System:Attributes
From DevilshireWiki
Attributes are the base levels of physical, mental, and social acuity that every person possesses in different quantities. In general, the average person has a rank of 2 in an attribute. A professional, such as a pro athlete, would have a 4 or a 5 in an attribute. The very best humans in the world would have a 6 in an attribute. Having a 7 or higher indicates supernatural ability.
No character can raise an attribute above 6 with their base attribute points. Some packages (such as Slayer or Demon) can raise attributes above 6, but raising an attribute above 6 requires one of those supernatural packages.
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Constitution
The higher your constitution, the healthier and more durable you are. This measures both short-term endurance, such as the ability to withstand damage, such as staying up after a knockout, and long term stamina, such as how long a person can hold their breath or run a marathon. Arts such as singing are governed by Constitution.
Dexterity
Reflexes. Hand-eye coordination. Flexibility. Dexterity governs movements of the body. In most cases, if an action requires movement it will require a Dexterity check of some kind. Dexterity also governs most forms of combat. Arts such as dance and painting are usually rolled with Dexterity. A high DEX also allows a character to have multiple actions per the chart below, unless they are quick casting spellcasters, in which case Willpower governs their spell-actions:
| Dexterity | Additional Actions |
| 5-6 | 1 |
| 7-8 | 2 |
| 9-10 | 3 |
| 11-12 | 4 |
| +2 | +1 per |
All characters get 1 defensive action and 1 offensive action per round. The actions above are in addition to these freebies.
Intelligence
Intelligence is agility of mind. This includes mental acuity as well as quickness of wits. Thus, intelligence governs both scholarly pursuits and social activities such as seduction and diplomacy. Arts such as writing and acting are also rolled with Intelligence.
Perception
Plain old noticing stuff. Perception can be used to notice a guy sneaking up behind you or whether someone is lying to you. Perception is also used when trying to identify something, such as a monster, on first glance.
Strength
Muscles! Grr. Strength determines how much you can lift, how hard you can hit, and so forth. While Dexterity determines if you can hit, Strength determines if you can do any actual damage and also gives you added health for being in tip-top shape.
| Strength | Lifting Capacity |
| 1-5 | 50 lbs x (STR) |
| 6-10 | 200 x (STR - 5) + 250 lbs |
| 11-15 | 500 x (STR - 10) + 1,500 lbs |
| 16-20 | 1,000 x (STR - 15) + 5,000 lbs |
| 21-25 | 2,000 x (STR - 20) + 10,000 lbs |
| 26-30 | 4,000 x (STR - 25) + 20,000 lbs |
The weights given above are for a moderate-effort, casual lift. Up to twice the given weight can be raised for short periods, but it'll hurt.
Willpower
While Constitution governs physical fortitude, willpower governs the mental. This is your force of personality, your ability to resist the influence of others, and sheer determination. Willpower to enforce your desires upon the universe through magic. It can be used to intimidate and to resist the intimidation of others. For quick casting spellcasters, this determines the number of spells you can cast per round:
| Willpower | Additional Spells |
| 5-6 | 1 |
| 7-8 | 2 |
| 9-10 | 3 |
| 11-12 | 4 |
| +2 | +1 per |
All quick casting characters get 1 defensive action and 1 offensive spell per round. The actions above are in addition to these freebies.
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