Character Attributes

**Character Attributes** are a table of values that represent a role-play character's general ability in traits that are intrinsic to them, such as their physical strength or intelligence. These statistics will be used when performing feats that fall under an attribute, such as holding a door closed when someone is forcing it open from the other side, or when your character is trying to solve a puzzle. **Skills** are specific skills that are influenced by attribute points, unlike attributes they refer to a specific area of expertise.

People possess all skills passively. However, without possessing some specialty in a skill, they are relatively mundane. The points between an attribute and a regular skill are 1:2, meaning that someone with a 10 in Dexterity would naturally possess a 5 in Acrobatics. However, if they possessed a proficiency in that skill then it would turn to a 1:1. So a character with proficiency in Stealth with 10 in Dexterity would have 10 points in Stealth. You can only start with so many proficiencies however, so you must strategically use them in areas that will be important to play to your character's strengths.

 Acrobatics (Dex.)
 Stealth (Dex.)
 History (Int.)
 Investigation (Int.)
 Medicine (Int.)
 Nature (Int.)
 Tactics (Int.)
 Animal Handling (Wis.)
 Insight (Wis.)
 Perception (Wis.)
 Religion (Wis.)
 Survival (Wis.)
 Deception (Cha.)
 Intimidation (Cha.)
 Persuasion (Cha.)

## Strength

**Strength** determines how physically strong a character is. The number of points in this attribute is indicative of this value, as with all other attributes. Characters with a high Strength attribute tend to be knights, strong warriors clad in armor capable of wielding bastard swords with enough strength to cut through a man's chest.

### Athletics

Strength determines a character's athletic ability. This specifically refers to your character's power in handling situations that require physical finesse, such as climbing up a mountain, holding a door shut, and so on.

## Dexterity

**Dexterity** determines how physically agile a character is. This includes a character's general speed, as well as their ability in accuracy and dodging incoming attacks. While in the same realm as Strength, characters with high Dexterity attributes tend to be the opposite type of warrior. Quick on their feet, and relying on their movement and speed to weave through attacks and strike at the weaknesses of their foes.

### Acrobatics

Dexterity determines a character's acrobatic ability. This refers to your character's finesse, or their ability to stay on their feet during a tasking situation. Such as when balancing on a tight rope, or standing up when an earthquake occurs.

### Sleight of Hand

Dexterity also determines a character's ability with actual dexterity, or their ability to use their hands. This can be used when pick-pocketing someone, planting something on them, concealing an object; etc.

### Stealth

Stealth deals with your character's ability to sneak around without being noticed, slipping out of the attention of someone, or even sneaking behind them without being noticed.

## Endurance

**Endurance** determines a character's ability to withstand injury and exert themselves over time. All men bleed the same, but not all can still fight while doing so. Characters with a high Endurance are especially dangerous, as they do not give in so easily in the fevered pitch of battle. They could take a lethal stab in a gut, and still get up with the last of their strength to exact their revenge before perishing.

## Intelligence

**Intelligence** determines how smart a character is and their ability to solve problems. The Intelligence stat also gives them a means to apply said intelligence in RP. When a character with Intelligence deals with a problem, and their intelligence matches up to the DC (difficulty class), then the DM will provide a suggestion as to how to overcome the problem. The higher their intelligence is compared to the DC, the more suggestions there are and the higher their quality of outcome. Characters with a high intelligence are typically among the maesters or well-versed lords and ladies.

### History

History deals with your character's ability to recall historical events, legendary people, and past kingdoms with accuracy.

### Investigation

Investigation deals with your character's ability to effectively find clues and being able to use them.

### Medicine

Medicine deals with your character's ability to remedy illnesses, diagnose them, and perform actions necessary to stabilize and heal dying people.

### Nature

Nature deals with your character's ability to recall information about terrain, plants and animals, as well as the weather.

### Tactics

Tactics deals with your character's ability to accurately use military science and apply it in battle situations.

## Wisdom

**Wisdom** determines a character's sense of judgement and their spirituality. Similar to Intelligence, Wisdom is a stat that is applied in RP through circumstance. Particularly with situations regarding Wisdom's area; like the ability to tell if someone is lying or even having enough spirituality to tap into the mystical aspects of the world. The higher a character's Wisdom, the better suggestions they'll recieve that will affect their outcome better.

### Animal Handling

Animal Handling deals with your character's ability to calm down domesticated animals, keeping mounts under control, and so on.

### Insight

Insight deals with your character's ability to tell whether or not a person is lying as well as predicting their next moves.

### Perception

Perception deals with your character's ability to detect people or traps around your character, as well as their overall awareness of an environment.

### Religion

Religion deals with your character's ability to accurately describe lore regarding one's own religion, rites and prayers, and so on.

### Survival

Survival deals with your character's ability to survive in the wilderness, and all of the essential information that goes with that. Such as finding and following tracks, hunting wild animals, identifying signs of predators, and avoiding natural hazards.

## Charisma

**Charisma** determines a character's social skills. Also similar to Intelligence, Higher Charisma will affect your character's ability to speak, allowing them to better bargain and negotiate with others in RP.

### Deception

Deception deals with your character's ability to effectively hide the truth or lie to people.

### Intimidation

Intimidation deals with your character's ability to influence people through hostile threats, actions, and or violence.

### Persuasion

Persuasion deals with your character's ability to influence someone through diplomacy.

## Size

Size is the seventh and last attribute in the Power Score. It plays a relatively obvious purpose in determining a character's size. The base height for a character begins at 4', with the maximum being 8'. Every one point in Size is equivalent to 4 inches. For personalization, height can be within 2" of the base stat, meaning a character with 6 in Size could potentially be 5'10 or 6'2. Size doesn't only affect height either. It also affects weight, although this is an indirect result as of the changes in height. The extent of this is up to the creator of the character.
Unlike other attributes, Size cannot simply be buffed whenever handed out attribute points. Instead, the way leveling up your Size is through Growth Points. Growth Points are handed out when a certain amount of time has passed. These points can be used to level up your Size, or can be converted to regular points to boost your character's other stats.

Characters with a size below five points can go above seven points in Dexterity. They can not go above seven points in Strength.

Characters with a size above five points can go above seven points in Strength. They can not go above seven points in Dexterity.