Physical AttributesEdit

These Traits describe how strong, nimble and sturdy a character is; they are the primary focus of an action-oriented character. Physical Traits represent the strengths and weaknesses of the body.

Social AttributesEdit

Your Social Traits describe your character's looks, charm and familiarity with personal interaction. They are vital in determining your character's appearance, persuasiveness and adaptability in social situations.

Mental AttributesEdit

The Mental Attributes represent your character's total mental capacity, including such things as memory, perception, logic and the ability to learn.

Rolling AttributesEdit


Strength should be used for any sorts of rolls that involve a character's sheer muscle or force of body.

  • Examples: Strength + Athletics (Lifting, Pulling), Strength + Brawl (Wrestling) or similar for Resisted Strength rolls, Damage rolls.


Dexterity should be used when a character has to be fast, nimble, flexible, or physically accurate.

  • Examples: Dexterity + Athletics (Swimming, Climbing), Dexterity + Stealth (Sneaking), Dexterity + Larceny (Lock picking, Pickpocketing), Dexterity + Marksmanship (Shooting, Aim).


Stamina should be used any time there is a question of physical energy or endurance.

  • Examples: Stamina + Athletics (Marathon Running), Stamina + Integrity (Resisting mental influence), Stamina + Resistance (Alcohol tolerance, going without sleep, holding breath), Soak rolls.


Charisma should be used any time a character is attempting to project their personality in some way.

  • Examples: Charisma + Persuasion (Charm, Convincing), Charisma + Etiquette (Diplomacy), Charisma + Expression (Style), Charisma + Performance (Public Speaking - this may have nothing to do with what they're actually saying).


Manipulation should be used any time a character participates in lying, fast-talking, debating, playing with someone else's words, or trying to change something to fit your agenda.

  • Examples: Manipulation + Intimidation (Coercing), Manipulation + Persuasion (Doubletalk), Manipulation + Subterfuge (Lying), Manipulation + Performance or Larceny (Fake Identity).


Appearance should be used whenever a character is attempting to affect an appearance, be it innocent, trustworthy, strong, or even cowardly. It does not strictly mean physical beauty, though that does frequently fall under this stat.

  • Examples: Appearance + Intimidation (Bearing), Appearance + Persuasion (Seduction), Appearance + Etiquette (First Impressions), Appearance + Performance (Disguise).


Perception should be used when a character is attempting to notice or detect something, or use any of their five senses.

  • Examples: Perception + Insight (Intuition), Perception + Sensitivity (Sense Supernaturals), Perception + Vigilance (Sense Danger), Perception + Etiquette or Perception + Culture (Social Awareness), Perception + Linguistics (Language Cues).


Intelligence should be used whenever a character is applying mental force to a particular activity, be it thinking, studying, or researching.

  • Examples: Intelligence + Insight (Searching), Intelligence + Etiquette (Which fork?), Intelligence + Craft/Technology (Building), Intelligence + Research (Parsing scholarly writing), Intelligence + Finance (Banking).


Wits should be used when an action requires speed of thought, mental reaction time, or quick responses. This can include memory retrieval.

  • Examples: Wits + Insight (Gambling), Wits + Insight (Discovering hidden meaning in someone's gestures), Wits + Vigilance (Noticing a quick-draw before it's too late), Wits + Drive (Stunt driving), Wits + Melee (Countering a feint), Wits + Computer (Hacking).
Community content is available under CC-BY-SA unless otherwise noted.