Step 3- Determine Attributes in The Magitech Chronicles | World Anvil

Step 3- Determine Attributes

Once you’ve selected a race, and archetype, and a path, you need to assign attributes.   Attributes represent a character's raw abilities, and are used in just about every other part of the game. War Mages rely on strength, fortitude, and agility. True Mages rely on will and their choice of charisma, appearance, reason, or intuition. Tech Mages tend to favor agility and fortitude.   Attributes scale from 1 to 5 with 5 being normal racial maximum. Note that if your race gives you a bonus, this raises the maximum for that attribute as well.   All attributes begin at 2, and a character has five points to spend. If you harass your GM this may be increased to seven, depending on the power level they’re seeking. Sorry, GMs.    

Attribute Ranks

  1- Terrible   2- Average   3- Gifted   4- Prodigy   5- Peak Human      

Attribute List

    Agility   Fortitude   Strength     Reason   Intuition   Will     Appearance   Charisma     Agility   Agility represents both reflexes and manual dexterity, and is used for the dodge defense, for ranged attacks, and to avoid some area-of-effect attacks. Agility is important to a number of skills, including stealth and athletics.     Appearance   Appearance represents a character’s overall attractiveness. Certain Paths argue that beauty is divinity, and revere it when found. For this reason some mages use appearance to express their magic. Shockingly, they tend to be quite vain.     Charisma   Charisma represents a mixture of your character’s force of personality and overall charm. Most social skills are directly tied to charisma, plus you get to be popular.     Fortitude   Fortitude represents a character’s physical endurance, and forms the basis of the Brace defense. Your fortitude also helps to determine your character’s hit points. All characters get fortitude * 5 hit points in addition to what their archetype grants.     Reason   A character’s reason represents their raw intelligence and learning skills. The higher the reason, the faster and easier the character can solve problems. Characters with a high reason can quickly and easily solve problems and perform calculations.     Intuition   Intuition represents a character’s emotional intelligence, instincts, and their ability to read social situations. Characters with a high intuition quickly grasp new concepts and adapt to new situations.     Strength   A character's strength represents raw muscular ability. How much can you lift, bro? Strength factors directly into melee damage, and determines what class of armor a character may safely use.     Will   A character's will represents their mental discipline. Stoic monks have a high will. Shifty gamblers who love to drink have a low will. Will forms your base Skepticism defense, which is critical against all direct magical attacks. Will also determines part of your base spell pool. All characters gain willpower * 3 in addition to other sources.     *Magic   Magic gets an asterisk because it is a derived attribute. Your magic is equal to the number of catalysts your character has been to. For most characters that’s going to be 1, though true mages begin play with 2. When this number rises higher than 5 your character will be considered a demigod. For more details see the Miracles & Covenants chapter.

Comments

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May 21, 2019 08:23 by Jim

The description on Charisma says all mental attributes add to your spell pool, but neither Reason nor Intuition mention it. Is that a holdover from a previous mechanic, or is it current? If current, is the same true for physical attributes? Strength and Fortitude mention it, but neither Agility nor Appearance do.   It may be a good idea to organize the list by their physical/mental groupings,

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