Reference

Attributes

Attributes describe a character’s underlying physical, mental and social capabilities. Every character has seven attributes: Might, Agility, Endurance, Wits, Awareness, Will and Presence.

Skills represent learned knowledge and training. Attributes provide the foundation on which those skills build.

Might

Might measures physical strength and the ability to exert force.

It applies to lifting heavy objects, pushing obstacles, forcing doors and physically overpowering an opponent.

Might does not represent weapon training. A strong character may strike with considerable force while lacking the skill to fight effectively.

Agility

Agility measures coordination, balance and control of movement.

It applies to maintaining balance, dodging hazards, moving through awkward spaces and performing precise physical actions.

Agility does not determine travel speed by itself. Movement also depends on the character’s physical circumstances, equipment and terrain.

Endurance

Endurance measures stamina and physical resilience.

It applies to sustained exertion and resisting the effects of illness, harsh weather and physical hardship.

Endurance describes what the body can withstand. Courage and determination fall under Will.

Wits

Wits measures reasoning, understanding and mental adaptability.

It applies to solving problems, interpreting information, recognising connections and developing plans.

Wits does not grant knowledge a character has never acquired. Understanding a specialised subject may also require relevant training.

Awareness

Awareness measures perception and attention to the surrounding world.

It applies to spotting threats, hearing movement, noticing clues and recognising changes in the immediate environment.

Awareness helps a character notice something; it does not necessarily explain what that observation means. A character might use Awareness to spot an unusual footprint, then Wits and relevant training to interpret it.

Will

Will measures resolve, self-control and the ability to maintain concentration.

It applies to facing fear, resisting coercion, controlling impulses and sustaining attention under pressure.

Will can support the practice of magic, but does not itself provide magical knowledge or training.

Presence

Presence measures personal impact, confidence and social bearing.

It applies to persuasion, leadership, commanding attention and presenting oneself effectively.

Presence does not represent physical attractiveness, and a high score does not force others to comply. Relationships, motives, reputation and circumstances still matter.

Attribute Values

Higher values represent greater capability.

Value General interpretation
1-19 Severely limited
20-29 Below average
30-39 Typical adult capability
40-49 Notably capable
50-59 Exceptional
60 or more Extraordinary

These descriptions apply to the attribute itself, before skill training or situational modifiers.

The human baseline is 35 in each attribute, before character-creation adjustments. Individual characters may have different strengths and weaknesses.

Starting-point allocation, racial adjustments and advancement limits are defined separately in the Character Creation and Advancement rules.

Attributes and Training

An attribute describes underlying capability. A skill describes training in a particular activity.

When a test is required, the relevant attribute provides the starting value. Applicable skill training and situational modifiers then adjust the target, as explained in the Action Resolution rules.

A high attribute does not replace specialist knowledge or remove the need for suitable tools.

Attributes and Character Choice

Attributes influence how effectively a character performs an activity; they do not determine which careers, skills or magical traditions that character may pursue.

Every race may access every career, skill, talent, weapon style and magical tradition. Differences in aptitude, training opportunities, costs and social circumstances may shape a character’s journey without imposing a permanent exclusion.

Attributes also do not dictate personality. A character with low Presence can be kind and sociable; a character with high Will can still experience doubt or fear. Players decide how their characters think, feel and behave.