Attributes

Now that you know what your character's strengths are, you can choose the things that he can do best.  Does he drive like Mario Andretti?  Does he fight like Bruce Lee?  Or should he be a doctor on ER?  Here's how to find out.

NOTE: I do not believe in the rules used in 3rd Edition.  I do not like the storyline either, but I do not use ANYTHING 3rd Edition on this page.  So, if you need that information, I apologize, but I cannot help you.

If anyone sees anything that I have missed, or made a mistake on, please E-mail me immediately so that I can correct the mistakes immediately.  Thank you, and enjoy.

Abilities tell what the character knows, rather than what the character is.  They describe things he has learned in his life, and the useful skills he has picked up over the years.  Just like with Attributes, Abilities are split into three sections.  Talents, Skills, and Knowledges.  And, just like Attributes, the number of points you get for this is determined by which ones you choose as your Primary, Secondary, and Tertiary Abilities.  However, there are no starting points in any Ability, so you have to use points for everything you get.  But you are given 13 points for your Primary Ability, 9 for your Secondary Ability, and 5 for your Tertiary Ability, so it balances out a bit.

Below is a table of what Abilities go into what category.  Click on each individual Ability to learn more about them.

Talents Skills Knowledge
Acting Animal Ken Bureaucracy
Alertness Drive Computer
Athletics Etiquette Finance
Brawl Firearms Investigation
Dodge Melee Law
Empathy Music Linguistics
Intimidation Repair Medicine
Leadership Security Occult
Streetwise Stealth Politics
Subterfuge Survival Science

 Now, let us return to our friend Korrigann.  He's a fighter with a lot of abilities in the wild.  And so, naturally, his Primary Ability would be Talents, since there are so many things he would need out of there (Alertness, Athletics, Brawl and Dodge).  His Secondary Ability would be Skills, as he'd need a lot out of that area as well (Animal Ken possibly, but definitely Firearms, Melee, Stealth and Survival).  Which leaves Tertiary for Knowledge, since, as we've already stated, he's not the brightest of men.  

He's been allotted 13 points for his Primary Attribute (Talents), 9 points for his Secondary Attribute (Skills), leaving 5 points for his Tertiary (Knowledge).  Depending on how you want him to be in each individual ability, you can place these points as you will.  Just for example purposes, the points have been distributed as such:

Talents Skills Knowledge
Acting Animal Ken Bureaucracy
Alertness Drive Computer
Athletics Etiquette Finance
Brawl Firearms Investigation
Dodge Melee Law
Empathy Music Linguistics
Intimidation Repair Medicine
Leadership Security Occult
Streetwise Stealth Politics
Subterfuge Survival Science

Now that the points have been placed, you have to be ready to explain them all.  For instance, someone who grew up in the modern era, with an average life, and a city family probably wouldn't know much about melee unless they did specific training in that area.    As well as linguistics... he wasn't born with them, he had to learn those languages.  Specifying which languages is also a very wise, and necessary decision.  

Any specializations in melee, linguistics, brawl, or any other Ability are taken care of in the section labeled "Secondary Abilities."

For more of a description of the Points, go to the section labeled "Point Spread."

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