Attributes
All Characters have eight Attributes. Attributes enter
into nearly every activity as they represent a character’s
innate ability. Where the common human generally possesses
scores of 3 in most attributes, a B-Lister’s attributes can range
anywhere from 3–9. Unless exceptionally powerful in a single
attribute or augmented through powers, even B-Listers
generally range from 3-7.
Attribute Die/Dice
Every Attribute has a value that corresponds to an Attribute Die. When an Action Roll is called for, the Editor-in-
Chief indicates the appropriate Attribute Die to roll alongside
the Action Dice. This system allows skills to easily make use
of various Attributes and tailor them to any situation. Truly
exceptional individuals may have multiple dice instead of a
single Attribute Die.
Passive Modifier
Each Attribute also has a Passive Modier that serves as
a quick measurement of the Attribute. e Passive Modifier
is used for Passive Action Rolls, the Hero’s Defenses, to
determine Initiative, for certain spells, and myriad other
purposes as described in the appropriate Advantages, Spells,
skills, Martial Maneuvers, or other sources.
Physical Attributes
Might
The Hero’s ability to apply his raw strength to tasks,
Might represent the Hero’s muscle and physical power.
Might is vital to Heroes that rely upon hard-hitting attacks.
Might adds to:
- The Hero’s damage with melee and thrown weapons;
- How much the Hero can lift or carry
- Action Rolls where the application of force is desired
- The Hero’s Fortitude Defense.
Prowess
The measure of the Hero’s physical coordination and
dexterity, Prowess is fundamental to Heroes who rely upon
their coordination and athleticism. Prowess is especially
useful in putting down zombies in a single shot.
Prowess adds to:
- The Hero’s ability to strike their intended targets;
- Action Rolls where overall athleticism is in question;
- Action Rolls that require precise control of one’s body or
hands;
- The Hero’s Avoidance Defense
Quickness
The measure of the Hero’s reexes and foot speed,
Quickness is critical to those who rely upon agility and speed
to get out of trouble. Quickness is especially valuable when
eeing from bands of zombies.
Quickness adds to:
- The Hero’s damage for ranged attacks;
- • Initiative in combat (see pg. 30
- The Hero’s Pace (see pg. 30
- Action Rolls where the Hero’s reexes are called into
question.
Vigor
The measurement of health and vitality, Vigor is very
important to Heroes who need to endure in the face of harsh
physical punishment, either from arduous labor or combat.
Vigor adds to:
- The Hero’s Wounds
- Action Rolls where the Hero’s endurance is tested;
- The Hero’s Fortitude Defense
Mental Attributes
Charisma
The Hero’s force of personality and likeability, Charisma
is essential to those who rely upon their ability to inuence
and manipulate others. In the harsh world of the zombie
apocalypse, Charisma is what binds survivors together.
Charisma adds to:
- Action Rolls where the Hero’s ability to inuence others
is called upon;
- The Hero’s Discipline Defense (see pg. 29).
Insight
The Hero’s intuition and instinct, Insight is necessary for
those who need to keep an eye out for trouble or understand
the motives of others. Insight is invaluable for spotting
zombies before they can surprise Heroes.
Insight adds to:
- Action Rolls related to the Hero’s ability to sense what
might be hidden (such as traps
- Action Rolls where the Hero is expected to make a guess
or anticipate another’s actions;
- The Hero’s Avoidance Defense
Logic
The Hero’s reasoning ability and overall smarts, Logic
is crucial to those who have academic pursuits and need to
reason their way through problems. Logic is also useful to
scientic Heroes, especially when trying to make artifacts
work.
Logic adds to:
- Action Rolls where the Hero is called upon to make
conclusions based upon known quantities;
- Action Rolls where the Hero is called upon to remember
facts.
Resolve
The Hero’s mental toughness, Resolve is pivotal to those
who need to persevere in the face of adversity and nonphysical
attacks.
Resolve adds to:
- Action Rolls where the Hero is called upon to withstand
fear or horror;
- Action Rolls where the Hero must continue in the face of
obstruction or frustration;
- The Hero’s Discipline Defense (see pg. 29).