Weird War II
Every character starts with a d4 in each attribute, and has 5 points with which to raise them. Raising a d4 to a d6, for example, costs 1 point. You’re free to spend these points however you want with one exception: no attribute may be raised above a d12.
- Agility is your hero’s nimbleness, quickness, and dexterity.
- Smarts is a measure of how well your character knows his world and culture, how well he thinks on his feet, and mental agility.
- Spirit reflects inner wisdom and willpower. Spirit is very important as it helps your character recover from being Shaken (see page 68).
- Strength is raw physical power and general fitness. Strength is also used to generate your warrior’s damage in hand-to-hand combat.
- Vigor represents endurance, resistance to disease, poison, or toxins, and how much pain and physical damage a hero can shake off.
There are a couple of stats that are not dice based, but are instead based on regular attributes and/or Edges or Hindrances.
Charisma is a measure of your character’s appearance, manner, and general likability. It’s 0 unless you have Edges or Hindrances that modify it. Charisma is added to Persuasion and Streetwise rolls, and is used by the GM to figure out how nonplayer characters react to your hero. Charisma modifiers can also be for specific groups or types of people, for example a Goldbrick has a reduced Charisma to his fellow soldiers, but probably not so much to the pretty French resistance fighter.
Pace is how fast your character moves in a standard combat round. Humans walk 6” in a round and can move an additional 1d6” if they run. Write “6” on your character sheet beside the word Pace. This is 6” on the table-top—every inch there represents 2 yards in the “real world.”
Parry is equal to 2 plus half your character’s Fighting (2 if a character does not have Fighting), plus any bonuses for shields or certain weapons. This is the Target Number (TN) to hit your hero in hand-to-hand combat.
Those who face the mind-blasting horrors of war are sometimes pushed over the edge. When this occurs a variety of unpleasant consequences can follow. The Sanity statistic is a derived trait that lets you monitor your character’s mental health and wellbeing.
A soldier’s starting Sanity is 2 plus half his Spirit die type unless modified by Edges and Hindrances. As a character faces the horror of war and other weirdness his Sanity may fluctuate. If a character increases his Spirit after character generation, it also increases his current Sanity by one point.
Sanity can also go down, of course. This may eventually lead to a Section 8 or worse.
Toughness is your hero’s damage threshold. Anything over this causes him to be rattled or worse. Toughness is 2 plus half your hero’s Vigor, plus Armor (use the armor worn on his torso which in most cases is zero).