Abilities
Abilities are the fundamental characteristics of a Wanderer, defining their core physical and mental attributes.
The Land Around uses a set of four abilities:
-
Endurance (END)
Toughness, strength, and vitality. It determines your Health and is used for wielding Hand-to-Hand weapons. -
Dexterity (DEX)
Agility, reflexes, and finesse. It affects armor class, ability to hit with Projectile weapons, and to act first in combat. -
Cunning (CUN)
Ingenuity, sagacity, and mental quickness. It is important when wielding Firearms. -
Presence (PRE) Eloquence, tradition, and communal sense. It influences Saving Throws and Reactions.
Terminology
For thematic reasons The Land Around uses equivalent terms for:
- Hit Points = Health
- Melee = Hand-to-Hand
- Missile = Projectile
Replace them at discretion when looking for compatibily.
Scores
To generate scores, roll 4d4 for each ability in order, beginning with Endurance. You may swap two scores. Results will be from 4 to 16. If the sum of four scores is below 28, reroll all scores.
| Ability score | Modifier |
|---|---|
| 1 | –3 |
| 2–3 | –2 |
| 4–6 | –1 |
| 7–10 | 0 |
| 11–13 | +1 |
| 14–15 | +2 |
| 16 | +3 |
Record the final scores and their modifiers on your character sheet.