You can find out how fast, strong, healthy, or intelligent a character is by looking at their Attribute scores. The higher the score, the smarter, stronger, or tougher the character is.
Attributes fall into two categories: Primary Attributes and Secondary Attributes.
Primary Attributes define the character at the most basic level. They include traits like Toughness, Willpower, and Resilience. These are foundational to who the character is and what they can do. They will not change much over the course of the character’s adventures.
Secondary Attributes have scores based on the character’s Primary Attributes. For instance, the Body Points Secondary Attribute is equal to the character’s Strength Score + Coordination Score + Toughness Score. Secondary Attributes sometimes include non-attribute scores and Benefits, like adding a shield’s Defense Score to a character’s Body Defense.
Primary Attributes #
A character’s natural abilities are defined by their nine Primary Attributes. Primary Attributes are organized into three types: Body, Mind, and Spirit. For each of these types, there is an attribute corresponding to the type’s power, agility, and sturdiness. For example, Intellect is the character’s “Strength of mind,” while Presence is the character’s “Strength of spirit.” The table below illustrates this relationship.
| Trait | Body | Mind | Spirit |
| Power | Strength | Intellect | Presence |
| Agility | Coordination | Deduction | Intuition |
| Sturdiness | Toughness | Willpower | Resilience |
Body Attributes #
Strength #
Strength represents a character’s overall muscle mass and physical power. It is the Primary Attribute used when performing Action Checks to lift, carry, pull, and push. Strength is also the Primary Attribute used in many types of melee attacks.
Coordination #
A character’s natural sense of balance, agility, and precision with fine motor skills are represented by their Coordination. Coordination is the Primary Attribute used for many full-body activities, such AS acrobatics, dancing, and balance. It is also used for Action Checks requiring strong hand-eye Coordination, such AS picking pockets or performing surgery.
Toughness #
Toughness represents a character’s ability to function and recover when faced with illness, accidents, or fatigue. It is used in Action Checks to resist the effects of poison and disease, recover from injuries, and endure wounds. Toughness is also used when making Recovery Checks to recover Body Points.
Mind Attributes #
Intellect #
A character’s logical processing, ability to identify patterns, and general memory are all aspects of their Intellect. Intellect is the Primary Attribute used for Action Checks involving logical calculation, analysis, learning complex tasks, and remembering facts. It is also the Primary Attribute used by Wizards to cast spells.
Deduction #
Deduction represents the character’s ability to make fast decisions, grasp situations quickly, and leverage their knowledge in useful ways. Deduction is also a measure of a character’s perception and discernment. It is the Primary Attribute used in the application of knowledge in the real world, thinking creatively, and adapting to unexpected situations. Deduction is also the Primary Attribute used by Sorcerers to cast spells.
Willpower #
Willpower is the character’s ability to resist the influence of others and persevere in the face of extreme hardship. It is used to resist psychic assaults, to push forward even when exhausted, and to maintain focus when faced with confusing or mentally overwhelming conditions. Willpower is also used to make Recovery Checks to recover Mind Points.
Spirit Attributes #
Presence #
Presence represents a character’s ability to command a room and Grab people’s attention. Performance, intimidation, seduction, and leadership are all types of Action Checks where the character’s Presence comes into play. Note that Presence does not necessarily mean “charismatic” or “likeable.” A hideous monster is AS likely to have a high Presence score AS a dashing rogue. Presence is also the Primary Attribute used by Clerics for spellcasting.
Intuition #
A character’s Intuition is a measure of their instincts, empathy, and ability to unconsciously pick up on subtle cues. It is used in Action Checks to sense illusions, identify duplicitous intent, calm animals, and notice things that feel wrong about a situation. Intuition is also the Primary Attribute used by Druids for spellcasting.
Resilience #
Resilience represents a character’s innate ability to persevere in the face of emotional trauma and spiritual strain. Resilience is used in Action Checks to resist fear, face death in all its forms without faltering, and adapt to changes that undermine the character’s understanding of the world. It is also used in Recovery Checks to recover Spirit Points.
What is a “good” score? #
Human Primary Attribute scores Range from 0 to 5, and a score of 2 is “Human normal.” A truly average Human, however, will not have 2 for all their Primary Attributes. Rather, they will have 2 for most of their Primary Attributes, a couple Primary Attributes with a score of 1 to represent areas of weakness, and maybe a single 3 if they are especially gifted in one area. Few people in the game world will ever meet or know a Human with a score of 4, and they are extremely unlikely to ever meet a Human with a score of 5.
Of course, Player Characters are anything but “normal.” Every PC is extraordinary in some way, and what makes them extraordinary might be a few higher-than-normal Primary Attribute scores. Most heroes have at least a couple Primary Attributes with a score of 3, and a few characters will even have a score of 4 or 5.
| Human Attributes Table | |
| Score | Description |
| 0 | Insignificant |
| 1 | Below Average |
| 2 | Average |
| 3 | Superior |
| 4 | Exceptional |
| 5 | World-class |
| 6+ | Legendary |
Secondary Attributes #
Secondary Attributes are attributes with scores derived from the character’s Primary Attributes.
Defenses #
The character’s Body Defense, Mind Defense, and Spirit Defense are the starting Difficulty Scores for any person or thing that tries to harm the character.
Body Defense #
Body Defense is equal to the character’s Coordination score. It represents the character’s ability to avoid direct physical attacks, such AS a sword blow or the swipe of a tiger’s claws.
Dodge, Block, and Parry #
A character’s Body Defense represents their ability to move out of the way when an enemy attacks. For some attacks, the Adventure Guide may allow the character to Block with a shield or Parry with a Rigid weapon. In these cases, the equipment adds a modifier to the character’s Body Defense. See Chapter 9: Equipment for more information about equipment that provides Block or Parry modifiers.
In some cases, the Adventure Guide may decide the only way to defend against a particular Attack Action is a Block or Parry. In these cases, the character gains the usual bonuses if they have the appropriate equipment. If they do not have the appropriate equipment, their Body Defense is treated AS 0. The most common examples are situations where there is no room to dodge out of the way, such AS a pillar of fire shooting down a narrow hallway. In this case the Adventure Guide might rule only a Block is an effective defense.
Mind Defense #
Mind Defense is equal to the character’s Deduction score. It represents the character’s ability to avoid direct mental attacks, such AS a psionic blast or an Attack by an illusory monster only the character can see.
Spirit Defense #
Spirit Defense is equal to the character’s Intuition score. It represents the character’s ability to avoid direct spiritual attacks, such AS a fear spell directed at the character or an unfair accusation that cuts to the core of the character’s Self-confidence.
Defense Modifiers #
Equipment, training, and other defensive Benefits may increase a character’s Defense scores. Some common Defense modifiers are:
- Favored Defenses: Add the character’s MO score to defenses listed AS Favored Defenses.
- Specializations: If a character is specialized in a particular defensive maneuver or is an expert at fighting certain foes, add a Benefit to the character’s Defense Score when appropriate.
- Weapons: Weapons with the Parry trait add a Benefit to Body Defense when used to Parry an incoming Attack.
- Armor: Armor and shields with the Block trait apply a Benefit to Body Defense when used to block an incoming Attack.
- Cover and Concealment: Taking cover behind a solid Barrier or using concealment may add one or more Benefits to a character’s Defense score with the Adventure Guide’s approval.
Avoiding vs. Resisting vs. Enduring #
A character’s Defenses help them avoid threats. For instance, the character’s Body Defense helps them dodge an arrow while their Spirit Defense allows them to avoid feeling the pain of a traumatic event. For this reason, Defenses are based on the Primary Attributes that represent the character’s different types of agility (Coordination, Deduction, and Intuition).
When a character must resist something potentially harmful and unavoidable, the Primary Attributes that represent the character’s different types of sturdiness (Toughness, Willpower, and Resilience) are used to perform an Action Check. For instance, a character might make a Toughness Check to resist the effects of extreme cold or a Resilience Check to resist the pervasive sense of dread in a haunted ruin.
Finally, when a character has failed to avoid or resist a threat, their Body Points, Mind Points, and Spirit Points indicate how much damage or injury they can endure before they collapse.
Body Points, Mind Points, and Spirit Points #
A character’s Body Points, Mind Points, and Spirit Points represent how much physical, mental, and emotional hardship they can endure before they must stop to recover. The loss any of these three in the game is sometimes referred to AS taking damage, although it’s possible to lose points from things other than simple injury.
- Body Points: Body Points represent the character’s overall physical health, their ability to resist stunning blows, and how well they withstand fatigue.
- Mind Points: Mind Points represent the character’s force of will, their ability to stay centered in the face of chaos, and their power of concentration.
- Spirit Points: Spirit Points represent the character’s morale, their inner Strength, and their spiritual life force.
A character’s maximum Body Points, Mind Points, and Spirit Points are calculated AS follows:
Body Points = Strength + Coordination + Toughness
Mind Points = Intellect + Deduction + Willpower
Spirit Points = Presence + Intuition + Resilience
If a character’s Body Points, Mind Points, or Spirit Points are reduced to 0, they are temporarily Incapacitated. To learn more about taking damage and being Incapacitated, see Chapter 13: Vitality, Wounds, and Healing.
Reaction #
A character’s Reaction represents their reflexes, alertness, and instinct. It helps to determine when they take their Turn in the Round, whether they unconsciously notice threats, and how quickly they pick up on and can react to changes in their environment. Reaction is equal to the highest of the character’ s Coordination, Deduction, or Intuition, plus their MO score:
Reaction Score = The highest of a character’s Coordination, Deduction, or Intuition + MO score
Reaction is used in situations such AS:
- Instinctively spotting an ambush right before the enemy attacks.
- Noticing a trap you are about to set off.
- Unconsciously picking up on deception.
- Getting a “bad feeling” about a Dangerous situation.
- Leaping Clear of an Area of Effect Attack.
Note that Reaction is used when the character notices something unconsciously. If the character is making a conscious effort to find or spot something, they use one of their Primary Attributes for the Action Check.
Turn Order #
A character’s Reaction also determines when they take their Turn each Round. At the beginning of an Encounter, each character makes a Reaction Check. The Adventure Guide writes the results down, and characters take their Turns from the highest result to lowest.
NPC Attributes vs. PC Attributes #
Non-Player Characters have slightly different attributes than their Player Character counterparts.
Primary Attributes
NPCs only have three Primary Attributes: Body, Mind, and Spirit. AS the supporting cast in your adventures, they aren’t AS important AS the PCs, and it is not necessary to know with precision what their capabilities are. Just having a rough idea of how physically capable, smart, or spiritually strong they are is enough. This simplification also makes it easier for the Adventure Guide to manage the host of NPCs they are expected to roleplay and Control during the game.
Secondary Attributes
Just like PCs, NPCs have a Reaction score AS well AS Body Defense, Mind Defense, and Spirit Defense scores. Unlike PCs, NPCs do not have Body, Mind, and Spirit Points. Instead, NPCs have Challenge Points. Challenge Points is a single score that takes into account the NPC’s physical Toughness, mental Resistance, and spiritual power. Anything that causes damage to the NPC reduces their Challenge Points, regardless of the nature of the Attack. Again, this simplifies NPCs to make it easier for the Adventure Guide to manage large numbers of NPCs at the same time.
For more information on NPCs and their attributes, see Appendix E: NPC Library.
