Physical Attributes

Physical Attributes
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.


 * 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.

The Attributes of ordinary people are rated from 1 to 5. It's possible for someone to have more dots, but these individuals are typically beyond the human ken, partially or fully a part of the mysterious supernatural world. Perhaps they're touched by spirits or born to a legacy of service to unseen beings.

Your character, even as a mortal human, automatically starts with one dot in each Attribute. These dots are already filled in on your character sheet.

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 boxed text.

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.

Resistance 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 Dots
Attributes are rated 01 to 5 for ordinary people, and each score suggests the degree of your character's raw capability in that area.

Dots - Talent
 * • - 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.

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 he 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.

Strength
Physical might. Sheer bodily power. The capacity to lift objects, move items, hit things and people, and do damage. Strength is a measure of muscle. Your character could be 98-pound weakling, he could carry a spare tire, or he could be lean and cut or bulky and brawny. Your character's Strength score is used in hand-to-hand combat. This trait is instrumental to laborers, thugs, athletes, brawlers and law-enforcement agents.

In our setting, your strength rating is a factor in determining your character's strength. How much you can lift is determined by your weight, body mass ratio, strength rating, and what type of lifting is being attempted.
 * • - 19 Percentile for your BMI ratio for your gender and body weight.
 * Rating: 0.1589
 * •• - 39 Percentile for your BMI ratio for your gender and body weight.
 * Rating: 0.2054
 * ••• - 59 Percentile for your BMI ratio for your gender and body weight.
 * Rating: 0.2517
 * •••• - 79 Percentile for your BMI ratio for your gender and body weight.
 * Rating: 0.3444
 * ••••• - 99 Percentile for your BMI ratio for your gender and body weight.
 * Rating: 0.4305

Lifting Types

 * Bench Press
 * Male: (Body Weight*BMI Rating*Strength Rating*Athletics Rating)
 * Female: ((Body Weight*BMI Rating*Strength Rating*Athletics Rating)*0.7046)
 * Deadlift
 * Male: ((Body Weight*BMI Rating*Strength Rating*Athletics Rating)*1.1563)
 * Female: (((Body Weight*BMI Rating*Strength Rating*Athletics Rating)*0.7046)*1.15625)
 * Power Clean
 * Male: ((Body Weight*BMI Rating*Strength Rating*Athletics Rating)*0.6719)
 * Female: (((Body Weight*BMI Rating*Strength Rating*Athletics Rating)*0.7046)*0.6719)
 * Power Snatch
 * Male: ((Body Weight*BMI Rating*Strength Rating*Athletics Rating)*0.5625)
 * Female: (((Body Weight*BMI Rating*Strength Rating*Athletics Rating)*0.7046)*0.5625)
 * Press
 * Male: ((Body Weight*BMI Rating*Strength Rating*Athletics Rating)*0.6406)
 * Female: (((Body Weight*BMI Rating*Strength Rating*Athletics Rating)*0.7046)*0.6406)
 * Squat
 * Male: ((Body Weight*BMI Rating*Strength Rating*Athletics Rating)*0.9375)
 * Female: (((Body Weight*BMI Rating*Strength Rating*Athletics Rating)*0.7046)*0.9375)

Movements

 * ​Body Movement Speed
 * Arm Strike Speed:  ((Body Weight*BMI Rating*Strength Rating*Athletics Rating)*(4)
 * Leg Strike Speed: ((Body Weight*BMI Rating*Strength Rating*Athletics Rating)*(10.56)
 * Jumping
 * Long Jump:
 * ​Male: ((BMI Rating*Strength Rating*Athletics Rating)*(Weight^2/Gravity^2))
 * Female: (((BMI Rating*Strength Rating*Athletics Rating)*(Weight^2/Gravity^2))*0.7046)
 * High Jump:
 * ​Male: ((BMI Rating*Strength Rating*Athletics Rating)*(0.83612736^2)
 * Female: (((BMI Rating*Strength Rating*Athletics Rating)*(0.83612736^2)*0.7046)

Speed

 * Long Distance Running Speed
 * Male: ((BMI Rating*Strength Rating*Athletics Rating)*(1.75))
 * Female: (((BMI Rating*Strength Rating*Athletics Rating)*(1.75*0.7046)
 * Medium Distance Running Speed
 * Male: Multiply ((BMI Rating*Strength Rating*Athletics Rating)*(3.5))
 * Female: Multiply (((BMI Rating*Strength Rating*Athletics Rating)*(3.5*Medium Distance Running Level))*.8)
 * Short Distance Running Speed
 * Male: Multiply ((BMI Rating*Strength Rating*Athletics Rating)*(7*Short Distance Running Level))
 * Female: Multiply (((BMI Rating*Strength Rating*Athletics Rating)*(7*Short Distance Running Level))*.8)

​Striking Force

 * Arm Strike Force
 * Male: ((Body Weight*BMI Rating*Strength Rating*Athletics Rating*Brawl Rating)*0.1)
 * Female ((Body Weight*BMI Rating*Strength Rating*Athletics Rating*Brawl Rating)*0.1*0.7046)
 * Leg Strike Force
 * ​Male: ((Body Weight*BMI Rating*Strength Rating*Athletics Rating*Brawl Rating)*.25)
 * ((Body Weight*BMI Rating*Strength Rating*Athletics Rating*Brawl Rating)*.25*0.7046)

Dexterity
Quickness. Response time. A delicate touch. Dexterity indicates how quickly and with how much finesse your character responds to his physical world. While high Wits dots helps your character spot trouble, high Dexterity dots help him react to it, whether with a counteraction or to simply get the hell out of the way. Dexterity also helps with hand-eye coordination, be it to fire an accurate shot, to juggle objects or to perform delicate jobs such as handle explosives. Your character might be sluggish, clumsy, slight, quick or nimble. Dexterity is invaluable to criminals, sports stars, surgeons and dancers.

Stamina
Sturdiness. Steadfastness. Sheer physical resilience. Stamina is a measure of how tough your character is. It indicates how far she can push her body, and how much physical abuse she can endure. Your character might be sickly and frail, or hardy and unstoppable. Bouncers, brawlers, triathletes, survivalists, heavy lifters and workaholics thrive on Stamina.

Stamina, along with Size, is a factor in determining your character's Health rating.

Short Distance Running
Your character may maintain sprinting speed for a maximum of (BMI Rating*((Athletics+Dexterity+Strength)/03)*(02/Stamina Rating)) seconds.

Medium Distance Running
Your character may maintain medium distance running speed for a maximum of (BMI Rating*((Athletics+Dexterity+Strength)/03)*(02/Stamina Rating)) minutes.

Long Distance Running
Your character may maintain long distance running speed for a maximum of (BMI Rating*((Athletics+Dexterity+Strength)/03)*(02/Stamina Rating)) hours.

Lifting

 * Bench Press
 * Male: May lift their maximum weight for (BMI Rating*((Athletics+Dexterity+Strength)/03)*(02/Stamina Rating)) seconds.
 * Female: May lift their maximum weight for ((BMI Rating*((Athletics+Dexterity+Strength)/03)*(02/Stamina Rating))*0.7046) seconds.
 * Deadlift
 * Male: May lift their maximum weight for (BMI Rating*((Athletics+Dexterity+Strength)/03)*(02/Stamina Rating))*1.1563) seconds.
 * Female: May lift their maximum weight for ((BMI Rating*((Athletics+Dexterity+Strength)/03)*(02/Stamina Rating))*1.1563)*0.7046) seconds.
 * Power Clean
 * Male: May lift their maximum weight for (BMI Rating*((Athletics+Dexterity+Strength)/03)*(02/Stamina Rating))*0.6719) seconds.
 * Female: May lift their maximum weight for ((BMI Rating*((Athletics+Dexterity+Strength)/03)*(02/Stamina Rating))*0.6719)*0.7046) seconds.
 * Power Snatch
 * Male: May lift their maximum weight for (BMI Rating*((Athletics+Dexterity+Strength)/03)*(02/Stamina Rating))*0.5625) seconds.
 * Female: May lift their maximum weight for ((BMI Rating*((Athletics+Dexterity+Strength)/03)*(02/Stamina Rating))*0.5625)*0.7046) seconds.
 * Press
 * Male: May lift their maximum weight for (BMI Rating*((Athletics+Dexterity+Strength)/03)*(02/Stamina Rating))*0.6406) seconds.
 * Female: May lift their maximum weight for ((BMI Rating*((Athletics+Dexterity+Strength)/03)*(02/Stamina Rating))*0.6406)*0.7046) seconds.
 * Squat
 * Male: May lift their maximum weight for (BMI Rating*((Athletics+Dexterity+Strength)/03)*(02/Stamina Rating))*0.9375) seconds.
 * Female: May lift their maximum weight for ((BMI Rating*((Athletics+Dexterity+Strength)/03)*(02/Stamina Rating))*0.9375)*0.7046) seconds.

Holding One's Breath
While in combat, your character may hold their breath for three seconds, one turn, per level. This is doubled under water per normal.

Male

 * • - May hold your breath for (BMI Rating*((Athletics+Stamina+Strength)/03)*(02/Stamina Rating)*174) Seconds
 * •• - May hold your breath for (BMI Rating*((Athletics+Stamina+Strength)/03)*(02/Stamina Rating)*348) Seconds
 * ••• - May hold your breath for (BMI Rating*((Athletics+Stamina+Strength)/03)*(02/Stamina Rating)*522) Seconds
 * •••• - May hold your breath for (BMI Rating*((Athletics+Stamina+Strength)/03)*(02/Stamina Rating)*695) Seconds
 * ••••• - May hold your breath for (BMI Rating*((Athletics+Stamina+Strength)/03)*(02/Stamina Rating)*869) Seconds

Female

 * • - May hold your breath for (BMI Rating*((Athletics+Stamina+Strength)/03)*(02/Stamina Rating)*126) Seconds
 * •• - May hold your breath for (BMI Rating*((Athletics+Stamina+Strength)/03)*(02/Stamina Rating)*252) Seconds
 * ••• - May hold your breath for (BMI Rating*((Athletics+Stamina+Strength)/03)*(02/Stamina Rating)*377) Seconds
 * •••• - May hold your breath for (BMI Rating*((Athletics+Stamina+Strength)/03)*(02/Stamina Rating)*503) Seconds
 * ••••• - May hold your breath for (BMI Rating*((Athletics+Stamina+Strength)/03)*(02/Stamina Rating)*629) Seconds

Male

 * • - May hold your breath for (BMI Rating*((Athletics+Stamina+Strength)/03)*(02/Stamina Rating)*348) Seconds
 * •• - May hold your breath for (BMI Rating*((Athletics+Stamina+Strength)/03)*(02/Stamina Rating)*695) Seconds
 * ••• - May hold your breath for (BMI Rating*((Athletics+Stamina+Strength)/03)*(02/Stamina Rating)*1,043) Seconds
 * •••• - May hold your breath for (BMI Rating*((Athletics+Stamina+Strength)/03)*(02/Stamina Rating)*1,390) Seconds
 * ••••• - May hold your breath for (BMI Rating*((Athletics+Stamina+Strength)/03)*(02/Stamina Rating)*1738) Seconds

Female

 * • - May hold your breath for (BMI Rating*((Athletics+Stamina+Strength)/03)*(02/Stamina Rating)*252) Seconds
 * •• - May hold your breath for (BMI Rating*((Athletics+Stamina+Strength)/03)*(02/Stamina Rating)*504) Seconds
 * ••• - May hold your breath for (BMI Rating*((Athletics+Stamina+Strength)/03)*(02/Stamina Rating)*754) Seconds
 * •••• - May hold your breath for (BMI Rating*((Athletics+Stamina+Strength)/03)*(02/Stamina Rating)*1,006) Seconds
 * ••••• - May hold your breath for (BMI Rating*((Athletics+Stamina+Strength)/03)*(02/Stamina Rating)*1,258) Seconds

Resisting Disease Or Poison

 * Dice Pool: Stamina + Resolve
 * Action: Reflexive (potentially extended)

Toxins or ailments affect people only in so far as these afflictions can overcome bodily resistance, and often the personal imperative to remain healthy. The human body can fight back against foreign substances and illness, but determination to resist goes a long way toward recovery, too. Mere exposure to an illness or poison might call for a reflexive Stamina + Resolve roll to determine if your character falls victim. If the roll is successful, he remains healthy or immune. If the roll fails, the symptoms kick in.

If an affliction has long-term effects, efforts to fight back might call for extended and reflexive Stamina + Resolve rolls. They might be made every turn or hour for a poison, or every hour, day or week for a disease. The total number of successes needed to overcome might be 10 for a weak poison or 30 for a virulent disease. The victim suffers from any effects of the illness while it is being fought. The Storyteller might impose a limit on the number of rolls that can be made before a severe condition proves fatal. If required successes aren't accumulated by then, your character dies.

Roll Results

 * Dramatic Failure: The toxin wins over all; your character's will is shattered. Penalties or damage imposed by the condition become more severe, intensifying by one. All accumulated successes are lost and the Storyteller decides when - or if - your character ever recovers.
 * Failure: The intruding effect takes or continues to take its course.
 * Success: In a simple reflexive roll, the condition is resisted. In an extended roll, some progress is made in resisting the condition, but symptoms persist until the illness is defeated completely (when required successes are accumulated).
 * Exceptional Success: "Rumors of my death are exaggerated." Your character goes immune or makes rapid progress toward recovery.


 * Suggested Equipment:
 * Healthy diet (+1)
 * antibiotics (+2)
 * cutting-edge wonder drugs (+3)


 * Possible Penalties:
 * Injuries (-1 to -3)
 * bad diet (-1)
 * lack of medication (-1 to -3)
 * lack of sleep (-1 to -2)