Becoming a Knecht
At level 1, roll 3d6 for each of the six abilities, recording only the lowest die for each and subtracting 1 to determine your ability score. You may swap any two abilities’ rolls, twice. Your ability defense is calculated by adding 10 to each ability score.
Strength (STR). Added to all weapons attack damage rolls and
challenges requiring power, like climbing, lifting, and forcing stuck doors.
Used to save from effects like paralysis and petrification.
Dexterity (DEX). Added to melee weapon attack rolls, and to
challenges requiring agility or reflexes like dodging, sneaking, picking
pockets, sleight of hand, etc.
Constitution (CON). Used in tests and saves to resist poison,
intoxication, cold, death, etc. HP at level 1 is determined by rolling d6 +
CON + 1.
Intelligence (INT). Used in tests requiring cunning, like
crafting, lock picking, and alchemy. Used in saves defending against attacks
on the mind. Allows understanding of things others cannot.
Wisdom (WIS). Added to ranged attacks and wilderness tests
like tracking, foraging and navigating. Used in saves to resist deception.
Allows awareness of existence beyond the mundane.
Charisma (CHA). PCs can have a maximum of CHA combat
retainers. Used in tests requiring persuasion, disposition, and bartering.
Allows exertion of will beyond the mortal coil.