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T3 Attributes


Attributes in T3 are divided into four groups, with three attributes in each group. All the attributes of a certain group has a tendency to have the same value, but this is not always the case, especially for player characters. There is a small experience discount for having similar attributes within a group, and the gamemaster will often give NPCs the same attribute in an entire group to make things easier.

The attribute groups are called primary attributes, but in actual game play, they are almost never used. Under reach primary attribute, there are three secondary attributes, and these are the values actually used in play.

Body

Constitution
Strength
Toughness

Chi

Fortune
Fu
Magic

Mind

Charisma
Perception
Willpower

Reflexes

Agility
Move
Speed

Body

A measure of sturdiness, size and general physique. Thus has a very direct effect on the appearance of your character, and on how others perceive him.

Constitution

Your resistance to disease, poison, system shock and other trauma.

Strength

Your physical power, how much you can lift and carry, and how hard you punch.

Toughness

Resilience to physical injury. Toughness can be argumented with armor.

Chi

Mystical energy, here by it's Chinese name Chi. The Japanese Ki and the Arabic Bakara mean the same thing.

Chi attributes govern your ability to "tune in" and control the mystical forces of the universe. In a materialistic world (such as our own), there are few indications of Chi, and it is not very important. But many T3 campaigns take place in worlds where mystic powers are common and obvious.

Fortune

This is a gauge on how well you are able to go with the flow of chi, how much you are in tune with the universe. Extremely forceful individuals may make things go their way simply by willing it. Luck, pure and simple.

You have a number of Fortune Points to spend each session equal to your Fortune attribute. Spending a Fortune point allows you to add an extra positive die to any die roll. You can spend add fortune points on Active Defenses (in this case, you only roll the Fortune die), or even on defense when not making an Active Defense, in which case the Fortune die only applies to a single attack. Spending Fortune points won't lower you Fortune attribute value.

In some cases you can petition the gamemaster to add a plot element, such as a romantic interest, secret door, or conveniently forgotten weapon or other gear. If he allows your request, you must spend a Fortune point. Many Pulp Schticks are powered by Fortune points.

Fu

Your inner focus, a self-disciple and inner strength that lets you accomplish fantastic feats. Fu points determine bravery (along with Willpower), and are used to power Animal, Fu and Race schticks.

Each Sequence, you have a store of Fu points equal to your Fu attribute to spend on powers. This store refreshes at the end of each sequence, back to the original value. Spending Fu points won't lower you Fu attribute value.

Magic

Your ability to manipulate ambient chi energies in the world around you, and your personal reserve of magical energy. Magic governs the use of Sorcery, Arcanowave and Creature Powers, and is used to determine the effects of many such powers as well.

Each session, you have a store of Magic Points equal to your Magic attribute. Certain magical effects require Magic Points to function. When you spend your last Magic Point in a session, you lose your ability to use further magical abilities. Spending Magic points won't lower you Magic attribute value.

Mind

Your mental abilities, how smart you are. Intelligence has no attribute per se, as players are assumed to play their character's intelligence rather than use a game value.

Charisma

Charm, appearance, social grace, personality, all are governed by Charisma.

Perception

How likely are you to notice something in your surroundings, how fast can you analyze what you see?

Willpower

Your self-discipline and ability to make up your mind in the face of adversity. Used mostly to resist effects such as social interaction and mental powers.

Reflexes

Coordination, speed and grace. Most important virtues to an action hero.

Agility

General coordination and grace, Agility is used for a wide range of skill defaults and for certain body maneuvers. It is still considered the least important Reflex attribute, though.

Move

How far can you move in an action, how fast can you run on a racetrack? More important that you think in an action scene.

Speed

Reactions and awareness of your surroundings, Speed is used to determine initiative. Just about every action-oriented character will want a good Speed.


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Copyright © 1998 and onwards, Carl Cramér. Page downloaded times. Last update Sun, Jul 25, 1999.