The 10 Attributes
Every Shattered Earth character, in any era, is built on ten attributes at 10 points per level. There is no IQ; its work is divided among sharper tools.
| Attribute | Governs |
|---|---|
| ST — Strength | Muscle and mass. Sets the defaults for Striking ST, Lifting ST, and Hit Points (see below). |
| DX — Dexterity | Agility, reflexes, fine manipulation. Half of Basic Speed and both combat bases. |
| HT — Health | Toughness and wind. Fatigue Points, Basic Move, half of Melee Base. |
| KN — Knowledge | Recall, learning, scholarship — and the foundation of the Art: Ritual Magic and every Domain skill are KN-based. |
| IN — Intellect | Problem-solving, tactics, craft-reasoning, traps and stratagems. |
| PER — Perception | Awareness. Tracking, survival, observation; half of Basic Speed and Ranged Base. |
| WILL — Will | Resolve. Resistance to fear and compulsion — and the base of your Stability pool. |
| CH — Charm | Warmth and likability: Fast-Talk, Streetwise, Merchant, Diplomacy. |
| PR — Presence | Command and gravity: Leadership, Intimidation, Savoir-Faire. |
| QN — Quintessence | How deeply your being is rooted in the Lambda Field. QP pool = QN; caps every magical skill. |
The Strength Components (KYOS)
ST splits into three purchasable components. Raising base ST (10 points/level) raises all three defaults together; buy components separately to specialize.
| Component | Cost | Governs |
|---|---|---|
| Striking ST (SST) | 1 pt/level | Melee damage (thrust and swing, from the KYOS table on Core House Rules); base grapple Control Points. |
| Lifting ST (LST) | 7 pts/level | Basic Lift, encumbrance, Control Maximum in grappling, and the Grapple Power bonus. |
| HP | 2 pts/level | Hit Points (may vary ±30% of ST). |
Human limits: ST 14 free and clear; ST 15 requires a 5-point Unusual Background, ST 16 a 10-point one. These are hard caps.
Which Attributes Matter to a Mage?
KN is the scholar's ceiling — Ritual Magic is KN-based and no Domain may exceed it. QN is fuel and armor at once: your QP pool equals it, and hostile magic burns that pool before it touches your body. WILL holds your mind together when the barrow opens. A mage who dumps HT discovers that armor is legal in this Art — and that her wind pays for it.