Attributes are the measures of a character’s most basic talents. Every character has four attributes: Body, Grace, Mind, and Soul. A normal character’s attributes are somewhere in the range of 1d4 to 1d12, where 1d4 is below average, 1d6 is average, 1d8 is above average, 1d10 is exceptional, and 1d12 is the very limit of a human’s capacity. Certain supernormal or non-human characters may have attributes higher than 1d12, though these would be quite rare.
Some characters may have no score for a particular attribute. This means that the attribute has no effect on the character at all, either positive or negative. Such characters would need explicit sign-off from the GM in order to enter play.
Each Attribute determines how much of one Resource that character has.
When creating a character, each Attribute starts at 1d4. You then increase the Attributes a number of times according to your current level:
Each Step allows you to increase a single Attribute by one die size.
Body measures a character’s physical strength and capacity for taking punishment. A character with a low Body score might have troubles carrying large loads and would fall ill easily. A character with a high Body score would be capable of breaking down doors and would probably excel in hand-to-hand combat.
Body influences the following standard game elements:
- Awareness rolls to determine how well a character can see, hear, smell, or otherwise notice something out of plain sight.
- Defense rolls to resist effects against one’s physical form and metabolism, such as disease, poison, or being pushed around.
- A character’s Body determines how much Stamina the character has. Stamina determines how far a character can push himself when taking physical damage or using physical skills.
A character with no Body score is incapable of interacting with the physical world. An example of such a character would include a ghost that can walk through walls or a mist creature with no solid form.
Grace measures a character’s speed and reflexes. A character with a low Grace score would not be able to run very fast and would likely have difficulties with any task requiring fine motor skill. A character with a high Grace score could quickly climb, leap, and scramble over any surface and would be a crack shot with any sort of ranged weapon.
Grace influences the following standard game elements:
- Awareness rolls to determine how quickly a character responds to danger.
- Defense rolls to avoid direct physical attacks, such as sword blows or arrows.
- A character’s Grace determines how much Adrenaline the character has. Adrenaline gives a character extra opportunities to act in tense situations, and can enhance a character’s agile skills.
A character with no Grace score is incapable of moving. For example, a plant creature, rooted to the ground, or a severely disabled human would both have a 0 Grace.
Mind measures a character’s memory and problem-solving abilities. A character with a low Mind score would never get good grades and would have troubles solving puzzles. A character with a high Mind score would have a long memory and can apply knowledge to difficult situations.
Mind influences the following standard game elements:
- Awareness rolls to analyze objects or situations, or to remember important details.
- Defense rolls to avoid magical or psionic attacks.
- A character’s Mind determines how much Focus the character has. Focus allows a character to put his best effort forward when needed, and can also improve mental skills.
A character with no Mind score is incapable of higher thought. For example, animated skeletons that cannot learn or reason would have a no Mind.
Soul measures a character’s connection to the universe and force of personality. A character with a low Soul score would not be very creative and would find it difficult to convince others to assist. Everything seems to go the right way for a character with a high Soul score, and even when they don’t, such characters don’t give up.
Soul influences the following standard game elements:
- Awareness rolls needed to understand someone or pick out a lie.
- Defense rolls to prevent effects that would change a character’s actions, such as enchantments or incredible persuasion.
- A character’s Soul determines the character’s Spirit. Spirit controls how much punishment a character can take when under mental assault or when using social skills.
A character with no Soul score is not conscious. For example, a simple robot would have no Soul.