While reading some of the forum posts at SJGames.com, I came across a few posts from Kromm on attribute spreads and names that he would use. My spread was already somewhat similar, and I'm pretty happy with it, but I did have a lot of similar looking abbreviations. In the interest of clarity, I've renamed a few. Functionally, they are the same as my original attribute post, though I've removed Magic and Faith points. There is only going to be one type of magic, so there was no need for having two different resources, and I'll be using Threshold Limited Magic from GURPS Thaumatology.
Damage will use the New Damage Table from T Bone's awesome Games Diner.
Magic will be somewhat inspired by the color-aspected casting of Magic: the Gathering. Each color requires a Color-aspected Magery 0 at 5 points. Each Aspect is a single-college Magery (6 points/level, or 5 points per/level with tattoo) and there is no standard Magery. Each color has its own threshold score which starts equal to the character’s Power attribute plus their number of levels in the color. Each spell will list the amount of mana required to cast it, including a number of color-aspected mana. Additional mana may be pulled from any color’s threshold, but the first number must be met by the correct color. Tally is recovered at a rate of one point every three hours. When casting a spell, the character suffers one fatigue and one damage per tattoo used to power the spell. The character can channel one mana through a tattoo per level in that color per point of fatigue and damage suffered (for example, a caster with a level three tattoo could suffer 3 damage and 3 fatigue to channel nine mana). Each mana channeled is added to the character’s tally for that color. I may come up with some ways to reduce the amount of damage and fatigue burned with casting, but characters will never be able to eliminate it completely, with the exception of characters with a natural connection to magical threads. Each color will have a custom spell list. Once a character has spent X points into a tier's spell list, they will be able to treat that as a tier of Realm Magic. Players may be able to develop these into true spells, but initially this will be a way to improvise spells.
Agility | Dexterity | Health | Charm |
Acrobatics Brawling Climbing Cloak Holdout Jumping Lance Melee Weapon* Riding Shield Stage Combat Stealth | Blind Fighting Boating Escape Fast-Draw Filch Forced Entry Innate Attack Knot-Tying Leatherworking Lockpicking Pickpocket Ranged Weapon* Sewing Sleight of Hand Throwing Thrown Weapon* | Body Control Body Sense Breath Control Carousing Hiking Lifting Running Sex Appeal Swimming | Acting Animal Handling Bartender Connoisseur Dancing Diplomacy Enthrallment Fast-Talk Fortune-Telling Gambling Gesture Interrogation Leadership Merchant Panhandling Performance Politics Propaganda Public Speaking Savoire-Faire Singing |
Creativity | Logic | Awareness | Will |
Artist Camouflage Cooking Counterfeiting Crafting* Forgery Hypnotism Linguistics Literature Makeup Mimicry Musical Composition Musical Influence Musical Instrument Naturalist Packing Poetry Symbol Drawing Strategy Tactics Teamster Thaumatology Ventriloquism Writing | Administration Armoury Boat Captain Cartography First Aid Hidden Lore History Intelligence Analysis Law Poisons Prospecting Psychology Research Ritual Magic Science* Siege Smith Sociology Soldier Speed-Reading Surgery Teaching Theology Veterinary | Area Knowledge Body Language Current Affairs Detect Lies Diagnosis Disguise Esoteric Medicine Falconry Fishing Herb Lore Lip Reading Observation Parry Missile Weapons Scrounging Search Shadowing Smuggling Streetwise Survival Tracking Traps Weather Sense | Autohypnosis Dreaming Intimidation Meditation Mental Strength Mind Block Power Blow |
Science Specs (not inclusive): | Crafting Specs (not inclusive): |
Alchemy Archaeology Biology Economics Geography Mathematics Medicine | Architecture Carpentry Jeweler Masonry |
I should probably add something here.