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 only used as defensive values under special circumstances. Under reach primary attribute, there are three secondary attributes, and these are the values actually used in play. However, no secondary attribute can ever be higher than the governing primary attribute. Since you pay for each attribute, including the primary ones, this makes it expensive to have widely divergent attributes.

Even though the attributes are in group, and even though the primary attributes are tied to the secondary attributes when they are bought, they are still separate. Something which alters one attribute does not affect another attribute. A sorcerer that uses Enhancement to increase his Willpower will not simultaneoulsy increase his Mind.

Primary Attributes Body Chi Mind Reflexes
Secondary Attributes Constitution Fortune Charisma Agility
Strength Fu Perception Move
Toughness Magic Willpower Speed

For humans, an attribute range of 5-10 is considered normal for a hero, even if an attribute of 10 is very, very strong. Ordinary people have attributes in the 4-7 range. Creatures living in extreme situations, with a hard selection process and forced to train to their potential to survive have higher attributes; 7 would be considered average for humans in this case, while wild Animals have attributes depending on race.

Exceptional Attributes

For a character to have an exceptional attribute, outside the "normal" range you must first purchase a specific Pulp Schtick for each sub-attribute. This not only adds a small extra cost, it also gives more or less defined special traits and extraordinary characteristics tied to such high ability scores. Unlike ordinary Pulp schticks, these offer no or very little benefit and some hindrance; they are more flaws than schticks but you still pay for them. If you want to be able to get exceptional attributes but do not want the effects of the schtick, you can pay double price to ignore the effect.

These schticks are considered genre schticks and are not used in all campaigns. See Schticks and Exceptional.