Attributes Overview
AttributesAttribute属性A character's nine basic traits, in three groups: Physical, Mental, and Social. In checks they are written as three-letter abbreviations (STR, DEX, STA, INT, PER, RES, PRE, MAN, COM), as in INT + Computer. overview:
Attributes are a character's own innate abilities. They are inborn, but can be trained later, or upgradedupgrade强化The general word for any power gained through exchange. Not the same as an enhancement bonus. with resourcesresource资源Anything that can be exchanged for: bloodlines, augmentations, titles, items, and more. from the Overseer's Spacethe Overseer's Space主神空间Where Reincarnators rest between Films: a white platform in endless darkness, ringed by 20 doors to personal rooms. Called 'the Space' for short.. Every Attribute of any normal person is at least 1.
Almost every roll a character makes is based on their Attributes, so Attributes amount to the character's active abilities and what they are able to do, and sometimes also their ability to keep themselves from being disturbed or harmed. If a character has some supernatural EssenceEssence本质The fundamental nature of a resource or effect: Natural, Technological, Magical, or Anomalous. or trait, their Attributes may also work in supernatural ways.
An Attribute's value shows how capable the character is in that area. In general, 2 is the average for a modern human, and 5 is about the limit a normal human can reach. From 6 onward, a character has power beyond mortals, at the level of the heroes of legend. Someone with an Attribute above 15 has stepped into the realm of demigods, and above 25, they are like gods in mortal eyes.
The nine Attributes fall into three groups, Physical, Mental, and Social:
| Power | Finesse | Resistance | |
|---|---|---|---|
| Physical AttributesPhysical Attributes生理属性Strength (STR), Dexterity (DEX), and Stamina (STA). | StrengthStrength力量Muscle power and explosive force. Abbreviated STR in checks. | DexterityDexterity敏捷Agility, coordination, and physical reflexes. Abbreviated DEX in checks. | StaminaStamina耐力Health, toughness, and metabolism; the ability to withstand injury and illness. Abbreviated STA in checks. |
| Mental AttributesMental Attributes心智属性Intelligence (INT), Perception (PER), and Resolve (RES). | IntelligenceIntelligence智力Knowledge, memory, and reasoning. Abbreviated INT in checks. | PerceptionPerception感知Noticing your surroundings, spotting changes, and picking out details quickly; also insight and intuition. Abbreviated PER in checks. | ResolveResolve决心Decisiveness and determination, and stubbornness too. Supernaturally, the strength of the spirit. Abbreviated RES in checks. |
| Social AttributesSocial Attributes互动属性Presence (PRE), Manipulation (MAN), and Composure (COM). | PresencePresence风度Bearing and force of personality; drawing others' attention. Supernaturally, how far one transcends the Natural Essence. Abbreviated PRE in checks. | ManipulationManipulation操控Influencing others and getting them to do what you want. Abbreviated MAN in checks. | ComposureComposure沉着Calm and quick thinking; keeping your head under pressure. Supernaturally, the vitality of the mind. Abbreviated COM in checks. |
What the Attributes Mean:
Strength:
Pushing and pulling, lifting heavy things, and so on. It covers explosive power and carrying capacity, so it also affects how fast you run or swing things, and how much damage your blows deal.
Anything that can exert physical force on objects has a Strength value.
Since most items have no weight listed, the rules don't recommend using carrying capacity to limit how many items players can carry. If needed, see the section on carried items on the Items and Equipment Slots page for carrying limits.
Dexterity:
Whole-body coordination, precision and agility of movement, reflexes, and so on: the ability to move your body quickly and effectively.
Anything that can act and move has a Dexterity value.
Stamina:
Health and resistance of the body, how active the metabolism is, and so on: the ability to withstand injury and illness.
Anything alive has a Stamina value.
Intelligence:
Logical thinking, calculation, analysis, memory, and so on. It sometimes also represents how the character distributes and controls supernatural energy.
Anything that can understand language and analyze and reason has an Intelligence value.
Perception:
Noticing your surroundings and spotting changes; insight, intuition, and picking out details quickly. This Attribute represents the character's attention and their ability to make sense of information, so a nearsighted character doesn't necessarily have low Perception.
Anything that can perceive the outside world has a Perception value.
Resolve:
The character's decisiveness and how firmly they hold to a decision, and also how stubborn they are. Supernaturally, it represents the strength of the character's spirit.
Anything that can act with purpose has a Resolve value.
Presence:
The character's bearing, poise, and force of personality: drawing others' interest without trying. Supernaturally, it also represents how far the character transcends the Natural EssenceNatural Essence自然本质The Essence of things that exist naturally in the real world.. Although it relates to appearance, a high value doesn't mean handsome or beautiful, and a low value doesn't necessarily mean ugly.
Anything that can distinguish itself from its surroundings has a Presence value.
Manipulation:
Influencing others: how persuasive your words and actions are, and the ability to stir people up and get them to do what you want.
Anything that can express its will has a Manipulation value. Any individual with Manipulation 2 or higher should have some clear, active, deliberate means of expressing its intentions, such as language.
Composure:
Calm and self-possession, quick thinking, and keeping your head under pressure or in an emergency. Supernaturally, it represents the vitality of the character's mind.
Anything that wants to respond to what happens around it has a Composure value.
Attributes at 0
A lowered Attribute means the character has been harmed in some way: in body, in mind, or in soul. If an Attribute drops to 0, the character loses the ability to act on their own; during play, the player loses control of the character.
A character with Strength 0 cannot move: they can neither bear their own weight nor move their limbs. They collapse to the ground.
A character with Dexterity 0 cannot act; their joints lock up. If their posture allows, they stand or crouch, stiff and helpless; otherwise they fall over.
A character with Stamina 0 dies outright.
A character with Intelligence 0 loses the ability to act on their own and acts on raw instinct. They remember nothing and cannot use any SkillsSkill技能A learned ability. Attribute + Skill makes most dice pools. (apart from moving their body and fleeing danger).
A character with Perception 0 loses touch with reality and falls into a dream they cannot wake from.
A character with Resolve 0 loses the ability to act. They only sit or wander aimlessly, cannot use any Skills, and stop responding to reality (including danger).
A character with Presence 0 loses consciousness.
A character with Manipulation 0 goes completely insane and mad, and cannot do anything understandable or meaningful.
A character with Composure 0 loses the ability to act and all self-control. They go completely insane, take no actions, and stop responding to reality.
Null Attributes
Some beings naturally lack certain Attributes. This is called a null Attribute. A being with a null Attribute cannot make rolls involving it and is unaffected by effects that lower it, and it is automatically immuneimmunity免疫Complete protection from a kind of effect, but only from sources of equal or lower Rank. to savessave豁免A roll to resist a harmful effect: Will, Reflex, or Fortitude. against that Attribute.
Immunity from a null Attribute always counts as the highest possible level, meaning permanent immunity; it applies even against unavoidableunavoidable不可避免An effect that cannot be reduced or saved against. effects or effects that always work.
The being is also immune to beneficial effects aimed at the null Attribute. For example, a target with null Strength cannot gain Strength-related bonuses, and a creature with no WillpowerWillpower意志力A character's mental reserve, spent to boost rolls or fuel abilities. cannot gain temporary Willpower.
Some examples of null Attributes:
Ordinary objects have no Attributes at all. Machines have Strength, and their Dexterity depends on the operator's Dexterity or Skill. Pre-programmed devices that can work on their own, such as computers, have Intelligence.
Machines have no Stamina, so they can't be poisoned and are automatically immune to Fortitude savesFortitude save强韧豁免The save against poison, disease, and other effects on the body..
Most of the zombies in Resident Evil have no Intelligence. They cannot understand language or think logically, so these zombies are immune to mental attacks.
Ordinary plants have only Stamina. They also have HardnessHardness硬度How much damage an object ignores., but their HealthHealth生命值How much damage a character can take, tracked by grade: H (healthy), B, L, A. Written HP. is based on their Stamina. Some supernatural plants may have other Attributes.
Spiritsspirit灵体A soul-like being with no physical body. and incorporealincorporeal虚体Able to pass through matter and hard to harm with physical attacks. beings that cannot affect the physical world have no Strength.
Legendary AttributesLegendary Attribute传奇属性An Attribute level beyond human limits, granting extra general effects.
In worlds where supernatural powers lurk beneath the surface, an Attribute of 5 is usually the limit for ordinary people; for the strong who live in the hidden world, reaching 5 is only the start. And in worlds where dragons soar and demons and angels fight across the land, ordinary warriors may already have Attributes above 5, while the very strongest reach unbelievable heights. In mortal eyes, they are hardly different from gods.
Each time you break through your limits, you gain some superhuman power. These are Legendary Attributes.
When a character's Attribute (including permanent and temporary bonusesbonus加值A modifier that adds to a pool or value. Bonuses of the same type usually don't stack; use the highest.) reaches 6, they automatically gain 1 point of the matching Legendary Attribute, and then 1 more point for every 5 more points of the Attribute (11, 16, 21, 26, 31, and so on).
Each point of a Legendary Attribute adds extra successesextra success附加成功Bonus successes from high Attributes, Skills, and other sources. They only add to a roll that already succeeded. to rolls involving that Attribute, but does not directly add to your DPdice pool骰池How many d10s a roll uses, usually Attribute + Skill + modifiers. Written DP.. See the lists below for the extra successes. Note that, unless stated otherwise, each level in these lists replaces the previous one rather than adding to it.
Each point of a Legendary Attribute also gives you extra effects.
Remember: Legendary Attribute n = (Attribute - 1) / 5, rounded down.
Legendary Strength
General effect: gain N extra successes on STRStrength力量Muscle power and explosive force. Abbreviated STR in checks.-related rolls. The character can carry an extra 500 x 2^(N-1) kg, base throwing distance is multiplied by N+1, STR-related rolls gain an N DP bonus, attacks made with Strength raise your damage capdamage cap伤害上限The most damage one attack can deal. by N, and Fortitude saves gain a bonus of N.
Examples:
1 point: gain 1 extra success on STR-related rolls, carry 500 kg more, base throwing distance x2, a 1 DP perfect bonusperfect bonus完美加值A special bonus that stacks with any other bonus. on STR-related rolls, attacks made with Strength raise your damage cap by 1, and a perfect bonus of 1 on Fortitude saves.
2 points: gain 2 extra successes on STR-related rolls, carry 1,000 kg more, base throwing distance x3, a 2 DP perfect bonus on STR-related rolls, attacks made with Strength raise your damage cap by 2, and a perfect bonus of 2 on Fortitude saves.
3 points: gain 3 extra successes on STR-related rolls, carry 2,000 kg more, base throwing distance x4, a 3 DP perfect bonus on STR-related rolls, attacks made with Strength raise your damage cap by 3, and a perfect bonus of 3 on Fortitude saves.
4 points: gain 4 extra successes on STR-related rolls, carry 4,000 kg more, base throwing distance x5, a 4 DP perfect bonus on STR-related rolls, attacks made with Strength raise your damage cap by 4, and a perfect bonus of 4 on Fortitude saves.
5 points: gain 5 extra successes on STR-related rolls, carry 8,000 kg more, base throwing distance x6, a 5 DP perfect bonus on STR-related rolls, attacks made with Strength raise your damage cap by 5, and a perfect bonus of 5 on Fortitude saves.
And so on.
Legendary Dexterity
General effect: gain n extra successes on DEXDexterity敏捷Agility, coordination, and physical reflexes. Abbreviated DEX in checks.-related rolls, gain n defense extra successes, Dodge DefenseDodge Defense闪避防御Defense from getting out of the way. +n, and base movement speed +3n meters. When base speed is doubled, this bonus is added before doubling.
Examples:
1 point: 1 extra success on DEX-related rolls, 1 defense extra success, Dodge Defense +1, base movement speed +3 meters (added before any doubling of base speed).
2 points: 2 extra successes on DEX-related rolls, 2 defense extra successes, Dodge Defense +2, base movement speed +6 meters (added before any doubling of base speed).
3 points: 3 extra successes on DEX-related rolls, 3 defense extra successes, Dodge Defense +3, base movement speed +9 meters (added before any doubling of base speed).
4 points: 4 extra successes on DEX-related rolls, 4 defense extra successes, Dodge Defense +4, base movement speed +12 meters (added before any doubling of base speed).
5 points: 5 extra successes on DEX-related rolls, 5 defense extra successes, Dodge Defense +5, base movement speed +15 meters (added before any doubling of base speed).
And so on.
Legendary Stamina
General effect: gain n extra successes on STAStamina耐力Health, toughness, and metabolism; the ability to withstand injury and illness. Abbreviated STA in checks.-related rolls, Health +n(n+1)/2, the character can go 2^(n-1) weeks without eating, drinking, or sleeping, and can hold their breath 2^n times as long.
Examples:
1 point: 1 extra success on STA-related rolls, Health +1, the character can go 1 week without eating, drinking, or sleeping, and holds their breath twice as long.
2 points: 2 extra successes on STA-related rolls, Health +2 more, for a total of (1 + 2 =) 3, the character can go 2 weeks without eating, drinking, or sleeping, and holds their breath 4 times as long.
3 points: 3 extra successes on STA-related rolls, Health +3 more, for a total of (1 + 2 + 3 =) 6, the character can go 4 weeks without eating, drinking, or sleeping, and holds their breath 8 times as long.
4 points: 4 extra successes on STA-related rolls, Health +4 more, for a total of (1 + 2 + 3 + 4 =) 10, the character can go 8 weeks without eating, drinking, or sleeping, and holds their breath 16 times as long.
5 points: 5 extra successes on STA-related rolls, Health +5 more, for a total of (1 + 2 + 3 + 4 + 5 =) 15, the character can go 16 weeks without eating, drinking, or sleeping, and holds their breath 32 times as long.
And so on.
Legendary Intelligence
General effect: gain n extra successes on INTIntelligence智力Knowledge, memory, and reasoning. Abbreviated INT in checks.-related rolls.
When you gain your nth point of Legendary Intelligence, you immediately gain n thought points. By tying up 1/3/9/27/81 thought points, you can designate any one D/C/B/A/S ability from a skill tree you have already opened. You can reassign your thought points freely, but assigning and reassigning can only be done in the Overseer's Space. An ability designated with thought points cannot gain extra effects that must be bought (such as research), and it is subject to the same limits, such as uses per day.
When judging the RankRank支线The power grade of abilities and rewards: Unranked, D, C, B, A, S. Prices combine Ranks and Reward Points, e.g. DD+1200 = two D-Ranks and 1,200 points. of the original ability being swapped out for a designated ability, only its original Rank counts; spell heightening and other upgrade options do not make that spell or ability count as a higher Rank.
As a standard actionstandard action标准动作Your main action, such as an attack or using an ability., you can perform a mind reshuffle, swapping any number of abilities you have for designated abilities of the same Rank from the same skill tree. Abilities swapped out by a mind reshuffle cannot be used until they are restored. Abilities with limited uses cannot be swapped or restored until their uses recover, and if a swapped or restored ability has an ongoing effect, the effect ends immediately. After a long restlong rest长休A long rest, such as a full night's sleep., all swapped abilities are restored; you can also restore them all by meditating for 10 minutes.
Examples:
1 point: 1 extra success on INT-related rolls. When you gain your 1st point of Legendary Intelligence, you immediately gain 1 thought point. You tie up 1 thought point to designate a D-Rank ability from a D-Rank skill tree you have, and you also have another D-Rank ability in that skill tree. So once inside a horror Film, you can use a standard action to swap your D-Rank ability for the designated D-Rank ability.
2 points: 2 extra successes on INT-related rolls. When you gain your 2nd point of Legendary Intelligence, you immediately gain 2 thought points. You tie up 3 thought points to designate 3 D-Rank abilities from a D-Rank skill tree you have, and you also have another D-Rank ability in that skill tree. So once inside a horror Film, you can use a standard action to swap your D-Rank ability for one of the 3 designated D-Rank abilities.
3 points: 3 extra successes on INT-related rolls. When you gain your 3rd point of Legendary Intelligence, you immediately gain 3 thought points. You tie up 6 thought points to designate 6 D-Rank abilities from a D-Rank skill tree you have, and you also have another D-Rank ability in that skill tree. So once inside a horror Film, you use a standard action to swap your D-Rank ability for one of the 6 designated D-Rank abilities. Or, you tie up 6 thought points to designate two C-Rank abilities from a C-Rank BloodlineBloodline血统A resource that changes the character's lineage, granting racial or inherited powers. skill tree you have, and you also have another C-Rank ability in that Bloodline skill tree. So once inside a horror Film, you can use a standard action to swap your C-Rank ability for one of the two designated C-Rank abilities.
And so on.
When you enter a FilmFilm影片A mission world the Overseer sends Reincarnators into, usually based on a movie, novel, or game., you must set an order for all your designated abilities. If a temporary Attribute change makes you lose a level of Legendary Intelligence, you immediately lose that level's thought points. If those thought points were assigned, you lose designated abilities in reverse order. If you had already swapped one of your abilities through a mind reshuffle, you immediately lose that ability, and cannot use your original ability until it is restored. When you regain that level of Legendary Intelligence, you immediately regain the lost thought points, but they are unassigned.
Legendary Perception
General effect: gain n extra successes on PERPerception感知Noticing your surroundings, spotting changes, and picking out details quickly; also insight and intuition. Abbreviated PER in checks.-related rolls, gain n defense extra successes, gain 2n stackable points of Insight DefenseInsight Defense洞察防御Defense from reading the opponent's moves. (which stack with insight bonusesinsight bonus洞察加值A bonus from foresight, intuition, or special understanding. from other sources), and base sensory rangesensory range敏感范围How far around them a character can notice things. +20n meters.
Examples:
1 point: 1 extra success on PER-related rolls, 1 defense extra success, 2 stackable points of Insight Defense (stacking with insight bonuses from other sources), base sensory range +20 meters.
2 points: 2 extra successes on PER-related rolls, 2 defense extra successes, 4 stackable points of Insight Defense (stacking with insight bonuses from other sources), base sensory range +40 meters.
3 points: 3 extra successes on PER-related rolls, 3 defense extra successes, 6 stackable points of Insight Defense (stacking with insight bonuses from other sources), base sensory range +60 meters.
4 points: 4 extra successes on PER-related rolls, 4 defense extra successes, 8 stackable points of Insight Defense (stacking with insight bonuses from other sources), base sensory range +80 meters.
5 points: 5 extra successes on PER-related rolls, 5 defense extra successes, 10 stackable points of Insight Defense (stacking with insight bonuses from other sources), base sensory range +100 meters.
And so on.
Legendary Resolve
General effect: gain n extra successes on RESResolve决心Decisiveness and determination, and stubbornness too. Supernaturally, the strength of the spirit. Abbreviated RES in checks.-related rolls, WillWill意志值How steadfast a character's mind is: Resolve + Composure. It is also the Willpower maximum. +n, and a bonus of 2n on Will rolls.
Examples:
1 point: 1 extra success on RES-related rolls, Will +1, a perfect bonus of 2 on Will rolls.
2 points: 2 extra successes on RES-related rolls, Will +2, a perfect bonus of 4 on Will rolls.
3 points: 3 extra successes on RES-related rolls, Will +3, a perfect bonus of 6 on Will rolls.
4 points: 4 extra successes on RES-related rolls, Will +4, a perfect bonus of 8 on Will rolls.
5 points: 5 extra successes on RES-related rolls, Will +5, a perfect bonus of 10 on Will rolls.
And so on.
Legendary Presence
General effect: gain n extra successes on PREPresence风度Bearing and force of personality; drawing others' attention. Supernaturally, how far one transcends the Natural Essence. Abbreviated PRE in checks.-related rolls. When the character makes a Gene LockGene Lock基因锁A seal on human potential. Opening it grants enormous power in moments of crisis. unlocking roll or any chance diechance die机运骰The single d10 you roll when your pool drops to 0 or less. Only a 10 succeeds, and a 1 is a dramatic failure. roll, add n to the result (but this doesn't give the chance die an again roll), and they can actively open their Gene Lock n extra times per Film (each level opened counts as once).
Examples:
1 point: 1 extra success on PRE-related rolls; +1 to the result of Gene Lock unlocking rolls and any chance die (with no again roll for the chance die); actively open the Gene Lock 1 extra time per Film.
2 points: 2 extra successes on PRE-related rolls; +2 to the result of Gene Lock unlocking rolls and any chance die (with no again roll for the chance die); actively open the Gene Lock 2 extra times per Film.
3 points: 3 extra successes on PRE-related rolls; +3 to the result of Gene Lock unlocking rolls and any chance die (with no again roll for the chance die); actively open the Gene Lock 3 extra times per Film.
4 points: 4 extra successes on PRE-related rolls; +4 to the result of Gene Lock unlocking rolls and any chance die (with no again roll for the chance die); actively open the Gene Lock 4 extra times per Film.
5 points: 5 extra successes on PRE-related rolls; +5 to the result of Gene Lock unlocking rolls and any chance die (with no again roll for the chance die); actively open the Gene Lock 5 extra times per Film.
And so on.
Legendary Manipulation
General effect: gain n extra successes on MANManipulation操控Influencing others and getting them to do what you want. Abbreviated MAN in checks.-related rolls, a perfect bonus of 2n on Reflex savesReflex save反射豁免The save to avoid area attacks and similar effects., and n rerolls per scenescene场景A continuous stretch of story, such as one fight or one negotiation., which you can use after rolling if you are unhappy with the result, keeping the better result. (Note that this rerolls dice, not rolls: it still works on abilities that aren't rolls, but it does nothing for abilities that cannot be rerolled.)
Examples:
1 point: 1 extra success on MAN-related rolls, a perfect bonus of 2 on Reflex saves, and 1 reroll per scene, used after rolling if you are unhappy with the result, keeping the better result. You can use this effect only once on the same roll of the dice.
2 points: 2 extra successes on MAN-related rolls, a perfect bonus of 4 on Reflex saves, and 2 rerolls per scene, used after rolling if you are unhappy with the result, keeping the better result. You can use this effect only once on the same roll of the dice.
3 points: 3 extra successes on MAN-related rolls, a perfect bonus of 6 on Reflex saves, and 3 rerolls per scene, used after rolling if you are unhappy with the result, keeping the better result. You can use this effect only once on the same roll of the dice.
4 points: 4 extra successes on MAN-related rolls, a perfect bonus of 8 on Reflex saves, and 4 rerolls per scene, used after rolling if you are unhappy with the result, keeping the better result. You can use this effect only once on the same roll of the dice.
5 points: 5 extra successes on MAN-related rolls, a perfect bonus of 10 on Reflex saves, and 5 rerolls per scene, used after rolling if you are unhappy with the result, keeping the better result. You can use this effect only once on the same roll of the dice.
And so on.
Legendary Composure
General effect: gain n extra successes on COMComposure沉着Calm and quick thinking; keeping your head under pressure. Supernaturally, the vitality of the mind. Abbreviated COM in checks.-related rolls, Will +n, InitiativeInitiative先攻The value that sets turn order in combat. +n, and a bonus of n on Will savesWill save意志豁免The save against mental and mind-affecting effects..
Examples:
1 point: 1 extra success on COM-related rolls, Will +1, Initiative +1, a perfect bonus of 1 on Will saves.
2 points: 2 extra successes on COM-related rolls, Will +2, Initiative +2, a perfect bonus of 2 on Will saves.
3 points: 3 extra successes on COM-related rolls, Will +3, Initiative +3, a perfect bonus of 3 on Will saves.
4 points: 4 extra successes on COM-related rolls, Will +4, Initiative +4, a perfect bonus of 4 on Will saves.
5 points: 5 extra successes on COM-related rolls, Will +5, Initiative +5, a perfect bonus of 5 on Will saves.
And so on.
Derived Traits
Some Attributes can't fully express the abilities they ought to cover, so derived traits help the original Attributes express them.
Raising and Lowering Attributes
Raising an Attribute permanently
There are usually three ways to raise an Attribute permanently:
-
Exchangeexchange兑换Buying resources from the Overseer with Reward Points and Ranks. for an ability that gives a permanent Attribute bonus.
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Buy the Attribute with Reward PointsReward Points奖励点数The most common currency of the setting, spent to exchange resources and upgrades from the Overseer.. Raising an Attribute by 1 costs (current value) x 200 points, so raising Strength from 1 to 5 costs 200 + 400 + 600 + 800 = 2,000 points. Attribute points raised this way are called base Attributes.
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Buy the Attribute with XPXP经验值Points earned in Films and spent to raise Skills and buy Feats.. Raising an Attribute by 1 costs (current value) x 2 XP, so raising Strength from 1 to 5 costs 2 + 4 + 6 + 8 = 20 XP. Attribute points raised this way are called base Attributes.
-
Buying a base Attribute from 0 to 1 costs the same as buying it from 1 to 2.
As a special rule, when buying Attributes with points or XP, ignore abilities you have bought and Attribute damageAttribute damage属性伤害Damage that temporarily lowers an Attribute; it can be healed. you have taken; the price is based only on the base Attribute.
Example 1: with 4 base Strength and a +2 Strength inherent bonusinherent bonus内在加值A bonus from a change to the character's own body or being., buying the next point costs 800 points, not 1,200. Afterward you have 5 base Strength and a +2 inherent bonus, for 7 Strength in total.
Example 2: with 4 base Composure and a -2 inherent penaltypenalty减值A modifier that subtracts from a pool or value. to Composure, buying the next point still costs 800 points, not 400. Afterward you have 5 base Composure and a -2 inherent penalty, for 3 Composure in total.
Raising an Attribute temporarily
There are many ways to raise an Attribute temporarily.
Unless stated otherwise, temporarily raised Attribute points work and count exactly like normal ones, but they cannot be used to meet the prerequisites for exchanging for abilities (except items).
Likewise, if a temporary Attribute gives you an ability, you immediately can't use it if you later lose that Attribute. If you gain it again, you can use the ability as normal, except that for abilities with limited uses, earlier uses still count against them.
Example 1: a character with Strength 5 wears a belt of Strength with a +2 enhancement bonusenhancement bonus增强加值A bonus from something that boosts an Attribute or item, like a +2 belt of Strength.. His Strength reaches 7 and he can use a Legendary Attribute. When he takes the belt off, that Legendary Attribute point stops working until he raises his Strength back to 6 through exchange.
Example 2: a character has Manipulation 7 and uses Legendary Manipulation's reroll. Afterward his Manipulation drops to 5 and he loses the Legendary Attribute. When it returns to 7, he regains the Legendary Attribute, but he has already used its reroll and cannot use it again.
Telling temporary Attributes from permanent ones
A permanent Attribute is one you get directly as soon as you buy something.
Example 1: the template Attributes from a Bloodline or AugmentationAugmentation改造A resource that modifies the body through technology, magic, or anomalous means., such as Intelligence +2 and Perception +2.
Example 2: Perseverance: your Strength gains a further +3 training bonustraining bonus修行加值A bonus earned by training in a skill or ability..
A temporary Attribute is one you only get when some condition is met after buying something, even if its duration is n/a.
Example 1: Inhuman Charm: for each point of Legendary Manipulation you have, your Presence gains a +1 inherent bonus; for each point of Legendary Presence you have, your Manipulation gains a +1 inherent bonus. These bonuses stack with the inherent bonuses this Bloodline provides.
Example 2: Power of the Source: while you stand on solid ground, for each point of Legendary Strength you have, your Strength gains a +1 inherent bonus.
When Attributes change, first calculate all permanent Attributes, then the temporary bonuses. If the order of calculation would give different results for some abilities, use the worst result; if there is no worst result, pick one of them.
Also, derived Attributes cannot be used to derive further. For example, Attribute points gained from the "Inhuman Charm" trait above cannot be used by similar abilities to gain new Attribute points.
Lowering an Attribute
There are many ways to lower an Attribute.
Effects that lower Attributes can lower a character's Attribute to 0 at most. If lowering an Attribute means you no longer meet the prerequisites of abilities you have, you still have those abilities, but they temporarily stop working, including Legendary Attributes.
Usually, an Attribute is lowered in only four ways:
- Exchanging for an ability that permanently lowers an Attribute.
To exchange for such an ability, the lowered Attribute must still be above 1; if the exchange would lower the Attribute to 0, it cannot be made.
- Gaining a condition that lowers an Attribute for its duration.
These usually come from one of your own abilities or another character's ability; in that case, the ability explains the details.
- Attribute damage.
Attribute damage is a milder, temporary effect. Unless stated otherwise, all Attribute damage is temporary. Each point of Attribute damage makes the matching Attribute count as 1 lower than its real value for the duration, which immediately affects everything related to that Attribute. Unless stated otherwise, every 24 hours spent doing nothing but sleeping or similar long rest restores 1 point of Attribute damage. If the damage came from certain special abilities (such as condition points), it only starts slowly recovering once those points are removed.
- Attribute drainAttribute drain属性丢失A permanent loss of Attribute points. (Attribute draining)
Attribute drain is permanent damage to an Attribute. It applies to the base Attribute and can make it negative. When a permanent Attribute drops to 0, if temporary Attribute bonuses keep the Attribute positive, the character does not suffer the effects of an Attribute at 0.
When a character suffers Attribute drain, the matching Attribute is permanently reduced by the number of points drained. This immediately affects everything related to that Attribute, and the Attribute cannot be recovered through rest, repair, or similar means; it counts as if the player never had it.
If buying or using an ability would lower your base Attribute below 0, you cannot buy or use it.
When a player raises an Attribute with experience or points (or something similar), they pay experience or points based on their current, lowered base Attribute.
If lowering an Attribute means you no longer meet the prerequisites of abilities you have, you still have those abilities, but they temporarily stop working, including Legendary Attributes. Note that any negative effects from those abilities still apply.