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People have the inherent capacity to act, behave and think. We can perform actions and have intuitive talents such as running, theorizing and persuading others. So does your character. His basic, fundamental capabilities are represented with Attributes, which are the foundation of all the acts that he performs. These traits are classified into three categories — Mental, Physical and Social — and are rolled to determine how well your character accomplishes efforts in the game.
When your character performs an action, the Attribute most appropriate to the effort is referenced. If he tries to remember what he read during library research last week, you look to his Intelligence dots. If he tries to jump a chasm, you check his Strength. If he tries to make a good first impression on a group of people, you apply his Presence score. Your character’s dots are usually rolled as part of a dice pool. Attributes are sometimes combined and rolled to see if an action can be accomplished, but they are more often combined with Skills. The Storyteller will tell you what Attributes are applicable to your character’s actions, and what rolls you can make. In general, the three classes of Attributes are used based on the circumstances. One of each of the Mental, Physical and Social traits has bearing on a different kind of action, as outlined in the diagram.
The Attributes of ordinary people are rated from 1 to 5 and it’s not possible for someone to have more dots. Your character automatically starts with one dot in each Attribute. These dots are already filled in on your character sheet. Normally, it’s not possible for a character to have zero dots in an Attribute. That suggests the absolute vacancy of any capability in the trait in question. Now, a person could be physically, mentally or socially disabled or crippled. Those conditions are reflected with Flaws (covered in a different section), however, not through zero-rated Attributes.
When creating your character, you must prioritize his capability with the Attribute categories. His Mental, Physical and Social traits must be given primary, secondary and tertiary emphasis. If you want your character to be active and hardy, Physical traits might be primary. If his ability to react to and deal with people is nearly but not quite as important, Social Attributes could be secondary. That leaves Mental traits as tertiary. He’s not the sharpest tack in the box, or life just hasn’t demanded that the exercise his cognitive potential. You get to allocate five dots among your character’s primary Attributes. You assign four dots among his secondary Attributes. And you get three dots to divvy up among his tertiary traits. The dots available to each category can be distributed among its three Attributes as evenly or unevenly as you like. So, you might decide to apply three dots to your character’s Strength, one to his Dexterity and one to his Stamina. That’s all five of his primary class allocated. Two of your four Social dots might go to each of Manipulation and Composure. And, you might assign one of each of your three Mental dots to Intelligence, Wits and Resolve. Remember that the fifth dot in any Attribute costs two of the dots you have to spend at character creation. Each Attribute also gets one free dot automatically before you start assigning anything.
Attribute Descriptions
The following is a breakdown of what each Attribute entails and how it may be applied. Some tasks rely on your character’s Attribute dots alone and these traits are rolled or even combined to determine how well he performs certain tasks. Such feats are typically ones any unimpaired person can perform, such as holding one’s breath or lifting objects, and don’t require any special training or expertise. The Attribute tasks detailed here are comprehensive. They’re activities that rely exclusively on inherent talent (Attributes) alone, rather than on the learned capabilities of Skills (see p. 54). It’s therefore not recommended that you invent other Attribute tasks during play; almost all other actions that characters can perform involve a combination of an Attribute and Skill.
Mental
Intelligence
The raw power of the mind. Cognitive capacity. The inherent capability to digest, comprehend and remember information — and to learn more. Intelligence is a direct measure of how smart your character is. She may be dull-minded or have narrow-vision. She may be book-smart, or she may simply be able to grasp concepts, interpret situations and solve problems quickly. Intelligence is valued by planners, theorists, scholars, white-collar employees and leaders.
Memorizing and Remembering
Dice Pool: Intelligence + Composure
Action: Reflexive
Committing something such as a name or a facial feature to memory can require an Intelligence + Composure roll, as can recalling that information later. The more calm your character is the more likely it is that she retains the knowledge. If the information is familiar to your character or referenced often, no roll is required unless she’s nervous or under pressure (Storyteller’s discretion). If the information is brief or simple, such as a license-plate number, no modifiers may apply. The Storyteller may impose bonuses or penalties under various circumstances. Memorizing or recalling something at one’s leisure offers a +1 to +3 bonus. A common name such as “Dave” is easy to memorize (+3). Extensive information, details studied quickly or distractedly, or unusual or strange facts such as foreign names are harder to remember (-1 to -5). Features witnessed hours ago are easy to recall (+1), while those observed days, weeks or years ago are harder to conjure up (-1 to -5).
Storytellers can make memory rolls on players’ behalf so the veracity of information called forth is never certain. Another option is to forego rolls if a player remembers (or does not remember) the details.
Roll Results
Dramatic Failure: The information is memorized or remembered incorrectly, to be determined by the Storyteller.
Failure: In one ear and out the other, or your character draws a blank.
Success: The details are at your character’s disposal.
Exceptional Success: Your character has access to not only what’s important, but to related information on the topic or details of where and when the facts were memorized.
Suggested Equipment: Book or television show related to the topic (+1), photograph taken at the event (+2)
Possible Penalties: Extensive information (-3 to -5), details studied quickly or distractedly (-1 to -2), unusual or strange facts (-1 to -2), items observed days, weeks or years ago (-1 to -5)
Mental Attributes suggest how insightful, clever and determined your character is. They are Intelligence, Wits and Resolve.
Physical Attributes indicate how strong, graceful and enduring your character is. They are Strength, Dexterity and Stamina.
Social Attributes determine how imposing, magnetic and dignified your character is. They are Presence, Manipulation and Composure.
Power is the degree of effect that your character has on others and his surroundings. The higher his score, the smarter, more potent or more imposing he is. Intelligence, Strength and Presence therefore apply when your character seeks to force himself on his environment.
Finesse is a measure of your character’s capacity to interact with the world and influence others. The higher his score, the craftier, more delicate and more influential he is. Wits, Dexterity and Manipulation have bearing when your character tries to anticipate and react to his environment, and to coordinate others.
Resilience indicates how well your character copes with influences from both without and within that might affect him adversely. The higher his score the more staunch, sturdy or dignified he is. Resolve, Stamina and Composure apply when your character responds to coercion, injury and influence. Resolve tests his ability to resist efforts to direct his mind, Stamina helps him shrug off physical trauma, and Composure helps him recover from horrifying experiences or social tension and still maintain control.
Thus, you don’t usually check Strength when your character is challenged in a social situation, because brute force doesn’t apply where Composure (social recovery) is concerned. Similarly, Dexterity doesn’t typically have bearing when interpreting a foreign language. That act calls upon the power of the mind and is the purview of Intelligence.
Attribute DotsAttributes are rated 1 to 5 and each suggests the degree of your character's raw capability in that area.
Poor. Unexercised, unpracticed, or inept.
Average. The result of occasional effort or application.
Good. Regular practice or effort, or naturally talented.
Exceptional. Frequently applied, tested and honed, or naturally gifted.
Outstanding. The peak of normal human capability. Continuously exercised or naturally blessed.
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