Come Sail the "Sea"
Attributes are traits which measure a character’s innate capabilities.
Characters have nine attributes, grouped into three categories: Physical, Social and Mental. Attributes are classed as either Power, Finesse or Resistance attributes, with one of each in the three categories
Normal mortals and most animals are limited to ratings of between 1 and 5. Especially large or fast animals may have Physical attributes beyond this range, though they rarely outclass humans in the other categories.
Supernatural creatures, including werewolves, are occasionally capable of raising their attributes beyond mortal capability. These greater limits may be temporarily granted by the application of supernatural powers, or permanent, as the creature’s supernatural body and mind have potential beyond the limitations of mortals.
Poor: unexercised, unpractised 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
Intelligence – The raw power of the mind. Cognitive capacity. The inherent capability to digest, comprehend, and remember information and to learn more. Intelligence is a direct measure of how smart your character is. They may be dull-minded or have narrow-vision. They may be book-smart, or simply be able to grasp concepts, interpret situations and solve problems quickly.
Wits – The ability to think on one’s feet, under pressure or duress, without letting them see you sweat. Wits also encompasses an eye for detail, the ability to absorb what’sgoing on in the environment, and to react to events. It might mean recognizing that the temperature in a room slowly drops, that a landscape painting incorporates a disguised human face, or that a trap is about to be sprung. Wits involves the powers of perception and response. Your character may be oblivious, dumbfounded, quick-eyed or wary.
Resolve – The focus and determination to see your character’s will done. The capacity to stay on target, ignore distractions, and to resist coercion or browbeating. Resolve is your character’s mental fortitude. Their personal conviction. Their clarity of vision or spirit. Your character may be easily distracted, unable to concentrate, resolute, or single-minded. The trait is pivotal to resisting supernatural forms of mental control; it acts as a veritable defence of the mind.
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.
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.
Stamina – Sturdiness. Steadfastness. Sheer physical resilience. Stamina is a measure of how tough your character is. It indicates how far they can push her body, and how much physical abuse they can endure. Your character might be sickly and frail, or hardy and unstoppable.
Presence – Bearing. Stature. Assertiveness. Presence suggests the power of your character’s very identity. Your character may be jaw-dropping gorgeous, plain-Jane or downright ugly, but their Presence means much more. It reflects their sheer command over the attention of others. It’s their capacity to impose their will on others by being socially aggressive or powerful — a veritable bull in a china shop or someone who simply doesn’t accept no for an answer.
Manipulation – Charm. Persuasiveness. Charisma. The capacity to play upon the desires, hopes and needs of others to influence them. Manipulation reflects your character’s finesse in social situations. How well they can appeal to, gain the favour of and generally coerce others. Manipulation is applied to win smiles, to put people at ease or to gain favours. Where Presence deals in social force, Manipulation focuses on social subtlety. Your character may be a wallflower, they could frequently make off-color statements, they might have a winning smile and a hardy handshake, or they may be able to sell sand in the desert.
Composure – Poise. Dignity. The capacity to remain calm and appear — and actually be — unfazed in social and threatening situations, usually harrowing ones. Your character might lose their temper at the slightest perceived insult, collapse emotionally under a mere pretence, weather a storm of verbal (or literal) slings and arrows, or have the nerve to look unspeakable horror in the eye. This trait is a measure of emotional fortitude, restraint and calm. Composure is vital to resisting social influence and pressure — overt, covert, or otherworldly. Composure is pivotal to resisting supernatural forms of emotional control; it acts as a veritable emotional defense.