Primary Attributes and Adds

PRIMARY ATTRIBUTES:

BODY: is a representation of physical strength, fitness, health and stamina. The BODY attribute is figured into a character’s Hit Points and is added to Physical Defense, representing the character’s ability to absorb damage. It is also added to the Skill Rank check of any related Skills (Athletics, Melee Weapons, and Unarmed.) A good BODY is important for warriors of all kinds. Note that BODY does not automatically add to weapons damage, but it is used to make other kinds of strength checks.
ADDS:

• Tough Hide: +1 Physical Defense. Character is tougher than a normal person with her Body Rank.

• Hardy: +2 Hit Points. Character is naturally able to withstand more damage than normal.

• Damage Reduction: Subtract 1 from attacks that affect hit points. This Special Ability is usually reserved for monsters, not player characters. If a GM allows it, he might consider making it apply to only one specific type of damage, like edged weapons or fire.

• Shake it Off: The character doubles the effectiveness of spending a Hero Point to regain Hit Points (Body+Will instead of Body+Will/2)

• Poison/Disease Resistance: +2 Constitution Defense versus poison or disease.

• Skill Specialization: Choose 1 Skill associated with Body. You may now purchase additional Adds for that skill. The total number of Adds the Skill may have is now (Attribute Rank + Skill Rank) +1. Normal experience cost for all Adds still applies. This Add may not be taken for more than one Skill associated with Body.

Example: Roy is a pugilist, specializing in Unarmed Combat. He has a Body 4, Unarmed 5. Normally, he could have no more than 6 Adds under the Unarmed skill. After purchasing Skill Specialization with Unarmed, he can now have up to 10 Adds under the Unarmed skill.

• Physical Specimen: Prerequisite: Body 4+/ After character creation, when using experience to purchase Skills and Adds related to the Body attribute, subtract 1 from the experience cost for each purchase. Cannot purchase for any other attribute and no other attribute can be higher than Rank 3.

AGILITY: is a representation of physical agility, manual dexterity, and reflexes. The AGILITY attribute is added to Physical Defense, representing the character’s ability to avoid being hit. It is also added to the Skill Rank check of any related Skills (Drive, Guns, Ranged- Archaic, Stealth, Tinkering.) A good AGILITY is important for warriors and rogues of all kinds.
ADDS:

• Dodge Blow: +1 Physical Defense. Character is more adept at avoiding attacks than a normal person with her Agility Rank.

• Lightning Reflexes: +1 Initiative. The character reacts to danger faster than a normal person with her Agility Rank.

• Parting Strike: Character gains 1 additional attack of opportunity a round.

• Slippery: Character gains +2 Physical Defense against attacks of opportunity.

• Five Foot Step: Character can take a single hex (5 foot) adjustment as a Free action in hand to hand combat. (see Pathfinder rules for details)

• Interrupt: Once per session, the character may interrupt another’s initiative. The other target must have a higher initiative than the character, the character does not act on his normal initiative that round, and his initiative goes down one (-1) in subsequent rounds.

• Skill Specialization: Choose 1 Skill associated with Agility. You may now purchase additional Adds for that skill. The total number of Adds the Skill may have is now (Attribute Rank + Skill Rank) +1. Normal experience cost for all Adds still applies. This Add may not be taken for more than one Skill associated with Agility.

Example: Roger is a gunslinger, specializing in the Guns skill. He has an Agility 4, Guns 5. Normally, he could have no more than 6 Adds under the Guns skill. After purchasing Skill Specialization with Guns, he can now have up to 10 Adds under the Guns skill.

• Cat-Like Grace: Prerequisite: Agility 4+/ After character creation, when using experience to purchase Skills and Adds related to the Agility attribute, subtract 1 from the experience cost for each purchase. Cannot purchase for any other attribute and no other attribute can be higher than Rank 3.

MIND: is a representation of mental agility, intelligence, and wit. The MIND attribute is added to Mental Defense, representing the character’s ability to anticipate the target of a power, see through illusions, etc. It is also added to the Skill Rank check of any related Skills (Academic, Bureaucracy, Diplomacy, Medic, Streetwise.) A good MIND is important for rogues and mystics of all kinds.
ADDS:

• Keen Intellect: +1 Mental Defense. Character thinks more quickly and is able to avoid the effects of mind-altering powers better than a normal person with her Mind Rank.

• Skill Specialization: Choose 1 Skill associated with Mind. You may now purchase additional Adds for that skill. The total number of Adds the Skill may have is now (Attribute Rank + Skill Rank) +1. Normal experience cost for all Adds still applies. This Add may not be taken for more than one Skill associated with Mind.

Example: Robert is a professor, specializing in the Academics skill. He has a Mind 4, Academics 5. Normally, he could have no more than 6 Adds under the Academics skill. After purchasing Skill Specialization with Academics, he can now have up to 10 Adds under the Academics skill.

• Genius: Prerequisite: Mind 4+/ After character creation, when using experience to purchase Skills and Adds related to the Mind attribute, subtract 1 from the experience cost for each purchase. Cannot purchase for any other attribute and no other attribute can be higher than Rank 3.

WILL: is a representation of mental strength, willpower, stubbornness. The WILL attribute is figured into a character’s Hit Points and is added to Mental Defense, representing the character’s ability to overcome pain, distraction, and the influence of others. It is also added to the Skill Rank check of any related Skills (Mysteries, Perception, Survival.) A good WILL is important for warriors, holy men, and mystics of all kinds.
ADDS:

• Iron Will: +1 Mental Defense. Through faith or resolve, character is more stubborn and able to avoid the effects of mind-altering powers better than a normal person with her Will Rank.

• Ignore Pain: +2 Hit Points. Character is naturally able to withstand more damage than normal.

• Skill Specialization: Choose 1 Skill associated with Will. You may now purchase additional Adds for that skill. The total number of Adds the Skill may have is now (Attribute Rank + Skill Rank) +1. Normal experience cost for all Adds still applies. This Add may not be taken for more than one Skill associated with Will.

Example: Reggie is a survivalist, specializing in the Survival skill. He has a Will 4, Survival 5. Normally, he could have no more than 6 Adds under the Survival skill. After purchasing Skill Specialization with Survival, he can now have up to 10 Adds under the Survival skill.

• Force of Nature: Prerequisite: Will 4+/ After character creation, when using experience to purchase Skills and Adds related to the Will attribute, subtract 1 from the experience cost for each purchase. Cannot purchase for any other attribute and no other attribute can be higher than Rank 3.

Primary Attributes and Adds

Turn of the Century- 1900 Wudsong