You receive 30 points to distribute between your stats and attributes. You may receive more points if you take character defects. Stats for humans range from 1 (inept) to 10 (world-class ability). A score of 4 is average. All your stats start at 1.
- The force you can exert, weight you can lift and damage you can take.
- Your coordination to dodge, balance and run and damage you can take
- Your ability to learn magic (5+ required)and influences number of skill points
- Ability to manipulate extra-planar energy for magic (5+ required), non magical characters benefit from magic resistance and possible flashes of insight.
- Force of will to endure difficult situations, resist stunning attacks.
- Your ability to appeal to others.
Pedhetl- Your ability to be a conduit for extra-planar energy. Set at 4 unless modified by the High Pedhetl attribute, Low Pedhetal Defect or some other force.
Values are subject to change by various attributes and defects
= Str+Will x5
= 1/3 (Psy+Int+Pedhetl)
l = (pedhetl x 5)+(Ritual Magic + Psychic Magic + Energy Management) + (1/2 Will)
Possible Attributes- The list has been reduced to only those reasonable to your station. Some have also been edited for better role-play possibilities ad less number crunching.
Ambidexterous- increases efficiency of an off-hand weapon 1pt/lvl
lvl1- penalty -1
lvl2- penalty -2
lvl3- penalty -3
lvl4- penalty -4
Aptitude- cost for a particular skill is halved. 2pt/lvl
lvl1- one non-combat skill
lvl2- one combat skill, the magic skill, one general language, or one spell group (such as domination)
Base Cuning- When harm is imminent the character can spot what must be done to escape (a witt remark, back door, spotting threats). Only usable when danger is near. Characters with Int scores of 6+ cannot have Base Cunning. 2pt/lvl
lvl1- temporary bonus of +2 to Int
lvl2- temporary bonus of +4 to Int
Decisive- Character responds swiftly to changing circumstances 2pt/lvl
lvl1- +3 initiative in combat, +1 to snappy comebacks in conversation.
lvl2- Recover quickly from surprise (+2 Will), more agile (+1) and better bargainer (+1)
lvl3- Wake from sleep ready to act, +6 initiative, +1 defense. This level comes with defects. Talk to the GM before finalizing this choice.
Emotional Control- Character has good control over their emotions. Cannot take the addicted defect. 2pt/lvl
lvl1- Quash feelings like minor irritation, fear and attraction. +1 to charm, etiquette and negotiation.
lvl2- As lvl1 plus emotional perception. +1 to resist intimidation, charm and seduction. +2 to detect a lie.
lvl3- As lvl2 + total emotional control. Immune to intimidate and charm skills. Character gets a second chance to resist supernatural fear abilities.
High Pedhetl- Pedhetl is the ability to store extra-planar energy and is required to cast spells. It is also a factor in magic resistance and how well healing spells work on the character. A character without this attribute or the Low Pedhetl defect has a pedhetl score of 4. A score of 6 is required to cast spells. 1pt/lvl
lvl1- Pedhetl of 5
lvl2- Pedhetl of 6
lvl3- Pedhetl of 7
lvl4- Pedhetl of 8
lvl5- Pedhetl of 9
lvl6- Pedhetl of 10
Large Build- The average male in Tsolyanu is 1.68 metres and females 1.57. You are bigger. 2pt/lvl
lvl1- Large. +1 initiative (longer reach) and slightly faster (longer legs). +1 to intimidate and resist poison. You require more food and water than an average person.
lvl2- Huge. +2 initiative, faster move speed, +1 to intimidate, resist poison, slightly more melee damage and +1 to wrestle checks. Being large makes you a good target and attackers get +1 to hit with missile weapons. Armor costs quite a bit more and the character requires more food and water. They are also more vulnerable toto heat exhaustion. Often this attribute is taken with the Ugly defect.
Magic Dampener- You cannot cast spells, nor can anyone within one metre of the character. Their thoughts cannot be psychically read nor their prsence detected. Techo-magical devices may only be used once within the affected area and must be removed from it to recharge for another shot. The character cannot activate scrolls, books,enchantments or other things that require a psychic spark to activate. The character may not take the Attributes: Magical Abilitty, High Pedhetl Low Pedhetl defect or the Psychic Magic, Ritual Magic or Energy Management skills. Only one level is possible. 4pt/lvl
Magical Ability- The character can sense and use extra-planar energy. Characters without this attribute cannot cast spells. 3pt/lvl
lvl1- character can use either psychic or ritual magic
lvl2- character can use both psychic and ritual magic.
Multiple Weapon Use- The character can use 2 weapons at the same time (sword and shield, mace and dagger, etc…). - 1pt/lvl
lvl1- barely capable
Physical Advantage- The character has a specific physical advantage. This can be bought multiple times for different abilities. 1pt/each
Good Eyesight- +1 to visual checks
Good Hearing- +1 to auditory checks
Perceptive Taste- +1 to taste checks
Hand-eye Coordination- Good at judging distance. Half difficulty for long range shots.
Built for Speed- Increased speed and +1 to running checks.
Dry Adapted- Survive on less water than an average person.
Resolute- A clear thinker able to ignore discomfort, pain and distraction. Cannot take the Distractable defect with this ability. 1pt/lvl
lvl1- Will check to ignore injury affecting initiative. +2 vs. starving, interrogation, etc… +1 to Wilderness Survival and Ritual skill checks.
lvl2- As lvl 1 plus Will check to ignore injury affecting initiative and attack and +1 to resist blacking out.
Small Build- Your character is smaller than average. 2pt/lvl
lvl1- Small. Harder to hit with missile attacks (-1), +1 to climb and acrobatics. They also require less food and water than ohers. Maximum strength is 7.
lvl2- Natural Gymnast. +2 to acrobatics. Attackers take a -1 to hit with ranged and melee attacks. -1 to be spotted and require half the food of an average person. Maximum strength is 5.
Stamina- Character is capable of feats of endurance greaterc than those of persons with identical stats. 1pt/lvl
lvl1- +2 on endurance checks
lvl2- +4 on endurance checks
lvl3- +6 on endurance checks
Tough- The character is more resiliant than other persons of identical stats. 1pt/vl
lvl1- +5 HP, +1 to resist poison and similar effects
lvl2- +10 HP, +2 to resist poison and similar effects
lvl3- +20HP, +3 to resist poison and similar effects
Veteran- The character has fought in a recent war and is familiar with the weapons they had used. Speak to GM before finalizing this decision as some restrictions may apply. 2pt/lvl
lvl1- familiarity with up to 4 of the legion’s standard combat skills and one distinctive non-profession, militaru skill
lvl2- above plus +1 to recover from surprise, detect threats, resist fear and resist intimidation.
lvl3- familiarity with up to 5 legion weapons and minor combat perks HOUSE RULE
Defects- You receive points depending on the number and level of defects chosen. The list has been reduced to only those reasonable to your station.
Addicted- You have a craving for some substance. Not really a big deal on Tekumel, but it get in the way
1pt- when the opportunity to indulge in the addiction is presented the character must make a will check and one every 5 minutes after until it is removed, taken or until they are otherwise unable to take.
2pt- This is a severe addiction. You must make a Will check at -3 upon discovering an opportunity to indulge and every 5 minutes after until it is removed, taken or until the character is incapable of taking. 10% skill oints must be spent on skills related to the addiction.
Arrogant- The character is very proud, regardless of their actual ability or position.
1pt- character believes themselves to be 2 points higher in one stat, skill or attribute (See GM).
2pt- As above plus any loss of respect is very painful. They tend to be boastful.
Bad Days- Some days just don’t go your way.
1pt- On a 9 or 10 (of 10) your day is just not going right
2pt- On a roll of 6-10 (of 10) your day is just not going right
Brutal- The character is particularly brutal or insensitive.
1pt- The character finds it hard to understand non-brutal characters (-1 to charm and deception). Must commit one act of trivial physical or emotional cruelty.
2pt- As above, but character lacks a conscience about their actions. They must commit one severe physical or emotional act of cruelty per day.
Clumsy- Butterfingers outside of combat
1pt- Clumsy. Numerous harmless accidents.
2pt- Klutz. -2 to Dex stat and dex-skill checks. Prone to major acts of clumsiness that are often embarrising though minor in damage.
Combat Limitation- The character is uncomfortable fighting in a particular way or under particular circumsances.
1pt- Choose one:
> -1 to attack and defend in a „real fight“
> -2 to attack and defend under common circumstances (small area, against 2-handed weapons)
> Weak attack (-2 attack)
> Weak Defense (-2 Defense)
2pt- -2 to attack and defend in any fight.
Disractable- Look at that!
1pt- Attention Deficit. Character gets bored easily and doesn’t like long, dull tasks. They have difficulty motivating themselves and getting organized.
2pt- Scatter-Brained. It is almost impossible to concentrate on long tasks and they often daydream. They must make a Will check or get distracted during important tasks.
Fragile- The character is weaker than persons of the same stats.
1pt- -10 HP and -2 on checks vs. poison, disease, endurance, etc…
2pt- -20 HP and -4 on checks vs. poison, disease, edurance, etc…
Greedy- The character covets material goods to the point that they do ignoble acts.
1pt- Will check to prevent doing something that would get the character wealth ( betting, etc…). If the act is very ignoble than no check is required.
2pt- Will check to resist doing something, possibly illegal or ignoble, to get wealth. -4 vs. taking a bribe.
Impulsive- The character is rash and quick to act. Cannot take the Emotional Control attribute.
1pt- Will save to resist being provoked. They sometimes act without thinking.
2pt- The character is driven by their emotions and has difficulty assessing others‘ feelings. -2 to resist charm or deception. GM may impose strong emotional motivation as conditions dictate.
Indecisive- The character has trouble committing to actions.
1pt- It is difficult to make a decision and major ones require a long time. They might look for advice from others. -2 initiative.
2pt- An almost crippling inability to make up their mind. -4 to initiative. Quick repartee is impossible as they must think about what to respond with.
Low Pedhetl- A lower than average ability to store extra-planar energy. Magic resistance is lower and healing spells are limited in effectiveness.
1pt- 2 pedhetl.
2pt- 0 pedhetl
Ugly- …Hoo boy. Character doesn’t meet the idea of beauty.
1pt- Homely. They don’t look attractive, but charisma can counter this. It's your inner beauty that's important isn't it?
2pt- You are ugly or have a disturbing feature. Charisma cannot counter this. *shudder*
Uneducated- Most people are illiterae peasants, but in this case the character is even less knowledgeable.
1pt- illiterate and has no knowledge of the world beyond where the grew up.
2pt- Illiterate, can’t do math and some information the character believes to be true is outright false. Int-based skills cost twice as much. They may not learn how to use magic and are ineffectual at any administrative, scolastic or diplomatic tasks.
Vow- The character is limited by some commitment to a behaviour either ideolocical or religious in nature.
1pt- Must follow a strict dietary or religious observance limitation.
2pt- The character has devoted their life to that which they have sworn to do. It has reached a point where it interfers with daily life in a significant way.
Xenophobe- The character is unusually xenophobic
1pt- Paranoid of any foreigners and/or non-humans to an unsemly degree.
2pt- The character believes that society is crumbling due to foreigners and it is only a matter of time before they destroy our great culture!
Characters receive 20 skill points plus ½ Int + Will rounded up. Skills range from 0 (lowest) to 6 (highest). The skills have been reduced by a handful. To purchase a skill you must multiply the pt/lvl of the skill by the cost per Skill Level.
ex. (Acrobatics 4pt/lvl) lvl1 = 4pts (4 x 1), lvl2 = 12pts (4 x 3), lvl 3 = 24pts (4 x 6), etc... So having lvl 2 in Acrobatics means you spend the 4pts for lvl1 and the 12pts for lvl2. Thus it cost you 16pts.
1 - 1
2 - 3
3 - 6
4 - 10
5 - 15
6 - 21
You can spend a single point to gain a familiarity with a skill. It is better than being untrained, but not by much.
If you would like a to create a skill not on the list we can probably arrange something.
Language (Tsolyani, Spoken) Lvl 2
Knowledge (Home Area) Lvl 2
Etiquette (Clanless Human, Occupation) Lvl 1
Hiking Lvl 1
Occupation Lvl 1
Skill Name – Points/Lvl
+ stat value
Acrobatics – 4pt/lvl
½ Str and Dex
Jump, bend, balance and whatnot.
Analysis – 3pt/lvl
Spot weaknesses in combat as well as conversation.
Animal Handling – 3pt/lvl
Training the beasts.
Artisan (specify) – 3pt/lvl
Dex or Int
You can produce pleasing crafts from pots to miniature boats to pens.
Arts (specify) – 3pt/lvl
Dex (physical performance), Will (singing), Int (others)
Painting, singing, playing an instrument, etc…
Bribery – 3pt/lvl
Cha or Int
It doesn’t hurt to grease the wheels a little.
Burglary – 3pt/lvl
½ Dex and Will
Open locks and disarm traps.
Calligraphy – 2pt/lvl
Make fancy letters.
Charm – 3pt/lvl
Impress that special someone.
Climbing – 3pt/lvl
½ Dex and Str
Up and up you go in trees or on walls.
Command – 3pt/lvl
Lead others into battle or at least in a line dance.
Cooking – 2pt/lvl
Culture – 3pt/lvl
Like yogurt, Tekumel has it.
Deception – 3pt/lvl
Lie better and discern them too.
Disguise – 5pt/lvl
½ Cha and Int
Who would you want to be?
Energy Management – 3pt/lvl
Not magical? Become a battery for sorcerers to draw upon. Magical? Draw energy from others to power your spells. Either way you get some increased spell resistance.
Etiquette – 2pt/lvl
Int or Cha
The ability to play well with others.
Fishing – 2pt/lvl
½ Dex and Will
They gave you a fish. Then they taught you to fish.
Gambling – 3pt/lvl
Int and Psy
Hiking – 2pt/lvl
All day, walk, walk, walk. Pretty grueling.
Hunting – 3pt/lvl
Dinner won’t catch itself.
Interrogation – 3pt/lvl
Will (defensive), Int (offensive)
What side of the bamboo do you want to be on?
Intimidation – 3pt/lvl
Cha, Dex, Str or Will
Make your best scary face.
Intoxicants – 3pt/lvl
You know your grog.
Knowledge (specify) – 2pt/lvl
Languages (specify) – variable pt/lvl
Tekumel has a plethora of languages.
Magic, Psychic – 4pt/lvl
½ Psy and Will
Utilize psychic spells.
Magic, Ritual – 4pt/lvl
½ Psy and Dex
Utilize ritual spells
Medical – 5pt/lvl
He’s dead, Jim.
Merchant – 3pt/lvl
½ Int and Cha
Run a business or appraise the value of your loot.
Navigation – 3pt/lvl
By day, use the sun. By night use the planets. Sorry, no stars.
Negotiation – 3pt/lvl
Perfect for those mergers.
Observation – 2pt/lvl
½ Int and Dex
Spot, search, listen.
Occupation (specify) – 2pt/lvl
Str, Dex or Will depending on occupation
From basketweaver to blacksmith.
Oratory – 3pt/lvl
Inspire with words.
Poisons – 3pt/lvl
identify, use and neutralize toxins.
Sailing – 3pt/lvl
Do you know what a mizzenmast is?
Scholar (specify) – 3pt/lvl
A history of dusty tomes and annoying librarians.
Sleight of Hand – 4pt/lvl
Nothing up my sleeve!
Stealth – 5pt/lvl
½ Dex and Will
Move silently and unseen.
Streetwise – 3pt/lvl
½ Int and Will
You know how the back-alley thugs think and where the rackets are.
Style – 3pt/lvl
Knowledge of some group in the city. (craftsmen, sailors, guards, artists, etc…)
Swimming – 3pt/lvl
Sometimes the doggy-paddle isn’t good enough.
Theology – 3pt/lvl
Know your gods.
Tracking – 3pt/lvl
He went that-a way!
Wilderness Survival (specify) – 3pt/lvl
½ Int and Will
Freezing to death be a cruel mistress.
Skill Name – Points/Lvl
+ stat value
Axe – 4pt/lvl
Small hatchets, to big two-handers to chop down your foes.
Blowgun – 5pt/lvl
Either little tubes to fire poisoned darts or larger specimens that propel larger darts or clay pellets with some force
Bolas – 4pt/lvl
Weighted leather thongs thrown to entangle limbs. Generally non-lethal.
Bow – 4pt/lvl
They go twang!
Brawling – 3pt/lvl
Think pub fight. More damage than Martial Arts.
Crossbow – 3pt/lvl
Light, Medium, and Heavy Clunky Bugger
Dagger – 2pt/lvl
Bringing a knife to a knife fight.
Flail – 4pt/lvl
Ball on a chain on a stick. Not too common.
Garrotte – 3pt/lvl
Some conveniant piano wire around the throat will fix that.
Hand Crossbow – 3pt/lvl
All sneaky like.
Mace – 3pt/lvl
We’ve got your one and two-handed kabongers.
Martial Arts – 5pt/lvl
Fist-boxing or foot-boxing. What more could you want? More maneuvers than Brawling.
Polearm – 4pt/lvl
A legionnaire’s favorite.
Shield – 2pt/lvl
You need a buckle to swash on.
Sling – 3pt
Light, small and cheap.
Sword – 4pt/lvl
Standard adventurer gear.
Thrown Weapon -4pt/lvl
From bottles to spears you’ll fall over without the skill.
Wrestling – 4pt/lvl
Who says it’s all staged?
Unarmed strike 1d2 - x2
Unarmed Strike 1d3+skill level - x3
Unarmed Strike 1d3+skill level - x2 - deflect, disarm
Bottle 1d2 - x2 - 1/b. - slash - brittle
Dagger 1d3 - x2 - 1 lb. - pierce
Katar (dagger) 1d3 - x2 - 2 lb. - pierce
Stick 1 - 0 lb. - bludgeon
Hammer 1d3 - 1 lb. - bludgeon
Club 1d4 - 3 lb. - bludgeon (& pierce opt.)
Light Mace 1d6 - 7 lb. - bludgeon (& pierce opt.)
2-Handed Mace 1d10 - 11 lb. - bludgeon (& pierce opt.)
Staff 1d6 - x2 - 6ft long - 6 lb. - bludgeon
Shortspear 1d6 - x3 - 5ft long - 6 lb. - pierce
Spear 1d8 - x3 - 7ft long - 9 lb. - pierce
Halberd 1d10 - ×2 - 7ft long - 11 lb. - slash
Longspear 1d10 - x2 - 12ft long - 11 lb. - pierce
Pike 2d8 - x3 - 18-20ft long - 20 lb. - pierce
Light Flail 1d6 - x2 - 7 lb. - bludgeon (& pierce opt.) - disarm/trip
2-Handed Flail 1d10 - x2 - 12 lb. blubgeon (& pierce opt.) - disarm/trip
Tinaliya Rapier 1d4 - ×4 - 2 lb. - slash
Short Sword 1d6 - x3 - 3 lb. - slash
Longsword 1d8 - ×3 - 5 lb. - slash
2-Handed Sword 1d10 - ×3 - 8 lb. - slash
Small Shield 1d2 - x2 - 5 lb. - bludgeon (& pierce opt.)
Large Shield 1d4 - ×2 - 10 lb. - bludgeon (& pierce opt.)
Handaxe 1d6 - x2 - 2 lb. - slash
Battleaxe 1d8 - x2 - 6 lb. - slash
2-Handed Axe 2d6 - ×2 - 10 lb. - slash
Stone/Bottle 1d2 - x2 - 1 lb. - 15 ft. - bludgeon
Dart 1d4 - x3 - 1 lb. - 15 ft. - pierce
Thrown Dagger 1d4 - x3 - 1 lb. - 15 ft. - pierce
Throwing Axe 1d6 - x2 - 2lb. - 15 ft. - pierce
Javelin 1d6 - x2 - 5 lb. - 20 ft. - pierce
Sling 1d3 - x2 - 20ft - 0 lb. - bludgeon
Shortbow 1d6 - ×3 - 60 ft. - 2 lb. - pierce
Longbow 1d8 - ×3 - 100 ft. - 3 lb. - pierce
Hand Crossbow 1d4 - ×2 - 30 ft. - 2 lb. - pierce
Light Crossbow 1d8 - x2 - 60 ft. - 5 lb. - pierce
Medium Crossbow 1d10 - x2 - 90 ft. - 8 lb. - pierce
Heavy Crossbow 2d8 - x2 - 120 ft. - 11 lb. - pierce - 1 shot / 2 rounds
Bolas 1d3 - ×2 - 10 ft. - 2 lb. - bludgeon entangle
Type - Armor Rating - Weight
No Armor - 0 - 0lb
Light Armor - 1 - 5 lb.
Medium Armor - 2 - 10 lb.
Heavy Armor - 3 - 15 lb.
Steel Armor - armor rating +1 - weight x2
Shield - %Cover - Weight
Small shield - 10% - 5 lb.
Large Shield - 35% - 10 lb.
Pavise - 90% - 15 lb. (portable wall that usually isn't held)
Surnames are unnecessary.
*EDIT*I need to fix this. I am 5pts below due to the 1/2 Int+Will rounded up.
Here is a sample character. I decided to do a hybrid fighter/sorcerer. You will notice that they are limited in both spells and combat, as hybrid characters often are. You may choose a similar route or go to the magic user or fighter ends of the spectrum. This took me a while to get down so double check everything. I messed up a few times.