Age Of Gods
Accuracy (ACC): Hand-eye coordination. Contributes to Reaction, ranged attacks, and feats of manual dexterity.
Agility (AGI): Nimbleness and athletic ability. The major determinant of Reaction, Dodge and Speed.
Constitution (CON): Physical makeup and toughness. Contributes to Endurance and determines Body Points.
Looks (LOO): Measure of physical appeal, beauty, and the chance to recognize a character.
Strength (STR): Physical might. Lifting capacity and Base Damage in unarmed attacks. Figures into Speed.
Charisma (CHA): Magnetic charm, appeal, and persuasiveness. Ability in social situations.
Essence (ESS): A measure of pure being, the connection to the supernatural. Magic weaving ability and defense against magic.
Intellect (INT): Capacity for knowledge. A basis for many skills, but also a role-playing tool (a chance for the smart to act dumb and the dumb to act smart).
Perception (PER): Awareness of the environment through the physical senses, and quick, intuitive cognition. Determines Range of most senses, and figures into Reaction.
Will (WIL): Mental constitution and force of will. Contributes to Endurance, determines Mind Points, and limits the Hero Points that may be spent on actions.

Attribute Scores Example:
Aku rolls '8' on the d20, so adds 3d6 to the base of '10'. Aku then rolls '9' on the 3d6, for a total of 19 (10 + 9 = 19).
Attributes generally range in score from 1 to 50, with 20 being average for normal humans; Player Characters average in the high 20's. Attributes may change once game play begins, usually a result of skill levels increasing. Generate 10 attribute scores by rolling 1d20 for each to determine the base score, then add the listed number of d6 to the base score, as in the table. Assign these as desired among the 10 attributes. Add racial adjustments, if any. Points may be shifted from one attribute to another on a two-for-one basis. After this, an additional 1d6 may be added to 3 separate attributes - announce which attribute gets the bonus before each die is rolled.


Usually characters do things using their skills. But some things require the brute force of an attribute alone.

A climber may lose his or her footing - the GM may allow the character to make an Agility roll to grab the rope before falling.

Roll 1d100 and add AGI - a Minor Success usually means the roll succeeds (see Actions & Combat). The GM may also require a STR roll to hold onto the rope.
Attribute Modifiers are another way of rating attributes. They are used when a smaller number is required, to determine such things as Critical and Fumble ranges. Skill Levels also have Skill Modifiers.

Attribute Mods

A Mod equals the score/5 (round up), as in the table above.

After character creation attributes increase by training up skills they govern. Make a d10 Attribute Improvement Roll for every 10 Base Skill in a skill that attribute governs, where '10' always succeeds, as:

Attribute Improvement

Success raises the attribute 1 point; any scores based on this attribute get refigured. Fails are not recorded for attributes as they are for Skills.
Touch is based on ACC; the rest are based on PER. Add Attribute x 2 to 1d100, roll against a GM-determined Difficulty Factor (see Actions & Combat). Some attempts are nigh automatic - only a Fumble will fail. As in ranged combat, the difficulty factor increases for every multiple of Base Range. A power or natural ability may supersede PER or ACC.

Vision: Sight Range PER x 5 feet
Hearing: Normal Range PER x 3 feet
Shouting Range PER x 10 feet
Whispering Range PER feet
Smell: Smell Range PER feet
Taste: Roll against Difficulty Factor of tasted item
Touch: Based on ACC

Below is a graph showing probabilities of rolling attribute numbers. These are raw numbers, no bonus points have been added.

It's a nice spread, except for scores of 29 and 30, and a spike at 31, but that isn't as crucial as it might appear (trust me).

Attribute Probability

2004 by Chris Conboy, all rights reserved