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Chapter 2: Attributes
Chapter 2: Attributes
People have the inherent capacity to act, behave and think. We can
perform actions and have intuitive talents such as running, theorizing and
persuading others. So does your character. His basic, fundamental capabili-
ties are represented with Attributes, which are the foundation of all the acts
that he performs. These traits are classified into three categories — Mental,
Physical and Social — and are rolled to determine how well your character
accomplishes efforts in the game.
Mental Attributes suggest how insightful, clever and determined your
character is. They are Intelligence, Wits and Resolve.
Physical Attributes indicate how strong, graceful and enduring your char-
acter is. They are Strength, Dexterity and Stamina.
Social Attributes determine how imposing, magnetic and dignified your
character is. They are Presence, Manipulation and Composure.
The Attributes of ordinary people are rated from 1 to 5. It’s possible for
someone to have more dots, but these individuals are typically beyond the
human ken, partially or fully a part of the mysterious supernatural world.
Perhaps they’re touched by spirits or born to a legacy of service to unseen
beings.
Your character, even as a mortal human, automatically starts with one
dot in each Attribute. These dots are already filled in on your character sheet.
The mind is its own place, When your character performs an action, the Attribute most appropri-
The mind is its own
and in itself ate to the effort is referenced. If he tries to remember what he read during
place, and in itself
Can make a Heaven of library research last week, you look to his Intelligence dots. If he tries to jump
Can make a Heaven of
Hell, a Hell of Heaven. a chasm, you check his Strength. If he tries to make a good first impression on
Hell, a Hell of Heaven.
— Milton, Paradise Lost a group of people, you apply his Presence score.
— Milton, Paradise Lost
Your character’s dots are usually rolled as part of a dice pool. Attributes
are sometimes combined and rolled to see if an action can be accomplished,
but they are more often combined with Skills. The Storyteller will tell you
what Attributes are applicable to your character’s actions, and what rolls you
can make. In general, the three classes of Attributes are used based on the
circumstances. One of each of the Mental, Physical and Social traits has bear-
ing on a different kind of action, as outlined in the boxed text.
Use Mental Physical Social
Power Intelligence Strength Presence
Finesse Wits Dexterity Manipulation
Resistance Resolve Stamina Composure
Power is the degree of effect that your character has on others and his
surroundings. The higher his score, the smarter, more potent or more impos-
ing he is. Intelligence, Strength and Presence therefore apply when your char-
acter seeks to force himself on his environment.
Finesse is a measure of your character’s capacity to interact with the world
and influence others. The higher his score, the craftier, more delicate and
more influential he is. Wits, Dexterity and Manipulation have bearing when
your character tries to anticipate and react to his environment, and to coordi-
nate others.
Resistance indicates how well your character copes with influences from
both without and within that might affect him adversely. The higher his score
the more staunch, sturdy or dignified he is. Resolve, Stamina and Composure
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Chapter 2- ATTRIBUTES

