Salthazar
Strength (ST): ST remains unchanged. Damage, Basic Lift, Hit Points (HP), are still derived normally from ST.
Dexterity (DX): Basic Speed and athletics and transportation-related skills have been removed, basically leaving the combat and sneaky skills, so that it costs 10 points per level now. Only combat-related DX rolls are still rolled against DX.
The following skills are based on DX: Axe/Mace, Beam Weapons, Blowpipe, Bolas, Bow, Boxing, Brawling, Broadsword, Cloak, Combat Art or Sport, Crossbow, Dropping, Escape, Filch, Flail, Force Sword, Force Whip, Forced Entry, Garrote, Gunner, Guns, Innate Attack, Jitte/Sai, Judo, Karate, Knife, Kusari, Lance, Lasso, Liquid Projector, Main-Gauche, Monowire Whip, Net, Pickpocket, Polearm, Rapier, Saber, Shield, Shortsword, Sleight of Hand, Sling, Smallsword, Spear, Spear Thrower, Staff, Stage Combat, Stealth, Sumo Wrestling, Throwing, Thrown Weapon, Tonfa, Two-Handed Axe/Mace, Two-Handed Flail, Two-Handed Sword, Whip, and Wrestling.
Health (HT): HT still costs 10 points per level. Fatigue Points (FP) and Basic Speed are still derived normally from HT. HT is used to resist Afflictions, acid in the eyes, crippling, disease, harsh environments, knockdown, locks and chokes in close combat, poison, and attacks modified with Side Effect. Rolls to avoid bleeding, death, stun, unconsciousness, and accidental injuries. And rolls for aging, endurance, and recovery.
The following skills are based on HT: Flight, Hiking, Lifting, Running, Singing, Skating, Skiing, Swimming.
The following advantages are generally based on HT: Fit and Very Fit.
The following disadvantages are generally based on HT: Addiction (if physiological), Alcoholism, Bad Back, Cold-Blooded, Combat Paralysis, Epilepsy, Fragile, Insomniac, Light Sleeper, Motion Sickness, Revulsion, Susceptible, Timesickness, and Unfit.
Intelligence (IQ): The cost of IQ has been changed to 10 points per level, as neither Will nor Per is connected to it any longer. Some skills have been reassigned. Magical powers are based on IQ. All IQ rolls except those related to non-magical supernatural powers are still rolled against IQ.
The following advantages are generally based on IQ: Clairsentience, Common Sense, Discriminatory Hearing, Discriminatory Smell, Eidetic Memory, Healing, Jumper, Mimicry, Oracle (interpretation), Visualization, and Warp.
Awareness (AW): Awareness subsumes both Will and Perception into one new attribute. It starts at 10 and costs 10 points per level. Chi powers are based on AW (instead of IQ). AW is used to resist fear, mental powers, chi powers, AW-based skills, and some mundane skills, such as Brainwashing and Hypnotism. Sense rolls, rolls for most sorts of extra effort, and rolls to avoid distraction or dirty tricks are also based on AW. All Per rolls, except those related to non-chi supernatural powers are rolled against AW.
The following skills are based on AW (instead of their normal attributes or component secondary characteristics): Autohypnosis, Blind Fighting, Body Control, Body Language, Breaking Blow, Breath Control, Dreaming, Fishing, Flying Leap, Hypnotic Hands¤, Immovable Stance*, Invisibility Art, Kiai, Light Walk*, Lip Reading, Lizard Climb¤, Mental Strength, Observation, Parry Missile Weapons*, Power Blow, Precognitive Parry¤, Pressure Points, Pressure Secrets, Push*, Scrounging, Search, Sensitivity¤, Survival, Throwing Art*, Tracking, Urban Survival, and Zen Archery.
The following advantages and perks are generally based on AW: Autotrance, Combat Reflexes, Danger Sense, Deep Sleeper, Detect, Intuition, Metabolism Control, Oracle (detection), Precognition, Scanning Sense, Snatcher, and any attacks enhanced with Malediction.
The following disadvantages are generally based on AW: Absent-Mindedness, Addiction (if psychological), Alcoholism (avoid partaking), Berserk, Guilt Complex, and Manic-Depressive.
Coordination (CO): Coordination is a new attribute covering the athletics and transportation portions of DX. And Basic Speed is now based on CO (instead of DX). It starts at 10 and costs 10 points per level. Most DX rolls are rolled vs. CO.
The following skills are based on CO: Acrobatics, Aerobatics, Aquabatics, Battlesuit, Bicycling, Boating, Body Sense, Climbing, Dancing, Diving Suit, Environment Suit, Erotic Art, Fast-Draw, Fire Eating, Free Fall, Jumping, Knot-Tying, Leatherworking, Mount, NBC Suit, Parachuting, Piloting, Riding, Sewing, Sports, Submarine, Typing, and Vacc Suit.
The following advantages are generally based on CO: Clinging (to touch).
Faith (FI): Faith is a new attribute covering the spiritual aspects of character interaction. It starts at 10 and costs 10 points per level. Each level gives ±1 to reactions from non-god-tier divine beings (e.g. -1 at FI 9 and +4 at FI 14). Evil divine beings react negatively to you even if your reaction modifier is positive. Good divine beings do the same for Evil NPCs. Divine powers are based on FI (instead of their normal attributes).
If you behave in a manner consistent with your god/goddess, you may take a Concentrate maneuver to actively assert your faith by wielding a Holy Symbol representing said deity. Make a Quick Contest of FI vs. AW and if you win, the evil supernatural creature opposing you can’t move closer than yards equal to your margin of victory. If you tie or lose, it cannot approach closer than 1 yard. This effect persists for as long as you concentrate and for 1d seconds after you stop.
The following skills are based on FI (instead of their normal attributes): Esoteric Medicine, Exorcism, Meditation, Religious Ritual, and Theology. Religious specialties of Ritual Magic and Symbol Drawing are also based on Faith.
The following advantages are generally based on FI: Blessed, Channeling, Possession, and Racial Memory.
Presence (PR): Presence is a new attribute covering the social aspects of character interaction. It starts at 10 and costs 10 points per level. Each level modifies general reactions by ±1 per level (e.g. -2 at PR 8 and +3 at PR 13). Psionic powers are based on PR (instead of IQ). When rolling a Quick Contest for Influence skills, you roll vs. PR (instead of Will).
The following skills are based on PR (instead of their normal attributes): Acting, Administration, Captivate, Carousing, Criminology, Detect Lies, Diplomacy, Enthrallment, Fast-Talk, Fortune Telling, Gambling, Gesture, Hypnotism, Interrogation, Intimidation, Leadership, Merchant, Mind Block, Panhandling, Performance, Persuade, Politics, Propaganda, Psychology, Public Speaking, Savoir-Faire, Sex Appeal, Sociology, Streetwise, Suggest, Sway Emotions, and Teaching.
The following advantages are generally based on PR: Animal Empathy, Empathy, Mind Control, Mind Probe, Mind Reading, Neutralize, Plant Empathy, Psychometry, Spirit Empathy, and Telecommunication.
Will: Will has been subsumed into AW and no longer exists as a separate trait.
Per: Per has been subsumed into AW and no longer exists as a separate trait.
Basic Speed: Basic Speed is now calculated from (HT + CO)/4