Chronicles of Vulcanica: Vale Tenebrous
Attributes are the facets of your character that determine what they are good at. Attributes are broken into two types: Type I determines your character’s raw talent, Type II determines how good they are at utilizing their talent.
Attributes are graded on a scale, with neither a minimum or maximum score. That being said, most scores will be graded on a scale of 0 to 6. Scores in excess of 6 tend to be very high, and most characters will likely only have one or two attributes at this level over the course of their career. Scores in excess of 10 are extremely rare, and tend to belong to world-changing figures.
Occasionally, however, scores can drop below 0. When this happens, the character begins to suffer some serious negative repercussions, ranging from detrimental to right-out lethal. Specific effects of a score dropping below 0 are described in each Attribute’s section.
Characters will begin play with their Attributes at a set number (described in detail on the Character Creation page. After choosing their race and recording their starting Attributes, they will have a set number of points to distribute among their Type I and Type IIs, as described, again, on the Character Creation page.
Type I Attributes
MAGICAL: A character’s ability with magic. Creating, controlling, manipulating and surviving magic all fall under this Attribute. Characters with high MAGICAL are likely very gifted or have received extensive training in magic, and may prefer to use magic when solving problems. Characters with low MAGICAL are likely incapable with magic, and might even be afraid of it or superstitious towards it. If a character’s MAGICAL ever drops below 0, their connection to the magical forces of the world are beginning to fade, and magic itself is beginning to reject their existence. For every point the character’s score is below 0, any character that uses magic against them may add one success to their final result. Characters who attempt to use magic to aid them must likewise subtract one success from their final result.
MENTAL: A character’s ability with themselves in an internal capacity. Knowledge, creativity, willpower, and planning all fall under this Attribute. Characters with high MENTAL are likely considered very intelligent, and may be a teacher or adviser in some capacity. Characters with low MENTAL are probably viewed as dull or slow by those around them, and may be slow to grasp and remember new or difficult concepts. Characters with a MENTAL score reduced below 0 immediately fall into a coma, where they remain until their MENTAL is restored to 0 or higher.
PHYSICAL: A character’s ability with themselves in an external capacity. Strength, coordination, endurance, and alertness all fall under this Attribute. Characters with high PHYSICAL are likely capable athletes or warriors, while characters with low PHYSICAL are probably uncoordinated, out-of-shape, or frail in frame. If a character’s PHYSICAL score ever drops below 0, their body has suffered so much trauma and stress that their heart stops beating and they die within moments.
SOCIAL: A character’s ability with others. Charisma, skill with manipulating others, morals, and intuition all fall under this Attribute. Characters with high SOCIAL tend to be very convincing, and are slow to lose their cool in a bad situation. Characters with low SOCIAL, however, tend to be uninteresting, boorish, or difficult to relate to, and may be easily stressed or upset. Characters with a SOCIAL score below 0 suffer no additional ill effects, aside from being utterly repulsive and/or unbearably abrasive to all around them.
Type II Attributes
CONTROL: A character’s ability to manipulate and influence the forces in their life. Characters with low CONTROL are likely very easy-going and slow to change or react, while characters with high CONTROL probably take a more active role in events, and hate being left out of things. If a character’s CONTROL score ever drops below 0, they slowly slip into a form of insanity that leaves them unable to exercise any control over their thoughts and actions, and they ultimately become a slave to even the slightest of their emotions.
ENDURANCE: A character’s ability to withstand and weather the unfortunate or unpleasant. Characters with low ENDURANCE are usually trusting and eager to enjoy the simple pleasures in life, while characters with high ENDURANCE tend to be much slower to trust, and may even be jaded or cynical towards life in general. Should a character’s ENDURANCE score fall below 0, they would become utterly useless to those around them, becoming exhausted at the most minor of physical exertions, and an emotional wreck after even the slightest of trials.
POWER: A character’s strength and force. Characters with low POWER may prefer to take a support role in situations, letting other characters have the spotlight; characters with high POWER, however, often relish leadership roles, and likely fear uselessness more than anything else. Characters whose POWER score falls below 0 would suffer no additional ill effects, aside from being completely incapable of affecting even the slightest change in their surroundings, even in the hearts of friends.
PRESENCE: A character’s awareness, understanding, and just how “present” they are. Characters with low PRESENCE may be shy or prefer to work subtly from the shadows, while characters with high PRESENCE often prefer to be in the thick of things where they can take in the world around them. Any character unfortunate enough to suffer their PRESENCE falling below 0 would rapidly lose their grasp on reality, and ultimately become so unstable that they’d be wildly subject to even the slightest suggestion from any external source.