System Reference Document

ATTRIBUTE CHECKS

All characters have Attributes – scores or statistics that measure how weak or powerful that character is in various areas. Attributes are generally rated from 1 (pathetic) to 10 (superhuman), with a 3 being average for a human and a 5 being very good. The four Attributes every human has are Strength, Speed, Wits, and Will.

A GM should call for an Attribute Check whenever a character’s raw strength or endurance, pure dexterity or foot speed, intellect, perception, courage, or willpower are being tested. To make an Attribute Check, roll 2d6. If the result is equal to or less than the Attribute being tested, the character has succeeded. Obviously, the higher an Attribute is, the easier it is to succeed a Check of that Attribute.

In general, whether or not a failed Attribute Check can be retried is up to the GM, and should be determined based on the situation. For example, if a character fails a Strength Check to break a padlock, the GM may choose not to allow the same character to try again, unless the lock becomes damaged, the player becomes stronger, or the player finds tools or a weapon that could conceivably make the task easier. Likewise, the time an Attribute Check takes is up to the GM. A successful Strength Check to open a stuck door may be resolved in a few in-game seconds or minutes, but a successful Strength Check to push a car to a destination could take several in-game hours.

A natural 2 (snake eyes) on an Attribute Check is always a success.

A natural 12 on an Attribute Check is always a failure.