A character’s Attributes are statistics derived from a character’s characteristics that represent more specific measurements of a character’s capabilities. While characteristics reflect general aptitude in a certain area, attributes measure specific values with very precise meanings used for particular game mechanics.
| Attribute | Abbr. | Formula | Desc. |
|---|---|---|---|
| 1.3.1.0 Health Points | HP | Endurance/2 | Reflects how much damage a character can withstand before they die. |
| 1.3.2.0 Wound Threshold | WT | EB+SB+WB | Reflects the amount of damage an attack must deal to wound the character. |
| 1.3.3.0 Stamina Points | SP | EB | Represents physical energy; being below zero results in fatigue and potential unconsciousness. |
| 1.3.4.0 Magicka Points | MP | Intelligence | A measure of how much magical energy the character is naturally able to draw upon from their reserves. |
| 1.3.5.0 Linguistics | - | IB-2 | Reflects the maximum number of languages a character can start with at character creation, to a maximum of 4. |
| 1.3.6.0 Initiative Rating | IR | AB+IB+PcB | Used when making initiative rolls to determine turn order. |
| 1.3.7.0 Size Category | - | - | Reflects the physical size of a character, with most being “Standard” size by default. |
| 1.3.8.0 Speed | - | SB+2xAB | A character’s movement budget for each combat round, measured in meters. |
| 1.3.9.0 Carry Rating | CR | 4xSB+2xEB | A measure of how much weight a character can carry, lift, or push. |
| 1.3.10.0 Action Points | - | 3 | Determines how often a character can act in a combat round. |
| 1.3.11.0 Luck Points | LP | LB | Spent to influence fate, such as rerolling failed tests or modifying the narrative. |
| 1.3.12.0 Lucky Numbers | - | # = LB | Numbers determined at character creation that dictate when a character critically succeeds. |
| 1.3.13.0 Unlucky Numbers | - | # = 5-LB | Numbers determined at character creation that dictate when a character critically fails. |
| 1.3.14.0 Experience Points | XP | - | Current amount of points that increase throughout a campaign and can be spent on advancements. |