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Abilities are used as a general measure for the potential of your character and how they differentiate from other characters. The abilities here are used as a general guideline for how strong a character could potentially be, but the true skill relies solely on the player.

Muscle

Muscle determines offensive physical strength of your character, determining if they’re strong enough to lift heavy weights, dealing damage and hitting with melee weapons and throwing things from a far distance.

Muscle affects:

  • Chance to Hit and Damage with Two-Handed Melee, Unarmed and Throwing weapons.
  • Carry Weight
  • Amount of Perks gained at character creation (+1 every +15%, -1 every -15%)

Note: The milestone descriptions below are just used to give a measure of reference for your power, these do not have any mechanical effects (except for -50% and -100%) unless your GM says otherwise and are not intended to be mechanical by any means.

Table: Muscle Milestone Descriptions            
Modifier Description       Modifier Description
0% Average for a Humanoid.       0% Average for a Humanoid.
-5% Below Average, Difficulty lifting heavy objects       +5% Above Average, Generally Buff
-10% Cannot lift up themselves while climbing       +10% Burly, Able to carry heavy objects
-15% Weak, Punches are like pillows       +15% Average Skilled Swordsmen Strength
-20% Average TTRPG Dev Strength       +20% Heavy Bruiser, Fists are like Steel
-25% Easily toppled over by a light push.       +25% World-Class Bodybuilder Strength
-30% Beyond Frail, Unable to carry most items       +30% Breaks open doors like butter.
-40% Can barely remain standing.       +40% Lifts up cars like grocery bags.
-50% Too weak to remain conscious, is unconscious and dying.       +50% Elite Warrior, nigh unmatchable strength
-60%         +60% Punches are equivalent to cannonballs.
-70%         +70% Amongst one of the strongest creatures to have lived.
-80%         +80% Able to walk through solid walls unphased.
-90%         +90% Vaporises creatures in a single hit.
-100% Dead.       +100% Strength of a Minor God.
         

Fortitude

Fortitude determines defensive strength of your character, how well you can hold a weapon while being attacked, the ability to resist general blows and being knocked back, how well you can survive the harsh elements of the universe around you as well as the amount of stamina points a player has.

Fortitude affects:

  • Base Damage Reduction (Every 5% Fortitude = +1% Damage Reduction)
  • Physical Status Effects
  • Blocking DT (Calculated as 50 + Fortitude Modifier %)
  • Stamina Points

Note: The milestone descriptions below are just used to give a measure of reference for your power, these do not have any mechanical effects (except for -50% and -100%) unless your GM says otherwise and are not intended to be mechanical by any means.

Table: Fortitude Milestone Descriptions            
Modifier Description       Modifier Description
0% Average for a Humanoid.       0% Average for a Humanoid.
-5% Below Average, Low Pain Threshold       +5% Above average, generally athletic
-10% Fairly weak, unable to endure a simple run.       +10% Tough, High Pain Threshold.
-15% Damage Prone, tends to cause accidents for themselves       +15% Hardened, Conditioned to most battles and situations.
-20% Feels slight constant pain from existing alone.       +20% Protector, built to take damage with ease.
-25% Extreme levels of pain received from physical damage.       +25% Olympic Athlete levels of Endurance.
-30% Would pass out in a single punch.       +30% Among some of the most battle-hardened warriors.
-40% Receives physical pain more then any other creature on the planet       +40% Built like a brick wall, able to take on some of the most intense hits.
-50% Cannot be resilient to the ground it walks on, is unconscious and dying.       +50% Incredibly Endurant, Could theoretically sprint forever if they tried hard enough.
-60%         +60% Tank Skin, near bullet proof
-70%         +70% Endurance among some of the greatest speedsters
-80%         +80% Could probably survive a direct explosive hit.
-90%         +90% Almost Indestructible
-100% Dead.       +100% Endurance of a Minor God.
         

Vitality

Vitality determines the body’s natural repair rate against illnesses and damage inflicted. This determines how much hit points a player has, how much hit points they regenerate naturally and how often they would need to eat food and drink liquids.

Vitality affects:

  • Hit Points
  • Long Rest Requirements (-1 hr every +15%, +1hr every -15%)
  • How much Nourishment a character needs
  • Resilience to various diseases

Note: The milestone descriptions below are just used to give a measure of reference for your power, these do not have any mechanical effects unless your GM says otherwise and are not intended to be mechanical by any means.

Table: Vitality Milestone Descriptions            
Modifier Description       Modifier Description
0% Average for a Humanoid.       0% Average for a Humanoid.
-5% Below Average, weak tolerance       +5% Above Average, not often sick
-10% Sickly, gets sick often.       +10% Hearty, good tolerance
-15% Squeamish, fairly vulnerable       +15% Battle-Hardened tank, has survived multiple near-death situations.
-20% Weak, can be knocked down in one hit.       +20% Amazing Immune System, almost never gets sick.
-25% Alarmingly accident prone.       +25% Has the Vigor of a large Bear.
-30% Almost always sick with a disease or other condition.       +30% Extremely Hard to Kill, always gets back up
-40% Paper skin, even the most strongest armour won’t protect you.       +40% Extreme Poison resilience, impossible to get drunk
-50% Body too weak to live, is unconscious and dying.       +50% Most attacks received are merely just a flesh wound.
-60%         +60% Has the durability and metabolism of a creature larger then itself
-70%         +70% Pinnacle of great health, unaffected by even the most deadly environments.
-80%         +80% Can survive a point-blank explosion and still remain in tact.
-90%         +90% Impossible to Kill
-100% Dead.       +100% Constitution of a Minor God.
         

Agility

Agility determines the speed and reflexes of the character, determines how well a character uses one handed weapons, determines the damage for One Handed Melee Weapons and related weapons and determines the ability to sneak around aswell as the ability to dodge attacks. Agility affects:

  • Movement Speed (+1m every +15%, -1m every -15%)
  • Dodging Ability and Chance
  • Chance to hit and damage with One Handed Melee Weapons

Note: The milestone descriptions below are just used to give a measure of reference for your power, these do not have any mechanical effects (except for -50% and -100%) unless your GM says otherwise and are not intended to be mechanical by any means.

Table: Agility Milestone Descriptions            
Modifier Description       Modifier Description
0% Average for a Humanoid.       0% Average for a Humanoid.
-5% Below average, reacts late to situations       +5% Decently fast reaction time, can respond quickly
-10% Tends to trip over their own steps frequently.       +10% Great co-ordination, able to traverse areas pretty easily.
-15% Slow, similar speeds to hulking, larger beings.       +15% Nimble, able to move hastily to any situation.
-20% Snail levels of speed.       +20% Great reaction time, can easily step around someone’s punches.
-25% Movements are extremely stiff, slow, and require a lot of energy.       +25% Could probably catch a bullet if they tried hard enough
-30% Unable to jump or perform any important manoeuvres, dodging is out of the question.       +30% Able to perform most acrobatic techniques with extreme ease, steps are almost silent.
-40% Impossible to locomote, only basic functions e.g. breathing are able to be performed       +40% Extreme speed, dodge’s appear like teleportation to those that watch.
-50% Body unable to move, is unconscious and dying.       +50% Speedster levels of speed and dexterity.
-60%         +60% Attacks and actions made are barely visible to the human eye.
-70%         +70% Able to move ontop of the surface of water briefly.
-80%         +80% Able to move at the speed of sound with ease.
-90%         +90% The minimum requirement to go faster then the speed of light.
-100% Dead.       +100% Dexterity of a Minor God.
         

Intellect

Intellect determines the book-smarts and problem solving ability of the character, and determines how much languages a character knows, how much Feats a character has and overall how intelligent they are when it comes to critical thinking situations.

Intellect affects:

  • Amount of Languages known at Character Creation (+1 for every +5%)
  • Amount of Feats gained at Character Creation (+1 Feat every +15%, -1 for every -15%)
  • Tinker Points (+1 Point for every +15%, -1 for every -15%)
  • Crafting Ability
  • Knowledges

Note: The milestone descriptions below are just used to give a measure of reference for your power, these do not have any mechanical effects (except for -50% and -100%) unless your GM says otherwise and are not intended to be mechanical by any means.

Table: Intellect Milestone Descriptions            
Modifier Description       Modifier Description
0% Average for a Humanoid.       0% Average for a Humanoid.
-5% Below Average, takes longer to grasp concepts       +5% Above Average, generally a quick learner.
-10% Needs general assistance and reminders when grasping concepts       +10% Able to solve most problems without trying very hard, can solve logical conundrums mentally.
-15% General lack of intelligence, unable to grasp complex concepts.       +15% Fairly intelligent, able to understand new situations and ideas very quickly.
-20% Reacts instinctively and impulsively, tries to explain situationally.       +20% Gifted intelligence, has a few topics that they are highly knowledgable in.
-25% Visible complete lack of sentience, almost animalistic       +25% Genius level intellect, capable of discovery and new understandings
-30% Lives on the most basic of instincts.       +30% Highly knowledgable, probably the smartest person many people know
-40% Barely able to perform any daily functions by themselves.       +40% Able to perform complete jumps in logic that appear erratic to others
-50% No brain power, is unconscious and dying.       +50% Hyperintelligence, very aware of almost any situation and it’s outcomes.
-60%         +60% Able to think of solutions nearly immediately for every scenario.
-70%         +70% A beacon of knowledge for most societies, asked for advice on the most complex situations
-80%         +80% Complete knowledge in all general information and many niche subjects that they are fond of.
-90%         +90% Most general assumptions this person makes tend to be true, almost exactly.
-100% Dead.       +100% Intelligence of a Minor God.
         

Psyche

Psyche determines the common sense and spirituality of the character, and determines their total amount of Magic Points. Their in general rational thinking, their ability to understand the feelings of others and in general, their “gut” feeling.

People who focus on Psyche would be able to use more power based abilities then others and would in general be really intuitive or wise.

Psyche affects:

  • Magic Points
  • Amount of Powers gained at character creation (+1 for every +15%, -1 for every -15%)

Note: The milestone descriptions below are just used to give a measure of reference for your power, these do not have any mechanical effects (except for -50% and -100%) unless your GM says otherwise and are not intended to be mechanical by any means.

Table: Psyche Milestone Descriptions            
Modifier Description       Modifier Description
0% Average for a Humanoid.       0% Average for a Humanoid.
-5% Below Average, sometimes struggles to cast powers       5% Above Average, understands basic arcana concepts
-10% Limited knowledge or understanding of any magic       +10% General ability and prowess to cast a few powers
-15% Tends to have adverse reactions around radioactive material       +15% Fairly adept at casting abilities, most beginner full casters are at this level.
-20% Tends to rash often, faces allergic reactions like hay fever       +20% Decent Potential. Fairly in-depth knowledge of the arcane and it’s power.
-25% Sickly most days due to background radiation.       +25% Incredible skill and gift for casting powers, understands the arcane and it’s complex concepts.
-30% Typically unable to cast spells.       +30% Expert Full Caster, this is where most full casters tend to get to in their life.
-40% Body rejects most magic, causes extreme pain no matter the power       +40% Extreme prowess, able to cast multiple chains of powers at no hindrance.
-50% Inability to process magic, all MP damages you.       +50% Incredible magical prowess, among some of the best spellcasters to exist.
-60%         +60% Great caster, goes above and beyond the ideas of casting
-70%         +70% High Potential caster, able to create new powers entirely.
-80%         +80% Incredible magical limits, has powers that can excel beyond rank 3 powers
-90%         +90% A pure beacon of magical energy.
-100% Completely vulnerable to Radiation, dead.       +100% Magic Prowess of a Minor God.
         

Social

Social determines the social skills and how likeable a character is with others, and determines their Social abilities in general and their ability to sway and manipulate others emotions and feelings. Social also affects the characters persona.

People who focus on Social typically tend to be the “face” of the party, talking to all of the Non-Playable Characters (NPC’s) and either persuading them to work with the party or demoralising everyone around them.

Social Affects:

  • All Social Interactions
  • Amount of Favours from NPCS/factions/etc. (+1 for every +15%, -1 for every -15%.)

Note: The milestone descriptions below are just used to give a measure of reference for your power, these do not have any mechanical effects (except for -50% and -100%) unless your GM says otherwise and are not intended to be mechanical by any means.

Table: Social Milestone Descriptions            
Modifier Description       Modifier Description
0% Average for a Humanoid.       0% Average for a Humanoid.
-5% Below Average, tends to have dry conversations.       +5% Above Average, Generally fairly likeable
-10% Seen as slightly unfavourable, usually seen as brash or boring.       +10% Pretty well liked, generally good at conversing with others
-15% Unpleasant to be around, overall just makes others uncomfortable.       +15% Socially adept, can hold an interesting conversation for as long as needed.
-20% Has no social awareness of any situation, near to no empathy.       +20% Great talker, pretty convincing person to talk to.
-25% Unfavourable, refuses to talk to others, insults others when speaking.       +25% Extremely charismatic, funny and overall amazing to talk with.
-30% Would have more conversation speaking to a wall.       +30% Average minimum social skills a leader must have, very diplomatic and convincing.
-40% Barely conscious, no expression on their face, may not be alive.       +40% Extreme confidence, charisma and generally great social aptness
-50% Unable to express themselves in any way possible, unconscious and dying.       +50% Among some of the greatest leaders and negotiators of their time.
-60%         +60% Silver tongued, beloved by most, can do-no-wrong.
-70%         +70% Can make others question their morality just through a single conversation.
-80%         +80% Cult leader levels of pure charisma, can convince strangers to kill for you.
-90%         +90% Almost always gets their way just by speaking to someone.
-100% Dead.       +100% Charisma of a Minor God.
         

Nerve

Determines mental resistance and fearlessness of the character, and determines their sanity loss, resistance to mental effects and their ability to be frightened or scared. Nerve also determines chance to hit and damage with Two-Handed Ranged weapons.

Nerve affects:

  • Morale drain from sanity draining effects such as torture, excessive violence and traumas and many powers.
  • Chance to Hit and damage with Two-Handed Ranged Weapons
  • Trait gaining chance
  • Additional Quick-Thinking lines (+1 for every +15%, -1 for every -15%)

Note: The milestone descriptions below are just used to give a measure of reference for your power, these do not have any mechanical effects (except for -50% and -100%) unless your GM says otherwise and are not intended to be mechanical by any means.

Table: Nerve Milestone Descriptions            
Modifier Description       Modifier Description
0% Average for a Humanoid.       0% Average for a Humanoid.
-5% Below Average, mild anxiety       +5% Above Average, manages to keep a level head
-10% Very timid, prone to ‘jumping’ at sounds.       +10% Can always remain in a calm, consistent tone while having a heated debate.
-15% Generally mentally unstable.       +15% Brave, quite strong against formidable foes.
-20% Unable to concentrate or focus on anything, unable to keep attention       +20% Courageous, great ability to keep resilient even in dire times
-25% Signs of dysfunctional nervous system, constant body tremors.       +25% Calm, barely ever shakes or moves involuntarily.
-30% Complete brain fog, unable to have clear thoughts or speech.       +30% Resourceful, thinks incredibly quickly and analyses situations better then most.
-40% Frequently seizes, barely conscious most times       +40% Unable to experience fear in the traditional sense.
-50% Total nervous system dysfunction, unconscious and dying.       +50% Complete Nervous Control, can stay calm and resilient in almost every scenario.
-60%         +60% Gut feeling is almost always right.
-70%         +70% Has experienced almost everything and managed to come out on top.
-80%         +80% Each movement performed by the creature is intentional and optimised.
-90%         +90% Not a single being in the world can bring fear to this creature.
-100% Dead.       +100% Willpower of a Minor God.  
         

Senses

Senses determines awareness, accuracy and the five senses e.g. Sight, Sound, Smell, Taste, and Touch of the character, and determines their damage and chance to hit with one handed firearms, ability to detect traps and their overall physical perception.

Senses affects:

  • Chance to Hit and damage with One Handed Ranged Weapons.
  • Trap Sensing Aura and Sight (+1m every +15%)

Note: The milestone descriptions below are just used to give a measure of reference for your power, these do not have any mechanical effects (except for -50% and -100%) unless your GM says otherwise and are not intended to be mechanical by any means.

Table: Senses Milestone Descriptions            
Modifier Description       Modifier Description
0% Average for a Humanoid.       0% Average for a Humanoid.
-5% Below Average, sometimes misses small details       +5% Above Average, picks up on the little details.
-10% Normally requires hearing aids or glasses       +10% Able to sense traps and other secret rooms, knows when to be light-footed.
-15% Has the equivalent of Blindness or Deafness in one eye or ear.       +15% Adept at detecting the unseen, good at being a lookout.
-20% Easily surprised by most things, no object permanence       +20% Incredible senses, can feel other people staring at them.
-25% Almost as blind as a bat, can barely sense anything.       +25% Falcon-like senses, able to detect tiny movement in the distance with ease.
-30% Would probably function better without any sight, hearing or tactile feeling.       +30% Able to detect scents almost similar to that of a dog, and see as far as a bird.
-40% Only detects faint sensations of what is going on around them.       +40% Complete awareness of ones surroundings, can easily detect invisible targets.
-50% Lacks ability of any awareness, unconscious and dying       +50% Hyperawareness, notices the most minute of details and quietest of sounds.
-60%         +60% Supernatural Senses, beyond that of a normal humanoid.
-70%         +70% Able to detect even the most oldest of tracks and cover-ups in the cleanest areas.
-80%         +80% Precision awareness, able to hear the drop of a pin in another room.
-90%         +90% Can sense targets through walls in a similar manner to x-ray.
-100% Dead.       +100% Omniscience of a Minor God.
         

Luck

Luck determines how lucky a person is naturally, Luck normally affects a bit of everything and determines the chance for critical hits, the amount of items you would normally get, and experience points.

Luck affects:

  • Critical Hit Chance
  • Experience Points Gained

Note: The milestone descriptions below are just used to give a measure of reference for your power, these do not have any mechanical effects (except for -50% and -100%) unless your GM says otherwise and are not intended to be mechanical by any means.

Table: Luck Milestone Descriptions            
Modifier Description       Modifier Description
0% Average for a Humanoid.       0% Average for a Humanoid.
-5% Below Average, stubs their toes on a regular basis       +5% Above Average, tends to find spare change on the ground more often
-10% Creatures and items that the creature uses tend to act strange towards them.       +10% Had at least one random dead relative give their inheritance to them.
-15% Unlucky, often misjudges situations that seem innocent.       +15% Likely to win the lottery atleast once or twice.
-20% Somehow messes up slightly even in the easiest situations.       +20% Favoured, things tend to go well for this person
-25% Unfortunate, true pain and suffering only follows.       +25% Seasoned gambler, almost always wins in games.
-30% Usually hated by all for whatever reason, branded, fated to suffer.       +30% Always manages to get out of sticky situations at the last moment.
-40% The universe strangely wants this creature to die.       +40% Somehow always finds change behind someone’s ear.
-50% Extreme misfortune doesn’t allow function, unconscious and dying       +50% Extreme Luck, every step this person takes is always perfect.
-60%         +60% Weapons frequently jam against this person. Bullets curve around them.
-70%         +70% Makes quantum tunnelling look like a commonplace occurrence.
-80%         +80% Uncanny Luck, nothing ever goes bad for this creature.
-90%         +90% Their existence in an area changes the outcome of a scenario.
-100% Dead.       +100% Luck of a Minor God.