Attributes

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During character generation, all characters being with an attribute pool containing the same six numbers: 10, 8, 6, 6, 4, 2. The player then distributes these numbers amongst all six attributes, until each attribute is assigned a number. Each attribute reflects a different aspect of that character. Lower numbers incur penalties on a character’s performance, while higher numbers bestow bonuses. Alternatively, if a player doesn’t want to go through the hassle of selecting their own starting attributes, they can always just select a Build and go with some pre-generated attributes.

Why set it up so that everybody has a bad attribute? Mostly so that no one character shines above the rest (not for too long at least). Players will need to plan out their groups beforehand to cover each other’s weaknesses. Each character in a group has a role, a specialization that they bring to the table. While in some areas they’re going to be weak and possibly a liability, in other areas they’ll be the ones in command of the situation. For players, they’ll have to decide on what their priorities are since one attribute is going to be their strong point and one is going to be crap. If need be they can always use perks/quirks and some skills to balance out their attributes a little more, but even then some aspect of their character is going to suffer. The most interesting part about heroes isn’t their strengths, but their weaknesses.

Primary attributes

Physical

  • STR: Strength – This is how physically strong a character is.
    • affects:
      • Damage – the amount of extra melee damage a character hits with.
      • Force – the amount (in lbs) a character to push/pull/lift.
      • Carry – the amount (in lbs) a character can carry comfortably.
  • END: Endurance – A measure of how physically tough a character is.
    • affects:
      • Resistance – a character’s defense against the effects of alcohol, poison, toxins, pain, or disease.
      • Speed – how much more/less a character can travel per turn than an average character.
      • Hit Points – A character’s starting life points.
      • Fatigue – how many combat rounds a character can last before tiring.
  • DEX: Dexterity – A measure of how physically quick a character is.
    • affects:
      • Strike/Defense modifiers – bonus/penalties to strike or defend
      • Speed – how much more/less a character can travel per turn than an average character.
      • Initiative – how quickly a character begins a combat round.

Mental

  • INT: Intelligence – This is how mentally strong a character is.
    • affects:
      • Start Skills – how many skills a character starts out with.
      • Basic ability – chance of performing actions you are not trained for.
  • WILL: Willpower – A measure of how mentally and emotionally tough a character is.
    • affects:
      • Vim – how much energy a character has to perform special abilities.
      • Power/Resistance – a character’s defense against magic/psychic/fear rolls, as well as determines the strength of a character’s attempt at the same kinds of abilities. Also determines a character’s resistance to Charm/Intimidate attempts from other characters.
  • WIT: Wits – Determines how mentally agile or dexterous a character is.
    • affects:
      • Initiative – how quickly a character begins a combat round.
      • Karma level-up – bonus/penalty to a character’s karma during level-up. Characters are still required to get 10 Karma in order to level-up, but these points are added/reduced specifically during the level-up process.
PHYSICAL
Attributes 1 2 3 4 5 6 7 8 9 10 11 12
STR
Damage -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6
Force (lbs) 35 47 63 84 113 150 188 235 294 368 460 575
Carry (lbs) 26 35 47 63 84 113 150 188 235 294 368 460
END
Resistance 25% 30% 35% 40% 45% 50% 55% 60% 65% 70% 75% 80%
Speed modifier -1 -1 -1 0 0 0 0 0 0 +1 +1 +1
Hit Points 10 12 14 16 18 20 22 22 26 26 30 30
Fatigue 7 8 8 9 9 10 11 12 13 14 15 16
DEX
Strike/Defense -15% -10% -5% -5% 0 0 0 +5% +5% +10% +15% +15%
Speed modifier -2 -2 -1 -1 0 0 0 +1 +1 +2 +2 +2
Initiative -5 -4 -3 -2 -1 0 +1 +1 +2 +2 +2 +3
MENTAL
Attributes 1 2 3 4 5 6 7 8 9 10 11 12
INT
Start Skills 3 4 5 6 8 10 12 14 16 18 20 22
Basic ability 25% 26% 27% 28% 29% 30% 32% 34% 36% 38% 40% 42%
WILL
Vim 5 7 9 11 13 15 17 19 21 23 25 28
Power/Resist -15% -10% -10% -5% -5% 0 +5% +5% +10% +10% +10% +15%
WIT
Initiative -5 -4 -3 -2 -1 0 +1 +1 +2 +2 +2 +3
Karma level-up -3 -2 -2 -1 -1 0 0 +1 +1 +2 +2 +3
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Attribute Skill modifiers -14% -12% -10% -8% -6% 0 +3% +4% +5% +6% +8% +10%

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Attributes

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