Character Attributes & Skills

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ATTRIBUTES

 

Attributes are the physical and mental abilities a person possesses naturally.

They may be enhanced by training and exercise, or experience

and diminished by age, illness or injury. 

The Six usual Attributes for human characters are:

AWARENESS, MIND, ENDURANCE, STRENGTH, AGILITY and DEXTERITY

 

 AWARENESS 

This is the ability to process sensory perception into the quality of attention being paid to the world. 

It is a measure of perceptiveness, not just restricted to sensory talent but empathy and intuition as well. This can extend to psychic ability if the story involves magick. 

Whether players will notice things or not depends on their level of Awareness.

 

MIND

This signifies the person’s mental powers, strength and quality of mind. It does not necessarily indicate intellectual ability or how smart a person is. 

It is more a measure of mental resilience in the face of trauma, disorientation and so on. The power of a person’s will is also indicated. 

The attribute of Mind can also be used if Magick is in play in the story, or the use of paranormal abilities.

 

ENDURANCE 

This is a measure of how physically tough and durable a person is. How much punishment they can take physically, before their body starts to show the signs, and break down.

 

STRENGTH

This is sheer physical force and power. The ability to lift things or force them.

 

 

AGILITY

Agility is bodily coordination and nimbleness. It is a measure of how well a person moves – their control, suppleness and fluidity. It also affects their ability to move quickly and well, whether running, marching, or traversing uneven ground.

 

DEXTERITY

This ability signifies hand-eye coordination in the use of fine motor skills, such as picking a lock or aiming a rifle.

 

 

To generate the levels of a new character’s ATTRIBUTES:

– Roll 6D and divide the result between them (you may add and extra dice if your total roll is < 18)

OR

– Roll 2D for each and halve the result – rounding up.

– Or whatever – if your characters aren’t human.

INCREASING ATTRIBUTES

  • Attributes require time to develop:
  • +1D requires 1 month of training
  • +2D requires 3 months
  • +3D requires 12 months (maximum increase possible)

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SKILLS

 

Skills are learned or practiced capabilities.

They are comprised of two or more Attributes 

Although they are activities any person can attempt to perform without training,

Skills may be specific to characters and increased through training and practice, or due to experience.

 

REACC

REACC is a “mandatory” skill. It should be generated for all Characters, NPCs, monsters, and fauna etc as well. It is used often in game play, to resolve who reacts first.


Reacc is a measure of Reflexes and Initiative – how quickly and fluently someone can react and respond

REACC = AWARENESS + AGILITY / 2 (Round Up)

 

 

OTHER TYPICAL SKILLS

 

STRIKE/PARRY

The skill of being able to strike things or people effectively whether bare-handed or with a weapon or tool requires a mixture of Strength and Agility. Similarly, the ability to block or parry strikes from an opponent. This Skill can be set to commence with a level which is the average of these two abilities (round up). It will also benefit from increases in either or both.

STRIKE/PARRY = STRENGTH + AGILITY / 2 (Round Up)

NB: If a successful Parry beats a Strike by more than double the Strike’s roll – it can be turned into a Counterstrike and the other character can only attempt to Evade it at half their usual dice (round up) [see Evade skill below]

 

THROW

The ability to throw well and with accuracy. The distance or how hard one can throw is influenced by strength as well, but technique is seen as paramount.

THROW = AGILITY + DEXTERITY / 2 (Round Up)

 

 

AIM   (and CATCH)

The skill of being able to aim anything (not thrown), from a bow, to a handgun. The same depth perception and hand-eye coordination helps with catching things thrown at you.

AIM = AWARENESS + DEXTERITY / 2 (Round Up)

 

 

EVADE/DODGE

The ability to duck and dodge and weave, when under attack or even just moving through a crowd.

EVADE = AWARENESS + AGILITY / 2 (Round Up)

 

STEALTH

The skill of moving quietly and without being seen or noticed. Sneaking and stalking requires bodily control and mental discipline.

STEALTH = MIND + AGILITY / 2 (Round Up)

 

 

 

PARANORMAL SKILLS

 

POWER

The ability of sheer Will and Mental determination. It measures the extent to which the mind can propel its power when focused. It is a measure of personal power, magnetism etc as well. Also the ability to concentrate and focus the mind on such things as symbols or visualisations, and the person’s ability to shut out all extraneous thought.. A clerical character might call it FAITH instead.

POWER = MIND + AWARENESS / 2 (Round Up)

 

OTHER POSSIBLE SKILLS

As many SKILLS can be invented as you wish, according to the narrative or setting. Examples include

CLIMB = MIND + AGILITY / 2

RIDE = AWARENESS + AGILITY / 2

SWIM  = STRENGTH + AGILITY / 2

ART/CRAFT  = AWARENESS + DEXTERITY / 2

DANCING  = AWARENESS + AGILITY / 2

PICK LOCK = AWARENESS + DEXTERITY / 2

(may require specialised tool – makeshift tools could add to Level the Difficulty)

and so on 

SKILLS INCREASE NATURALLY – Through a Critical Success or Fail in use during a game or at the same rate as ATTRIBUTES through practice. An increase in any ATTRIBUTE will add 1 level to every Skill dependent upon it, for every increase of 2 DICE. 

For example, an increase of 2 in a character’s STRENGTH means 1 extra die is parlayed to STRIKE, SWIM etc