Step 1: Attributes

Sep 3, 2021 7:28 pm
In Spycraft 2.0 your character's most basic strengths and weaknesses are defined by six attributes, each of which begin at 8 and go as high as 18. Your character's attributes all begin at 8 with 36 points that may be spent to increase these values as per the costs shown on Table 1.1 in the core rulebook.

Though the framework waits until Step 3 to discuss and select your character's Class - appropriately - I think it would be of great assistance in spending the 36 points on attributes if you have at least some idea of the class(es) your character will fulfill, to know what attributes are most important for a member of this class.

As mentioned previously in Step 0 - I am aiming for an infiltrator/targeted assassination in the vein of Sam Fisher (of Splinter Cell) so the natural Class would be Infiltrator. For the purposes of this exercise however I am going to select a few more that I 'feel' could be a good fit - being Martial Artist, Faceman, and to lesser extent the Pointman.

With those classes in mind, we look at what attributes are most important to members of those classes.

Infiltrator - Dexterity is the key attribute with Wisdom (for those more 'sneaky' characters) or Charisma (for those concentrating on deal making and gear acquisition). In the case of my character Wisdom.

Martial Artist - Benefits from a balanced array of attributes, able to put any of them to good use at any time.

Faceman - Most of the Faceman's class skills are based on Charisma and Wisdom.

Pointman - As with Faceman most of the Pointman's class skills are based on Charisma and Wisdom.

With our brief research done it would appear that Dexterity, Wisdom, and Charisma should be the attributes we should be concentrating on.

Looking at Table 1.1 any attribute below 10 provides a -1 penalty on all checks involving those attributes. So it makes sense to me to at least have those three attributes that are not as crucial to the classes selected at a value of 10.

Strength - 10 (2 pts)
Intelligence - 10 (2 pts)
Constitution - 10 (2 pts)

Having described my character as 'calculating' and 'intelligent' in Step 0, I think the Intelligence attribute should be higher.

Strength - 10 (2 pts)
Intelligence - 14 (8 pts)
Constitution - 10 (2 pts)

I would also like her to be a bit tougher but let's concentrate on the three attributes highlighted as important for the classes we selected.

With the above attribute scores we have 24 points to spread across the remaining three attributes - meaning they could all be as high as 14. Leaning towards the Infiltrator class - and in particular the more sneaky variety - I think I am going to put 14 in both Dexterity and Wisdom.

Strength - 10 (2 pts)
Intelligence - 14 (8 pts)
Constitution - 10 (2 pts)
Dexterity - 14 (8 pts)
Wisdom - 14 (8 pts)

As I stated I would like her to be a bit more tougher rather than more skilled in the social interactions or command (going with the lone operative route) so can take back the 2 points in Constitution for a total pool of 10 points remaining. That is enough points to get me 12 and 13 attribute values (carrying a +1 bonus to tests using those attributes).

Strength - 10 (2pts) +0
Dexterity - 14 (8 pts) +2
Constitution - 13 (6 pts) +1
Intelligence - 14 (8 pts) +2
Wisdom - 14 (8 pts) +2
Charisma - 12 (4 pts) +1


Total points spent 36

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