System Reference Document

MAIN ATTRIBUTES 

Strength: Your character’s strength and toughness.

Speed: Your character’s raw physical speed and agility/dexterity; linked to many Skills.

Wits: Measures intelligence, mental speed, memory, sensory acuity, defense, Skills known.

Will: Your character’s courage and willpower. 

The DicePunk System doesn’t track the following characteristics:

Charisma/Attractiveness: Your charisma and persuasiveness will be based primarily on how you roleplay your character and the situation at hand. If you want to play an ultra-suave character, be suave. Your character can be as attractive or unattractive as you want, or you can simply roll 1d6 let the result determine your attractiveness, with 6 being a supermodel and 1 being some kind of hideous deformed freak. Ask which your GM would prefer. 

Wisdom: As far as the DicePunk System is concerned, “wisdom” is really common sense. Since no statistic on the character sheet is going to stop your character from doing dumb things, this one is really up to you. If you want to roleplay a wise character, make wise decisions. If you wind up making stupid decisions, your character isn’t all that wise, but that isn’t necessarily a bad thing (if you can get out alive) and almost always makes for good drama and storytelling. 

All of your Main Attributes are rated from one to ten (although non-human characters and monsters may, rarely, have Attributes of above ten). In the DicePunk System ratings from one to six are within realistic human norms, whereas ratings above six would be considered superhuman in the real world but are possible for Hollywood humans. 

Attribute Rating

Description

1

Handicapped or disabled in some way.

2

Below average. Embarrassing.

3

Average for a normal human.

4

Above average. Decently developed.

5

Good or very good for a normal human.

6

Peak of “real” human development.

7

Heroic.

8

Legendary.

9

Super-Heroic.

10

Undeniably superhuman.


All Main Attributes begin at 0, but all players must purchase all four Attributes at least at Rating 1. The cost to purchase an Attribute varies by the rating (as shown in the following table) but is the same for all four of the Main Attributes; all Attributes are equally important. All starting characters by default have a pool of 30 Attribute Points to spend on their main four Attributes.

Attribute Rating

Point Cost to Purchase

1

1 (Mandatory)

2

2 (Strongly recommended.)

3

3

4

4

5

5

6

6

7

8

8

10

9

12

10

15