Secondary Attributes

Secondary Attributes are more of your character’s physical characteristics. You do not have to “pay” for them with CP. You character can, within limits, be as beautiful, old, tall, and heavy as you like.

Primary Statistics

Beauty (Bea) is a rating of how attractive you are. The better looking someone is, the more likely the average person is to see them in a positive light, describing them with positive adjectives such as “good”, “friendly”, or “kind”, while unattractive people can be seen as “evil”, “mean”, or “nasty”. Beautiful people also tend to unintentionally alienate people.

Age (Age) is how old you are. Generally speaking, a human who is 15 years old is considered an adult in Harath, while one who is 40 is considered old.

Height (Hgt) is how tall you are. Height also affects your movement rate (MR; see below). Hgt is reflected as follows: 1 Hgt = 4 inches (1 dm). The average human male Hgt is 18 (6′-0″).

Weight (Wgt) is how much you weigh. Wgt affects your MR, as well as hiding and stealth maneuvers. Wgt is reflected as 1 Wgt = 11 pounds (5 kg). Use the chart below to find a character’s ideal weight range by cross-referencing the character’s Str and Hgt. This chart was designed with humans in mind. For other Races, modifiers apply. The first number in each cell is the character’s ideal weight. This is followed by a “±” symbol and a second number. Together they indicate the weight range your character can occupy without penalty. If your character’s weight is below the range, the character will suffer a -1 Str penalty for each Wgt below the minimum. If your character’s weight is above the range, the character but will suffer a -1 physical fatigue and -1 reaction time (see below) penalty for each point above the maximum.

Hgt
Str 9 10 11 12 13 14 15 16 17 18 19 20 21 22
1 2±1 3±1 4±1 5±1 6±1 7±1 8±1 9±2 10±2 11±2 12±3 13±3 15±4 16±4
2 2±1 3±1 4±1 5±1 6±1 8±2 9±2 10±2 11±2 14±3 15±3 16±3 18±4 19±4
3 3±1 4±1 5±1 6±1 7±1 9±2 10±2 11±2 12±3 14±3 16±4 17±4 19±5 20±5
4 4±1 5±1 6±1 7±1 8±1 9±2 10±2 12±3 13±3 15±4 16±4 18±5 19±5 20±5
5 5±1 6±1 7±1 8±1 9±2 11±3 12±3 14±4 15±4 16±4 18±5 19±5 20±5 22±6
6 5±1 7±2 8±2 9±2 11±3 12±3 13±3 15±4 16±4 17±4 19±5 20±5 22±6 24±6
7 6±2 7±2 9±2 11±3 12±3 14±4 15±4 16±4 18±5 19±5 20±5 23±6 20±6 26±6
8 7±2 9±3 10±3 11±3 13±4 14±4 15±4 18±5 19±5 20±5 23±6 24±6 26±6 28±7
9 8±3 9±3 10±3 12±4 13±4 15±4 17±4 19±4 22±5 24±6 20±6 26±6 29±7 30±7
10 8±3 10±4 11±4 12±4 14±5 16±5 18±6 20±6 23±6 24±6 20±6 26±6 30±7 33±7

Aaron’s Hgt=17 (5′-10″) and his Str=5. These stats have an ideal weight range of 15±4, meaning that Aaron’s Wgt must be between 11 (~120 pounds) and 19 (~210 pounds) to play without penalty. Unfortunately, Aaron has been in prison for an extended time. His weight has fallen to 9 (~100 pounds), so he has a -2 penalty to his Str (meaning he will play as if his Str were 3) until he can get his weight back up. Note that this Str penalty affects many of Aaron’s secondary statistics as well (see below).

After Aaron gets out of prison, he starts eating well and working out. He weight soon balloons to 21 (~230 pounds). The extra weight he is now carrying around slow him down and tire him more easily. In game terms, his physical fatigue and reaction time will each be slower by 2 until he can take that extra weight off.

Secondary Statistics

Your character’s Attributes are not strictly descriptive. They are also used to create your secondary statistics. The secondary statistics, and the formulas used to create them, are:

Physical Fatigue (PF) is a reflection of the amount of strenuous physical activity you can do before your Str starts to suffer. As you perform tasks that demand Str, you lose PF. If your PF is reduced to 0, you will temporarily lose Str points. PF = 2 x Con.

Theodore has Str=5 and PF=12. He has been trapped in a tunnel by a cave-in, and is moving rocks and dirt to clear the tunnel, an activity that the GM has determined demands 4 PF/hour. He can therefore move rocks and dirt for 3 hours before his PF is reduced to 0. If he keeps working anyway, he can manage another hour and 15 minutes before his Str gives out and he must rest. He will regain 1 PF and 1 Str for each hour of rest.

Mental Fatigue (MF) is the amount of strenuous mental activity you do before your Will starts to suffer. As you perform tasks that demand Mana, you lose MF. If your MF is reduced to 0, you will temporarily lose Will points. MF = Mana.

Vonnie has Mana and MF=8. He is searching through the ancient archives to find references to the location of a fabulous treasure, an activity the GM has determined takes 4 MF/hour. Vonnie can concentrate for 2 hours before his MF is reduced to 0. If he keeps working anyway, he can manage another 2 hours before he must take a break. He will regain 1 Mana and 1 MF for each hour of rest.

Size (SIZ) is a rating that indicates how large you are. SIZ=(Hgt + Wgt)/2.

Hit Points (HP) indicate the amount of damage you can sustain before you become unconscious. Should the trauma that caused the damage be severe enough, or continue after unconsciousness, death will occur when you reach a number of HP below 0 equal to your Con. HP = (Con + Wgt) x 2

Reaction Speed ( R ) determines how fast you can react to changing situations. R=(Quick+Dex)/2.

Movement Rate (MR) is your average walking speed when you aren’t encumbered measured in dm/s. Click the link for more information on Encumbrance. You can determine your MR by adding your Str, Dex, and Hgt, and dividing the sum by 2. This can be expressed mathematically as MR=[Str+Dex+Hgt-Enc]/2. Therefore, the average human MR is 14. At 0.2 mph per point of MR, this translates to about 2.8 mph. The chart below translates a wide range of MRs into mph.

MR mph MR mph MR mph MR mph MR mph
0 0.0 5 1.0 10 2.0 15 3.0 20 4.0
1 0.2 6 1.2 11 2.2 16 3.2 21 4.2
2 0.4 7 1.4 12 2.4 17 3.4 22 4.4
3 0.6 8 1.6 13 2.6 18 3.6 23 4.6
4 0.8 9 1.8 14 2.8 19 3.8 24 4.8

Regardless of MR, most creatures the size of a dog or larger walk in the 2-4 mph range. For creatures the approximate size of a human, use 3 mph as the average walking speed. The actual purpose of the MR is to dictate a creature’s sustained jogging speed and maximum running speed, while their Con determines the length of time they can maintain these speeds before they must stop to rest. While at rest, creatures recover MR at the rate of 1 MR/10 minutes just by stopping, 2 MR/10 minutes when sitting, and 3 MR/10 minutes when lying down. Since MR are recovered so quickly, sleeping typically offers you no additional MR recovery benefit over lying down. The chart below outlines the formulas for calculating speeds and maximum times.

Walk Jog Run
Speed 2-4 mph MR x2 MR x5
Max time Con in hours 5 x Con in minutes 10 x Con in seconds

Example: Mandy has the following stats: Str=4, Con=8, Dex=7, Hgt=16. She is unencumbered, so her MR is 13. She doesn’t have any Run Skill, so her movement stats are as follows:

  • Her average walking speed is 3 mph, a pace she can maintain for 8 hours.
  • She can maintain a 5.2 mph jog for up to 40 minutes.
  • Her best possible speed is 13 mph, which she can keep up for 80 seconds.

Single-handed extra damage (SXD) is the amount of extra damage you do when you use a one-handed weapon, due to your Str. SXD = Str/4 (round down).

Two-handed extra damage (TXD) is the amount of extra damage you do when you use a two-handed weapon, due to your Str. TXD = Str/3 (round down).