The nine Attributes are innate potentials represented by numerical ratings. All humans have Attributes, though novas often enhance their Attributes to superhuman levels. These Traits are the basis for all of your character’s capabilities. Each character’s Attributes are rated on a scale of one to five and represented by dots: 1 is poor, 2 is average and 5 is the peak of human potential (though, for a nova, a 5 may be quite … mediocre). Novas start with a rating of one dot in each of the nine Attributes, which may then be improved upon by spending Attribute points on a one-for-one basis.
Attributes are divided into three areas: Physical, Mental and Social (see “Attributes,” pp. 133-135, for detailed information). You must prioritize these three Attribute categories, determining one area in which your character is particularly adept (primary), one in which she’s fairly average (secondary) and one in which she’s weak (tertiary). You spend seven Attribute points in your primary area, five Attribute points in your secondary area and three Attribute points in your tertiary area. AIlocate the points within each group however you see fit. If an Attribute ends up lower than you’d like, don’t worry. You may improve it later with bonus points or experience, and if you supplement your Attribute with a Mega Attribute (p. 164) during Phase Two, you’ll have transcended the human norm anyway.
Any element of your character’s concept may suggest the placement of Attribute points. A crusading journalist or scientific prodigy might have strong Mental Attributes, while a scheming con man probably has high Social Attributes. If any OF your character’s Attributes are rated at Four dots or higher, you need to choose a quality for it. See “Qualities,” p. 134, For specifics.
For Example: Rob determines Philip’s Attribute categories as follows: Social is primary. Philip 5 always had a charming, conniving air about him and can seamlessly insinuate himself into any group or situation. He always knows just the right thing to say, just the right clothes to wear and just the right time to get out of town. Rob splits the seven points available to the primary Attribute group as follows: three in Appearance, three in Manipulation and one in Charisma. Rob adds these points to the one free point that novas receive for each Attribute, putting Philip at Appearance 4, Manipulation 4 and Charisma 2. Philip is a ladies’ man, no question, and he can con an Eskimo into buying an igloo, but he’s better at leading a girl into his bedroom than leading a platoon into battle. Since Philip has two Attributes of 4, Rob must choose a quality For each. He picks “Smooth” for Philip’s Appearance, and “Hustler” for his Manipulation. tribute category. Although his early years were spent at home, Philip had a troubled adolescence and ran away young; as such, he’s been in his share of rough situations. Then, too, hei too narcissistic to be out of shape …. Of the five points available to secondary Attributes, Rob allocates two to Dexterity, one to Stamina and the last two to Strength, giving Philip a 3 Strength, 3 Dexterity and 2 Stamina. Philip is naturally graceful, and he works out to keep himself looking fine for the ladies, but he’s lazy and prone to beer-and cigarette breakfasts. tertiary category. Philip is impulsive and prefers to solve problems through negotiation rather th analysis; he’s not dumb, but he’s no egghead. With only three points to spend, Rob goes for the average, assigning one dot to all categories. Philip’s not stupid or weak in any area, just not particularly sharp, either. Rob makes Physical Philip’s secondary At Rob makes Mental Attributes the remaining,