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).