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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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