The first step in playing Eternal
Soldier is to create characters with which to play. There are basically three steps to
doing this. First, you must create the basic character. This
involves rolling dice to find the character's basic mental and physical attributes.
Next is the step of choosing skills for the character. These skills
will be affected by the character's basic attributes and will give the player his
individuality.
Finally, the player will usually choose to equip his character with
weapons and the tools of his various trades. What sort of equipment may be available is a
matter for the GM and are not within the scope of these rules (since it would've been
impossible to create a pricing scheme that was consistent across all time periods).
STATISTICS 
The first step to generating characters in Eternal Soldier is to
generate the Personal Statistics (also referred to as attributes) of the character. These
are the basic attributes that define the character.
The eight statistics that form Eternal Soldier Characters are
STRENGTH, AGILITY, DEXTERITY, CONSTITUTION, INTELLIGENCE, WILL, COMELINESS, and CHARISMA.
These statistics are arrived at by rolling 3 D6. This results in a number from 3 to 18,
with an average of 10.5 (10 and 11 appearing equally).
Actually, there are more ways to generate a number from 3 to 18 for
each of the statistics. Another method would be to roll 4 D6 and ignore the lowest number
rolled. This creates characters that are a bit above average. Still another method would
be to give the characters a basic amount of say, 10, and then give them a certain amount
of points (15 is good) that they can split up between the statistics they would like to
increase. This gives the player control over what sort of character is produced. Use
whatever method works for you. But use the same method for all characters.
A 3 in a statistic represents the absolute minimum humanly possible.
Likewise, 18 is the absolute maximum. It is possible that these could be altered by
technology or magic. Also, the strength of grizzly bears, for example, easily exceeds the
human limit (see Non-Humans).
There is a basic chart of bonuses that will be referred to from time
to time. This chart is the same for all statistics. When a reference is made to a
"strength bonus" or "will bonus" the statistic named is compared to
this chart and the bonus found is used in whatever capacity is mentioned. That chart is .
. .
Statistic |
Bonus |
|
3 |
-4 |
4 |
-3 |
5-6 |
-2 |
7-8 |
-1 |
9-12 |
0 |
13-14 |
+1 |
15-16 |
+2 |
17 |
+3 |
18 |
+4 |
|
This chart is useful where we want to
give a bonus for a higher than normal attribute and a penalty where the statistic is below
average.
A brief description of each statistic is in order.
STRENGTH 
This is the measure of the character's physical power. It affects
how much weight the character can carry, how much force he or she can apply, etc. To find
the amount of weight the character is able to lift above his or her head square the
character's strength (multiply it by itself). Thus a character with a 10 strength can lift
100 pounds above his or her head. A character with a 13 strength can lift 169 pounds above
his or her head. The character may carry half this amount without movement penalty.
A character can dead lift (just lift off the ground) three times the
amount he can lift above his head.
The character can hold this maximum weight in position for a number
of segments (half-seconds) equal to his constitution.
Strength has a direct effect upon how much damage the character does
in physical attacks. (See Damage Determination--adjustments to damage.)
Strength also affects the amount of damage a character is able to
withstand. (See Constitution).
AGILITY 
Agility is the measure of a character's overall physical quickness.
It is the character's body coordination. It determines the character's reaction time (see
INITIATIVE) and is at the center of many skills. It determines how fast the character may
move. The character's maximum movement (in feet) is equal to his agility every segment.
A character can standing high jump one-fourth of his or her agility
in feet. A character can standing long jump one-third of his or her agility in feet. A
character can running high jump one-third of his or her agility in feet. A character can
running long jump his or her agility in feet.
Swimming speed is determined by agility. A character's swimming
speed is equal to one tenth of the character's agility in feet per segment. Note that this
only applies in situations where the character has at least one skill point in swimming.
DEXTERITY 
Dexterity is the measure of the character's hand-eye coordination.
It is the character's suppleness of finger and wrist. It affects aim, and all skills
involving hand control.
CONSTITUTION 
The character's physical endurance. This is plain physical
toughness. It determines how much physical punishment a character can take. Constitution
is at the center of the character's hit points (see Combat--Damage). The character's hit
points are equal to the character's constitution plus the character's strength bonus.
Constitution affects a character's ability to ward off poisons and
drugs.
Constitution affects a character's ability to ward off fatigue.
Although it will only come into play in exceptionally long chases or melee, fatigue can
become an important factor. A character has 10 times his constitution worth of fatigue
points. Should a character's fatigue points go to zero, he becomes unconscious. If they go
beneath negative one-half of his fatigue points then the character dies. Fatigue points
come back at the rate of two tenths the character's constitution every fifty segments (25
seconds, we'll see later that a segment is equal to one-half second of game time). How
fast they go away depends on what the character is doing...
4/fifty segments-- Extreme Exertion (running full speed, engaging in
melee, lifting max weight, etc.)
3/fifty segments-- Medium exertion (jogging, carrying 75% max
weight, etc.)
2/fifty segments-- Low exertion (walking, driving, etc.)
0 -- Complete rest/sleep.
In addition, fatigue points can be further depleted as a result of
choking or suffocation. Note that fatigue points come into play only when the GM decides
that a character is probably over-exerting himself or he has lost quite a few in a short
period of time.
INTELLIGENCE 
This is the character's mental quickness, the ability to come to
conclusions and make mental associations. It closely corresponds to I.Q. The character's
I.Q. is equal to intelligence times 10. It is at the center of most scientific and
technical skills.
WILL 
This is the character's mental toughness. It is the strength of
resolve. It affects the character's likelihood of being swayed in the face of attempted
mental control. It affects the character's ability to continue standing in the face of
extreme physical punishment (see Combat--Damage).
COMELINESS 
The character's "prettiness", general physical appeal to
others. Affects the reaction of others to the character.
CHARISMA 
The character's personality. This is not a function of the
character's looks but rather the character's ability to convince others in speech and a
measure of the character's ability to relate to others. Affects the reaction of others to
the character.
Attribute Rolls 
Reference will often be made in the game to Attributes rolls These
are die rolls that the character receives in order to overcome some poison, mind control
attempt, etc. They are the character's chance to ward off some undesired effect.
Attribute rolls, or "saves", will be made against a
particular statistic. A constitution roll then, would require the character to roll a D20
against his constitution. If the result is less than or equal to the character's
constitution the character has succeeded in warding off whatever unpleasant effect was
taking place.
Attribute rolls vs. constitution, or will are most common. Sometimes
rolls will be required vs. agility. When reference is made to a plus on the attribute
rolls, that amount is added to the DIE ROLL. A particularly foul poison might require a
plus 4 on the save, thus making it harder to generate a number less than the character's
constitution. In saving throws, PLUSES ARE BAD FOR THE CHARACTER, MINUSES ARE GOOD.
Remember that.
Attribute rolls, can be a nice, simple tool for the GM to determine
the outcome of certain actions. They should be used when the GM feels that what the
character is trying to do (or avoid) depends not on skill but rather, an effort based only
on the character's attribute.
Next: Skills

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