Characters are defined by a set of eight physical and mental characteristics. These are strength, agility, health, speed, intelligence, wisdom, willpower, and charisma. Each of these is quantified on a percentile scale from 1-100, with one being the absolute worst score, and 100 being the absolute best score. A score between 40-60 is considered average for human characters.
A score of 75 means the character is better than 75% of the people in the world of Exterminis, while a score of 25 means 75% of the world’s population is better than the character.
Beginning characters get 300 points to distribute among the characteristics as they see fit, so long as at least 10 points are placed in each one, and no score is raised above 100. A brief description of the characteristics is given below.
Strength represents the physical capabilities of the character. It affects how much damage weapons cause, as well as determining how much weight the character can lift or carry. Warriors usually have a very high strength score.
Agility represents the manual dexterity of the character, as well as balance, grace, and the ability to dodge and get out of harm’s way. It affects how well the character attacks and defends in physical combat, how sneaky the character is, Rogues usually have a very high agility score.
Health represents to overall toughness of the character, how much damage they can sustain before dying, as well as their resistance to poison and disease. It is an extremely important characteristic for all characters, but it is especially important for warriors.
Speed represents the reaction and movement abilities of characters. It determines when characters act in combat, as well as how far they can move in a turn. Some characters with exceptionally high speed scores can attack more than once every round.
Intelligence represents the memory, knowledge, mental acuity, and “book smarts” of characters. It determines how well characters solve problems, take tests, and make connections between different people and events. It is one of the three characteristics that mages can use for casting spells.
Wisdom represents the intuition, insight, and “street smarts” of characters. It determines how well characters understand people and animals, how well they notice characters using stealth, and how quickly they notice hidden or secret things in their environment. It is one of the three characteristics that mages can use for casting spells.
Charisma represents the charm, leadership, and “people skills” of characters. It determines how easily the character can influence others, intimidate enemies, and talk their way out of tricky situations. It is the characteristic that conjurers use for summoning spirits, and it is one of the three characteristics that mages can use for casting spells.
Willpower represents the mental toughness of characters. It determines how well characters defend against magical attacks, as well as how much mental and emotional damage they can withstand before succumbing to despair. It is a very important characteristic of all characters.
The Characteristic Chart
The following chart shows the die code associated with characteristic scores. It shows which dice are used by players when they are required to perform characteristic checks, as well as the modifiers used in certain situations.
|Raw Score (%)||Die Code||Modifier|
|70-79||1d8 + 1d6||1|
|90-99||1d8 + 1d10||2|
Whenever characters interact with their environment in ways that are not directly opposed by another living entity, the DM might have the player roll a characteristic check to see if the attempt succeeds or not. For example, if your character wants to walk across a slippery, rain-soaked log to cross a deep ravine, the DM might have you make an agility check. To do this, roll percentile dice. If the result is equal to or lower than your agility raw score, you succeed. Roll higher, and you fall off the log into the ravine below.
Most of the conflict in Exterminis: Reign of Destruction centers around opposing rolls. For example, to attack someone with a weapon, the attacker rolls their Weapon Attack dice, and the defender rolls their Weapon Defense dice. The highest total “wins” the contest. If the attacker rolls higher, then a hit is scored and damage is rolled. However, if the defender rolls higher, the attack misses. Ties are always given to the defender, but players may spend one karma point to win a tie, if they so desire.
|Weapon Attack||Agility or Strength|
|Weapon Defense||Agility (dodge) or Health (toughness)|
|Mystic Attack||Intelligence, Charisma, or Wisdom|
|Mystic Defense||Willpower (mental) or Health (physical|
|Stealth||Agility + Intelligence|
|Perception||Wisdom + Intelligence|
|Social Influence||Charisma + Wisdom|
|Social Defense||Wisdom + Willpower|
Weapon Attack is used when characters wish to use a weapon (or unarmed strike) against an opponent. It is equal to either the character’s strength die code or agility die code. Small weapons and ranged weapons use agility, while unarmed strikes, medium, and large weapons use strength.
Weapon Defense is used when characters wish to defend themselves against a weapon attack. It is equal to the agility characteristic (to dodge out of harm’s way) or by the health characteristic (to absorb the damage). Characters who are surprised, asleep, or paralyzed cannot use agility to dodge, nor can characters wearing heavy armor. These characters must use health to defend.
Mystic Influence is used when characters wish to cast a spell. It is based on intelligence, wisdom, or charisma (player’s choice).
Mystic Defense is used whenever a character wishes to avoid the effects of a spell. It is based on willpower (for mental spells) or health (for physical spells).
Stealth is used whenever a character tries to do anything sneaky or underhanded. It is based on agility and Intelligence added together.
Perception is used when a character tries to notice someone acting sneaky, and also to find hidden clues in the environment. It is based on wisdom and intelligence added together.
Social Influence is used when a character wants to persuade, intimidate, or charm someone. It is based on charisma and wisdom added together. It is the primary characteristic for conjurers and people who wish to influence others through charm or fear.
Social Defense is used whenever someone tries to persuade, intimidate, or charm a character. It is based on wisdom and willpower added together.
Other Ability Scores
There are a few other ability scores based on the characteristics.
Akasha is the number of “spell points” the character can spend each day. It is derived from the spellcasting skill (for mages) or conjuring skill (for conjurers) die code once every 24 hours, at dawn, noon, sunset, or midnight. Unused points are lost when points are rolled for the next day.
Bonus Attacks are the number of extra attacks a player gets each round while wielding small or medium weapons. Characters get one attack per round, modified by speed. A character with a speed score of 100 (+3) gets four attacks per round.
Bonus Skills are the number of extra skills a character gets for having a high intelligence score. A character with an intelligence of 90 (+2) gets two additional skill points to use while building a profession.
Carrying Capacity determines how much equipment can be carried by the character. Characters have 10 slots, modified by their strength modifier, to carry gear. A character with a strength score of 100 (+3) has 13 slots to carry gear.
Health Points represent the amount of damage your character can take before dying. They are equivalent to your health ability score. If your health score is 55, then you can take 55 points of damage before you die. When a character takes physical damage, the points are subtracted from the health point total, but not the health score total. After resting for at least 6 hours, wounded characters roll their health die code to see how many hit points they healed during the rest. If a character spends seven days resting or doing light activity, all hit points are restored.
Initiative determines when characters act in combat. It is equivalent to your speed score. A combat round lasts for about ten seconds, during which characters can perform one action, such as attack an opponent. The combat round counts down from 100, and everyone acts on their speed score. So if your speed score is 70, you will act after someone who has a speed of 80, but before someone who has a speed of 60.
Karma is awarded to characters for defeating enemies, completing missions, solving puzzles, exploring new areas, and making new discoveries. It can be used to increase characteristics, increase character abilities and skills, re-roll dice, and automatically succeed in certain situations. Karma is how characters become more powerful over time.
Mental Health Points represent how resilient and mentally tough characters are. They are equivalent to the character’s willpower ability score. If your character’s willpower score is 45, then you have 45 mental health points. After resting for at least 6 hours, characters roll their willpower die code to see how many mental health points were restored by the rest. If a character spends seven days resting or doing light activity, all mental hit points are restored.
Movement describes how far the character can move in a single combat round. It is 20 feet per round, plus ten additional feet for the speed modifier. For example, if a character has a speed score of 80, giving them a +2 modifier, they can move 20 (base) + 20 more (modifier) for a total of 40 feet per round. Negative modifiers are not applied to the base movement speed.
Weapon Damage is calculated by rolling either the Strength die code (for unarmed attacks or attacks using medium or large weapons) or the Agility die code (for small weapon and ranged weapon attacks), and adding the weapon die code.