Attributes & Skills

All twenty of them, one at a time, and what each one is for

This is the list. Nine attributes, eleven skills, and a sentence on each.

How to read an entry

Nothing in the game rolls an attribute on its own if it can help it, and nothing rolls a skill on its own ever. A roll is an attribute plus a skill, together, and the two halves are bought and upgraded separately.

So each skill below names the attribute it answers to, and each attribute names the skills that answer to it. That pairing is fixed.

An attribute with no skill hanging off it is not a weak attribute. Two of the nine are like that, and they are doing their work somewhere other than the skill list — in what you can spend, in the roll that saves you when everything misses, in how long you last. The entry says which.

The short version of the whole system: the attribute is what you are and it is expensive and slow to move. The skill is what you have learned and it is the cheaper half at creation. An untrained character still rolls the attribute alone when the game asks — they are not barred, they are just untrained, so natural ability (attributes) do the work.

The nine attributes

They come in three categories, and at creation you rank the categories against each other rather than buying attributes one by one — the largest budget to one, the middle to another, the scraps to the third.

Physical

Might
Raw physical power. Governs melee damage, carry capacity, and forcing open doors or obstacles.
Governs Melee.
Grace
Speed and reflexes. Governs dodging, ranged accuracy, and turn order in combat.
Governs Marksmanship and Evasion.
Vigor
Physical toughness. Sets your hit point pool, contributes to your Stamina pool, and resistance to poison, disease, and exhaustion.
Governs Guard.

Mental

Acuity
Sharpness of mind. Governs spell power for studied casters, puzzle and trap logic, and identifying items.
Governs Devices and Solar.
Focus
Concentration and discipline. Governs sustaining spells under pressure, resisting mental or charm effects, and contributes to your Stamina pool.
Governs Flow.
Perception
Awareness of your surroundings. Governs spotting traps, ambushes, and secret doors, and reading danger before it strikes.
Governs Search, Survival and Terrestrial.

Spirit

Resolve
Willpower and grit. Governs resisting fear, domination, and despair, pushing through injury, contributes to your Stamina pool, and how fast you recover Stamina between actions.
Governs no skill directly.
Fortune
Luck. Doesn’t govern any one offensive skill — instead it colors critical hits, saving throws, and grants a hidden second chance on a roll that would otherwise completely whiff.
Governs no skill directly.
Aether
Attunement to raw magical energy. Governs Abjuration — your ability to ward off and absorb incoming magical harm.
Governs Abjuration.
Worth noticing: two of the nine govern no skill at all, and three of them feed your stamina pool.

The eleven skills

Every skill is open to every character — there are no classes and nothing is locked behind being a certain kind of person. At creation you get a pool of dots and a ceiling of three in any one skill, and after character creation they grow by spending Experience Points.

Melee
Fighting with swords, axes, and other hand weapons at close range.
Governed by Might.
Marksmanship
Fighting with bows, thrown weapons, and other ranged attacks.
Governed by Grace.
Evasion
Actively dodging an incoming attack rather than standing your ground.
Governed by Grace.
Guard
Actively blocking an incoming attack with a shield or weapon.
Governed by Vigor.
Search
Actively looking for traps, secret doors, and hidden danger.
Governed by Perception.
Survival
Foraging, tracking, and reading the hazards of the wilderness.
Governed by Perception.
Devices
Picking locks and disarming mechanical traps.
Governed by Acuity.
Abjuration
Warding off and absorbing incoming magical harm — the spellcaster’s answer to a shield or parry.
Governed by Aether.
Solar
Solar magic — precise, long-reaching spells drawn from raw heat and sunfire.
Governed by Acuity.
Terrestrial
Earthbound magic — spells that reshape stone, root, and soil to control the battlefield.
Governed by Perception.
Flow
Kinetic magic — spells that ride wave and vibration to disrupt, displace, and disorient.
Governed by Focus.
The three at the bottom are not just skills. Solar, Terrestrial and Flow each do three jobs for every dot you put in: they add dice to that domain’s casting, they deepen the mana you cast out of, and at creation they grant you a starting spell.

Where the numbers go next

What you put in these twenty boxes turns into three pools you never set directly — health, stamina and mana — and into the dice you throw at everything the dungeon puts in front of you. The parent page covers the pools; Dice & Resolution covers the throw.

A newsly created character is a draft until the first point of experience is spent.