Attributes
Attributes run between -5 (abysmal) to 6 (peak ability) for player characters. Monsters can exceed these limits. Typically -5 is considered "lethal"; loss of an attribute to this level means a character dies due to lack of whichever attribute drops that low. (ie: a -5 Vigor means you don't even have enough strength for your heart to beat, -5 Finesse would be so "clumsy" your heart gets out of rhythm, -5 Will would be a loss of will to live, -5 Cunning would be brain death, etc)
Vigor¶
Physical might, Endurance, Raw power, Physical defense
Finesse¶
Speed, Agility, Movement, Getting out of the way
Will¶
Long-term Mental, Mental prowess, Willpower, Memory, Mental defense
Cunning¶
Short-term Mental, Quick Thinking, Problem Solving
Presence¶
Long-term Social, Presence, Magnetism, Long term attraction, Social defense
Influence¶
Short-term Social, Guile, Manipulation, Quick social
Sorcery¶
Only magically active characters have a Sorcery attribute. Defines connection to magic
When creating a character, you can spend 18 points to buy attributes. Attributes cost:
| Attribute | Cost | Raise |
|---|---|---|
| -1 | 0 | 5 |
| 0 | 1 | 5 |
| 1 | 2 | 9 |
| 2 | 3 | 16 |
| 3 | 4 | 25 |
| 4 | 6 | 36 |
| 5 | 8 | 49 |
| 6 | 11 | -- |
Remember that attributes can't start higher than 6 even after racial modifiers. Racial modifiers are added in after initial purchase. If you have leftover points, whether it be one, two, or ten, you get an extra point toward Gifts.
Advancing Attributes¶
(Current attribute +2) ^ 2 (minimum of 5) To figure the cost of an attribute that gets a Species or Background bonus, treat it as if it were 1 lower (but it can still only be raised to 6).