Attributes

The raw potential of your body and mind, waiting to be tested.

Attributes represent a character’s inherent qualities and core abilities. They determine how well you perform physical, mental, and social challenges, and they influence other systems like combat, exploration, and equipment.

Each attribute has its own uses, and it’s up to the player to decide which attributes they feel portrays their character best.

Your character’s abilities are determined by a system of Attributes. These numbers represent your character’s core skills and physical traits, and they affect how your character performs in the game.

Allocating Points #

When creating your character, you start with 20 points to assign into your twelve core attributes—they are called your 3rd Rank attributes.

No single attribute can be raised by more than 3 points during your initial character creation.

Each time you level up, you may raise any 3rd Rank attribute of your choice by +1.

Calculating Attributes #

Once you’ve allocated your attribute points, apply any active modifiers to their scores. These modifiers typically come from your ancestry.

Once you’ve set the final scores for your 3rd Rank Attributes, combine them to determine your final scores for your 2nd Rank Attributes and 1st Rank Attributes.

Knowledge
Deduction + Intuition + Technique

Will
Resolve + Empathy + Charisma

Finesse
Dexterity + Perception + Reflex

Physique
Strength + Endurance + Tenacity

Mind
Knowledge + Will

Body
Finesse + Physique

Derived Stats #

Lastly, you’ll calculate your Derived Stats, which determine a wide variety of abilities for your character, all of which being calculated using your final Attribute Scores.

For example:

  • Movement Speed is based on Finesse.
  • Carrying Capacity is based on Endurance.
  • Equipment Slots are based on Physique and Knowledge, etc.

Your derived stats may also be modified by the effects of equipment, features, or other conditions in play.

If an effect changes a derived stat, it does not change the underlying attribute’s score.

For example, your Finesse score directly impacts your Movement Speed.

  • A character with an effect that lowers their overall Finesse score will have their Movement Speed lowered as a result.
  • However, a character with an effect that lowers their Movement Speed will NOT have their Finesse score affected by that same effect.

Should a character attempt a task, the GM will determine whether such a task warrants an attribute check, putting a character’s talent with that attribute to the test in the case of potential failure.

The GM will then decide upon a DC, a value representing the difficulty of achieving a task. The higher a GM sets the DC, the more difficult the challenge will be.

When asked to make an attribute check, a player rolls a d20 and adds their relevant attribute score, resulting in a success if the result is equal to or higher than the DC.

0

Trivial

5

Feasible

10

Moderate

15

Challenging

20

Fiendish

Saving Throws #

Saving throws are defensive rolls imposed by outside forces, such as hostile actions or environmental hazards.

These work the same as checks but are usually reactive, using a DC determined by the opposing force.

Opposing Checks #

Sometimes, two characters directly compete with conflicting goals. In these cases, rather than rolling against a set DC, both sides make opposing checks—each rolling a d20 + their relevant attribute score. The higher result wins.

For example:

The party is trying to hide from a patrolling monster.

Each party member must roll Resolve to stay perfectly still and quiet—suppressing their fear, breath, and reflexes.

Meanwhile, the monster rolls Perception to sniff them out.

The monster fails to locate that party member and they remain hidden.

The monster spots that party member and they are left vulnerable.

The situation continues unresolved, giving the GM an opportunity to raise stakes or narrate suspense.

Another thing to keep in mind when rolling for attribute checks would be any applied effects to your rolls that could sway the results one way or another.

Aptitude #

Some features grant you strength with particular attributes or situations in the form of Aptitude, guaranteeing you cannot roll a result below your overall character level on specific checks or under specific conditions.

In such a scenario, you may reroll until the result is higher or equal to your character level.

If it’s impossible to roll higher than your character level, then you may use your character level as the result.

Advantage & Disadvantage #

Sometimes, the conditions of a situation, a character’s preparation, or the effects of a feature will grant a temporary edge or setback to a roll. These are represented by Advantage and Disadvantage.

Advantage

Roll 2d20.
Use the higher result.

Disadvantage

Roll 2d20.
Use the lower result.

You cannot stack more than one instance of advantage or disadvantage.

When affected by both advantage and disadvantage, the effects cancel each other out, making it a standard roll.

1st Rank Attributes are rarely used for checks. Each represents your durability, in both mind and body.

“Your being. Harmony of thought and feeling.”

Mind reflects your overarching mental fortitude and cognitive abilities.

Mental Armor Class

Mental Armor Class is used to resist actions that target your mental defenses.

Mental Action DC

Mind is used to set a DC for certain actions.

Initial Hit Points

Initial Hit Points represent the amount of damage you can sustain before you reach Critical Condition.

“Your Vessel. Harmony of power and grace.”

Body reflects your overarching physical resilience, vitality, and wellness.

Physical Armor Class

Physical Armor Class is used to resist actions that target your physical defenses.

Physical Action DC

Body is used to set a DC for certain actions.

Initial Hit Points

Initial Hit Points represent the amount of damage you can sustain before you reach Critical Condition.

2nd Rank Attributes are commonly calculated toward performing or resisting actions.

“Rationalize your approach.”

Knowledge reflects your thought process and pragmatism.

Enchanted Slots

Equipment Slots are used to determine how much a character can wield at once.

KNO ATK/SAVE

Knowledge is one of four stats used to perform and resist actions.

“Command your psyche.”

Will reflects your volition and control over emotion and expression.

Concentration

Concentration is used for rolls to enhance and maintain one’s focus on particular actions.

WIL ATK/SAVE

Will is one of four stats used to perform and resist actions.

“Unbridle your movement.”

Finesse reflects your cunning resourcefulness and agility.

Movement Speed

Movement Speed is used to determine how fast a character can traverse the environment.

FIN ATK/SAVE

Finesse is one of four stats used to perform and resist actions.

“Embrace your might.”

Physique reflects your vigorous energy and durability.

Standard Slots

Equipment Slots are used to determine how much a character can wield at once.

PHY ATK/SAVE

Physique is one of four stats used to perform and resist actions.

3rd Rank Attributes are the most frequently rolled attributes when it comes to tasks a player attempts to perform, highlighting a character’s specialized areas of talent.

Your attribute points will be spent raising the scores of these attributes.

Deduction

“Decipher. Investigate. Analyze.”

Deduction reflects your use of logic, reason, and concrete thinking.

Wayfinding

Wayfinding is used for rolls involved in distant travel and navigation.

Intuition

“Draw upon your experience.”

Intuition reflects your recollection of information, wisdom, and abstract thinking.

Wayfinding

Wayfinding is used for rolls involved in distant travel and navigation.

Technique

“Demonstrate your handiwork. Try to adapt.”

Technique reflects your practice with inventiveness and improvisation.

Technique Expertise

Expertise is used to determine your capability to wield equipment with intricate actions.

Resolve

“Hold it together. Do not falter.”

Resolve reflects your ability to overcome an urge or maintain your composure.

Passive Stealth

Passive Stealth is used as a DC to contest your ability to naturally blend in with the environment.

Empathy

“Read the room. Judge character.”

Empathy reflects your capacity to discern intentions and read emotions.

Passive Insight

Passive Insight is used as a DC to contest your awareness of subtle social cues.

Charisma

“Captivate the crowd. Assert yourself.”

Charisma reflects your social presence and capability to compel or inspire others.

Inspiration

Inspiration is used for rolls to invigorate others to take action.

Dexterity

“Be coordinated. Be accurate.”

Dexterity reflects your careful precision and acrobatic grace.

Dexterity Expertise

Expertise is used to determine your capability to wield equipment with intricate actions.

Perception

“Let no detail go unnoticed.”

Perception reflects your detailed awareness of your surroundings.

Passive Perception

Passive Perception is used as a DC to contest your awareness of your surroundings.

Reflex

“Think fast. Act fast.”

Reflex reflects your response time and unpredictability.

Initiative

Initiative is used for rolls to determine your place in the turn rotation.

Strength

“Overpower. Yield to none.”

Strength reflects the raw physical power your body can exert at once.

Strength Expertise

Expertise is used to determine your capability to wield equipment with intricate actions.

Endurance

“Shrug off the pain. Welcome it.”

Endurance reflects your fortitude, stamina, and physical limits.

Carrying Capacity

Carrying Capacity is used to determine how much weight you can move at once.

Tenacity

“Exert beyond your limits.”

Tenacity reflects your persistence and relentless pursuit to push yourself.

Critical Hit Points

Critical Hit Points represent the amount of damage you can sustain in Critical Condition before succumbing to death.