Attributes
Attributes represent common physical and mental aspects. Characters have minimum [permanent] level of 1 to a maximum rating set by species; four (4) is considered average. They often modify the use of skills or are
used when non-obvious activities outside a skill rely on attribute checks; a resolution check using attribute level as a target.
There are six (6) general pairs of attributes. Unless noted, generation is done using the Std. Attribute Generation method.
Attribute levels have no theoretical limits except those min. and max. ratings imposed by species and setting/milieu which represent the limits if what can be achieved using normal adjustment methods.
Attributes can be improved with CP. The cost of increasing an attribute is equal to twice the value the character is trying to achieve (2 x New Level).
Generating Attributes
Standard Attribute Generation
| Resolution Check |
1-5 | 6-15 | 16-35 |
36-65 | 66-85 | 86+ |
| Base rating | 7 | 6 | 5 | 4 | 3 | 2 |
Attributes are always generated in closely related pairs, reflecting the close nature. At the time of character creation they can be split, reducing one in the pair by to increase the other by a like amount. Once assigned these base values, they are adjusted independent of one another.
Coordination (CRD)
This attribute is
paired
with
Reactions.
Hand-eye coordination and balance are both aspects of the Coordination attribute. A high rating in coordination is good when the character must perform feats requiring fine motor skills. This attribute affects hand to hand and ranged combat because it allows the character to control weapons better or aim projectile weapons with greater accuracy.
Listing of common Global Material Set abilities affected by this attribute (those found in both GM Services and Player Services).
Summary of Skills Affected By This Attribute Listing
| Skill Name | Mod 1 | Mod 2 |
Group |
Requirements |
| Climbing |
CRD | MUS |
Athletics |
Kinetic 1, Non-Encumbered |
| Craft: Animals |
CRD | RSN |
Craft |
Kinetic 2, Tools |
| Craft: Ceramics |
CRD | RSN |
Craft |
Kinetic 3 |
| Craft: Fiber |
CRD | PER |
Craft |
Kinetic 1, Tools |
| Craft: Plants |
CRD | RSN |
Craft |
Kinetic 2, Tools |
| Dancing |
CRD | CHA |
Athletics |
Kinetic 1, Non-Encumbered |
| Fend |
CRD | PER |
Armed |
by item |
| Grapple |
MUS | CRD |
Unarmed |
Kinetic 1 |
| Illustration |
CRD | PER |
Art |
Kinetic 1 |
| Jumping |
MUS | CRD |
Athletics |
Kinetic 2, Non-Encumbered |
| Melee |
CRD | MUS |
Armed |
by item |
| Mobility [Type] |
CRD | STA |
Athletics |
[By Form], Non-Encumbered |
| Musical Instrument |
CRD | INT |
Art |
|
| Pilot: Aquatic |
CRD | PER |
Piloting |
Kinetic 1 + by vehicle |
| Pilot: Atmospheric |
CRD | PER |
Piloting |
Kinetic 2 + by vehicle |
| Pilot: Surface |
CRD | PER |
Piloting |
|
| Propel |
CRD | PER |
Ranged |
by item |
| Ride Mount |
CRD | INT |
Athletics |
Kinetic 1 |
| Seamanship |
PER | CRD |
|
Kinetic 3 |
| Security: Open Locks |
CRD | PER |
Gadgetry |
Kinetic 1, Tools |
| Shoot |
CRD | PER |
Ranged |
by item |
| Sleight of Hand |
RSP | CRD |
Deception |
Kinetic 2 |
| Stealth |
CRD | PER |
Stalking |
Kinetic 2, Non-Encumbered |
| Swimming |
STA | CRD |
Athletics |
Kinetic 1, Non-Encumbered |
| Zero Gravity Operations |
CRD | PER |
Althletics |
Kinetic 2 |
Reactions (RCT)
This attribute is
paired
with
Coordination.
This measures the character's overall physical quickness to respond, and swiftness of action. This is a physical rating only, and many situational factors may cause a character to react slower than their Reactions would indicate. Reactions affect all combat actions, but are hampered by heavy equipment and armor.
Reactions (along with reach) will determine a character's initiative.
Listing of common Global Material Set abilities affected by this attribute (those found in both GM Services and Player Services).
Health (HLT)
This attribute is
paired
with
Vitality.
This is a measure of the characters overall constitution and the body's ability to defend against metabolic or structural changes, e.g. disease, illness and toxins. Health affects the rate of recovery from these, as well as wounds and physical damage.
The CS modifiers for a characters Health rating directly modify their rate of healing by adjusting their healing factor. Each +1 CS adds 1 to the healing factor, and each -1 CS halves it.
Listing of common Global Material Set abilities affected by this attribute (those found in both GM Services and Player Services).
Vitality (VIT)
This attribute is
paired
with
Health.
Vitality is a measure of life force. It may be reflected in physique. Vitality is one element which forms the basis of a character's physical resilience VIT x SIZ = Resilience. It is a foundational attribute for those who wish to practice magic.
Listing of common Global Material Set abilities affected by this attribute (those found in both GM Services and Player Services).
Muscle (MUS)
This attribute is
paired
with
Stamina.
This is a measure of the sheer muscle power of an individual. It affects how much an individual can carry and what items can be used effectively. The muscle rating is one component in the calculation of damage modifier; DM = MUS + Size Factor.
Characters gain a damage bonus in hand-to-hand physical attacks equal their Muscle. This damage is added after weapon damage is calculated.
Listing of common Global Material Set abilities affected by this attribute (those found in both GM Services and Player Services).
Stamina (STA)
This attribute is
paired
with
Muscle.
Stamina represents muscle tone and efficiency. It is the major facet of a individual’s endurance and ability to handle prolonged encumbrance. Those with a greater stamina than muscle rating will have very good muscle tone.
Listing of common Global Material Set abilities affected by this attribute (those found in both GM Services and Player Services).
Charisma (CHA)
This attribute is
paired
with
Willpower.
Charisma represents how personable the character naturally is, regardless of motivations or situation. This reflects the magnetism of an individual’s personality and affect on those around them. Personal allure, charm, and the level of social sophistication can all be represented by charisma.
Listing of common Global Material Set abilities affected by this attribute (those found in both GM Services and Player Services).
Willpower (WPR)
This attribute is
paired
with
Charisma.
Willpower is the capacity to override or control the effects of physical and mental sensory input. An individual’s measure of Willpower can aid them in overcoming normal perceived limits. It functions as a barrier against outside attempts to influence normal thought processes.
Listing of common Global Material Set abilities affected by this attribute (those found in both GM Services and Player Services).
Intuition (INT)
This attribute is
paired
with
Perception.
This indicates how insightful an individual is and how much they can unconsciously inter-relate things. Intuition does not rely on a known frame of reference; it is an innate sense, unrelated to anything they may have learned. It is a foundational attribute for those who wish to practice faith.
Listing of common Global Material Set abilities affected by this attribute (those found in both GM Services and Player Services).
Summary of Skills Affected By This Attribute Listing
| Skill Name | Mod 1 | Mod 2 |
Group |
Requirements |
| Acting |
CHA | INT |
Entertaining |
|
| Agriculture |
INT | RSN |
Husbandry |
|
| Animal Handling |
INT | WPR |
Husbandry |
|
| Anthropology |
INT | RSN |
Science |
Proficiency Req., Society 3, History - General 2 |
| Armor Use |
STA | INT |
Combat |
Kinetic 4, Proficiency Req. |
| Brewing |
INT | RSN |
Culinary |
Kinetic 1, Tools |
| Computer: Hacking |
RSN | INT |
Computers |
Computers: Interface 4 |
| Cooking |
INT | RSN |
Culinary |
Kinetic 1 |
| Cryptography |
RSN | INT |
Communication |
|
| Discern Holy Presence |
INT | |
Awareness |
Faith 3, Proficiency Req. |
| Empathy |
PER | INT |
Communication |
|
| Finance |
RSN | INT |
Academic |
Proficiency Req., Knowledge: Mathematics 2 |
| Fishing |
INT | RSN |
Foraging |
Kinetic 1, Tools |
| Gaming |
CHA | INT |
Social |
|
| Geology |
RSN | INT |
Academic |
Kinetic 1, Proficiency Req. |
| Language |
RSN | INT |
Communication |
Proficiency Req. |
| Mimicry |
PER | INT |
Vocal |
|
| Musical Instrument |
CRD | INT |
Art |
|
| Orienteering |
INT | REA |
Observation |
Kinetic 2 |
| Persuasion |
INT | CHA |
Social |
|
| Repair |
INT | PER |
Practical |
Kinetic 2, Tools: Kit or Shop |
| Ride Mount |
CRD | INT |
Athletics |
Kinetic 1 |
| Security: ID + Evade |
INT | PER |
Gadgetry |
Kinetic 2, Tools |
| Streetwise |
REA | INT |
Observation |
|
| Survival |
RSN | INT |
Foraging |
Kinetic 1 |
| Theology |
INT | RSN |
Academic |
|
Perception (PER)
This attribute is
paired
with
Intuition.
Perception represents the measure of acuity of the senses, as well as how well attuned an individual is to immediate surroundings. Perceptive ability is somewhat indicative of a less conscious ability to discern distinctions and a certain awareness of background information as it is processed by the senses. If the individual sensory ratings are not used, Perception is used as a general check for all senses. Each species has a range within general perception and each sense that they are familiar with and/or can acclimate to.
- Gross Perception: The ability to perceive a basic function (ex: shape or outline).
- Fine Perception: The ability to perceive specific details (ex: features, limbs) of a target; this capability is required for fine actions.
Listing of common Global Material Set abilities affected by this attribute (those found in both GM Services and Player Services).
Summary of Skills Affected By This Attribute Listing
| Skill Name | Mod 1 | Mod 2 |
Group |
Requirements |
| Appraising |
PER | RSN |
Practical |
|
| Astronomy |
PER | RSN |
Science |
Proficiency Req., Knowledge: Physics |
| Botany |
RSN | PER |
Academic |
Proficiency Req. |
| Camouflage |
PER | |
Stalking |
Kinetic 1 |
| Craft: Fiber |
CRD | PER |
Craft |
Kinetic 1, Tools |
| Demolitions |
RSN | PER |
Demolitions |
Tools |
| Empathy |
PER | INT |
Communication |
|
| Evade |
RSP | PER |
Unarmed |
Kinetic 1 |
| Fend |
CRD | PER |
Armed |
by item |
| Illustration |
CRD | PER |
Art |
Kinetic 1 |
| Mana Sense |
VIT | PER |
Awareness |
Magic 1 (required), Proficiency Req. |
| Medical: Aid |
RSN | PER |
Medical |
Proficiency Req., Tools |
| Medical: Treatment |
RSN | PER |
Medical |
Kinetic 1, Proficiency Req., Tools, Knowledge: Medical: Aid, Chemistry 2 |
| Meteorology |
PER | RSN |
|
|
| Mimicry |
PER | INT |
Vocal |
|
| Opening |
PER | SAN |
Awareness |
Psychic 1 (required) |
| Pilot: Aquatic |
CRD | PER |
Piloting |
Kinetic 1 + by vehicle |
| Pilot: Atmospheric |
CRD | PER |
Piloting |
Kinetic 2 + by vehicle |
| Pilot: Surface |
CRD | PER |
Piloting |
|
| Propel |
CRD | PER |
Ranged |
by item |
| Repair |
INT | PER |
Practical |
Kinetic 2, Tools: Kit or Shop |
| Seamanship |
PER | CRD |
|
Kinetic 3 |
| Security: ID + Evade |
INT | PER |
Gadgetry |
Kinetic 2, Tools |
| Security: Open Locks |
CRD | PER |
Gadgetry |
Kinetic 1, Tools |
| Shoot |
CRD | PER |
Ranged |
by item |
| Singing |
PER | CHA |
Vocal |
|
| Soak |
PER | RCT |
Athletics |
Kinetic 4, Non-Encumbered, Proficiency Req. |
| Sorcery |
PER | RSN |
Magic |
Magic 2, Proficiency Req., Knowledge: Mathematics |
| Stealth |
CRD | PER |
Stalking |
Kinetic 2, Non-Encumbered |
| Tracking |
PER | |
Observation |
Kinetic 1 |
| Zero Gravity Operations |
CRD | PER |
Althletics |
Kinetic 2 |
| Zoology |
RSN | PER |
Academic |
Proficiency Req. |
Reason (RSN)
This attribute is
paired
with
Sanity.
This is indicative of how well the character can employ structure and logic, as well as assimilate and remember information. Reason is used in deducing outcomes rationally, learning and recalling information, and understanding processes. Reason is not intelligence, but is crucial to make intelligent decisions; leveraging information that allows for connections and inferences based on related knowledge or experience even vaguely similar.
Listing of common Global Material Set abilities affected by this attribute (those found in both GM Services and Player Services).
Summary of Skills Affected By This Attribute Listing
| Skill Name | Mod 1 | Mod 2 |
Group |
Requirements |
| Agriculture |
INT | RSN |
Husbandry |
|
| Anthropology |
INT | RSN |
Science |
Proficiency Req., Society 3, History - General 2 |
| Appraising |
PER | RSN |
Practical |
|
| Astronomy |
PER | RSN |
Science |
Proficiency Req., Knowledge: Physics |
| Biology |
RSN | |
Science |
Proficiency Req., Knowledge: Botany, Zoology |
| Botany |
RSN | PER |
Academic |
Proficiency Req. |
| Brewing |
INT | RSN |
Culinary |
Kinetic 1, Tools |
| Chemistry |
RSN | |
Science |
Kinetic 1, Proficiency Req., Tools, Knowledge: Biology |
| Computer: Hacking |
RSN | INT |
Computers |
Computers: Interface 4 |
| Computer: Interfacing |
RSN | |
Computers |
|
| Computer: Programming |
RSN | |
Computers |
Proficiency Req., Knowledge: Computer: Interfacing, Mathematics 2 |
| Cooking |
INT | RSN |
Culinary |
Kinetic 1 |
| Craft: Animals |
CRD | RSN |
Craft |
Kinetic 2, Tools |
| Craft: Ceramics |
CRD | RSN |
Craft |
Kinetic 3 |
| Craft: Metal |
MUS | RSN |
Craft |
Kinetic 4, Proficiency Req., Tools |
| Craft: Plants |
CRD | RSN |
Craft |
Kinetic 2, Tools |
| Cryptography |
RSN | INT |
Communication |
|
| Demolitions |
RSN | PER |
Demolitions |
Tools |
| Electrical: Interfacing |
RSN | |
Gadgetry |
|
| Finance |
RSN | INT |
Academic |
Proficiency Req., Knowledge: Mathematics 2 |
| Fishing |
INT | RSN |
Foraging |
Kinetic 1, Tools |
| Geography |
RSN | |
Academic |
|
| Geology |
RSN | INT |
Academic |
Kinetic 1, Proficiency Req. |
| Language |
RSN | INT |
Communication |
Proficiency Req. |
| Literacy |
RSN | |
Communication |
Proficiency Req. |
| Lore: [Subject] |
RSN | |
Academic |
Proficiency Req. |
| Lore: Mentalist |
RSN | |
Academic |
Proficiency Req. |
| Lore: Occult |
RSN | |
Academic |
Proficiency Req. |
| Lore: Religious |
RSN | |
Academic |
Proficiency Req. |
| Lore: Species |
RSN | |
Academic |
Proficiency Req. |
| Mathematics |
RSN | |
Science |
Proficiency Req. |
| Medical: Aid |
RSN | PER |
Medical |
Proficiency Req., Tools |
| Medical: Treatment |
RSN | PER |
Medical |
Kinetic 1, Proficiency Req., Tools, Knowledge: Medical: Aid, Chemistry 2 |
| Metallurgy |
RSN | |
Academic |
Kinetic 1, Proficiency Req. |
| Meteorology |
PER | RSN |
|
|
| Physics |
RSN | |
Science |
Kinetic 1, Proficiency Req., Knowledge: Mathematics |
| Sorcery |
PER | RSN |
Magic |
Magic 2, Proficiency Req., Knowledge: Mathematics |
| Survival |
RSN | INT |
Foraging |
Kinetic 1 |
| Theology |
INT | RSN |
Academic |
|
| Zoology |
RSN | PER |
Academic |
Proficiency Req. |
Sanity (SAN)
This attribute is
paired
with
Reason.
Sanity measures the individual’s threshold of perceived reality. Sanity is directly related to the ability to rationalize input from the senses and personify oneself in the immediate mental, social, and physical state. It represents an individual's ability to resist and recover from mental disorders and disorientation.
Listing of common Global Material Set abilities affected by this attribute (those found in both GM Services and Player Services).
Appearance (APP)
Appearance is the physical beauty or aesthetic value of a being in
relation to others. This measurement is highly subjective and dependent upon species
norms, culture, place, values and current styles. The rating is a measurement of how the character
fits in relationship to all these factors. Appearance effects are a
product of the senses and should not be confused with attraction. In
many cases one equates to the other but ultimately attraction is both
mental and physical.
Appearance can be substituted for other attributes in some cases as a modifier for
abilities; especially when dealing with members of the opposite sex. Appearance, like
attributes, uses the
resolution scale to quantify its value (where appropriate).
Appearance Rating Explanation
| Rating | Description |
| -4 | Hideous.
Creatures possessing this low of an appearance are truly hideous. Such
monstrous visages can generate a negative reaction immediately y. All
creatures will actively avoid such a creature. |
| -2 | Loathsome.
The appearance of these creatures can only be deemed as loathsome.
Barely tolerable, their mere presence offends, and they are actively
avoided. This appearance can generate sympathy at times, becoming an
ally rather than a hindrance. |
| 0 | Ugly. These creatures are deemed as plain ugly. Appearances in this range are likely to be ridiculed and made fun of.
|
| 2 | Unattractive.
An appearance of slightly below average is likely to simply generate
negative first impressions without the charisma to overcome the
repellence of sub standard beauty. |
| 4 | (Average) Average appearance. |
| 6 | Attractive. Good looking and considered attractive by members of the opposite sex. |
| 8 | Striking appearance considered good looking by both sexes. |
| 10 | An inspiring visage. The material that music, poems, and books are expressions of. |
| 12 | Ravishing beauty that is not likely to be forgotten. The companionship of such individual is desired enough to be fought over. |
| +X | Awe - inspiring vision. Others will stop in their tracks to stare. Beings
with a Willpower less than half the Appearance rating will tend to act on requests made before thinking. |
Altering: There
are many ways to change a character's physical Appearance. Cosmetics and costuming can increase appearance by up to two (2) each - though a character can reduce their appreance the minimum rating with appropriate efforts.
Characters can improve their Appearance by up only one (1) point over time (within species maximum), if such measures make sense. Posture, stance, and other general grooming
can account for such changes. Other alterations depend on the source and can be either permanent or temporary.