1. Note that the lowest value or level a skill can ever be known at is level 2, because a one or two always succeeds on a twenty-sided die for a Skill Test.
Example: Olaf wishes to buy the Climbing Skill, which is based on the Prowess Attribute. His Prowess is 13. 1/2 of 13 is 6.5. Rounded Down is 6. Plus 1 = 7. So one point into the Climbing skill gives Olaf a Climbing skill of 7.
Two points into a skill (that is two points total, not one point for 1/2+1 and then two more points) raises the skill to the level of the Attribute itself.
Example: Olaf spends a total of two points on the Tracking Skill, which is based on the Wisdom Attribute. Olaf's Wisdom is 9. So his skill in Tracking is now 9; equal to his Wisdom.
And that is the basics of skills. Unless the GM allows it, no more than two points may be put into any Skill at Character creation (unless you want to start off with fairly advanced or experienced characters. If so, check out my Optional Rules Section).
Any points a player does not spend on skills can be spent on Extras. Extras are unique, unusual, or special things about the character. They can be items, powers, abilities, natural aptitudes, backgrounds, or anything the GM will allow. Because of the unstructured nature here, the GM has to be careful to avoid abuses of this and to rule carefully and fairly on Extras. But the really help spice up a game and make characters unique. Common Extras include Literacy, Wealth, Reputation, Attractiveness, Keen Eyesight, Sixth Sense, Light Sleeper, and others. Two other Extras I will mention here specifically are the popular Magickal Adept and Priest of (Fill in your God's Name Here). These are the most common Extras that players in my games spend points on. The cost for either of them is 5 points. A GM may make them more or less expensive as they see fit. For descriptions of these two Extras, and suggestions and general rules on others, check out the Extras Section. Good Luck to any GM's in keeping your players reined in on the power of their Extras. I have trouble with the players in my games.
After a player has spent their points on Skills or Extras, their character is essentially finished. The GM may assign any equipment (see Equipment Section) they see fit, or set a base amount of money the character has to spend on anything the GM allows. Once outfitted, I suggest a good brainstorming session between player and GM concerning the character's history, desires, motivations, fears, background, habits, and anything else you can come up with. The only thing left after that, is to play...Or read the rest of the sections on the game.
As a final note, for those who wish some general direction or suggestions for character creation, I have included an example of sample fantasy character templates with attribute, skills, and extras included to demonstrate the simplicity and versatility of SIMRPG. To peruse these, or use them to jump right into playing, view the Character Templates.