Attributes
Skills
This measures a character's ability to block, duck, or get out of the way when someone else is trying to hit him/her. It can also help a character avoid damage by landing correctly when falling out of the rigging,etc. Small Furries add six points to their Agility score and light Furries add three points (maximum 36 and 33 respectively), while heavy Furries subtract three points and extra-large Furries subtract six points (max. 27 and 24, respectively).
Measures how physically attractive the character is, without taking into account the eye (and species) of the beholder.
This attribute measures how healthy the character is generally, and how long it takes him/her to recover from an injury or illness. It forms the base of a character's defence against poison or drug. It also covers long term endurance, measuring how long a character can go without food, water, or sleep.
This is the character's hand-eye coordination, used primarily as a measure of her/his ability to hit something. It can also help determine whether s/he can pick a pocket, do embroidery, juggle, or anything else requiring fine motor skills.
This is a measure of your character's strength of personality and willpower, and also determines his/her talent for spell casting.
When all else fails, the game master determines the outcome by random methods, and a character's Luck score helps her do it. Luck is also used as the character's defence score when, for whatever reason, nothing else can be used. For example, a character who doesn't know s/he's about to be stabbed in the back cannot use her/his Agility score as defence, so Luck is used instead.
A combination of the character's basic intelligence and the wisdom gained from experience. This ability forms the character's defence against magic, including magic with a direct physical effect. This ability is generally important for everyone, but especially for sorcerers. It is also the basis of attack scores for intellectual activities such as trying to decipher a tome of ancient lore, make a potion, or learn a new language.
This attribute determines a character's place in society, wealth, and how much education s/he has received. For instance, a character must have a Social score of at least 18 to be literate, unless s/he has the skill of Linguistics. (The book Furry Pirates contains a table showing what various scores mean in terms of rank and income, and the game master will let you peruse it when you create your character.)
A straightforward ability measuring how much damage the character does when connecting with something, and how much stuff s/he can carry. This is a size-related attribute. Small Furries subtract six points to their Agility score and light Furries subtract three points (max. 24 and 27, respectively), while heavy Furries add three points and extra-large Furries add six points (max 33 and 36, respectively).[Top]
Magic is very demanding and selective. Sorcerers are traditionally taught one Circle of Magic at a time and must learn every skill in that Circle before moving on to another one. Individual Sorcerous Orders often only have knowledge of two or three Circles of Magic, and different countries and continents have different magical traditions. If you are interested in creating a magic-using character, please discuss it with the game master. She will tell you what those various Circles and spells do and which ones would be available to your character based on his/her background.
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Credits: This site copyright Sophie Lagacé, 2002-2003. Furry Pirates written by Lisa Breakey and Bruce Thomas, copyright 1999 Trident, Inc. d/b/a Atlas Games.