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Abilities#


Abilities represent a character’s overall aptitudes and capacities. There are 12 in total, grouped into 4 unique domains (physical, social, intellectual and spiritual):

Physical#

Physical Abilities relate to a character’s bodily aptitude and physical prowess. They determine combat effectiveness and proficiency in athletic challenges:

AbilityDescriptionUsageVocation
StrengthForce, muscle mass, physical power…Breaking things, lifting charges, intimidating…Bodyguard, mercenary, warrior…
DexterityPrecision, sleight, reflexes…Accuracy, reaction times, handling tools…Sharpshooter, assassin, thief…
AgilityNimbleness, speed, body coordination…Running, swimming, dodging attacks…Acrobat, martial artist, swashbuckler…

Social#

Social Abilities relate to a character’s social skills and capacity to communicate. They determine the outcome of social situations and attempts at persuasion:

AbilityDescriptionUsageVocation
CharmDemeanor, attractiveness, taste…Performance, seduction, luring…Bard, painter, courtesan…
SpeechLocution, extroversion, affability…Rhetoric, argumentation, writing…Actor, diplomat, politician…
IngenuityImprovisation, originality, creativity…Lying, designing, composing…Inventor, trickster, craftsman…

Intellectual#

Intellectual Abilities relate to a character’s intelligence and mental acuity. They determine aptitude in tasks where deduction and logical thinking are needed:

AbilityDescriptionUsageVocation
KnowledgeLiteracy, memory, erudition…Understanding, identifying, recalling…Savant, loremaster, scholar…
ReasoningLogic, rationality, magic affinity…Problem-solving, spellcasting, repairing…Engineer, wizard, scientist…
InsightMaturity, sharpness, experience…Detecting lies, perceiving motives, evaluating goods…Merchant, judge, philosopher…

Spiritual#

Spiritual Abilities relate to a character’s wisdom and willpower. They determine their capacity to restraint themselves, withstand harm and provide guidance to others:

AbilityDescriptionUsageVocation
HumilityTolerance, altruism, selflessness…Healing, helping, teaching…Doctor, tutor, volunteer…
ComposureDiscipline, restraint, assurance…Controlling impulses, staying cool, resisting temptation…Soldier, ascetic, monk…
EnduranceToughness, stamina, resilience…Withstanding harm, persevering, handling exertion…Athlete, sailor, explorer…

Dual Domain#

Some Abilities also share two domains simultaneously:

  • Agility counts as both physical and social.

  • Ingenuity counts as both social and intellectual.

  • Insight counts as both intellectual and spiritual.

  • Endurance counts as both spiritual and physical.

Dice Class#

During a scenario, Abilities are used actively to accomplish tasks, or reactively to counteract harm. To measure aptitude, each Ability is assigned with a specific Dice Class:

Dice ClassDescription
d4The character is extremely weak or inept.
d6The character is intermediate or has basic aptitude.
d8The character is above average or has good aptitude.
d10The character is very talented or highly capable.
d12The character is exceptionally accomplished or virtuosic.

XP#

XP measures Ability development. Each Ability falls into one of three categories, setting the pace at which a character can train it:

  • Proficient Abilities have a XP track of 6.

The character has an affinity with these, allowing for quicker training.

  • Crippled Abilities have no XP track.

The character struggles with these, holding them back as they cannot be trained.

  • Standard Abilities have a XP track of 9.

The character is neither proficient nor struggling with these, keeping a regular training rate.

Advancement#

Proficient and standard Abilities advance once their XP track is full. This improves their Dice Class by one level, and their XP track resets back to 0.