⚡ The Ten Attributes
- No IQ attribute - split into KN, IN, PER
- WILL is separate (not based on IQ)
- CH and PR replace social advantages
- QN (Quintessence) powers magic - completely new!
Attribute Costs
| Attribute | Cost/Level | Default | Category |
|---|---|---|---|
| ST (Strength) | 10 pts | 10 | Physical |
| DX (Dexterity) | 10 pts | 10 | Physical |
| HT (Health) | 10 pts | 10 | Physical |
| KN (Knowledge) | 10 pts | 10 | Mental |
| IN (Intellect) | 10 pts | 10 | Mental |
| PER (Perception) | 10 pts | 10 | Mental |
| WILL | 10 pts | 10 | Spirit |
| CH (Charm) | 10 pts | 10 | Social |
| PR (Presence) | 10 pts | 10 | Social |
| QN (Quintessence) | 10 pts | 10 | Magical |
Physical Attributes
What it does:
- Raw physical power and muscle
- Sets the starting value for Striking ST, Lifting ST, and Hit Points
- Affects melee damage (thrust and swing) — see KYOS Revised Strength Table
- Lifting and carrying capacity
- Wrestling and grappling strength
Who needs it: Combat specialists, melee fighters, anyone who expects physical confrontations.
⚡ ST Has Three Components
In this campaign, ST is split into three separately purchased sub-stats. Your base ST score sets the default for all three.
| Component | Cost | What It Does |
|---|---|---|
| Striking ST (SST) | 1 pt/level | Thrust & swing damage on all attacks (KYOS table) |
| Lifting ST (LST) | 7 pts/level | Basic Lift, encumbrance, Grapple Power bonus in grappling |
| HP (Hit Points) | 2 pts/level | Physical durability and injury capacity |
Raising base ST raises all three defaults at once (10 pts/level). Buy SST or LST separately to specialize beyond that baseline.
📖 Grappling: Lifting ST affects grapple Control Points via the Grapple Power (GP) bonus — see House Rules → Grapple Power.
ST Caps: Human maximum is ST 14 with no special requirements. ST 15 requires Unusual Background (5 pts). ST 16 requires Unusual Background (10 pts). These are hard human limits.
What it does:
- Physical coordination and agility
- Fine motor control
- Base for melee weapon skills
- Acrobatics, climbing, stealth
- Contributes to combat (Melee Base = (DX+PER)/2)
Who needs it: Everyone who fights in melee, infiltrators, anyone doing precise physical work.
Basic Set p.14What it does:
- Stamina and endurance
- Determines Fatigue Points (FP = HT)
- Determines Basic Move (HT/2)
- Resist disease, poison, injury
- Recover from wounds faster
Who needs it: Everyone, but especially those who expect long fights or harsh conditions.
Basic Set p.15Mental Attributes
What it does:
- Education and academic learning
- Accumulated knowledge and facts
- BASE FOR MAGIC SPELL SKILL
- Sciences, history, languages
- Technical and scholarly skills
Who needs it: Mages (essential!), techs, researchers, anyone with academic skills.
Example: A scholar with KN 14 but IN 10 knows many facts but isn't particularly clever at solving new problems.
What it does:
- Problem-solving ability
- Creativity and lateral thinking
- "Quick mind" and mental agility
- BASE FOR MANY PSI POWERS
- Engineering, tactics, analysis
Who needs it: Tacticians, engineers, psionics, problem-solvers.
Example: An inventor with IN 14 but KN 10 is brilliant at figuring things out but lacks formal education.
What it does:
- Awareness and observation
- Notice details and threats
- BASE FOR ALL RANGED COMBAT
- BASE FOR SOME PSI POWERS
- Sensor operation, tracking, search
- Contributes to combat (Basic Speed, Ranged attacks)
Who needs it: Ranged fighters, scouts, investigators, anyone who needs to notice things.
Example: A sniper with PER 14 spots targets others miss and shoots with deadly accuracy.
Similar to Basic Set p.16Spirit/Willpower
What it does:
- Mental strength and resolve
- Resist mental influence and fear
- Extra effort and pushing limits
- Resist torture and interrogation
- Used in psionic contests
What it does NOT do:
- ❌ Does NOT power magic (that's QN)
- ❌ Does NOT base psi powers (that's IN/PER)
- ❌ Does NOT add to spell skill (that's KN)
Who needs it: Anyone who expects mental attacks or needs to resist influence. Useful for everyone.
Basic Set p.16Magical Attribute
What it does:
- Provides Quintessence Points (QP) for casting spells
- QP = QN score (QN 12 = 12 QP)
- Attunes you to the Lambda field
- Protects against supernatural influences
- Combined with Magery for magic sensing
Quintessence Points (QP):
- QP = your QN score
- Used to cast spells (replaces FP costs)
- Recover like FP: 10 minutes rest = 1 QP
- Spells like "Recover Energy" restore QP
- Spells like "Lend Energy" transfer QP
Magery Interaction:
- Magery 0: Can learn spells, +0 QP
- Magery 1: +5 QP to pool
- Magery 2: +10 QP to pool
- Magery 3: +15 QP to pool
Example: QN 12 = 12 QP total
Magic Sensing:
- Roll vs (QN + Magery level) to sense magic
- QN 12 + Magery 2 = roll vs 14 to sense magical effects
Low QN - Lambda Field Vulnerability
QN below 10: You're out of sync with the Lambda field.
- QN 9: -1 to resist supernatural effects
- QN 8: -2 to resist possession, curses, magical attacks
- QN 7: -3 to resist (significantly vulnerable)
- QN 5: -5 to resist (extremely vulnerable)
Why? QN represents your natural attunement to the Lambda field that permeates reality. Low QN means you're "out of phase" and supernatural energies affect you more easily.
Depleted QP - Lambda Field Exposure
When your QP drops to 0: You've exhausted your Lambda field protection.
Think of it like radiation shielding - as your QP depletes, the Lambda field's influence seeps through. This causes:
- Increased vulnerability to magic (specific mechanics TBD)
- Spiritual fatigue (similar to physical fatigue from 0 FP)
- Potential negative effects from Lambda field exposure
Details of Lambda field exposure effects will be finalized during play.
Non-Mages and QN
Everyone has QN 10 by default - it's a natural part of being alive.
Without Magery:
- Cannot learn spells
- QP pool sits unused (can't cast)
- QN still provides Lambda field protection
- Can still buy QN up for better resistance
Buying QN down (to save points):
- Saves 10 pts per level below 10
- Makes you vulnerable to supernatural effects
- Risky unless you know supernatural threats are rare
- QN 8 (-20 pts) = -2 to resist magic (significant weakness)
Buying QN up (without Magery):
- Costs 10 pts per level above 10
- Increases supernatural resistance
- Gives larger QP pool (but can't use it without Magery)
- Good for characters who suspect supernatural threats
How Magic Works
| Element | Attribute Used | Purpose |
|---|---|---|
| Spell Skill | KN (Knowledge) | How well you cast (like IQ in standard GURPS) |
| Spell Cost | QN (Quintessence) | Energy to power the spell (QP, not FP) |
| Spell Resistance | WILL | Resisting enemy spells (mental strength) |
| Learning Spells | Magery (advantage) | Required to learn magic at all |
| Sensing Magic | QN + Magery | Detect magical effects and auras |
Example Mage:
- KN 14: Spell skills at 14 base (like IQ 14 wizard)
- QN 12: 12 QP base pool
- Magery 2: +10 QP, can sense magic at 14 (QN 12 + Magery 2)
- Total: 22 QP to cast spells
- WILL 12: Resist enemy spells at 12
Quick Attribute Selection Guide
| Character Type | Priority Attributes | Recommended Minimums |
|---|---|---|
| Combat Specialist | DX, PER, ST, HT | DX 13+, PER 13+, ST 11+ |
| Mage | KN, QN, WILL, (+Magery) | KN 13+, QN 12+, Magery 1+ |
| Psionic | IN or PER, WILL | IN 13+ or PER 13+, WILL 12+ |
| Tech Specialist | KN, IN, DX | KN 13+, IN 12+ |
| Infiltrator | DX, PER, CH or IN | DX 13+, PER 13+, CH 12+ |
| Face/Negotiator | CH, PR, PER | CH 13+, PR 11+ |
Social Attributes
What it does:
Skills based on CH: Acting, Diplomacy, Fast-Talk, Savoir-Faire, Sex Appeal, Streetwise
Who needs it: Face characters, negotiators, infiltrators, anyone who talks their way through problems.
Example: A con artist with CH 14 can charm their way into secure facilities.
What it does:
Skills based on PR: Intimidation, Leadership, Interrogation
Who needs it: Leaders, intimidators, military commanders, anyone who leads through strength.
Example: A squad leader with PR 14 keeps troops in line even under fire.