Ordinary World  

Attributes

OW uses the same attributes from the rulebook, but the whole Amber/Chaos/Human rank thing has been abandoned. It works very similar to the Pit of Vipers system. Zero points means that you're feeble in some fashion; five points is average; forty points implies that you are gifted to the point of being unique. Any character who has 40 points or more in an attribute will have developed some form of special ability associated with that attribute. For example: someone with a psyche of 40 might have a knack for knowing when someone lies to him/her.

Note: The text below is the work of Kristen Gibbs Schleick, Dave Golden, and John Schleick, and is copyrighted. My thanks to them for allowing me to reproduce it here.

Psyche

You cannot control a person's mind, nor do you have mental powers. Psyche determines a character's willpower. How well they resist temptations. How they act under pressure - do they have a game face or are they an open book? A high psyche would allow you to lie to someone's face, while they had a gun to your head, and not break a sweat.

0 points = Psychologically Disturbed
5 points = Average Human
10 points = Skilled Human / Strong Sense of Self
20 points = Exceptional Human / Iron Will
30 points = Superior Human / Complete Self-Control
40+ points = Unique Individual

Strength

Strength is the measure of the amount of weight you can lift, the amount of damage you can inflict, and the amount you can take inflicted upon you. For instance, if a pile of bricks falls on a strong character, they will likely survive with minimal damage. However, they would need to draw on both Strength and Endurance to dig out of the rubble. In short Strength is static and Endurance is movement. A skirmish that involves wrestling becomes a strength contest.

0 points = Physically Disabled
5 points = Average Human
10 points = Skilled Human / Physically Fit
20 points = Exceptional Human / Abs of Steel
30 points = Superior Human / Herculean
40+ points = Unique Individual

Endurance

Endurance fuels the character in everything they do, whether walking, running, or fighting. Endurance also determines how long the character could go without food or sleep, without adverse effects. Endurance is also a measure of how quickly a character can recover from wounds or other health problems. For instance, a character with a 20 in Endurance who is knocked unconscious could regain consciousness in 2 minutes real time in the game.

0 points = Physically Disabled
5 points = Average Human
10 points = Skilled Human / Physically Fit
20 points = Exceptional Human / Marathon Runner
30 points = Superior Human / Tireless Stamina
40+ points = Unique Individual

Warfare

Warfare covers all forms of combat and strategy. In a fight, warfare will determine the ability to hit; strength will determine how hard the hit is; and endurance is how long the character can continue to do this (i.e. even if you have a warfare advantage, your strength vs. opponent's endurance will influence whether you are inflicting a lot of hurt or just "love taps"). Warfare also covers reaction time and agility. Also the degree of experience a character has will also influence their Warfare. If two characters were equally matched in Warfare (and no other stats apply) the one with the greater experience would have the advantage.

0 points = Martially Challenged
5 points = Average Human
10 points = Skilled Human / Some Military Training
20 points = Exceptional Human / Extended Military Service
30 points = Superior Human / Special Forces
40+ points = Unique Individual