Now the player must assign Attributes for the character. As explained on page
, Attributes are divided into groups. The player need only put points into the two sub-Attributes of each Group, as the value of the Group is determined from the two sub-Attributes.
The player may distribute 5 points among Attributes, but may not raise a single Attribute more than twice. Afterwards, they may spend Character Points to raise Attributes, at a rate of 15 per point, or gain 15 Character Points by lowering an Attribute by 1. Attributes may not go above the starting value plus 3, or below the starting value minus 2, leaving Human range at 0 to 5. Some special Advantages allow an Attribute to be raised or lowered further than normal.
Example: Nate's character has 150 Character Points, and is Human, so all Attributes start at 2. Since he wants this character to be a swordsman, he chooses Reflexes and Dexterity to be raised to 3 each, giving him an edge in combat. He leaves Charisma, Manipulation, Wisdom, Willpower, and Intelligence alone, deciding the normal values are good enough for him. He raises Endurance to 3 with one of his five points, and decides that Perception is a good candidate for another raise. He has one free raise left, and contemplates raising Strength, but instead chooses to raise Reflexes to 4. Finally, he spends 15 Character Points to raise Dexterity to 4 as well, matching his Reflexes. Nate's character's final Attributes are:
| Strength: 2 | Endurance: 3 |
| Dexterity: 4 | Reflexes: 4 |
| Intelligence: 2 | Perception: 3 |
| Willpower: 2 | Wisdom: 2 |
| Charisma: 2 | Manipulation: 2 |
The character's Attribute Groups are now calculated. He averages each Attribute value, rounding down. His final Attribute Groups come out to be:
Body: 2
Agility: 4
Mind: 2
Spirit: 2
Social: 2