Attribute Specializations

Attribute Specializations are a special kind of Edge/Flaw. As opposed to skills, attribute specializations are inseperable from their respective attributes. Whereas skills replace rolling attribute dice altogether and can actually qualify as a whole conglomeration of elements of attributes, attribute specializations are singular and very specific. Each attribute may only have one specialization. Points and dice of attribute specialization may only be used for their specific respective tests. The number of points spent on each Attribute Specialization is equal to the number of dice which may be added or subtracted from those specific tests, unless their mechanics are otherwise indicated.

A few examples of attribute specializations are given below. The accompanying explanations assume that the specialization is being taken for its advantages. For Reverse Specializations, assume the opposite (i.e., taking Body: Stamina -2 means that the character has trouble keeping his breath).

BODY

Disease Resistance (inherent to Dwarves) is the overall ability to withstand invading pathogens.

Endurance represents the character's overall threshold for physical pain.

Stamina is a character's overall energy level and ability to keep their breath.

 

QUICKNESS

Agility is the overall ability to move the body around. A character with an attribute specialization in agility is capable of and comfortable with acrobatic movements (for example).

Balance represents a character's overall center of gravity, equilibrium, and stability.

Coordination is the overall fluidity of movement and the character's sense of parity of movement.

Dexterity covers the character's fine motor skills.

Flexibility. Self explanatory.

Speed. Self-explanatory. Dice are not added to Quickness tests. Instead, add twice this number to their movement allowance while running during combat.

 

STRENGTH

Grip makes it easier for the character to hold onto things (and people).

Lower Body Strength. Self-explanatory.

Striking. Add this number to the (Strength) portion of the Unarmed Combat Damage Code.

Upper Body Strength. Self-explanatory.

 

CHARISMA

Appearance is the character's attractiveness.

Credibility is pretty self-explanatory. The character is easily believed; the kind of person whose references aren't even checked.

Manners covers the character's level of social behavior and personal carriage.

Speech covers the character's vocabulary and eloquence.

Style covers the character's overall sense of fashion and personal presentability.

 

INTELLIGENCE

Creativity is the overall ability to think inventively. Creative thinkers generally come up with the "new" ideas and the plans that no one else would have thought of, but seem so obvious afterward.

Knowledgeable covers the character's general knowledge base. What bits of "useless information" they carry around with them.

Perceptive covers the ability to notice things.

Recall is the ability to remember things and bring them up from memory.

Wits covers the overall quickness of the mind.

 

WILLPOWER

Composure is the ability to shrug off frustrations, etc. Shuts out the internal.

Concentration is the ability to stay focused and avoid distraction. Shuts out the external.