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Attributes and Abilities

From The Final Nights

Attributes and Abilities (WIP)

Attributes

Strength: This Physical Attribute governs physical strength. It affects melee damage done, grappling, and resisting grabs. It is enhanced by Potence.

Dexterity: This Physical Attribute governs speed, agility, and overall quickness. It affects movement speed and dodging. It is enhanced by Celerity.

Stamina: This Physical Attribute governs toughness and resilience. It increases player health. It is enhanced by Fortitude.

Charisma: This Social Attribute governs enticing and pleasing others. It is used to convince guards to allow passage through restricted areas, and money gained when selling items to shopkeepers. Additionally, it's used with certain disciplines. Dementation, Dominate, Melpominee, Obfuscate, and Presence.

Manipulation: This Social Attribute governs manipulating others for one's own benefit. It is used in the disciplines of Dementation, Dominate, Melpominee, Obtenebration, and Temporis.

Appearance: This Social Attribute governs how well one makes a first impression through a mixture of attractiveness, style, and bearing. It is used for Presence.

Perception: This Mental Attribute governs one's ability to observe and pay attention to their surroundings. This attribute affects examine speed. It is used in the disciplines of Auspex, Daimonion, Dementation, and Obtenebration's Abyss Mysticism. It can be temporarily enhanced by Auspex.

Intelligence: This Mental Attribute governs one's store and grasp of facts and knowledge. It is used in the disciplines of Daimonion, Temporis, and Vicissitude

Wits: This Mental Attribute governs general cleverness and one's ability to think on their feet. It is used in the disciplines of Daimonion and Dominate, and for resisting Presence.

Abilities

Alertness: No current use.

Athletics: Governs climbing and falling. Used in Quietus.

Awareness: No current use.

Brawl: Affects unarmed damage.

Empathy: Used in Daimonion, Dementation, and Presence.

Expression: No current use.

Intimidation: Used in Daimonion, Dementation, Dominate, and Presence.

Leadership: Used in Dominate. Governs maximum number of summons from Animalism, Necromancy, Thaumaturgy and Obtenebration's Abyss Mysticism.

Streetwise: No current use.

Subterfuge: Used against a Garou's sniffing. Used in Dementation, Dominate, and Presence.

Animal Ken: No current use.

Crafts: No current use.

Drive: No current use.

Etiquette: No current use.

Firearms: Increases critical chance with projectile weapons.

Larceny: Used in lockpicking.

Melee: Increases damage done with melee weapons, including natural weapons such as Protean claws. Affects chance to knock down a target with punches.

Performance: Used in Melpominee and Presence.

Stealth: Used in Obfuscate.

Survival: No current use.

Academics: No current use.

Computer: No current use.

Finance: No current use.

Investigation: Used by Garou's sniffing.

Law: No current use.

Medicine: Used by Vicissitude.

Occult: Used by Daimonion, Dementation, Necromancy, Obtenebration, and Temporis.

Politics: No current use.

Science: Affects weed output.

Technology: Affects the Lasombra flaw.

Virtues

Conscience/Conviction: No current use.

Self-Control/Instinct: Used when defending against Daimonion and Dementation.

Courage: Each level adds 1 level of Permanent Willpower. Used by Obtenebration. Used to defend against Daimonion and Presence.

Willpower

Permanent Willpower: Used by Thaumaturgy and Quietus. Used to defend against Dementation, Melpominee, Presence, Quietus, and Temporis.

Temporary Willpower: Maximum amount equal to Permanent Willpower and refilled every round. Spent to use certain disciplines. Spent to temporarily ignore mind-control. Used to defend against Dementation, Dominate, Presence, and Serpentis.