Attributes represent a character’s most basic strengths and weaknesses — innate capacity and aptitude, rather than training and skill.

Primary Attributes

The primary attributes are the only ones directly purchased with Development Points. These are grouped into two broad categories: Mental and Physical attributes.

At the beginning of character creation (before the Lifepage step), all Attributes start at rank 2 and all Attribute Thresholds start at 6. During character creation, raising an attribute score by 1 point costs a number of Development Points equal to the attribute’s current rank (so, raising it from 2 to 4 would cost 5 points total, as you pay 2 to raise it from 2 to 3, and 3 to raise it from 3 to 4). Human average is considered to be between 3 and 4; raising an attribute above its threshold increases the cost by the difference between the new attribute rank and the threshold (new attribute level – attribute threshold). The table below shows the rank-cost and cumulative cost of attributes with the default Attribute Threshold of 6

New Ability Rank 3 4 5 6 7 8 9 10
Rank Cost 2 3 4 5 7 8 11 13
Cumulative Cost 2 5 9 14 21 29 40 53

Physical Attributes

Physical Attributes cover the qualities of the body, from strength to grace to health and resistance to physical harm or illness.

  • Brawn (BRN) – Brawn is a measure of raw muscle and physical power, with a great impact on combat damage as well as actions ranging from leaping chasms (Acrobatics) to fleeing pursuit (Athletics) to scaring the beweasels out of an informant (Intimidate).
  • Agility (AGL) – Agility measures hand-eye coordination, dexterity, grace, and body control, having an effect on things ranging from weapon use to juggling and other acts of finesse.
  • Toughness (TO) – Toughness acts as a measure of physical toughness and endurance and represents general hardiness to physical shocks and trauma.
  • Health (HT) – Health represents general physical health and resistance to blood loss, poison and disease.

Mental Attributes

Mental attributes cover cover the intellectual and social qualities, from raw intellect to awareness to force of will to social magnetism.

  • Presence (PRS) – Presence measures strength of personality, bearing, charisma, and social appeal. It is not a measure of physical attractiveness (see the Attractive and Ugly traits).
  • Wits (WIT) – Wits represents mental alertness, awareness, and perception. Attempts to notice or sense something generally use Wits as the relevant attribute.
  • Intelligence (INT) – Intelligence measures reason, logic, and learning aptitude. In addition to influencing academically-inclined actions, Intelligence also effects the ease and quickness of learning new skills in play.
  • Will (WILL) – Will measures mental toughness, self control and discipline.

Derived Attributes

In addition to the attributes that are purchased with development points, there are several Derived Attributes that are generated from the final attribute totals. In all cases, round down for any fraction results

  • Reflex = [(AGL + WIT) / 2] A combination of Agility and Wits, determining one’s ability to react and act quickly and accurately under stress.
  • Knockdown = [(BRN + AGL + TO) / 3] A composite of Brawn, Toughness, and Agility, showing one’s ability to stay on feet and holding on after a shock or impact.
  • Steel = [(TO + WILL)/2)] A combination of Toughness and Will Power, used to resist being knocked unconscious or in testing nerves.
  • Move (MOV) = [(AGL + BRN + TO)/ 2)] A measure of how far (in yards) you can cover on foot in 1-2 seconds.
  • Fatigue Threshold = [HT + TO] The Fatigue threshold represents how quickly characters tire from sustained physical duration.

Sorcerous Attributes

Characters with sorcerous gifts gain an additional 4 attributes that affect one's raw ability to shape, craft, and wield magic.
Power (POW) = [WILL + (HT/2)] Power is the raw force a sorcerer can channel into spells.
Sight (SGT) = [(WIT + INT) /2] Sight refers to the sorcerer’s intuitive magic sense, his ability to perceive magical force, spells, and magical beings.
Art (ART) = [INT + (AGL/2)] Art is the sorcerer’s conscious ability to control and direct magic through formal procedures. Art is used for many ritual elements of spellcasting and for resisting spells.
Capacity (CAP) = [HT + (WILL/2)] Capacity is the sorcerer’s ability to withstand magical strain without prematurely shocking or aging his body.

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