Primary Attributes
Attributes control two things: the type of dice that you roll for skills and attribute checks, and the default Difficulty for people attempting to do things to you. Your ability to evade attacks or traps--or resist spells, afflictions, and con artists--stems from your attributes.
Atttribute | Abbrev. | Controls |
Strength | STR | Damage, carrying/lifting capacity, feats of muscular strength. Also determines Life Points (LP). |
Precision | PRC | Hand-eye coordination, accuracy, balance, etc. Controls almost all physical skills. |
Quickness | QKN | Reaction time, foot speed, agility, resistance to some magic and traps. Its effects are reduced by encumbrance. |
Toughness | TGH | Health: resistance to disease, poisons, and Affliction magic. Determines Vitality Points (VP) and Life Point recovery. |
Intellect | INT | Learning ability, memory, problem solving ability, perception. Controls spells, a few mental skills, and XP gain. |
Spirit | SPI | Inner strength; "grit" or willpower, force of personality, resistance to mind-affecting magic. Determines spell points (SP). |
Derived Attributes
Derived Attributes are, unsurprisingly, derived--often from a combination of your primary attribute's base Difficulty, plus the effects of certain passive skills. Your ability to resist spells, poisons, or persuasions, as well as your ability to move quickly, carry a load, or take a punch, are all the result of your derived attributes.
Attribute | Abbrev. | Controls |
(Difficulties) | Diff | Equal to 2+ 1/2 of each attribute; these determine how hard you are to affect. See Skills for details. |
Life Points | LP | Equal to your STR Diff; A measure of the tissue damage you can take before dying (strength often indicates size/mass). |
Vitality Points | VP | Equal to your TGH Diff; A measure of your resistance to shock and fatigue; these "insulate" LP & regenerate ~100x faster. |
Spell points | SP | Equal to your Spirit (spell skills are controlled by Intellect, but the energy/force of will to cast them comes from SPI). |
Encumbrance | Enc. | You can carry (STR Diff. squared) without issue. Up to 2x that reduces QKN Diff. by 1; up to 5x is -2. |
Move | Mv | Equal to your current Quickness Difficulty. If sprinting in a straight line, move 1 extra space (1 space = 1 yard/meter). |
Dodge | Ddg | Equal to your current QKN Diff, plus 1/2 your Evasion skill (thus, encumbrance affects dodge). |
Parry | Prry | Equal to your base QKN Diff, plus 1/2 your Deflection skill. You can only parry melee attacks, and your attacker gets Favorable Circumstances if his attack is physically much stronger (e.g. greater STR and heavier weapon). |
Block | Blk | Requires a shield; equal to your base DR, plus shield bonus, plus Blocking skill. You can block any directional attack. |
Spell Defenses | SD | The difficulties that spellcasters face when targeting you; equal to your QKN/TGH/SPI Diff plus Spell Defense skill. |
Attribute XP Costs
Attributes are numbered by 2's, ranging from 4 to 12; 8 is considered average for human beings. Some creatures and people may fall outside of this range, even having multiple dice--such as 2d12 for an Ogre's Strength--but those are either beyond human(like) capability, or simply too low to be appropriate for adventuring (4 is already nearly worthless for adventurous pursuits!) The standard method for determining attributes is a point-buy method based on 75 Experience Points:
Attribute Level | Cost in XP | Quality | Base Difficulty |
2 | -10 | negligible | 3 |
4 | -10 | pathetic | 4 |
6 | -15 | poor | 5 |
8 | 0 | average | 6 |
10 | 30 | Exceptional | 7 |
12 | 50 | Phenomenal | 8 |
14 (2d12) | 50 | Superhuman | 9 |
16 (3d12) | 50 | Superhuman | 10 |
These costs are accumulative, so raising an attribute from 8 to 12 costs 80 XP in total (0+30+50). This means that most characters will have 2 attributes of 10, and the rest at 8. Left-over XP can be spent on skills, and characters receive 1 XP for skills (only) per point of INT. Thus, most start at 83 XP (75+8) while smarter characters are 85 (75+10).
By comparison, an average human non-combatant is a 0 XP character--his skills/XP are outside the scope of this game. Weak, sub-human creatures of low intellect like kobolds/goblins or medium-sized animals often have negative XP totals, while a simple guard/militia or thug might be around 5 XP due to combat skills, an experienced watchman or "green" soldier about 15 XP, and a low-ranking professional soldier about 40 XP. Elite Soldiers may exceed 100 XP, and well-known heroes can easily exceed 200.
Conceptual Discussion
One of the things that players familiar with other RPG's must adjust to is thinking in broad categories rather than comparatively fine numerical scales. For example, an attribute if 8 isn't just pure average; it covers a range from moderately below to moderately above average. As a real-world example, people with IQ test scores ranging from 90 to 110 would all be considered to have an Intellect of 8. People with IQ's ranging from around 120 to 150 or so would be INT 10, while people with IQ's of 160+ would have INT attributes of 12.
The upshot of this is that an ability score that deviates from "average" isn't just slightly higher or lower; the difference is immediately noticeable to anyone. An adult male human with a STR of 10 is obviously, clearly, much stronger than the norm, likely with a lean body weight of ~200+ lbs, while someone with a STR of 6 is probably short and thin, perhaps weighing 135 lbs or so. Someone with a STR score of 12 is approaching the peak of human limits, with body weight ranging from 250 (very lean) to 450 (obese) lbs. An INT of 6 is clearly dimwitted, while a 4 isn't much more complex than an ape (most animals are INT 2). A PRC of 6 is noticeably clumsy, awkward, and perhaps accident-prone, while a 10 moves with noticeable grace and precision at all times.
Since Dungeons and Dragons is the best-known RPG system, a comparison to its base attribute scales (3-18) might be helpful:
D and D | = | PolyRPG |
3-4 | = | 4 |
5-7 | = | 6 |
8-12 | = | 8 |
13-16 | = | 10 |
17-18 | = | 12 |
Similarly, skill levels also cover a relatively broad range of expertise. 1 level of skill implies that the character has been adequately trained and has some practice in a skill--for example, a police officer who has completed his academy training would have 1 level of proficiency in the appropriate skills, and someone who has earned a 4-year undergraduate degree would have 1 level of proficiency in the related skill(s). After a year or more "on the job" or an advanced degree, many of these skills would have advanced to level 2. After many years of experience or a PHD, they might be level 3. Generally only people who have pursued a specific skill as a career for long periods of time (10-30 years) will ever attain level 4 unless their expertise is forged in a crucible of extreme pressure (as is often the case for adventurers, who must learn quickly or die.)
This game also treats modifiers in a similar fashion: instead of having specific modifiers for every conceivable event that might occur, there are only broad categories to represent the aggregate conditions at the time of an attempt to do something, such as a skill use or an attribute check. These categories are Nigh Impossible (-4), Very Unfavorable (-2), Unfavorable (-1), Favorable (+1), and Very Favorable (+2). These modifiers apply to the check result, and are assessed based on overall conditions.
For example:
If a player is fighting an orc in the dark, on bad footing, and while flanked, but is currently under the effects of Confidence spell, the GM may rule that his overall conditions are Unfavorable; without the Confidence spell, they would definitely be Very Unfavorable. On the other hand, with all the same conditions but fighting in bright light (which Orcs hate but humans like) the overall conditions might be normal, though they would degrade to Unfavorable once the Confidence spell expired. Assessing conditions is always a judgement call, not a mathematical formula, and is loosely based on both the number and severity of factors affecting conditions.