The value of an Attribute depends on the amount of Points spent on it. The GM decides the amount of points a character should be worth, depending on the style, genre and mood of the campaign or adventure. The exact number of predefined Attributes varies depending on the game world and campaign, but these are the 16 most common.
|Close Combat||Ranged Combat|
On the character sheet, each Attribute has a number of circles next to it. Above each column of circles is a number, representing the value gained by filling each circle. The circles are always filled in from left to right. One point fills up one field, and all the fields must be filled before the circle itself counts as filled. Seven points spent on Perception means the character has Perception 9.
The first four circles cost one point each to fill, and values 9 and higher have been split into two or more fields.
Attribute value 10, or 8 points, is usually considered human maximum. The GM may change this limit depending on the campaign. The human norm is usually 5, or 2 points spent.
Here are descriptions of the 16 most common Attributes. The idea is that these descriptions should give players a better understanding of what spending points in each Attribute actually means.
Raw muscle power. Strength affects the amount of damage the character can dish out in close combat, and also affects how much the body can take in terms of injury, since a lot of muscles means powerful bones.
Constitution is about endurance, and it forms the basis of a character's immune system. It determines the quality of the character's veins and lungs, and how well the body handles injury and infection. Constitution also determines rate of healing.
The higher the value of the Toughness attribute, the more abuse can the character's body withstand. Toxins, heat and cold must get through the character's Toughness before they begin to do actual damage. This attribute also controls long-term endurance and the ability to function without food or water.
Basically, stubbornness. While Constitution sets the limits of your body's endurance, Willpower determines the character's ability to push it to those limits. High Willpower is not about refusing to change one's mind, but rather the will to survive - the thing that holds the consciousness together when the body begins to falter.
Speed, traveling by foot. No matter what Attribute is used, the character will never move faster than this - whether swimming, climbing, sneaking or running.
Agility is used for more complex maneuvers, like jumping, climbing, softening a fall, crawling through small openings or getting out of handcuffs or ropes.
This Attribute measures the sensitivity and alertness of a character's senses. Perception is used to spot traps, see through disguises and recognize people at long distances.
To not be seen, heard or otherwise noticed. Also includes concealing, planting or palming items.
Acting is, put simply, pretending. It is used for impersonation, intimidation, cons or just maintaining a calm and relaxed manner when the lawmen pull over your truck full of contraband.
This Attribute is used to convince people of something through reasoning. Whether eloquent or blunt, spoken or written; any kind of persuasion, bartering, negotiation or even interrogation falls under Speaking. Note the difference between using words and arguments to interrogate and using brute force or an intimidating demeanor - intimidation has little to do with the words you use and everything to do with how you back them up, and is therefore usually more Acting than Speaking.
Humanities encompass all manner of cultural knowledge: language, psychology, sociology and cultural anthropology. It also includes knowledge of history and geography. A character with a single Point spent in Humanities can speak one foreign language - not very well, but enough to get by. The second Point in Humanities adds another two languages, the third Point another three and so on: 3 Points would be 1+2+3=6 languages. Two poorly spoken languages can be traded in for being reasonably fluent in one. Three poorly spoken languages can be traded in for native or near native fluency.
Natural, formal and applied science. This Attribute is theoretical in nature and is primarily used for programming, calculations or designing functional schematics.
The Medicine Attribute includes all kinds of medical or medicine-related knowledge, including first aid, surgery, or (medicinal or recreational) pharmacology.
The maintenance, repair, construction or deconstruction of any kind of technological artifact.
Fighting hand to hand, with or without any kind of melee weapon. Examples include swords, rifle butts, whips and broken bottles. Close Combat governs both offensive and defensive abilities.
The use of any kind of ranged weapon such as bows, rocks, pistols or flamethrowers. Anything that hits a target from a distance uses Ranged Combat, whether the projectile is fired or thrown by hand.
It is rather uncommon for people to be complete tabula rasas, or blank slates, at the beginning of the game: Their knowledge comes from experience. That experience might be described as a number of earlier careers or “Backgrounds”. A Background isn't necessarily the same thing as a paid occupation; examples include Farmer, Hunter, Doctor, Soldier, Bum, Druggie and Spoiled Brat.
The Background determines what the Attributes encompass. For a hunter, Ranged Combat applies mainly to hunting rifles - not dealing with a jammed machine gun.
If the character attempts something not covered by any of the 16 Attributes, and only then, die rolls are made using the Background. A character with the Soldier Background could use it to know how to get away with breaking some rules as well as knowing who to talk to in order to get things done within the military organization. Backgrounds never replace Attributes. A physician uses Medicine to treat a wound - not the Physician Background.
Example: A private eye rolls the Investigator Background to find out who might have seen something, but he must still use Speaking to convince a frightened witness to confide in him.
On the character sheet, under “Damage thresholds”, there is a table with three columns. The first (leftmost) one is titled “Stun” and the third (rightmost) one is titled “Injury”. The second column (in the middle) has no title. In these columns, values related to the character's ability to withstand damage are recorded.
The Damage thresholds table lists the five levels of Stun used by the system, in ascending order of severity. The first column holds a set of five values, which are the character's Stun thresholds. They are calculated by adding the character's Strength, Constitution, and twice the sum of Toughness plus Willpower (Strength + Constitution + (Toughness+Willpower)*2) and comparing the result to the Stun thresholds table
The third column in the Injury table holds a set of five values, which are the character's Injury thresholds. They are calculating by adding the character's Strength, Constitution and twice its Toughness and comparing the result to the Injury thresholds table.
The second and central column has a list of three values - these are the negative modifiers corresponding to each damage level. They are determined by comparing the character's Willpower to the wound penalties table.
The character's Encumbrance table describes the amount of kilos the Character is able to carry before a given penalty sets in. Compare the character's Strength with the Encumbrance table to get the specific thresholds.
The encumbrance penalty affects rolls made with the following Attributes: Strength, Constitution, Movement, Agility and Stealth. It also applies to all Initative checks and all aspects of Close Combat; Defense, Grapple, Guard and Strike.