Attributes

Building a Character

Each player starts out by choosing a race and a subclass. 

Next, they may choose if they follow a deity.

Next, write down the total values for each of your stat. modifying attributes. The main attributes in the Echo system are:

  • Strength
  • Dexterity
  • Constitution
  • Intellect
  • Charisma
  • Wisdom

See below for a summary of each attribute and when you would use them.

Finally, determine your health, mana and movement speed. Each player's health pool starts at 10 + Constitution + 1D12.  Each mages's mana pool starts at 5 + Intellect + 1D6. Each player's movement speed = 20 + (dexterity x 5).

Strength

Strength is a measurement of your physical power and is the attribute used when making a melee attack (with a few exceptions). Warriors rely on strength as their primary attribute, but it also applies to other rolls, such as:

  • climbing
  • jumping
  • swimming
  • using big items
  • dragging bodies
  • becoming a lawyer
  • carrying heavy things
  • playing strongman games
  • arm wrestling
  • rowing boats
Dexterity

Dexterity is a measurement of hand-eye coordination, reflexes, agility, gracefulness, and balance. This is the primary attribute for physical ranged attacks and for melee weapons that use the dexterity stat for attacks rather than strength. Make a dexterity check when attempting any of the following actions:

  • stealthing
  • sneaking
  • doing gymnastics
  • doing flips
  • dodging
  • stealing
  • hiding
  • throwing things
  • sleight of handing
  • dancing
  • becoming a lawyer
  • picking locks
  • playing an instrument
  • tying rope
  • carving tiny wooden figurines in intricate detail
  • rolling around
  • prancing
Constitution

Constitution refers to the player's health and stamina. This stat is tied directly to the health pool, so it is important for all heroes — especially melee fighters that are always in the middle of the fray. Use constitution whenever you roll to:

  • increase your health pool
  • do a fortitude save against poison, alcohol or other mind-altering substances, or against sickness
  • become a lawyer
  • go for days without sleep
  • go for days without food
  • go for days without water
  • go for days without air
  • do a barrel roll off a cliff
Intellect

Intellect is a reflection of how well a hero learns and reasons. This is important for characters that want to be more well-rounded. Use intellect for the following activities:

  • learning languages
  • appraising
  • crafting
  • forging documents
  • becoming a lawyer
  • investigating
  • remembering fun facts
  • teaching school
  • winning trivia contests
  • deciphering script
  • solving puzzles
  • learning new hobbies or skills unrelated to class 
Charisma

Charisma refers to a player's charm and wit. It may also be related to their level of attractiveness, but even gnomes can have high charisma, so there probably isn't any corellation between the two. This stat is very important for rogues that need good people skills, such as thespians and sneaky bastards. Use charisma when:

  • persuading
  • bribing
  • apologizing
  • gathering information
  • donning a disguise
  • intimidating
  • threatening
  • performing
  • wooing
  • leading
  • negotiating
  • becoming a lawyer
  • selling used mules
  • getting free drinks at the bar
  • conning
  • lying
  • not telling the whole truth
  • telling stories
  • fibbing
  • cheating
  • getting out of tricky situations using words and a charming smile
  • winning best smile contests
Wisdom

Wisdom describes a hero's perception, willpower, situational awareness, and common sense. This attribute ties directly into casting spells, so it's the most important for mages. A wisdom check can be used for:

  • will saving throws (countering enemy spells or charms)
  • concentrating on one of the five senses: smell, taste, hearing, sight, or touch
  • healing
  • becoming a lawyer
  • reading body language
  • taking a hint
  • handling animals
  • checking your food for poison because that dwarf at the next table looks shady
  • interpreting clues
  • diagnosing ailments
  • prescribing medicine
  • determining right of way at a four-way stop