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