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Step 01. Determine Attributes

There are 8 Attributes in ITD&TD: Brawn, Heartiness, Agility, Precision, Logic, Reason, Savvy, and Presence.

Each attribute governs your characters natural abilities in that attribute. Most creatures have attributes between 8 and 12 in each attribute score, with 9 representing the average human person.

To determine your Attributes roll 4d6, and discard the lowest dice. This leaves you with 3d6 remaining, generating a number between 3 and 18. This is your character’s Brawn Score. You then perform this action again, leading to your Heartiness Score. Repeat for Agility, Precision, Logic, Reason, Savvy, and Presence in that order. This is called “4d6 down the line”.

Once you’ve determined your Attributes, note them, along with the various bonuses they provide based on the tables listed in the Attribute.

Each attribute governs a creature’s natural abilities in the ways listed below.

Strength of limb, muscle, and raw might. This attribute governs when feats of strength need to be called upon. High Brawn characters tend to be strong, and thus tend to be more suited to wade into combat, swinging large weapons, breaking down doors, and lifting heavy objects. Low Brawn characters tend to be weak, struggling with heavy loads, unable to effectively use heavier equipment, and easily pushed aside in combat.

Brawn ScoreAttack RollsDamage RollsEncumbranceForce
1-2-4-4 EP-
2 - 3-2-3-3 EP-
4 - 5-2-2-2 EP-
6 - 7-1-1-1 EP-
8 - 12+0+00-
13 - 15+0+0+1 EP-
16 - 17+0+1+2 EP+1-in-Y
18+1+2+3 EP+1-in-Y
19+1+3+4 EP+1-in-Y
20+2+4+5 EP+2-in-Y
21+2+5+6 EP+2-in-Y
22+3+6+6 EP+2-in-Y
23+3+7+7 EP+3-in-Y
24+4+8+7 EP+3-in-Y
25+4+9+8 EP+3-in-Y

Stamina, endurance, and resistance to effects against the body. This attribute governs when your toughness is called upon. High Heartiness characters tend to be resilient, and thus have a higher capacity to receive damage, shrug off illness, and are not easily fatigued. Low Heartiness characters tend to be frail, sickly, or delicate. They often succumb to illness, and are quicker to tire.

Heartiness ScoreMaximum Hit PointsGrit Contribution
11+0
2 - 31+0
4 - 52+1
6 - 73+2
8-104+3
11-125+3
13 - 156+4
16 - 177+5
188+6
199+6
2010+7
2110+8
2211+8
2311+9
2412+9
2512+10

Quickness of step, physical reflexes, and swiftness in battle. This attribute governs your ability to move your body quickly. High Agility characters tend to be quick and nimble, able to perform feats of acrobatics, avoidance, and other forms of body control. Low Agility characters tend to be slow and lumbering, stumbling when trying to move quickly, dropping things, and unable to keep their balance.

Agility ScoreMove SpeedArmor ClassDevice and Breath Saves
1-15 feet-2-
2 - 3-10 feet-1-
4 - 5-5 feet-1-
6 - 150+0-
16 - 170+1-
18 - 19+5 feet+1-
20+10 feet+2-
21 - 22+10 feet+2-1
23+10 feet+3-2
24 - 25+15 feet+3-2

A steady hand, keen eye, and fine control of movement. This attribute governs your ability to perform work that requires exactitude. High Precision characters tend to be good with their hands, good marksmen, precise with a light blade, and are able to tinker with their hands. Low Precision characters tend to be unsteady and careless, unable to aim properly, unsuited to detailed work, and producing poor craftsmanship.

Precision ScoreAttack RollsDamage RollsManuipulation
1-2-4-
2 - 3-2-3-
4 - 5-2-2-
6 - 7-1-1-
8 - 15+0+0-
16 - 17+0+1+1-in-Y
18+1+2+1-in-Y
19+1+3+1-in-Y
20+2+4+2-in-Y
21+2+5+2-in-Y
22+3+6+2-in-Y
23+3+7+3-in-Y
24+4+8+3-in-Y
25+4+9+3-in-Y

Lore, memory, and ordered thought. This attribute governs your ability to learn and retain knowledge, your memory, and unraveling puzzles. High Logic characters tend to be able to recall and process information, solve puzzles, and master complex magical spells. Low Logic characters tend to be dull and forgetful, confusing instructions, misremembering details, and unable to recall information accurately.

Many functions of Logic can be improved upon via downtime events. For example, you may start as a character who cannot read and write, and only speaks one language. However, if you are willing to put in the downtime and coin, you can end up with a character who can speak well beyond what is offered in the tables below, as well as reading and writitng more than just your native language. More information on languages and literacy can be found in chapter 7.

Logic ScoreSpoken LanguagesLiteracyIllusion Immunity
1Near UnintelligibleCannot LearnAlways Fail Save
2 - 3Broken SpeechCannot LearnAlways Fail Save
4 - 5NativeCannot Learn-
6 - 7Native*Starts Illiterate*-
8 - 12NativeStarts Illiterate**-
13 - 15NativeStarts Illiterate-
16 - 17NativeNative-
18Native +1 additionalNative-
19Native +1 additionalNative1st-Level Illusions
20Native +2 additionalNative1st-Level Illusions
21Native +2 additionalNative +1 additional1st-Level Illusions
22Native +3 additionalNative +2 additional1st-Level Illusions
23Native +3 additionalNative +3 additional2nd-Level Illusions
24Native +4 additionalNative +4 additional2nd-Level Illusions
25Native +5 additionalNative +5 additional2nd-Level Illusions

* Creatures must have at least a 6 Logic to learn additional languages, or learn to become literate via downtime events.

** Creatures with at least an 8 Logic may be allowed to become literate at the start of play if their ancestry or class allows them to.

Discernment, judgment, and clarity of mind. This attribute governs your ability to utilize your intuition and senses to process information. High Reason characters tend to be wise and discerning, seeing through lies, trusting their “gut”, and being highly perceptive. Low Reason characters tend to be foolish and rash, easily swayed by conspiracy, leaping to incorrect conclusions, and missing details.

Reason ScoreMind-Altering ImmunityAcuity
1Always Fail-
2 - 3Always Fail-
4 - 5--
6 - 7--
8 - 12--
13 - 15--
16 - 18-+1-in-Y
191st-Level Mind-Altering Spells+1-in-Y
20 - 221st-Level Mind-Altering Spells+2-in-Y
23 - 252nd-Level Mind-Altering Spells+3-in-Y

Cunning, wits, and astuteness. This attribute governs your ability to bargain with folks, trick others, and not be subjected to such. High Savvy characters tend to be streetwise and cunning, talking down prices, fooling the guards, and reading a room. Low Savvy characters tend to be gullible and naïve, easily duped by charlatans, blurting out secrets, and lacking in social awareness.

Savvy ScoreNPC ReactionsMax HenchHench Loyalty Base
1-3+01
2 - 3-2+01
4 - 5-1+13
6 - 7+0+14
8 - 12+0+25
13 - 15+0+25
16 - 17+1+36
18+2+37
19+2+47
20+2+48
21+2+58
22+2+59
23+2+69
24+3+610
25+3+710

Commanding, magnetic, and deportment. This attribute governs your ability to inspire allies, frighten foes, and command respect from strangers. High Presence characters tend to be majestic and striking, easily making friends, causing awe all around them, and intimidating those who stand against them. Low Presence characters tend to be awkward and forgettable, failing to sway others, not inspiring trust, and are often just overlooked.

Presence ScoreGrit ContributionMax HenchHench Loyalty Bonus
1-3+0+0+0
4 - 5+1+1+0
6 - 7+2+1+0
8-12+3+2+1
13 - 15+4+2+1
16 - 17+5+3+2
18+6+3+2
19+6+4+3
20+7+4+3
21+8+4+4
22+8+5+4
23+9+6+5
24+9+6+5
25+10+7+6

Generating a character should be generating an adventurer. With 4d6 drop the lowest, it should be rare that a character is unplayable. If you rolled any of the following, your character is considered unplayable, and you have the option of scraping the character and recreating. You reroll all attributes from the top.

  • If you rolled any Attribute of a 3.
  • If you have 2 or more Attributes that are 6 or lower.
  • If you have no Attributes greater than 11.

A GM may have additional provisions, restrictions, or ideas on how to fix it.

After selecting your class as part of Step 2, you will roll for your starting age, based on the ancestry you selected. This is quite an important step, as your starting age can have an impact on your attributes. Most characters will start play as young, or prime characters, but occasionally you might see a mature character at the start of play.

After rolling your starting age, your age will present how you adjust your attributes. Note that some of these adjustments are optional, where others are not. For example, a young elf is allowed the option to increase their Agility, Precision, or Logic by 1, at the cost of reducing their Brawn, Heartiness, or Reason by 1 too. This is a choice, they can elect not to take these bonuses and penalties. However, an elf in their Prime is required to select two attributes from Agility, Precision, Logic, and Presence, and increase the selected attributes by 1 point each.

After rolling your age, you apply all age ability score modifiers in order from young (the order is young > prime > mature > aging > elderly). Starting age adjustments will not allow attributes to go above 19 or below 6; however if you reach said age naturally while adventuring you can make said adjustments (you must have adventured for at least 1 year “in game” before being allowed to make such an adjustment).

If an adjustment would take an attribute above 19 or below a 6, and it’s an optional adjustment, you must make a different choice. If it is not an optional adjustment, simply ignore it. In our elf example above, if they start play with a 6 heartiness and 17 logic, they can increase their logic to 18, but cannot select heartiness as the attribute to reduce to make this adjustment.