Attributes are the core competencies that make up a character’s basic capabilities. They represent their physical and mental aptitudes toward certain tasks and activities, and every character uses these throughout their day to day lives as well as the dangerous moments of adventure. Every character begins play with all Attributes at their base level by default, with one Attribute slightly higher than normal. Characters may take lower Attributes as a Flaw for extra points at Character Creation, or may spend experience points to increase their Attributes during or after creation.
Terrible Attributes Ө
Terrible Attributes are a serious Flaw, representing some serious disadvantage of health, birth, or aptitude.
Cost: +10 Experience Points. Can be removed for 10 Experience Points.
Ordinary Attributes О
Ordinary Attributes are the default, and have no advantage or disadvantage.
Cost: 0 Experience Points
Sound Attributes ʘ
Sound Attributes unlock access to special, more powerful Skills. When unlocked, these grant the first Skill Rank of that Skill. If the character already had that Skill from Creation, they instead purchase the next rank at a 2 Experience Point discount.
Cost: 5 Experience Points
Impressive Attributes ʘʘ
Impressive Attributes grant a special power related to that Attribute, and are uncommon in the world, representing perhaps the top 15% of people.
Cost: 10 Experience Points
Great Attributes ʘʘʘ
Great Attributes grant an additional special power, and represent the peak of normal human potential. They are incredibly rare, held by perhaps the top 1% of people.
Cost: 10 Personal Achievement Points
Epic Attributes Ω
Epic Attributes are beyond natural human capabilities. They occur in the form of supernatural enhancement, such as from Sorcery, or can be found in creatures much more powerful than humans in that regard. Epic Attributes cannot be purchased for human characters, but might be the effect of certain enhancements. Epic Attributes each grant a group of three abilities – a passive, always on ability, a once per Beat ability, and a once per Rest ability.
A character’s brute physical strength. Strong characters will be burly and powerful, capable of carrying heavy loads and effectively fighting with larger weapons.
Terrible Strength Ө
The character is exceptionally scrawny and weak, unable to deal damage with any kind of melee or ranged weapon except a Firearm, lift anything heavier than 5 pounds, including any armor worn, all Gathering Skills are treated as if they are one rank lower, and cannot take the Labor Downtime action.
Sound Strength ʘ
The character is lean and muscled, able to throw their back into their actions and heft heavy objects easily. Unlocks and grants the first Skill Rank of the Heavy Weapons Skill.
Impressive Strength ʘʘ
The character is well muscled and imposing, able to direct great amounts of force into their actions. The character gains the Brawn ability.
The character is strong enough that lesser opponents are smashed and knocked around the battleground, nearly knocked off their feet by the force of your blows. For any weapon or Brawling attack that physically connects, even if the damage is prevented by being physically parried, defended against with a Defense call like Dodge, Parry, or Armor, the character can deliver additional force and call Stagger against their opponent. As well, characters with Brawn are permanently immune to the Stagger call.
Additionally, the character is powerful enough to break open locked doors, chests, or other inanimate obstacles. After 15 seconds of repeated pummeling with hands or weapons, the character may call Sunder on the object, breaking it. This only works for stationary objects, not for things like shields or armor in combat. As well, they may lift things that are too heavy for ordinary people to lift alone, such as the dead weight of a human body, or other objects marked as “Heavy” with an in-game tag.
Great Strength ʘʘʘ
The character is a towering figure of muscle, exuding raw physical power. When his blows crash against their target, there is no hope of stopping them – they are simply too powerful. The character may ignore the Large flaw on any weapon that has it, meaning he can use an otherwise two-handed weapon effectively in only one hand. Additionally, any weapon that grants Mighty to a Combat Condition also grants Power to that condition.
Passive: All of the character’s melee weapon and Brawl attacks gain Power
Every Beat: Call Slam, Strike, Sunder, or Blackout on a target by touch.
Once per Scene: May call Slam on all targets within Oration Distance
A character’s deftness of hands and feet. Speed embodies the ability to move quickly rather than with force. A fast character is quick on their feet, graceful, can be seen acting first in a situation and being good with light to medium weapons.
Terrible Speed Ө
The character is clumsy and awkward. Sleight of hand and quick footwork completely elude her and she seems to take longer to do anything, often making the situation worse trying to compensate with her poor dexterity. Due to her abysmal sense of balance and coordination, all Combat Skills and all Physical Skills are treated as 1 level lower than they are.
Sound Speed ʘ
The character is well-coordinated and can use their body as one instrument. Unlocks and grants the first Skill Rank of the Mobility Skill.
Impressive Speed ʘʘ
The character’s agility and coordination allow her to twist and move with a powerful, feline grace. Unlocks the Slippery ability.
Slippery like an eel, yet moving with obvious power and dancer’s grace, the character can twist out of the way of incoming attacks unless she is truly hedged in on. The character gains Dodge at will. This may not be used two Beats in a row.
Restriction: Slippery is only usable in Light armor or no armor.
Great Speed ʘʘʘ
The character has almost inhuman grace and coordination. Her movements are so rapid that she can preempt the actions of others and stop attacks against her before they can be dangerous. In any Beat where the character forces their opponent to spend a Defense, the character may call Dodge. Additionally, any weapon that grants Quick to a Combat Condition also grants Power to that condition.
Epic Speed Ω
Passive: The character may call Strike whenever you touch a target’s weapon with your weapon
Once per Beat: The character may enter Footwork while moving.
Once per Scene: The character may use the Ignore signal and leave the scene, even reactively as a Defense.
A character’s physical endurance and stamina. A character with high fortitude can exert the same physical force for a much longer duration, such as running a long distance or staying conscious after enduring trauma. This also represents how physically robust and resilient to harm the character is.
Terrible Fortitude Ө
The character is unhealthy and weak. Their constitution cannot endure the trauma that others can, and they can’t recover from serious injury. If the character becomes Downed, they instead immediately die.
Sound Fortitude ʘ
The character is built sturdy – strong posture and good endurance, able to maintain heavy weights for long periods of time without tiring. Unlocks and grants the first Skill Rank of the Grit Skill.
Impressive Fortitude ʘʘ
The character is extremely robust and enduring, able to shrug off injuries that might kill others. The character may call Toughness once per Rest.
Great Fortitude ʘʘʘ
Like an unbending iron bar, the character is incredibly resilient, able through sheer bodily mettle shrug away even the most savage of blows and dreadfully continuing where others would surely be simply dead. The character’s limb Injuries recover automatically after a Period of rest, and they gain yet another use of Toughness each Rest.
Epic Fortitude Ω
Passive: The Downed Condition does not prevent the character from acting or fighting.
Once per Beat: The character may call Toughness
Once per Scene: The character may recover from all damage
A character’s inner will and determination. Resolve is the ability to persevere through opposition, whether mental or physical. Someone of weak will is easily tortured for information, convinced to follow, or cowed. Resolve is also the mental determination to resist surrender and pain, as well as a character’s ability to concentrate for long periods of time. For guild mages, resolve also helps them resist cracking under the tremendous strain of their own power.
Terrible Resolve Ө
The character is completely lacking in mental discipline and wherewithal, often believing the last thing that someone told him and taking on the opinions of others as necessary to fit in or get by. As well, they have trouble standing up for themselves or showing determination when it’s needed most. The character is unable to use the Discipline call.
Sound Resolve ʘ
A steely surety backs all the character does, and he is in clear possession of his mental and emotional faculties. Unlocks and grants the first Skill Rank of the Courage Skill.
Impressive Resolve ʘʘ
The character is able to persevere through any difficulty, using her incredible focus to complete the task at hand, no matter what. The character may call Discipline once per Rest.
Great Resolve ʘʘʘ
Possessed of incredible will and determination, the character takes almost no time for unimportant things. When the situation demands their focus and attention, they can move mountains with their determination. The character is no longer affected by Despair. If this condition is temporary, Despair should still be tracked to apply later.
Epic Resolve Ω
Passive: The character is immune to anything that may be resisted with Discipline
Once per Beat: The character may spend Hope as Willpower instead
Once per Scene: The character may take a full Rest and gain 5 hope
Faith is a character’s strength of ideals and convictions. Whether it be their be their belief in a higher power or their personal code of ethics, Faith measures how strongly their personal beliefs affect their life. High levels of Faith increase the rigidity of a character’s actions – they have answered the personal questions that others still struggle with, and know their own path intimately. When they stray from that path, such as a Personal Failure, they feel the effects more harshly than others.
Sound Faith ʘ
The character’s Faith is a firm pillar in her life, able to be relied upon and believed in, and her life is fully guided by her principles and ideals. Unlocks and grants the first Skill Rank of the Zeal Skill.
Impressive Faith ʘʘ
The character’s devotion to her personal ideals are the fire in her heart, able to push her to action and snuff out remorse and doubt. When in the Devoted condition, they increase a Skill by 2 Ranks instead of 1. Characters with Willpower gain an additional use per day. Priests and Paladins gain additional benefits described in their sections.
Great Faith ʘʘʘ
Undying fire, relentless prosecution. The character has a fanatic drive inside her that is without limits or shame; an unstoppable personality that inspires and terrifies those around her. When in the Devoted condition, they increase a Skill by 3 Ranks instead of 2. Characters with Willpower gain yet another use per day. Priests and Paladins gain additional benefits described in their sections.
Epic Faith Ω
Passive: The character is in the Devoted condition
Once per Beat: The character may spend 1 Hope
Once per Scene: The character may take one action that would ordinarily cause Depravity without taking it.
A character’s intellect is their ability to process raw information into something immediately useful quickly and easily. A character with high Intellect can appraise a situation better, as well as perceive their surroundings quickly while taking relevant note of it.
Terrible Intellect Ө
The character is dull of wit, perhaps an error of birth, and cannot speak correctly, use prepositions, or understand any abstract concept, such as a throne is anything but a large chair. The character only knows their native language at character creation.
Sound Intellect ʘ
Exposed to a wide array of information and possessing an excellent memory, the character is able to recall vast amounts of knowledge and grasps the fundamentals of learning such that they can teach themselves additional information if need be. Unlocks and grants the first Rank of the Academics Skill.
Impressive Intellect ʘʘ
The character has a keen mind that rapidly reacts and can maintain higher learning through continuous, self-driven education. The character gains the Insight ability.
By reading body language, watching for cues, analyzing behavior and checking and rechecking your expectations, you can get incredibly accurate information from small details. At the very end of a scene in which you witness someone successfully use (or use yourself) a use of the Heed call, you may ask them, out of character, a single question pertaining to the subject matter of any of the successful command.
For instance, if one agreed to trade wood for metal with someone with Temptation, you cannot then ask them if they plan to kill the ruler. If you threaten them about their conspiracy and warn them the price of treachery with Intimidate, you could then gain that Insight from their reaction. The person you gain the Insight from must answer truthfully your question, and they can give as much or as little context to that true answer they wish. If that character also has Insight, they may give any answer they wish to this question. Even if you affect multiple people with your Heed call, you can only use Insight on a single character per scene, and only regarding the subject matter of those successful Heed uses.
Great Intellect ʘʘʘ
The character’s towering Intellect puts them in a class of their own and they see the world totally differently than their dimmer fellows. The character can think dozens of moves ahead of others, solve problems before they arise and create totally novel ideas that solve existing problems. The character may use Invention, even without any assistance from a building, and when they do so, they always add 5 to the Invention total after any other factors.
Epic Intellect Ω
Passive: The character can may ask a Marshall or Staff for clues or hints about any subject.
Once per Beat: The character may ask any target in talking distance what their current thought is.
Once per Scene: The character may learn any one detail about the scene, including weaknesses or abilities of a character or creature in the scene.