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.

- Stats Grant 10 exp when taken. Costs 10 exp to return to normal
o All Stats begin at Ordinary, and have no particular advantage or disadvantage.
● Stats cost 5 exp.
●●Stats cost 10 exp
●●● Stats are not available at creation, and must be earned in game via story with staff approval. They do not cost exp when earned.
●●●● and Higher grant “Epic Feat of X” and can be used once per rest per step above max, normally not possible for PCs except under extreme and dangerous circumstances.




A character's brute physical strength. Strong characters will be burly and powerful, capable of carrying heavy loads and effectively fighting with larger weapons.

Level Name Effect
- Feeble 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, and all Gathering Skills except Herbalism are treated as if they are one rank lower, and you cannot take the Labor Downtime action.
Strong The character is lean and muscled, able to throw their back into their actions and heft heavy objects easily. Unlocks the Heavy Weapons Skill.
●● Brawny The character is well muscled and imposing, able to direct great amounts of force into their actions. The character gains the Knockback Attacks and Feat of Strength abilities.
●●● Mighty 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. All Weapons are considered Mighty in your hands. Additionally, you 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.

Knockback Attacks

Passive 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. Any 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, causes the target to be knocked back, forcing the player to take one full step in the direction the attack would push them. Knockback hits can be used as many times as the attacker wishes so long as they use the call.
Preferred Call: A ferocious grunt or roar, "rrrrrRRAAHG!" with the hit.
Secondary Call: "Knockback"
Restriction: Knockback requires the hit to physically connect, but can be used along with a Brawl attack such as Punch. Characters who are Brawny or stronger are immune to this attack, and can indicate their immunity with the same ferocious grunt.

Feat of Strength

Passive Ability
The character is able to sustain a great amount of physical force for a time and perform a specific feat. This can be something like loudly breaking open a door, smashing open a lock (and possibly the contents behind it), carrying an unconscious person all by one's self, rolling aside a boulder blocking a path, and other examples. The player can work with the Marshall to perform a Feat of Strength that seems reasonable but isn't otherwise mentioned. Using a feat of Strength takes 15 seconds of continuous force, repeated smashes or strained exertion.
Preferred Call: A ferocious grunt or roar, "rrrrrRRAAHG!".
Secondary Call: "Strength"
Refresh: Rest
Restriction: Depending on the circumstances, using a Feat of Strength may have unintended negative consequences, such as reopening stabilized wounds of someone carried, breaking glass objects inside a smashed open chest, or even injury in some cases. Using the Feat of Strength means you must accept whatever negative outcomes might be declared by the Marshall without first knowing what they will be.




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.

Level Name Effect
- Clumsy 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 (except Grit) are treated as 1 level lower than they are.
Nimble The character is well-coordinated and can use their body as one instrument. Unlocks the Mobility Skill.
●● Graceful The character's agility and coordination allow her to twist and move with a powerful, feline grace.  Unlocks the Slippery ability.
●●● Quick The character has almost inhuman grace and coordination and can react faster than anyone else, making their strikes impossible to Dodge. All weapons are treated as Quick when you wield them. As well, her movements are so rapid that she can pre-empt the actions of others and stop attacks against her before they can be dangerous. In any clash that she damages her opponent, any attacks from that opponent that would have landed are rendered harmless by a Dodge.


Passive 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.  If a Clash ends with only one melee hit taken, she may call Dodge at the end of the Clash.
Preferred Call: "Dodge!"
Restriction:  Slippery is only usable in Light armor or no armor.




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.

Level Name Effect
- Sickly The character is unhealthy and his constitution is a mess, unable to defend him from daily diseases or other foreign agents in the body. See Sickness & Starvation.
Solid The character is built sturdy - strong posture and good endurance, able to maintain heavy weights for long periods of time without tiring. Unlocks the Grit skill.
●● Tough The character is extremely robust and enduring, able to shrug off injuries that might kill others, and survive hits that otherwise would injure unhindered. The character gains the Toughness ability.
●●● Stalwart 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 may take two hits to each hit location on their body before considering that part injured. This includes Assassination attacks and any other attack that delivers physical damage - it must be rendered at least two times to be effective.


Active Use
You may call Toughness as a defense against any kind of damaging ability, including any weapon attack, spell, ranged attack, even if you are in a circumstance that would otherwise not allow you to call any Defenses, such as Surprised, on Bad Terrain, or any other circumstance. This ability always allows you that extra level of safety no matter what the case.
Preferred Call: Hold the wounded area and groan defiantly.
Secondary Call: "Toughness"
Refresh: Rest
Restriction: Toughness may not defend against an Assassination attack. You may not purchase extra uses of Toughness.




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.

Level Name Effect
- Pushover 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. He may never counter the use of a Social Skill used against him.
Determined A steely surety backs all the character does, and he is in clear possession of his mental and emotional faculties. Unlocks the Discipline skill.
●● Resolute The character is able to persevere through any difficulty, using her incredible focus to complete the task at hand, no matter what.  The character gains the Determination ability.
●●● Indomitable 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. Gain the Indomitable ability.


Passive Ability
You are able to bring incredible focus to bear upon a problem, and your concentration sees you through when others falter and find themselves overwhelmed.  You can go harder, stay sharp longer, and are comfortable pushing your own limits as far as you need to in order to complete your mission.  You may activate the Discipline Skill to refresh a spent use of any other spent ability that would ordinarily recover upon Rest.  


Passive Ability
You are a mountain of will.  Your mind is a fortress unfit for assault.  As a person, you are uncompromising, and always do what you set out to do, able to feel, and yet ignore, doubt, guilt, and regret.  Characters of Indomitable Resolve receive but do not feel the effects of Despair. Should your resolve ever falter for some reason, and you lose Indomitable, any Despair on your character begin to affect you normally.  Because its effects are not normally felt, you should make sure to notify Staff if you do something to recover Despair.  Should you ever gain Despair over 5, the normal maximum applies and Insanities begin to be felt to make room for the new Despair.




A character's strength of ideals and beliefs. Not necessarily one's belief in a deity or religion, faith also encompasses the degree to which a character will adhere to his or her personal codes and ideals. At character creation, characters are encouraged to choose something to believe in. Doctrines of the church are a typical selection for any citizen of the Throne, but Guild Mages can often be found selecting faith in themselves or the magic they wield. A character with high faith has a deep confidence in their ideals and a natural leadership ability. Faithful characters are also more able to believe in the power of things beyond their normal ken, and as such, can relate to the effectiveness of Ritual Magic in regards to the character. Furthermore, the Faith score is also an odd measure of how conservative a character can be and think. High faith tends to yield less flexible personas as they put great value in their beliefs. Faith also measures the strength of a character's personal convictions against the expectations of the world, and characters with high Faith can keep their self-identity more intact than others when faced with decisions others would find questionable, allowing them more room for Depravity before Insanity takes hold. A normal character can have 5 Depravity before this occurs. An Affirmed character can have 6, a Faithful character may have 7, and a Zealous character may have 8. Heartless characters may only have 3.

Level Name Effect
- Heartless The character's complete lack of beliefs and ideals make it impossible for her to feel remorse or empathize with her fellow man. She is unable to lose any Depravity or Insanity.
Affirmed 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 the Liturgy skill.
●● Faithful 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 acting for her Devotion, she chooses 2 skills to increase by 2. Priests and Paladins gain additional benefits described in their sections.
●●● Zealous Undying fire, relentless prosecution. The character has a drive inside her that is without limits or shame; an unstoppable personality that inspires and terrifies those around her. When acting for her Devotion, she chooses 3 skills to increase by 3. Priests and Paladins gain additional benefits described in their sections.




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. It is also the primary statistic for working magic, as the level of concentration that a magician requires to channel arcane power is immense. The better a magician's intelligence, the more arcane power they can focus at one time.

Level Name Effect
- Simple 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.
Knowledgeable 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 the Academics Skill.
●● Smart 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.
●●● Brilliant The character's towering Intellect puts him in a class of his own and he sees the world totally differently than his 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 gains the Invention ability.


Passive 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 Social Skill to affect someone else, you may ask them, out of character, a single question pertaining to the subject matter of any of the successful social skill which were used successfully.  For instance, if you agreed to trade wood for metal with someone with Seduce, 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 is also Smart, they may give any answer they wish to this question. Even if you affect multiple people with your social skills, you can only use Insight on a single character per scene, and only regarding the subject matter of those successful Skill uses.


Passive Ability
You gain access to a new kind of Downtime action called Invention.  Invention can be used to begin the process of creating entirely new or unique configurations of production, new solutions to problems, new maneuvers, and other such things.  For example, one could create a new kind of spring-bound lock that uses "@" as a character code instead of any known existing code, and the lock would be impossible to bypass without that code, which would need to be learned either by disassembling that lock or from the inventor himself.  The user can also propose new Foci, Magician Techniques, Rituals, or Maneuvers.
Once the final goal of the invention is approved by Staff through the use of the Invention Downtime, the player is told the very next (and only very next) steps of a few different paths they might try in order to achieve this new Invention.  For instance, a Magician trying to develop a new sensory technique that allowed them to sense what Element nearby magic was affected by might be told that he needed to learn more about Magical Resonance, or to gain the Basic Lore Foci for all four Elemental magics, or to learn more about the effects of each kind of magic under a more exacting scrutiny, like a Sight spell.  The Brilliant Magician might then learn about Magical Resonance from a peer, and then told that that was enough to master his new Technique, or be told that there is yet another step that is now revealed (and so on, until completion).  It may be also that something like Magical Resonance is entirely foreign to him, and he may need yet another Invention Downtime to develop a path to that knowledge.  Inventors thus frequently create secondary inventions on the path to their true goals.
Inventors often maintain specialized laboratories for this purpose, so they can perform experiments, maintain subjects of research, and have the tools to quickly iterate through the different steps toward their prize.  This Downtime cannot cannot reproduced by others using Leadership.