Chapter 3: Attributes
Attributes, alongside skills and talents, are one of the
three fundamental pillars of character definition.
Attributes represent a character’s inherent qualities and
capabilities.
Attributes are divided into four categories:
·
Primary Attributes: Core attributes that
define a character’s physical and mental/social capabilities, further
subdivided into Physical and Mental/Social attributes.
·
Secondary Attributes: Special attributes
applicable only to users of magic (Magic/Resonance) and shadowrunners (Edge).
·
Derived Attributes: Values like Essence,
Health, and Stamina are calculated from primary or secondary attributes.
·
Defenses: Derived from primary
attributes, these provide resistance to various forms of attack.
Primary
Eight primary attributes define a character, split
evenly between physical and mental/social categories.
Primary attributes are ranked from 0 and up.
·
Player characters have at least a score of 1 in
every attribute.
·
The normal human range is 1 to 6, with 3 being
average and 4 somewhat above the norm.
Attribute Rankings (0 to 10+):
·
0 – Absent: You cannot perform tasks
related to this attribute.
·
1 – Weak: Below average; related tasks
are difficult.
·
2 – Below Average: Slight deficiency;
tasks require extra effort.
·
3 – Human Average: Standard level; no
particular difficulty in related tasks.
·
4 – Above Average: Slightly better than
average; excels in relevant tasks.
·
5 – Superior: Clearly above average;
recognized for strength in this area.
·
6 – Gifted: Far above average; highly
capable and often regarded as gifted.
·
7 – Exceptional: Stands out even among
the highly talented; performs with effortless precision and consistency in
demanding tasks. This level is rare and often seen only in elite specialists or
prodigies.
·
8 – Near-Superhuman: Nearly unmatched;
performs feats most find impossible.
·
9 – Superhuman: Far beyond human norms;
performs with incredible ability.
·
10 – Peak of Human Potential: Achieves
the absolute maximum for humans.
·
11+ – Beyond Human Limits: Surpasses
human potential, entering the realm of the extraordinary or supernatural.
PHYSICAL ATTRIBUTES
Strength (ST)
Strength represents raw physical power and the ability to
leverage that power. It affects actions like lifting and breaking objects and
physical combat.
Role in Character: High Strength indicates dominance
in brute force and physical feats. These characters can overpower opponents and
perform tasks requiring considerable muscle.
Vitality (VI)
Reflects overall health, endurance, and resilience.
Determines how well a character can withstand physical stress, recover from
injuries, and resist illness.
Role in Character: High Vitality denotes robust
health and stamina, allowing characters to endure prolonged physical activity
and recover quickly from setbacks.
Agility (AG)
Represents speed, coordination, and graceful movement.
Affects how quickly a character acts, evades, or performs acrobatic feats.
Role in Character: High Agility allows characters to
move nimbly, evade attacks, and easily perform complex movements. It is crucial
for roles that require quick reflexes and precision.
Dexterity (DX)
Measures skill and precision in tasks requiring fine motor
control, such as lock-picking, crafting, or using delicate tools and weapons.
Role in Character: High Dexterity suggests expertise
in tasks requiring hand-eye coordination and finesse, making the character
proficient in using weapons and tools with great accuracy.
MENTAL/SOCIAL ATTRIBUTES
Cunning (CU)
Reflects strategic thinking, cleverness, and the ability to
outwit opponents. Governs awareness, quick thinking, and resourcefulness.
Role in Character: High Cunning indicates a character
adept at manipulation, tactical planning, and problem-solving. They excel in
navigating complex situations and spotting opportunities.
Intellect (IN)
Measures knowledge, reasoning, and analytical skills.
Governs how well a character learns, understands concepts, and solves
intellectual challenges.
Role in Character: High Intellect reflects deep
knowledge and strategic thinking, making characters capable of solving problems
that require insight and education.
Resolve (RE)
Represents mental fortitude, determination, and the ability
to withstand psychological stress. Affects persistence and resistance to
coercion.
Role in Character: High Resolve means a character is
strong-willed and able to endure emotional and psychological challenges. They
are determined and less likely to succumb to external pressures.
Presence (PR)
Reflects a character’s aura, charisma, and ability to
influence others. Governs leadership, charm, and making a lasting impression.
Role in Character: High Presence enables a character
to captivate and lead others, excelling in roles that require persuasion and
leadership. They make strong impressions and can command attention in social
situations.
Secondary
Secondary attributes represent unique or rare qualities that
apply only to certain types of characters, such as runners, magic users, or
exceptional individuals. Most ordinary people have a value of 0 in all
secondary attributes except for Essence. Only runners and other extraordinary
individuals have Edge, and only magic-using characters have Magic
or Resonance scores.
Edge (EDG)
Edge represents a character’s luck, their ability to tap
into extraordinary outcomes or avoid potential disasters. It measures the
character’s capacity to influence the odds in their favor during critical
moments.
Role in Character: Characters with high Edge
experience more favorable outcomes in high-pressure situations. Edge can be
used to reroll failed checks, enhance the success of an action, or occasionally
allow the character to perform beyond their normal abilities. It is a crucial
resource for overcoming challenges that require a little luck or pushing the
limits of what’s possible.
Calculation: Edge is typically determined during
character creation and may be influenced by a character’s background or
experience. Most NPCs do not have Edge. Humans, however, have an inherent
advantage and gain +1 Edge compared to other species, reflecting their
adaptability and resourcefulness.
Magic (MAG)
Magic represents a character’s inherent magical ability or
affinity with the mystical forces in the world. It governs the character’s
capacity to perform spells, rituals, or other magical actions. Magic is
essential for characters who wield magical powers, whether through learned
spells, innate magical talents, or ritualistic practices.
Role in Character: Characters with a high Magic
attribute can perform powerful spells and access deeper realms of magical
knowledge. They are more effective in casting, sustaining, and controlling
magical effects. Conversely, characters with low or no Magic have no access to
mystical powers and are unaffected by magical limitations or penalties. A
reduction in Essence (from cyberware, for example) directly reduces a
character’s Magic rating, making Essence critical for maintaining magical
prowess.
Calculation: Magic is typically equal to the
character’s Essence (for magically active characters), but it may vary
depending on their training, background, or magical traditions. Cybernetic
(cyberware) or biological (bioware) augmentation that reduces Essence will also
decrease Magic.
Resonance (RES)
Resonance represents a character’s connection to the digital
world, particularly for those with a deep affinity for the Matrix and other
advanced digital environments. Resonance is critical for
technomancers—individuals who can manipulate the digital world in ways others
cannot.
Role in Character: Characters with a high Resonance
score can interface with the Matrix in unique and powerful ways, using their
abilities to manipulate data, control machines, and perform feats that go
beyond traditional hacking. Resonance governs the use of special abilities like
threading complex programs or interacting with digital entities without the
need for physical hardware. Similar to Magic, Resonance is deeply tied to a
character’s Essence—cyberware and technological augmentation can disrupt a character’s
connection to Resonance, reducing their abilities in this area.
Calculation: Resonance is typically based on the
character’s natural abilities as a technomancer and is also linked to their
Essence. Like Magic, if a character’s Essence is reduced by technological
augmentation, their Resonance will decrease accordingly.
Derived
Derived attributes are calculated from a combination of
primary attributes and reflect key aspects of a character’s ability to function
in combat and stressful situations. These attributes include initiative,
health, and stamina, all of which are critical for survival and success in the
game world.
Essence (ESS)
Essence measures a character’s connection to their innate
humanity or true self, particularly in the context of technological or magical
enhancements. Essence represents the purity of one’s being and influences how
much a character can be altered by cybernetic implants or other modifications
before losing their essential human qualities.
Role in Character: High
Essence indicates that a character is largely unmodified and maintains a strong
connection to their natural self. Characters with high Essence experience fewer
penalties related to technological or magical interference. Conversely, low
Essence indicates heavy augmentation or magical tampering, which might grant
powerful abilities but at the cost of personal vulnerability, reduced humanity,
or susceptibility to certain magical effects. Essence is also critical for
magic users, as reduced Essence limits their ability to perform magic
effectively.
Calculation: 6
Essence starts at a base value (6 for unmodified humans and metahumans) and
decreases based on the amount of cybernetic augmentation or drastic magical
alteration a character undergoes. Machines have no Essence. Animals have an
Essence rating, but unless they are Awakened, their score is low. Awakened
creatures, however, can have very high Essence ratings.
Initiative (INI)
Initiative represents a character’s ability to act quickly
and decisively in high-pressure situations, combining physical agility with
mental sharpness. Characters with high Initiative can assess and react to
danger faster than others, allowing them to act before their opponents.
Role in Character: High Initiative gives a character
the upper hand in combat and fast-paced situations, allowing them to act first,
set the pace, and potentially avoid or mitigate danger before it escalates.
It’s especially important for characters focused on quick reflexes, such as
those engaged in combat or fast decision-making roles.
Calculation: 1d6 + Agility + Cunning.
Health (HLT)
Health represents a character’s overall physical condition
and resilience to damage. It measures how much bodily harm a character can
endure before incapacitation or serious injury.
Role in Character: High Health allows a character to
withstand more physical punishment and recover more effectively from injuries.
This is essential for characters expected to engage in combat or survive
dangerous environments, making them harder to take down in physical
confrontations.
Calculation: 11 + Strength + 2xVitality.
Stamina (STA)
Stamina reflects a character’s ability to maintain both
physical and mental effort over long periods. It combines endurance, willpower,
and mental resilience to measure how well a character can push through fatigue
and stress.
Role in Character: High Stamina allows characters to
persist in extended physical activities or high-stress mental challenges. It is
vital for characters who must remain effective during prolonged battles,
intense physical exertion, or situations requiring mental toughness and
concentration over time.
Magic and the Matrix: Stamina is essential for mages who
cast spells and plan to interact with the Astral in any way, deckers who plan
to do intrusive netruns, and technomancers in general.
Calculation: 11 + 2xVitality + Resolve.
Size (SIZ)
Size determines a character's or creature's physical
dimensions, impacting combat, movement, and interactions with the environment.
Each size category has specific mechanics that affect how characters engage in
combat, hide, and occupy space.
Medium size: Humans, Orks, Elves, Dwarves
·
Standard size with no special modifiers.
Large size: Trolls
·
Advantage on Ranged attacks against them due to
their large size.
·
Disadvantage on Stealth because their bulk makes
it harder to hide or move silently.
Speed (SPD)
Speed represents a character’s movement rate during combat
or exploration. While movement is abstracted, it helps to compare against a
standard movement scale. The following values are typical for each race, with
12 meters per round being the human standard.
·
Humans: 12 meters per round.
·
Orks: 12 meters per round.
·
Dwarves: 10 meters per round (slightly
slower due to shorter stature).
·
Elves: 14 meters per round (more agile
and graceful than other races).
· Trolls: 16 meters per round (despite their size, trolls move quickly to close the distance in combat, but their size creates significant disadvantages in stealth and makes them easier targets).
Defenses
Defenses are crucial in mitigating or avoiding damage and
other adverse effects during combat. Each type of defense protects against
specific forms of attacks.
Dodge (DGE)
Represents a character’s agility and capability to evade
both melee and ranged attacks, making it harder for opponents to land a
successful hit.
Formula: 14 + Agility + Cunning
Note that ranged attacks also have a Target Number derived
from range, movement, visibility modifiers, and cover. Use whichever value is
higher (dodge typically only comes into play if you have exceptional reflexes
and/or the range is short and there is no cover).
·
Medium armor/encumbrance: -2 Dodge
·
Heavy armor/encumbrance: -5 Dodge
Parry (PRY)
Indicates a character’s ability to deflect or block incoming
melee using weapons or unarmed techniques. If you’re a physical adept or armed
with a melee weapon, this is likely your primary line of defense against melee
attacks.
Formula: 11 + Brawl or
Melee skill (depending on whether you’re armed or not)
Composure (CMP)
Composure is a
character’s ability to maintain their calm and poise under social pressure. It
is primarily used to resist social “attacks,” such as bluffs, feints,
intimidation, or manipulation.
Formula: 14 + Resolve +
Presence
Discipline (DSP)
Reflects a character’s mental fortitude and willpower,
crucial for resisting mental attacks, magical compulsions and fear effects, or
other forms of psychological pressure. If the source of the effect is more
social in nature, such as a gang trying to intimidate you, use Composure
instead.
Formula: 14 + Intellect +
Resolve
Resilience (RSL)
Measures a character’s toughness and endurance, used to
resist effects like knockdowns, physical debuffs, or sustained damage.
Formula: 14 + Strength +
Vitality
Active defenses
When the GM asks you to "roll defense," they’re
referring to an active defense—the game’s version of a saving throw.
Instead of the attacker (typically the GM) rolling against your defense, you
roll to match or exceed a Target Number (TN) or the attacker’s roll. This
keeps the focus on the player and reduces the GM’s workload while maintaining
the same hit chances as the static system. For instance, you might be asked to
make a Dodge check to avoid an environmental hazard or roll Resilience to
resist the effects of a poison or electrical discharge.
Dodge (DGE)
Represents your ability to evade melee or ranged attacks.
Formula: 2d10 + Agility + Cunning
If you spend a Reaction, you have Advantage on this check.
Example: The GM asks you to make a Dodge check vs. TN
16 to avoid falling debris. If your AG is 3 and CU is 2, you would roll 2d10
+ 3 + 2. If the result equals or exceeds 23, you successfully dodge the
debris.
Parry (PRY)
Measures your ability to block or deflect melee attacks
using weapons or unarmed techniques.
Formula: 2d10 + Brawl or Melee skill (depending on
whether you're unarmed or wielding a weapon)
Example: Continuing from the dodge example above, if
you were holding a door or a riot shield, you might be allowed to use that to
deflect the falling debris instead of dodging it.
Composure (CMP)
Reflects your ability to remain calm under social pressure,
bluffs, or manipulation.
Formula: 2d10 + Resolve + Presence
If you spend a Reaction, you have Advantage on this check.
Example: The GM asks you to make a Composure roll vs.
TN 20 to resist being intimidated by a gang leader. With a CU of 5 and PR of 4,
you roll 2d10 + 5 + 4. If your roll beats 20, you remain composed under
pressure.
Discipline (DSP)
Represents your mental resilience and ability to resist
magical, mental, or psychological attacks.
Formula: 2d10 + Intellect + Resolve
If you spend a Reaction, you have Advantage on this check.
Example: A mage attempts to cast a fear spell on you,
and the GM calls for a Discipline check vs. TN 15. If your RE is 4 and PR is 3,
you roll 2d10 + 4 + 3. Beating the TN means you resist the spell’s
effects.
Resilience (RSL)
Measures your physical toughness and ability to withstand
damage, debuffs, or hazardous conditions.
Formula: 2d10 + Strength + Vitality
If you spend a Reaction, you have Advantage on this check.
Example: You’re hit by a powerful electrical shock,
and the GM asks for a Resilience check vs. TN 20 to avoid being knocked out.
With ST of 8 and VI of 8, you roll 2d10 + 8 + 8. If the roll beats TN,
you endure the shock without losing consciousness.
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