The six base statistics in Earthdawn are Dexterity, Strength, Toughness, Perception, Willpower, and Charisma. This table describes all the statistics that depends upon the base stats.
Dexterity (D) is the base for almost all physical tests, except for those involving forcing, breaking, or moving things, which are based upon Strength (S). Toughness (T) indicates resistance to disease, poison, and damage. Perception (P) is for noticing and remembering things, and usually for breaking illusions. Willpower (W) is for breaking charms, compulsions, and enchantments, and forcing the world to do as you please. Charisma (C) controls your ability to affect other people through social interaction, and your resistance to manipulation.
Step affects what dice you roll for a test based upon any given stat. The higher the step, the more and larger dice you roll for the test. See Steps for a full explanation. Carry and Lift are how many pounds of gear you can carry and lift, and based upon strength. Your Death Rating is how much damage it takes to kill you, based upon Toughness. Unconsciousness Rating is how much damage it takes to knock you out. Wound Threshold is how much damage it takes at a time to cause a Wound (Wounds have a number of game effects). Recovery Tests allow you to heal. Normally, you may only roll to recover damage as many times per day as your Toughness allows. The damage of most magical attacks is reduced by your Mystic Armor, which is based upon Willpower. Physical Defense is based upon Dexterity, and is the target number to hit with a physical attack. Likewise, Spell Defense, based upon Intelligence, is the target number to hit with magic, and Social Defense, based on charisma, is the target number to manipulate a person. Movement is based upon Dexterity, but your effective Dexterity can be modified by your race.
in lbs (S)
per day (T)