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.
Roll for Attributes
Section titled “Roll for Attributes”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.
What are the attributes?
Section titled “What are the attributes?”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 Score | Attack Rolls | Damage Rolls | Encumbrance | Force |
|---|---|---|---|---|
| 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 | +0 | 0 | - |
| 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 |
Heartiness
Section titled “Heartiness”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 Score | Maximum Hit Points | Grit Contribution |
|---|---|---|
| 1 | 1 | +0 |
| 2 - 3 | 1 | +0 |
| 4 - 5 | 2 | +1 |
| 6 - 7 | 3 | +2 |
| 8-10 | 4 | +3 |
| 11-12 | 5 | +3 |
| 13 - 15 | 6 | +4 |
| 16 - 17 | 7 | +5 |
| 18 | 8 | +6 |
| 19 | 9 | +6 |
| 20 | 10 | +7 |
| 21 | 10 | +8 |
| 22 | 11 | +8 |
| 23 | 11 | +9 |
| 24 | 12 | +9 |
| 25 | 12 | +10 |
Agility
Section titled “Agility”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 Score | Move Speed | Armor Class | Device and Breath Saves |
|---|---|---|---|
| 1 | -15 feet | -2 | - |
| 2 - 3 | -10 feet | -1 | - |
| 4 - 5 | -5 feet | -1 | - |
| 6 - 15 | 0 | +0 | - |
| 16 - 17 | 0 | +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 |
Precision
Section titled “Precision”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 Score | Attack Rolls | Damage Rolls | Manuipulation |
|---|---|---|---|
| 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 Score | Spoken Languages | Literacy | Illusion Immunity |
|---|---|---|---|
| 1 | Near Unintelligible | Cannot Learn | Always Fail Save |
| 2 - 3 | Broken Speech | Cannot Learn | Always Fail Save |
| 4 - 5 | Native | Cannot Learn | - |
| 6 - 7 | Native* | Starts Illiterate* | - |
| 8 - 12 | Native | Starts Illiterate** | - |
| 13 - 15 | Native | Starts Illiterate | - |
| 16 - 17 | Native | Native | - |
| 18 | Native +1 additional | Native | - |
| 19 | Native +1 additional | Native | 1st-Level Illusions |
| 20 | Native +2 additional | Native | 1st-Level Illusions |
| 21 | Native +2 additional | Native +1 additional | 1st-Level Illusions |
| 22 | Native +3 additional | Native +2 additional | 1st-Level Illusions |
| 23 | Native +3 additional | Native +3 additional | 2nd-Level Illusions |
| 24 | Native +4 additional | Native +4 additional | 2nd-Level Illusions |
| 25 | Native +5 additional | Native +5 additional | 2nd-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.
Reason
Section titled “Reason”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 Score | Mind-Altering Immunity | Acuity |
|---|---|---|
| 1 | Always Fail | - |
| 2 - 3 | Always Fail | - |
| 4 - 5 | - | - |
| 6 - 7 | - | - |
| 8 - 12 | - | - |
| 13 - 15 | - | - |
| 16 - 18 | - | +1-in-Y |
| 19 | 1st-Level Mind-Altering Spells | +1-in-Y |
| 20 - 22 | 1st-Level Mind-Altering Spells | +2-in-Y |
| 23 - 25 | 2nd-Level Mind-Altering Spells | +3-in-Y |
Reason Effects
Reason has the following gameplay effects.
Mind-Altering Immunity
Creatures of extraoridnary Reason are immune low-level mind altering effects. These include magical spells that affect your mind, as well as effects that mimic such spells. Creatures with abysmal Reason automatically fail saving throws against magical mind-altering effects, regardless of their roll. If you have a 17 Reason, you gain no benefit from this.
Acuity
When attempting an X-in-Y check, and your insight and reasoning could be an asset in such a test (such as tracking a creature) you can add your Acuity to the X value of the test. For example, if you have 17 Reason and your GM informs you that you have a 1-in-8 chance to track a creature, but you can apply your acuity bonus, you would have a 2-in-8 chance.
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 Score | NPC Reactions | Max Hench | Hench Loyalty Base |
|---|---|---|---|
| 1 | -3 | +0 | 1 |
| 2 - 3 | -2 | +0 | 1 |
| 4 - 5 | -1 | +1 | 3 |
| 6 - 7 | +0 | +1 | 4 |
| 8 - 12 | +0 | +2 | 5 |
| 13 - 15 | +0 | +2 | 5 |
| 16 - 17 | +1 | +3 | 6 |
| 18 | +2 | +3 | 7 |
| 19 | +2 | +4 | 7 |
| 20 | +2 | +4 | 8 |
| 21 | +2 | +5 | 8 |
| 22 | +2 | +5 | 9 |
| 23 | +2 | +6 | 9 |
| 24 | +3 | +6 | 10 |
| 25 | +3 | +7 | 10 |
Savvy Effects
Savvy has the following gameplay effects.
NPC Reactions
Some, but not all, NPC characters may have reactions that a GM will roll. If you are the one interacting with such an NPC, your GM will adjust the roll based on your Savvy. Information on how to apply this reaction is located in the Game Master’s Guide. If you had a 17 Savvy, your GM will roll the reaction, and add +1 to their roll to determmine the outcome.
Max Hench
When determiing the maximum number of henchmen you can hire, your Savvy plays a part. Add this number in this column to the Max Hench of your Presence to get the maximum number of henchmen that will follow you. If your Savvy is 17, you gain +3 maximum henchment.
Hench Loyalty Base
Your Henchmen that you hire will have a base loyalty, based on your Savvy. Your presence can affect their loyalty rating. The Game Master’s Guide will have information on when and how to test henchment loyalty, and your Savvy and Presence contribute to the overall number. If you have a 17 Savvy, your henchmen’s loyalty is a base of 6.
Presence
Section titled “Presence”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.
From a strict sense, presence does not dictate how good looking or poor looking a character is, although it certainly affects it. Low presence characters can still be good looking, and high presence characters might still not be lookers, and still command good presence.
| Presence Score | Grit Contribution | Max Hench | Hench 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 |
Presence Effects
Presence has the following gameplay effects.
Grit Contribution
Part of your grit calculation is your sheer willpower to stand and fight while taking wounds, as represented by your presence via the grit contribution. Your maximum grit is adjusted by the amount in this column. Thus, if you had a 14 Presence, you would gain +4 to your maximum grit.
Max Hench
When determiing the maximum number of henchmen you can hire, your Presence plays a part. Add this number in this column to the Max Hench of your Presence to get the maximum number of henchmen that will follow you. If your Presence is 14, you gain +2 maximum henchment.
Hench Loyalty Bonus
Your henchmen gain a bonus to their loyalt, based on your presence. This number is added to your hench loyalty base to get your total loyalty. If your presence was 14, you’d add +1 to your henchment’s base loyalty.
Unplayable Characters
Section titled “Unplayable Characters”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.
Altering Ability Scores
Section titled “Altering Ability Scores”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.
The default rules of the game is for your characters attributes, age, height, and weight to be randomly rolled. However, many GMs find that players might wish to simply determine these factors, rather than roll them randomly.
It is highly recommended that age is rolled, as ancestrial attribute adjustments are tied to age. Height and weight can be randomly rolled, or simply selected by the player of the character.
If you wish to allow characters to select their starting age you can! But be prepared for players to select the age which would grant them the most benefit to their character with the least harmful penalties. This is one such instance where “min-maxing” a character could be applied.