Creature Attributes (CA) are the basic, hardly modifiable characteristics of any given creature, unit or character. They dictate the result of most skill checks, have great influence over a variety of creature stats and limit which general skills are available to the creature.
They can range from 0 to 30, where the average adult human has a 10 in all CAs, and anything over 20 is considered supernatural. 3 Experience Points can be spent to improve any CA, though this process is not automatic or immediate. It requires realistic circumstances (for example, to improve the Strength CA, a Player Character could exercise all day and eat great quantities of protein over a week) at the GM's discretion.
When creating a new character, 80 CA points being issued to distribute at will is the standard. To make the game easier or more action-packed, 100 CA points can be used instead. Finally, to add an element of randomness, 8d20 can be rolled and each dice result assigned to the desired CA.
Strength (STR)
Represents raw physical power, the ability to lift, push, or break objects. It governs a character’s capability to wield heavy weapons, carry equipment, and physically overpower enemies.
Useful for:
- Increasing raw melee damage.
- Melee skill checks using STR.
- Increasing base Health Points.
- Increasing Carrying Capacity.
- Breaking through doors, barriers, or restraints.
- Operating heavy machinery or equipment.
Dexterity (DEX)
Measures a character’s agility, reflexes, and hand-eye coordination. It influences tasks that require precision and quick reactions, including short range combat, stealth, and delicate tasks.
Useful for:
- Increasing Movement Range.
- Ranged attacks at up to Medium Range.
- Melee skill checks using DEX.
- Stealth and sleight of hand.
- Lockpicking and trap disarming.
- Resolving Reflex Saving Throws.
Endurance (END)
Represents stamina, physical resilience, and the ability to withstand fatigue or lethal damage. A character’s endurance influences their critical health and ability to survive prolonged physical challenges.
Useful for:
- Increasing Critical Health Points.
- Increasing Stamina Points.
- Resolving Fortitude Saving Throws.
- Resisting poisons, diseases, or exhaustion.
- Surviving long periods without food, water or sleep.
- Withstanding environmental hazards (heat, cold, radiation).
Perception (PER)
Governs the sharpness of the senses, including sight, hearing, smell, and intuition. Perception allows characters to notice hidden details, spot danger, or read subtle clues in the environment.
Useful for:
- Ranged attacks beyond Medium Range.
- Spotting hidden enemies, traps, or objects.
- Investigating and gathering information.
- Reading facial expressions or body language.
- Sensing ambushes or danger before they happen.
- Tracking and scouting.
Intelligence (INT)
Represents analytical thinking, problem-solving ability, and the depth of a character’s knowledge. Intelligence governs academic skills, technological aptitude, and complex decision-making.
Useful for:
- Ranged attacks as Indirect Fire.
- Understanding and using technology.
- Decoding puzzles or cryptic messages.
- Performing scientific research or analysis.
- Planning tactics and strategies.
Wisdom (WIS)
Reflects intuition, insight, common sense, foresight and awareness of one's surroundings and self. Wisdom is key for understanding the natural world and maintaining mental clarity.
Useful for:
- Taking the right choices, using common sense.
- Identifying potentially dangerous courses of action.
- Discerning the true goals of a convincing talker.
- Navigating social or spiritual dilemmas.
- Recognizing moral implications of actions.
- Practical skills (tracking, foraging, animal handling).
Charisma (CHA)
Measures force of personality, persuasiveness, and social influence. Charisma governs a character’s ability to lead, inspire, and manipulate others, as well as their presence within social interactions.
Useful for:
- Persuading or deceiving NPCs.
- Striking trade deals and monetary contracts.
- Negotiating with or intimidating foes.
- Leading groups or armies.
- Handling diplomatic or political situations.
Determination (DET)
Represents sheer willpower, mental resilience, and the capacity to push through pain, fear, or overwhelming odds. Determination affects a character’s ability to persevere in extreme situations and resist mental strain.
Useful for:
- Resolving Willpower Saving Throws.
- Resisting attempts at intimidation or persuasion.
- Performing feats under extreme stress or danger.
- Staving off madness when facing the infinitely inhuman.
- Refusing to give up, overcoming exhaustion and wounds.
- Acting first in an Engagement.Resolving Willpower Saving Throws.
Creature Attribute Reference Table
LEVEL | DESCRIPTION | STR | DEX | END | PER | INT | WIS | CHA | DET | |
1-3 | Decrepit | Barely able to lift own weight. | Clumsy and sluggish. | Extremely frail, prone to fainting. | Legally blind or severely impaired senses. | Severely impaired, likely illiterate. | Poor judgement, easily confused. | Socially inept, repulsive appearance. | Extremely weak-willed, breaks instantly. | |
4-6 | Weak | Can lift light objects (5–10 kg). | Slow, often fumbles or trips. | Sickly, tires easily. | Poor awareness, tunnel vision. | Below-average reasoning skills. | Gullible and easily manipulated. | Uncharismatic, socially awkward. | Prone to quitting or giving up. | |
7-9 | Mediocre | Can lift moderate objects (15–30 kg). | Noticeably slower reactions. | Slightly weaker than most people. | Misses subtle details. | Slightly slow-witted. | Somewhat naive or lacking insight. | Lacks social grace or confidence. | Gives in under moderate pressure. | |
10-12 | Average | Can lift typical weights (40–60 kg). | Normal coordination and reflexes. | Healthy, tires gradually. | Standard human sensory acuity. | Average cognitive skills. | Normal level of common sense. | Likeable but unremarkable. | Can withstand stress and hardship. | |
13-15 | Exceptional | Can lift heavy weights (70–100 kg). | Faster than most people, graceful movements. | Robust, slow to fatigue. | Sharp senses, notices small details. | Bright and quick-witted. | Perceptive, good judgement. | Naturally charming, persuasive. | Resolute under stress, rarely wavers. | |
16-18 | Gifted | Can lift massive weights (120–150 kg). | Lightning-fast reflexes and coordination. | Outstandingly tough, barely tires. | Extremely observant, keen-eyed. | Highly intelligent, analytical mind. | Insightful, wise beyond their years. | Naturally magnetic and captivating. | Unyielding, can withstand torture. | |
19-21 | Blessed | Can lift enormous weights (200–300 kg). | Olympic-level agility, flawless precision. | Iron-skinned, barely feels fatigue. | Near-superhuman senses, low light vision. | Genius-level intellect. | Incredibly wise, almost prophetic. | Mesmerising presence, draws everyone's attention. | Steely resolve, impervious to despair. | |
22-24 | Superhuman | Can lift around a ton without problem. | Moves faster than the eye can track. | Never tires, ignores pain. | Sees/hears over vast distances. | Superhuman memory and calculation. | Flawless judgement, sees hidden truths. | Commanding presence, hypnotic aura. | Indomitable, cannot be swayed or broken. | |
25-27 | Monstrous | Can lift multiple tons. | Instant reactions, supersonic movements. | Immune to fatigue, seemingly invincible. | Sees and hears through solid objects. | Omnilingual, perfect knowledge retention. | Omniscient insight, unshakable wisdom. | Divine beauty, universally adored. | Absolute resolve, defies reality with will. | |
28-30 | Godlike | Can lift dozens, perhaps hundreds of tons. | Moves faster than light, untouchable speed. | Possibly indestructible. | Multidimensional perception and awareness. | Limitless knowledge and processing power. | Transcendent wisdom, cosmic understanding. | Irresistibly divine, reality-bending charm. | Reality-warping determination. |