Primary Abilities
Primary abiities cost 5 CPS per grade Sub-abilities abilities cost 2.5 CPS per grade Nominal Range of Abilities is 1 to 10 Grades [each 2 grades reflect a theoretical doubling of ability]
Reverse alphabetical order ;)WILL: analogous to physical musculature
SANITY: The fundamental usefulness of a measure of mental health should be obvious. But it goes way beyond resistance to the acquisition of new psychological limits and resistance to Mental Damage. Just in case it isn't. This is useful in a fantasy campaign for when one interacts with demonics. Sanity is ones affinity to ones own personal mystical energies (this underpines just about all magics and sorcery.
MUSCLE : musculature
INTELLIGENCE : This measures mental abilities that are largely independent of the mental elements which are roleplayed by the player. Including perception and mental quickness
DEXTERITY: This measures ones control of ones bodily motion including
Reflexes: Timing and physical speed.
Coordination: Physical precision.CHARISMA:
Comeliness: far too underestimated by idealists this influences gaining employment and progressing as well as the finding of companionship and can affect ones self confidence to the point which it might be reasonable to recombine this with presence.CONSTITUTION:Presence: This attribute is linked to the acquisition of allies and followers as well as the immediate actions of influence.
Constitution is ones fundamental physical hardiness. Directly useful in the resistance of diseases.
Figured Abilities
These are derived from combinations of the Primary and their sub Abilities
Damage Tolerance: Constitution + Will
Strength: Muscle + Size/2 - 5
Stealth: Dexterity - Size/2 + 5 [ - Ego/2 + 5 in Mythic Option ]
Power: Will + Ego/2 - 5
Initiative: Reflexes + Intelligence/2
regulates how often and in what order one acts in combat.Physical Combat Value: Dexterity/2 + Muscle/4
Mental Combat Value: Intelligence/2 + Will/4
Qualities
Qualities are neither totally advantageous or disadvantageous but can be either depending on circumstance.
SIZE: Size penalizes stealth and increases your cost of living both in terms of armor cost and food cost It inhibits egress into certain places.
EGO: ( as can EGO depending on the mystical sensitivities of the viewer). .... we are not HERO games ego. This is akin to