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Attributes

Attributes run between -4 (abysmal) to 6 (peak ability) for player characters. Monsters can exceed these limits.

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 25 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).