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.
Scoring #
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.
➤ 1st Rank
Mind
Body
➤ 2nd Rank
KNOW
LEDGE
WI
LL
FINE
SSE
PHYS
IQUE
➤ 3rd Rank
Deduction
Resolve
Dexterity
Strength
Intuition
Empathy
Perception
Endurance
Technique
Charisma
Reflex
Tenacity
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.
2nd Rank Attributes
Knowledge
Deduction + Intuition + Technique
Will
Resolve + Empathy + Charisma
Finesse
Dexterity + Perception + Reflex
Physique
Strength + Endurance + Tenacity
1st Rank Attributes
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.
Attribute Checks #
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.
DC
CHALLENGE
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.
Party member
rolls higher
The monster fails to locate that party member and they remain hidden.
Party member
rolls lower
The monster spots that party member and they are left vulnerable.
Party member
ties
The situation continues unresolved, giving the GM an opportunity to raise stakes or narrate suspense.
Modifiers to Rolls #
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 #
1st Rank Attributes are rarely used for checks. Each represents your durability, in both mind and body.
Mind
Knowledge + Will
“Your being. Harmony of thought and feeling.”
Mind reflects your overarching mental fortitude and cognitive abilities.
Mental Armor Class
Mind
Mental Armor Class is used to resist actions that target your mental defenses.
Mental Action DC
Mind + Concentration
Mind is used to set a DC for certain actions.
Initial Hit Points
( Mind + Body ) × 5
Initial Hit Points represent the amount of damage you can sustain before you reach Critical Condition.
Body
Finesse + Physique
“Your Vessel. Harmony of power and grace.”
Body reflects your overarching physical resilience, vitality, and wellness.
Physical Armor Class
Body
Physical Armor Class is used to resist actions that target your physical defenses.
Physical Action DC
Body + Concentration
Body is used to set a DC for certain actions.
Initial Hit Points
( Mind + Body ) × 5
Initial Hit Points represent the amount of damage you can sustain before you reach Critical Condition.
2nd Rank Attributes #
2nd Rank Attributes are commonly calculated toward performing or resisting actions.
Knowledge
Deduction + Intuition + Technique
“Rationalize your approach.”
Knowledge reflects your thought process and pragmatism.
Enchanted Slots
Knowledge ÷ 2, rounded up
Equipment Slots are used to determine how much a character can wield at once.
KNO ATK/SAVE
Knowledge ÷ 2, rounded up
Knowledge is one of four stats used to perform and resist actions.
Will
Resolve + Empathy + Charisma
“Command your psyche.”
Will reflects your volition and control over emotion and expression.
Concentration
Will ÷ 2, rounded up
Concentration is used for rolls to enhance and maintain one’s focus on particular actions.
WIL ATK/SAVE
Will ÷ 2, rounded up
Will is one of four stats used to perform and resist actions.
Finesse
Dexterity + Perception + Reflex
“Unbridle your movement.”
Finesse reflects your cunning resourcefulness and agility.
Movement Speed
Finesse ÷ 2 + 4, rounded up
Movement Speed is used to determine how fast a character can traverse the environment.
FIN ATK/SAVE
Finesse ÷ 2, rounded up
Finesse is one of four stats used to perform and resist actions.
Physique
Strength + Endurance + Tenacity
“Embrace your might.”
Physique reflects your vigorous energy and durability.
Standard Slots
Physique ÷ 2 + 2, rounded up
Equipment Slots are used to determine how much a character can wield at once.
PHY ATK/SAVE
Physique ÷ 2, rounded up
Physique is one of four stats used to perform and resist actions.
3rd Rank Attributes #
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
Deduction + Intuition
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
Deduction + Intuition
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
Technique
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
Resolve + 10
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
Empathy + 10
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
Charisma
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
Dexterity
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
Perception + 10
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
Reflex
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
Strength
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
2 × Endurance + Character Size bonus
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
5 × Tenacity + 30
Critical Hit Points represent the amount of damage you can sustain in Critical Condition before succumbing to death.









