Character Abilities
Ability index
Strength
Fortitude
Dexterity
Speed
Perception
Obfuscation
Intelligence
Willpower
Charisma
Characters in Blood Secrets have nine ability scores, representing the capabilities of their bodies, minds, and senses.
Of these, one is the Primary; this is the ability in which the character naturally excels. The character's Level is equal to their score in this ability, and no other ability can equal or exceed this score (except on a temporary basis). However, the character is free to increase their other abilities as they see fit, provided that they do not equal the Primary score.
Since Blood Secrets has a level cap of 50, this means that a character can only ever reach 50 in their Primary ability, and at most 49 in all other abilities.
Further, skills in the game can only be learned when the character achieves the necessary score in the ability relevant to that skill. Note that several skills require a score of 50 to be learned at their highest level; this means that they can only be fully mastered by a character with the requisite Primary ability. These are noted in the ability descriptions below.
The nine abilities, their effects in game, and an overview of the skills governed by that ability are as follows:
Strength
A measure of the character's physical power.
Game effects: A character may use an item single-handed up to their Strength score. They may use an item up to three times their Strength score by equipping it in both hands. Strength also governs the effectiveness of strikes with bashing and cutting weapons, and also of unarmed attacks (unless the character's Dexterity score score is higher, in which case it will govern effectiveness of unarmed strikes).
Strength is also used in bashing locked doors.
Skills: The close combat skills (except Thrusting) are controlled by Strength, as are many martial arts.
Level 50 skills: Bashing, Cutting, some martial arts.
Fortitude
Fortitude is a measure of the character's health and physiological robustness
Game effects: Fortitude determines a character's Health score. It is also used to throw off physical Effects, including poisoning, weakening, paralysation, blindness and environmental effects.
Skills: Armour
Level 50 skills: Armour
Dexterity
The character's physical skill, control and deftness.
Game effects: Determines the effectiveness of Thrusting, Throwing and Projectile attacks (and also Unarmed attacks if higher that the character's Strength score). Also used in some situations requiring manual skill, particularly lock picking.
Skills: Throwing, Thrusting and Projectile weapon skills, some martial arts, and Pick Lock.
Level 50 skills: Thrusting, Bow and Launcher, Thrown Projectiles, Pick Lock, and some martial arts.
Speed
The quickness of the character's movements, and the speed of their reflexes.
Game effects: Used against an enemy's attack chance to determine whether an attack is dodged. Also used in determining the order of actions in a round; higher Speed gives more chance of taking action first.
Skills: Parry, the negotiation skill Fast Talk, the Quick Draw family of skills, and the martial art Wing Chun.
Level 50 skills: Parry, Wing Chun, and the Quick Draw skills.
Perception
The sharpness of a character's senses, and their awareness of their environment.
Game effects: Used to determine hits with Firearms, and in detecting enemies attempting to sneak up. Also used to Identify the abilities of enemies and spot Traps.
Skills: Firearms skills, Psychology, and Empathise.
Level 50 skills: Automatics and Rifles.
Obfuscation
A character's cunning, sneakiness, and general ability to evade or distract notice.
Game effects: Used in sneaking up on enemies, determining the effectiveness of Traps laid, and delivering Sneak Attacks (whether backstabbing or sniping). Also makes it more difficult for others to identify your capabilities, and pick up on your strategy in negotiation.
Skills: Sneak, Backstab, and Set Trap.
Level 50 skills: Sneak and Set Trap.
Intelligence
The character's powers of intellect, memory, and reasoning abilities.
Game effects: For humans, mostly relevant for knowledge-based skills and for certain negotation tactics. For creatures with supernatural Powers, however, this is also used to determine the effectiveness of many Powers. This skill also determines the effectiveness of Bombs laid by the character.
Skills: All medical and scientific skills (except Psychology), all Trading skills, and skills related to knowledge of the supernatural.
Level 50 skills: Zoology, Biochemistry, Medicine, Surgery, Physical and Inorganic Chemistry, Electronics, and Umbrology.
Willpower
The strength of a character's will, their mental constitution.
Game effects: Used to throw off mental Effects (including Confusion, Sleep, and Control), and supernatural creatures' Essence reserves.
Skills: Intimidate
Level 50 skills: None
Charisma
A character's charm, wit, attractiveness, and strength of personality.
Game effects: Used in negotiations, and also for some Powers.
Skills: Persuade, Blather and Charm.
Level 50 skills: Persuade
