Brains 2012 rulebook:
There are 3 types of characters… Survivors, Scavengers, and Gifted. Survivors specialize in melee combat, are particularly durable. Gifted receive points that they can use to gain supernatural abilities (mind reading, for instance). Scavengers are particularly dexterous, specializing in ranged combat as well as scavenging and pick pocketing.
Each Character is given 30 Attribute points, 10 Skill points and 8 Qualities and Drawbacks points to allocate as they see fit. The GM will look over the characters that have been submitted and determine balance at his discretion.
-Each character has 6 main, or basic attributes. These are:
Strength: This is a measure of the physical power of the character,
Strength determines how much damage the character
inflicts with hand-to-hand weapons, how much
weight he can carry, and how powerful he is. It also
helps determine how much damage and exertion the
character can withstand before collapsing.
Strength is useful to people who do a lot of heavy
lifting or anybody likely to enter close combat.
Characters apt to have a high Strength include athletes,
manual workers, and soldiers. A low Strength
indicates either small size and body weight, or just a
lack of exercise.
Dexterity: Dexterity is a measure of the character’s coordination,
agility, and gracefulness. It is used to determine
how proficient a character is with any Task that
requires motor control and precision. This ranges
from performing card tricks to picking pockets to
punching somebody in the face (Dexterity helps the
punch land; Strength determines how much the
punch hurt the other guy). Any Task where the character’s
speed and coordination matter is influenced
by Dexterity. A high Dexterity is common among
dancers, gymnasts, or pickpockets. People with low
Dexterity are clumsy and ungraceful.
Constitution: This Attribute determines how physically hardy or
healthy the character is. Constitution is important
when it comes to resisting diseases, damage, and
fatigue. This Attribute is used (along with Strength)
to determine how much physical injury the character
can survive and still remain functional. Constitution
also comes into play with physical skills that involve
endurance, like swimming, long-distance running
and the like.
Intelligence: This Attribute determines the character’s ability to
learn, correlate and memorize information. The higher
a character’s Intelligence, the easier it is to
improve scholastic skills. Also, this Attribute is used
to understand and interpret information. Note that
Intelligence and education are two separate things. A
person can be brilliant but illiterate. Education is
covered in the Skills section, which determines what
a character has learned in his life.
Willpower: This Attribute measures the mental strength and
self-control of the character, and his ability to resist
fear, intimidation, and temptation. Willpower is
important for some of the Gifted’s powers. It is
also important for Norms and Survivors, for it can be
used to resist magical coercion, psychic mind control,
and the influence of panic, among other things.
Perception: Perception governs the five senses of the character.
It gives a general overview of the sharpness of the
character’s ability to sense things. This Attribute is
used to find clues, notice things, and avoid getting
surprised. Also, Perception determines the character’s
intuition and alertness. A character with a low
Perception would be nearly oblivious to what is
going on around him.
-Each character has 4 secondary attributes. these cannot be bought, as these are calculated based on a combination of 2 or more basic attributes.
Life Points: This Attribute determines the physical health of the character. The Strength and Constitution of the character are the determining factors. A big, muscle-bound athlete can survive more punishment than a pencil necked, cold-catching nerd. On the other hand, a bullet to the head or a solid whack with an ax will probably kill either character with the same ease. Life Points indicate the amount of physical damage the character can take before being unable to function. Other things that drain Life Points include disease, extreme fatigue, and some supernatural attacks.
Essence(Mana): Essence is the amount of spiritual energy the character has within himself. It measures, basically, the strength of the character’s soul and life force. Essence is also the binding force of reality. This means that inside each human being are the building blocks of Creation. Gifted powers can channel Essence for a variety of powerful effects. Although Essence is used primarily in the usage of powers, it can also be temporarily drained by strong emotions (such as fear and hatred), and by the attacks of some supernatural creatures. Totally draining a human being of Essence can lead to his death.
Endurance: Endurance Points measure the character’s ability to withstand fatigue and exertion before collapsing. Like Life Points, Endurance Points use Constitution and Strength, but they also use Willpower, taking into account
that some people can push themselves past normal physical limits through the sheer force of will. The more Endurance Points a character has, the longer he can run, lift things, swim, etc. As the character exerts himself, he starts losing Endurance Points. When Endurance Points are reduced to 0, the character sooner or later passes out from exhaustion (see Endurance Point Loss, p. 114). In some cases, light damage from non-lethal attacks is subtracted from Endurance Points instead of Life Points.
Speed: This Attribute represents how fast a person can run at maximum speed. It only comes into play on the few occasions when running speed will be a consideration, such as when a character is chasing or being chased by somebody.