Charisma
This attribute affects your ability to communicate with others, your overall allure, and skills such as diplomacy and bluffing.
Sex Appeal
This attribute affects your outward appearance and changes how others perceive you. It can also affect your Charisma.
Flexibility
This attribute defines your dexterity and can affect things such as hiding, dodging, and climbing.
Stamina
This attribute helps determine how much energy you have, affects the amount of time you can continue without sleep and your overall Strength, and defines your poison resistance.
Strength
This attribute helps determine your energy level as well as affecting all strength-related tasks. It can also affect your Sex Appeal.
Cunning
This attribute deals with tasks such as diplomacy, lock-picking, theft, and intuition. It can also affect your Knowledge.
Knowledge
This attribute details both your general intellect and more specifically, the areas of study in which you are proficient. It can also affect your Cunning.
Sanity
This attribute affects your ability to deal with Weird Shit, your resistances to magic and mind control, and can change how effectively you can use magic. It can also affect your Fey.
Fey
This attribute is the basis for all magic use, as well as the ability to perceive and to see through magic cast by others. It can also affect your Sanity, Stamina, or Strength.
Attributes range from 1 to 20, with the exception of Fey, which can range from 0 to 20.
If your Strength is higher than your Sex Appeal by at least two points BEFORE any adjustments are made, your Sex Appeal loses a point.
If your Sex Appeal is higher than your Charisma by at least two points BEFORE any adjustments are made, your Charisma gains a point.
If your Stamina is higher than your Strength by at least two points BEFORE any adjustments are made, your Strength gains a point.
If your Knowledge is higher than your Cunning by at least two points BEFORE any adjustments are made, your Cunning gains a point.
If your Cunning is higher than your Knowledge by at least two points BEFORE any adjustments are made, your Knowledge gains a point.
If your Fey is higher than your Strength and Stamina by at least three points each BEFORE any adjustments are made, either your Stamina or Strength gains a point.
If your Sanity is higher than your Fey by at least four points BEFORE any adjustments are made, your Fey gains a point.
If your Fey is higher than your Sanity by at least four points BEFORE any adjustments are made, your Sanity loses a point.
Before assigning attribute points, it should be decided whether or not a character may be Fey. The GM can let each player choose for themselves, or players can roll/flip a coin to find out. I recommend rolling a D6, and setting Fey to zero (human normal) on a 1 or a 2. Remember, just because a character has Fey points does NOT mean the character can use magic. It simply gives them a better chance to spot/resist magic when used by others.
All Magical items have a base 1-in-20 chance to malfunction slightly when used by anyone other than their creator. This increases to 1-in-20 major malfunction, 1-in-20 minor malfunction when used by someone without Fey points.