Attributes are a PC’s innate abilities, rated 0-3. The 3 attributes are:
- Insight – a measure of mental acuity & knowledge
- Prowess – a measure of physical fitness & reflexes
- Resolve – a measure of force of will or personality
Attributes are used to…
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Resist consequences.
Players can resist the negative consequences of a failed or a mixed action roll:
- The GM says what attribute the PC uses to resist.
- The player rolls that attribute’s rating (the dots in the attribute’s 1st column).
- The PC takes 6 stress minus the highest result to reduce or avoid the consequence.
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- Use Insight to resist mental consequences, like cutting an artery during surgery, navigating to the wrong place, or tripping an electronic alarm.
- Use Prowess to resist physical consequences, like taking a punch, falling from a height, or getting grabbed by a police patrol.
- Use Resolve to resist social or magical consequences, like being hexed, getting dressed down by a superior, or committing an embarrassing faux pas at a soirée.
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Make fortune rolls.
- Like all stats in the game, attribute ratings can be converted to dice (1D per dot) for a fortune roll.
- Make a fortune roll with a PC’s attribute to leave something up to chance when:
- A flat 1D roll feels too broad
- An action rating roll feels too granular
- The PC isn’t taking a specific action
- The roll feels like it should be weighted based on who the PC is
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In a playbook, attributes are the dots in the leftmost column under each attribute. This means attributes aren’t assigned on their own. Instead, each attribute rating comes from the actions under it.
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