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 has a number of Attribute Points to spend dependent upon the character's Attribute Priority Rank. Each Attribute Point may raise an Aptitude by 1, but the player must adhere to the Aptitude limits given on the table below.
Just to make it clear, You do NOT need to assign points to Body, Agility, Mind, Spirit, or Social, only the Attributes ``under'' them. This seems to be a common mistake in character creation, despite the fact that it has been mentioned 2 or 3 times already.
| Priority | Attribute Points | Special |
| 0 | 25 | |
| 1 | 35 | |
| 2 | 45 | |
| 3 | 50 | Scale up one Attribute |
| 4 | 55 | Scale up two Attributes |
Scaling Up: The player may increase the Scale of an Attribute by spending a large amount of AP, provided the minimum and maximum requirements are met.
Scaling Down: A player may gain extra Attribute Points by reducing the Scale of an Attribute. This grants a number of AP equal to the cost to raise the Attribute from the lower Scale to the higher, but may only be done once per Attribute.
| Scale | Cost | Min Aptitude | Max Aptitude |
| 1 | - | 1 | 4 |
| 2 | 10 | 2 | 6 |
| 3 | 15 | 3 | 8 |
| 4 | 20 | 6 | 10 |
| 5 | 25 | 8 | 10 |
Spare Points: It is possible to end up with points which cannot be spent, since all the character's Aptitudes are at maximum for their Scales, but not enough points remain to Scale any Attributes up. In this case, the player should spend as many as possible, then convert the remaining points into XP at a rate of 1 Attribute Point per 3 XP.
Example: Nate's character has an Attribute Priority Rank of 3, giving him 50 points and a free upward Scale. Since he wants this character to be a swordsman, he chooses Reflexes to be Scaled up, increasing it from a 3/3 to a 3/4. Then he starts spending his points. First, he decides he doesn't want any real weaknesses, so he spends 20 points to increase all of his Aptitudes to 5(2 on each Attribute). Next, he wants to make sure his Agility Scale is high, so wants to increase his Dexterity Scale. He spends 20 points to raise it to 4. His Dexterity and Reflexes Aptitudes are now 5, and the Scales 4, which leaves the Aptitudes below the minimum. He has spent 40 of his 50 points, leaving 10. He spends 2 points on Dexterity to raise it to 7, then 2 more to raise Reflexes to 7, putting both above the minimum of 6. He spends 1 point to raise Strength to 6, 2 points to raise Endurance to 7, and finally 1 point to raise his Willpower to 6. The remaining 2 points are spent to raise Perception to 7. Nate's character's final Attributes are:
| Strength: 6/3 | Endurance: 7/3 |
| Dexterity: 7/4 | Reflexes: 7/4 |
| Intelligence: 5/3 | Perception: 7/3 |
| Willpower: 6/3 | Wisdom: 5/3 |
| Charisma: 5/3 | Manipulation: 5/3 |
The character's Attribute Groups are now calculated. He averages each Attribute's Aptitude and Scale, rounding down. His final Attribute Groups come out to be:
Body: 6/3
Agility: 7/4
Mind: 6/3
Spirit: 5/3
Social: 5/3