Realm Attributes


    Each Realm has a set of eight Realm Attributes (nine if supernatural powers are available to the inhabitants of the Realm). These define the fundamental nature of the Realm, irrespective of its population, tech level, and other factors. Each has the same 1-20 range as standard GURPS attributes, and can be purchased for the following costs:

Realm Attribute Level
Realm Point Cost
Attribute Modifier
1
-80
-3
2
-70
-3
3
-60
-3
4
-50
-3
5
-40
-3
6
-30
-2
7
-20
-2
8
-15
-1
9
-10
-1
10
0
0
11
10
0
12
20
+1
13
30
+1
14
45
+2
15
60
+2
16
80
+3
17
100
+3
18
125
+3
19
150
+3
20
176
+3

    Each Realm Attribute also has a corresponding Attribute Modifier, which can be applied to certain other attributes and skill rolls. These modifiers can also be applied to certain rolls during RPG adventures set in these Realms, at the GM’s option.

    Many of the Realm Attributes have modifiers that change its final level. Add these modifiers in only _after_ you have purchased the base level with Realm Points! Calculate the final Realm Attribute levels in the order they are listed here.


The Realm Attributes are:

Pluralism: Measures the diversity of a Realm in its moral principles, laws, religious beliefs, political ideologies, scientific theories, art styles, and so on.

Toleration: Acceptance of foreign ideas and immigrants.
    Modifiers: Add the Pluralism Attribute Modifier to the Toleration Attribute score.

Solidarity: The level of responsibility the individual of the society has towards the society as a whole. Some societies elevate individual freedoms over all other concerns, while others don’t see any worth in individual members of the society beyond what they can contribute to the whole.
    Modifiers: +2 if the society has over 1 billion members, +1 if it has between 100 million and 1 billion members, -1 if it has between 1 million and 10 million members, and -2 if it has less than 1 million members.

Tractability: How easy it is to govern the society. High-Tractability societies require little effort to rule, while societies with a low Tractability score frequenty have to face uprisings against unpopular edicts.
    Modifiers: Add the Solidarity Attribute Modifier to the Tractability score.

Aggression: The general attitude of the society’s members towards violence. Also represents the martial ability of the society as a whole.
    Modfifiers: Substract the Tractability Attribute Modifier from the Aggression Attribute score.

Pragmatism: Determines how much members of the society use an experimental, scientific approach to understanding their environment rather than mystical revelations.
    Modifiers: +2 if the society’s average TL is 6-8, +1 if it is 5 or 9, -1 if it is 2-3, and -2 if it is 0-1.

Innovation: How willing the society develops new ideas and is willing to accept social or economic changes
    Modifiers: Add the Pragmatism Attribute Modifier to the Innovation Attribute. Addone-half the Toleration Attribute Modifier to the Innovation Attribute (round towards zero).

Providence: Measures how aware the members of this society are of their past, and how carefully they plan for the future.
    Modifiers: Substract the Innovation Attribute Modifier from the Providence Attribute score. Add one-half the Solidarity Attribute Modifier to the Providence Attribute (round towards zero).

Supernatural: This attribute measures how accepted and prevalent supernatural powers (magic, psionics, etc.) are within the society. This attribute is only available in worlds where supernatural powers exist.


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