Attributes are descriptions of how you accomplish tasks. Everyone has the same nine attributes.
Assign a priority (one, two or three) to each of the three categories of Attributes. The first priority gets a +7, the second priority gets a +5, and the third priority gets a +3. The attributes in that category must add up to the total bonus for that category. No attribute can be higher than a +3, and no attribute can be lower than a 0.
Example: Chuck decides that his Scion of Aphrodite is a mostly social guy, but isn’t too much of a slouch in the physical department. He assigns the +7 to social, a +5 to physical, and a +3 to mental.
- Strength: As the name implies, Strength represents a person’s raw muscle power. Characters use Strength for physical activities such as lifting, jumping, climbing and throwing, as well as inflicting damage in hand-to-hand combat or breaking inanimate objects.
- Dexterity: Dexterity is a measure of a person’s reflexes, balance and hand-eye coordination. Characters use Dexterity to determine how fast they run, how easily they hit their opponents in combat, and how well they operate tools, instruments and vehicles.
- Stamina: Stamina represents a person’s overall hardiness and resistance to illness and injury. Characters use Stamina to resist the effects of sickness, poisons or injury. It also governs tests of physical endurance, such as long-distance running, swimming underwater or mountain climbing. Stamina also affects a character’s stress track.
- Appearance: Appearance measures a character’s capacity to influence peoples’ reactions by virtue of her physical looks and demeanor. It’s not an absolute measure of a character’s attractiveness. Rather, it represents how adept she is at using her looks to affect those around her. Characters use Appearance when they want to intimidate, inspire or attract others using their physical looks alone.
- Charisma: Charisma is a measure of a person’s social grace and strength of personality. Characters use Charisma to charm their enemies, to win friends and allies and to inspire people when things look bleak. Charisma also affects a character’s stress track.
- Manipulation: Manipulation represents a person’s talent for persuasion and leadership. A character uses Manipulation to convince people to do what he wants, whether by trickery, deceit or force of will.
- Perception: Perception represents a person’s awareness of her surroundings and her ability to notice telling details that others might miss. Characters use Perception to gather and process information and to remain alert for signs of danger. Perception also affects a character’s stress track.
- Intelligence: Intelligence is a measure of a person’s reasoning ability, memory and imagination. Characters use Intelligence when they must draw upon their memory, creativity or powers of logic to find solutions to complex problems.
- Wits: Wits represents how well a person can think on her feet and react to unexpected situations. Characters use Wits to talk their way out of tight spots, to reach the right decision in a moment of crisis or to react quickly in the face of danger. Wits also affects a character’s stress track.