Characters are primarily defined by their attributes. The core resolution mechanic of the game is the attribute check. There are eight primary attributes shared by all characters, and four discretionary attributes each of which is only used by some characters.
There is no maximum value for an attribute, although 12 is generally considered peak human performance, and 4 is considered roughly average human civilian performance.
Like skills, attributes form an ascending scale in which each subsequent dice is more expensive than the previous one.
When creating a character, attributes begin at 3 before racial adjustments, except REP, PSI, MAG, CHI, which begin at 0.
All characters share these attributes.
STRENGTH (STR) measures physical power, might, and brawn. It is used to determine carrying capacity, some melee attacks, and melee damage. If you want to break a door down, your GM may ask you for a STR check.
AGILITY (AGI) measures dexterity and reflexes. It is also used to determine ranged attacks and some melee attacks. You might use your AGI to perform a fancy shuttle maneuver or to land safely after a nasty fall.
ENDURANCE (END) is a measure of healthiness, constitution, and hardiness. It is used to determine your overall HEALTH score. An END check might also be used to resist the effects of poison or disease.
INTUITION (INT) measures common sense, perception, empathy, and natural instinct. It is used to tell when someone is lying, spot something, or sense impending danger. Some might refer to it as “EQ” or “emotional intelligence”. Animals often have high INT attributes, especially those with keen senses.
|15-20 (5d6)||Extraordinary genius|
LOGIC (LOG) is a mixture of reasoning, knowledge, and education. While IQ isn't a great measure of intelligence, 60 + (LOG x 10) gives an approximate IQ in the mid-ranges. You would make a LOG check to operate a complex electronic device, apply first-aid, or recall specific knowledge
WILLPOWER (WIL) is strength of mind and power of concentration. Along with END, it determines your overall HEALTH.
CHARISMA (CHA) is a combination of physical attractiveness, personal magnetism, and force of personality. It is the attribute used when interacting with others, whether leading them, negotiating with them, or deceiving them. While physical appearance is part of the CHA score, it is a minor part at best (especially in a universe full of aliens with differing standards of beauty); far more important are personality and presence.
LUCK (LUC) is an unpredictable force, and some people are naturally luckier than others. LUCK has some properties that other attributes do not have; see here for details.
REPUTATION (REP) is a measure of fame, respect, influence, and contacts. Your REPUTATION attribute determines if people recognize or have heard of you, and determines your starting money. REP has elements of fame, rank, respect, social standing, and - in some settings - even credit ratings.
|3-5 (2d6)||Working/blue-collar class||Village|
|6-9 (3d6)||Middle class||Town|
|10-14 (4d6)||Upper middle class||City|
Not all characters have these attributes, and not all settings will use them.
MAGIC (MAG) is a measure of magical power; its source can vary – it might be favours from a god, or a wellspring of internal arcane energy, but it is used to determine how powerful your spells are and which spells you are able to cast.
CHI (CHI) represents an inner force of will and power, often utilized by martial artists to accomplish incredible things.
PSIONICS (PSI) measures the psionic potential of a character. It is used for mental and telepathic attacks and abilities.
An italic attribute indicates that the race has a choice of allocation. Starting attributes are scores before an origin or career is selected, and represent a child of that species.