Fast, strong, smart? No matter, it’s never enough to overcome your true nature.
Every creature has Attributes; they represent the basic potential of any given being within the world. Most normal people have Attribute scores between 1 (poor) and 3 (good), though exceptionally gifted individuals may have scores of 4 (excellent) or even 5 (peak human capacity). There are rumors of terrible creatures with even higher scores.
Attributes are divided into three categories: Physicalities, Faculties, and Quirks. Physicalities are the natural attributes that a character’s body provides. Faculties are attributes tied to a character’s mind. Quirks are attributes that are less tied to a character’s very core being, but still describe the character in some way. There are 3 base attributes for each of the three categories, for a total of 9 base attributes.Physicalities
Physicalities define the condition of a character’s body. They indicate how strong, agile, or resilient a character is.
The body’s ability to exert raw force on its environment.
Strength is the raw, brute force of a character. It governs how much weight a character can lift, how much they can physically push and how hard they can hit another character or object. The Strength Attribute is added to a character’s damage dice pool when they hit their opponent in hand-to-hand combat. It is also used when a character wishes to lift or carry something, as well as when a character tries to jump a distance.
Specialties: Iron Grip, Dead-Lifiting, Giving a Second Go, Damaging Strikes, Storm Shintai
|•||Poor||A character can lift 70 kilos|
|••||Average||A character can lift 100 kilos|
|•••||Good||A character can lift 175 kilos|
|••••||Exceptional||A character can lift 250 kilos|
|•••••||Outstanding||A character can lift 400 kilos and crush human skulls|
The body’s ability to move quickly and with finesse.
Dexterity measures a character’s general physical panache. It encompasses the character’s speed, agility, and overall swiftness, as well as indicating the character’s ability to manipulate objects with control and precision.
Specialties: Reactions, Precise Hands, Graceful Movement, Running
|•||Poor||A character is clumsy and awkward, and probably shouldn’t be given guns|
|••||Average||A character is no clod, but they are no ballerina, either|
|•••||Good||A character possesses some degree of athletic potential|
|••••||Exceptional||A character could be an acrobat if they wished|
|•••••||Outstanding||A character’s movements are liquid and hypnotic, almost superhuman|
The body’s ability to withstand adverse conditions.
The Endurance Attribute reflects a character’s health, toughness, and resilience. It indicates how long a character can exert themselves and how much punishment they can withstand before suffering physical trauma. Endurance also includes a bit of mental fortitude, indicating a character’s grit and tenacity.
Specialties: Soaking Projectiles, Soaking Slashing, Soaking Bashing, Un-ending Stamina, Magic Resistance, Vigorous Activity, Fortitude.
|•|Poor|A character may bruise in a stiff wind|
|••|Average|A character is moderately healthy and can take a punch or two|
|•••|Good|A character is in good shape and rarely falls ill|
|••••|Exceptional|A character could run, and perhaps win, any marathon they choose|
|•••••|Outstanding|A character’s constitution is truly Herculean|
Faculties define a character’s mental capacities, including such aspects as memory, intelligence, and social graces.
The mind’s ability to reason and assess according to principles of validity.
The Logic attribute refers to a character’s grasp of facts, knowledge, and special knowledge. More importantly, it governs a character’s ability to reason, solve problems, and evaluate situations. Logic also reflects critical thinking and flexibility of thought.
Specialties: Book Knowledge, Creative Solutions, Analysis, Subject Authority, Self-Control
|•||Poor||A character struggles with the complicated underpinning of some concepts|
|••||Average||A character is of passing but not exceptional intellectual prowess|
|•••||Good||A character is more of a quick study and handles puzzles with relative ease|
|••••||Exceptional||A character could easily tackle compounded logic issues and unravel difficult plots|
|•••••||Outstanding||A character has the potential to simplify or solve some of the greatest enigmas|
The mind’s ability to understand and discern without pause.
Intuition measures a character’s common sense and ability to rapidly compare and contrast situations and circumstances. It also reflects a character’s general cleverness, and gut reactions. Intuition also assists in keeping a cool head in stressful situations.
Specialties: People Skills, Ambushes, Folk-Lore, Changes in Strategy, Mettle, Initiative
|•||Poor||A character would be absent minded and perhaps a little gullible|
|••||Average||A character could hold their own in a high stakes game of poker|
|•••||Good||A character is seldom surprised or left speechless|
|••••||Exceptional||A character can guess what trick is coming next, and how to counter it|
|•••••||Outstanding||A character can respond and act more quickly than they can think|
The mind’s ability to compel and charm, as well as generate abstractions.
Charisma measures character’s social grace and people skills. It is also what covers a character’s force of personality. Charisma comes into question when a character wishes to use personal appeals, or manipulate another character’s actions or thoughts. Charisma often comes off as a sort of charm or knack for convincing others to see a certain point of view.
Specialties: Smooth Talking, Forceful Speech, Elegance, Witty Responses, Seduction, Courage
|•||Poor||A character may often find themselves stepping on toes|
|••||Average||A character has several friends and perhaps a few enemies|
|•••||Good||A character is readily trusted unless they have earned a bad name|
|••••||Exceptional||A character has significant personal magnetism|
|•••••||Outstanding||A character could lead an entire culture if they wished|
Quirks are a combination of physical and mental powers, and a little something extra. These attributes stand alone, and represent a character’s knack within the world.
The character’s ability to gather awareness through sensory input.
Perception measures a character’s ability to observe their environment. This may involve a conscious effort, such as searching an area, but is more often passive. Perception can warn a character of ambushes or traps, point out minute details, or even aid in the picking up of subtle scents.
Specialties: Tactical sensations, Scent, Sound, Visual, Otherworldly Senses, Initiative.
|•||Poor||A character is eluded by some of the more obvious clues|
|••||Average||A character is oblivious to the subtle, but can see the big picture|
|•••||Good||A character can pick up on facial expressions and minutia in the environment|
|••••||Exceptional||A character picks up on almost all that goes on around them|
|•••••||Outstanding||A character can pick up on things almost imperceptible to human senses|
The character’s ability to present themselves in a particularly striking way.
Appearance is a measure of a character’s attractiveness, and to a certain degree, their presence. Appearance is more than simple looks, however, it is also the sum of a character’s visual grace, beauty, and ability adorn and hold their body in aesthetically pleasing manners. Appearance offers both more and less than words can. It appeals to the lower levels of the psyche, so it shapes first impressions and the nature of memories thereafter. No matter how open minded a person is, no matter how vehemently they claim that a personality is more important than looks, a person still thinks of another in relation to the subject’s appearance.
Specialties: Unconventional Looks, Photogenic, Fashion Sense, Unforgettable Face, Memorable Pose
|•||Poor||A character doesn’t invest very much time or energy into their own aesthetics|
|••||Average||A character doesn’t stand out in a crowd, for better or for worse|
|•••||Good||A character can get a few free drinks at any bar|
|••••||Exceptional||A character could work as a model, and is often reminded of this|
|•••••||Outstanding||A character is often confronted with a mixture of jealousy and beatific awe|
The character’s ability to generate success without personal investment.
The Weal Attribute represents the very luck that seems to float around some characters. Weal dictates the hand of fate, and may even nudge situations in the character’s favor. It is often said that fortune favors fools, but those with higher Weal attributes will often comment on how they ‘make their own luck.’ Weal is rolled when sheer chance dictates the outcome of a situation.
Specialties: Long Shots, Coin Flips, Unlikely Target of Happenstance.
|•||Poor||A character is known to be a hex|
|••||Average||A character has a 50-50 chance at calling a coin in the air|
|•••||Good||A character could leave most casinos a little richer than when they walked in|
|••••||Exceptional||A character may have played a few games of Russian Roulette|
|•••••||Outstanding||A character could even cheat death if given the opportunity|