⚡ The Ten Attributes

This campaign uses a 10-attribute system instead of the standard 4. This provides more granular character definition and separates magical power from other mental traits.
🎯 Key Differences from Standard GURPS:
  • 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
💡 Simple System: All attributes cost 10 points per level. This makes character creation straightforward - no need to remember which attributes are "expensive."

Physical Attributes

ST (Strength)
10 points/level • Default: 10

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.

DX (Dexterity)
10 points/level • Default: 10

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.14
HT (Health)
10 points/level • Default: 10

What 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.15

Mental Attributes

Standard GURPS uses IQ for all mental functions. This campaign splits IQ into three distinct attributes: KN (learned knowledge), IN (raw intellect), and PER (awareness). This allows for more nuanced characters.
KN (Knowledge)
10 points/level • Default: 10

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.

IN (Intellect)
10 points/level • Default: 10

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.

PER (Perception)
10 points/level • Default: 10

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.16

Spirit/Willpower

WILL
10 points/level • Default: 10

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.16
⚠️ Critical Difference from Some GURPS Campaigns: WILL does not power magic or psionics in this campaign. It only affects resistance and extra effort. This is different from some published GURPS settings.

Social Attributes

Standard GURPS uses the Charisma advantage for social bonuses. This campaign replaces it with two attributes: CH (finesse) and PR (force). The Charisma advantage does NOT exist.
CH (Charm)
10 points/level • Default: 10

What it does:

  • Social finesse and likability
  • Persuasion and diplomacy
  • "Smooth" social interactions
  • Making friends and allies
  • Reaction bonuses in social situations

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.

PR (Presence)
10 points/level • Default: 10

What it does:

  • Intimidation and dominance
  • Leadership and command
  • "Forceful" social interactions
  • Commanding attention and respect
  • Inspiring fear or loyalty

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.

CH vs PR Examples:
  • Getting past a guard: High CH = charm/distract them. High PR = intimidate them.
  • Leading a team: High CH = inspire loyalty through likability. High PR = command through force of personality.
  • Interrogation: High CH = gain trust, get them talking. High PR = break their will through fear.

Magical Attribute

🔮 NEW SYSTEM: QN (Quintessence) is a completely new attribute not found in standard GURPS. It represents your attunement to the Lambda field of the universe and provides magical energy.
QN (Quintessence)
10 points/level • Default: 10

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+