# Introduction Abilities are the general assessment of a character's innate traits for gameplay purposes. Abilities have a numbered [[Aspects and Proficiencies|Proficiency]] rating, which is usually referred to as an **ability score**. Ability scores modify rolls concerned with corresponding abilities. Furthermore, each ability have three associated skill scores, which characters will use to further modify their rolls. Ability rolls are made against a difficulty check determined by the [[Main Glossary|Narrator]]. # Ability Categories and Correspondence The eight ability scores are organized into two categories: four physical and four mental. Each ability from one category corresponds to an ability from the other. The physical and mental abilities are related to each other in corresponding pairs. - **Strength:Charisma** - Charisma is the strength of one's character. - **Agility:Intelligence** - Intelligence is a measure of wit, and the speed at which the mind can move. - **Constitution: Wisdom** - Constitution and Wisdom define the fullness and breadth of the mind and body. - **Dexterity:Invention** - Dexterity is a measure of physical creation, while Invention is a measure of magical creation. # Strength Strength is the ability of physical power. It measures one's muscle and bulk. It is the primary ability for physical offense and physical capability. The three Strength skills are Brawn, Might, and Stalwart. ## Brawn Brawn is the utilitarian application of strength, using one's muscles in a directed manner in a decidedly nondestructive way. Brawn is useful for carrying, lifting, pushing, and throwing objects. Poor Brawn rolls may result in unintended destruction rather than completing the appropriate goal. ## Might Might is pure damage potential. This skill is purely focused on damaging creatures or objects. It is important to note this skill also applies to using shortbows and longbows. The drawing of bows requires significant strength. Most physical [[damage]] you deal is modified by +Might(Str). This damage modifier does not apply to crossbows, siege weapons, or the like. ## Stalwart Stalwart is a measure of one's core muscles. Stalwart is about resisting movement, resisting pressure, and resisting pain. When physical resolve is being tested over mental or emotional resolve, Stalwart is the roll that comes into play. Stalwart also defines one's ability to grapple and hold onto objects or others, and the ability to maintain a hold. While the common use might be to pin an opponent in place or restrain someone, it might come into play while attempting to grab the edge of a cliff, or keep a rope in hand as it is tugged by another force. Your base [[Defense Rates and Armor|Block Rate]] is 4+Stalwart. # Agility Agility is the ability of physical movement. It measures one's control of their body movement and full body reaction time. ## Balance Balance is the skill of controlling one's momentum. It is used to eek out more distance in a dash or come to a sudden stop to avoid danger. It can be used in some forms of martial arts to deflect or redirect the force of blows and balance of yourself and opponents. It can also be used to walk tightropes or ride steeds. Your movement [[Move|Speed]] is modified by +2(Balance) meters. ## Coordination Coordination is the skill of precise full body movement and one's spatial awareness. his is a highly encompassing skill that covers swimming, climbing, and other movement that requires tandem use of multiple limbs in rhythm. For the Avis, this is the skill that governs planned air maneuvers. Coordination is also essential for stealth, by governing quiet and unnoticeable movement through the environment. This skill does not cover grabbing things in an unnoticed manner; that would be Deftness(Dex). ## Reflex Reflex measures one's reaction speed, limberness, and ability to stretch and contort their own body. It may be invoked when attempting to fit into small spaces, ensuring a safe landing or limit the power and damage of an incoming impact. It might also come in handy when used in conjunction with certain acrobatic feats. As a critical element of dodging, reflex is also useful for reactionary actions such as parrying and countering attacks. Your [[Defense Rates and Armor|Dodge Rate]] is modified by 4+Reflex. # Constitution Constitution is the physical wellbeing and sturdiness of the body. It measures not only how healthy you are, but how resistant you are to physical damage, and your ability to push it to its limits. ## Stamina Stamina defines the amount of physical energy one can store. Stamina is checked when the difficulty of the task is mostly weighted on time and persistence, rather than actual difficulty. Stamina may checked for long distance swimming, running, or flying. It may also be checked for resisting [[Stages of Decline|Exhaustion]] or attempts to stay awake beyond the body's natural inclination. [[Actions|Action Points]] are determined by 3+Stamina. ## Vigor Vigor measures the overall strength of one's life energy. As a skill, it measures one's ability to handle physical internal turmoil. Illness, poison, nausea, and inebriation are all resisted by one's vigor. Vigor is focused on things that have already been applied and are currently active in your system. [[Hitpoints and Willpower|Hitpoints]] are calculated as 12+3(Vigor), with a minimum of 3HP. ## Vitality Vitality is a measure of the speed of one's life energy. As a skill, it determines the speed at which your body's immune system will activate and process. Vitality can prevent the application of certain poisons and diseases in the first place, by reacting fast enough to prevent the negative effect from establishing a hold in the body. After a rest, you restore [[Hitpoints and Willpower]] equal to (Vitality)d6 (minimum 1d6). # Dexterity Dexterity is an ability that measures fine physical manipulation, awareness, and precision. This ability is a key necessity for craftsfolk, thieves, and scouts. ## Craft Craft represents one's minute physical skill and manual finesse. These are the general concepts of crafting that carry from one skill to another, such as familiarity holding equipment, the particular eye for detail, or the steadiness of a practiced hand. It also focuses on the nimbleness and precision required when working with objects with moving parts. While clockwork is the most obvious example, working with wheels and hinges are also valid subjects of this skill. Additionally, this a very important skill to use when attempting to unjam crossbows or operate ballistae in the middle of battle. Musicians most often use this skill for operating their instruments. This skill is not used to study machinery or other processes. This is specifically a skill of action. ## Deft Deft measures speed of the hand. It can be used for physical deception, such as misdirection, when applied to others in the immediate area. Certain performers will use this skill to work any sleight of hand. Rarely, musicians might use this skill for particularly difficult pieces. Deft is also a particularly useful skill for clear sign-language based communication. Additionally, some spellcasters may find this skill crucial for their casting ability. Deft is notorious for being used by pickpockets and other ne'er do-wellers. ## Sensitivity Sensitivity registers one's ability to measure [[Items and Inventory|materials]] and [[Items and Inventory|ingredients]], as well as detect minute changes in any physical substance, such as temperature or rigidity. Blacksmiths will find this skill particularly invaluable. Sensitivity also governs one's awareness of one's surroundings. When doing a general sweep of an area, Sensitivity is the skill that not only covers one's sense of sight, but also hearing and smell. # Charisma Charisma is the ability that measures the presence or force of one's personality. One's willpower and influence is understood through this trait. It can be beneficial to have low Charisma, making it easy to pass undetected in certain scenarios, but this is highly situational. ## Amenity Amenity is the skill of making people feel heard, feel important, and to feel understood. Sometimes it's base flattery, other times it's conveying how much you truly care. Amenity can be explicit conversation or implicit communication between two living beings and their bond. Because of this, Amenity is also used to determine one's ability to gain trust with animals. ## Asperity Asperity is the forcefulness of one's charismatic energy. Through assertive means, one can bend the wills of others and subjugate them to your own. Sometimes this is through threats, veiled or explicit. Other times, this can be through sheer influence and conveyed importance. Whether an aura of intimidation or of eminence, asperity is the most direct way to get what you want. ## Luck Luck is simply a pure luck check. How much Fortune favors you. You should never ask to roll for Luck. The Narrator is the only one that determines when it becomes relevant. # Intelligence ## Intuition Intuition is a skill that measures one's lateral thinking and mental processing speed. It is most commonly used in conjunction with certain systems. There may be ways the systems connect that you the player might not know, but your character would. If your character is an accomplished alchemist, for example, you don't need to learn and study all of the interactions in that system. Instead, you can roll Intuition for that particular subject when you need to consider what chemicals would solve a problem you have. If the Narrator does not have a specific solution for you, it might be abstracted away if deemed appropriate. Intuition modifies one's [[Combat Rulesets|Initiative]]. ## Logic Logic is a skill that measures one's attention to detail. Examining and studying objects, researching subjects in a library, the act of locating and absorbing information that is laid out in front of you. These actions all fall under this skill. Logic also handles mathematical problems, such as handling financial transactions, or operating particularly complex machinery. When aiming or making specific adjustments to siege weaponry, the specific trajectories would be calculated with one's logic. ## Memory Memory is one's ability to retain and recall information. If you as a player have forgotten a key detail, you can roll this to see if your character remembers. If so, the Narrator should supply the necessary solution or information. # Wisdom Wisdom is the ability that measures one's mental and emotional health and their resistance to stress. It is a description of one's self-awareness, mindfulness, and sanity. ## Concentration Concentration is the skill that measures one's mental ability to stay on focus, regardless of time, distraction, or stress. This is a crucial element in long term casting, or handling any precise and complicated process in intense surroundings. ## Fortitude Fortitude is the skill of one's mindfulness and well-being. It is an essential skill to handle stress and other mental health factors. It is often used as a skill of resistance against nonphysical attacks. [[Hitpoints and Willpower|Willpower]] is calculated by 12+3(Fortitude), with a minimum of 3WP. ## Instinct Instinct is the skill of emotional sensitivity and subconscious recognition. Instinct is often used to read and determine the intent and meaning of those you speak with, as well as foresight before approaching what could be a bad situation. It notices small details that point to a larger whole. It may pick up on vocal cues, body language, and facial expressions. Instinct can also serve as a gut warning about something not being right. When the hairs on your neck prickle up as a response to some unseen danger, that's the skill of Instinct activating. Instinct is notably **not** Impression(Inv). It does not detect magical or psychic energy. # Invention Invention is the ability that measures one's natural response to [[Cathexis]] and [[Mana]] as they are being manipulated. Invention is a moment to moment thought process needed to properly conduct and control powers other than the physical. ## Ingenuity Ingenuity is the skill describing one's ability to modify the flow of magical or psychic energy. This might be converting the energy from one type into another, or it might be redirecting the flow of such energy. It might even be imparting or extracting the energy into a physical object. Magical and psychic damage you deal is modified by +Ingenuity(Inv) ## Impression Impression is one's sensitivity to the nonphysical and unseen. It can detect mana levels in the air and their type, and it can determine the source of magical and psychic energy in the area, if the source is nearby and providing it constantly. It also can be used to sense the auras of others. ## Imagination Imagination is one's ability to visualize and construct nonphysical objects and abstractions, and give them form and existence. This also measures one's reaction speed to magical and psychic influence. # Progression and Ability Advancement After each chapter, characters will receive 1 skill point to invest in a skill of their choice. Abilities with a score in the range of -6 and +2 have their skills capped at +3. Abilities with scores ranging from +3 to +6 have a skill cap of +6. When all skills in an ability are maxed out, the player has the option to advance their ability. This decision must be made during a play session in which leveling up occurs. Advancing an ability increases the ability score by +1, but resets its skill scores to [[Main Glossary|net zero]]. They may not exceed the abilities' skill cap when setting their skill scores to net zero. # Difficulty Check Reference - **DC6:** Within the capabilities of a child - **DC9:** Within the capabilities of an adolescent - **DC12:** Within the capabilities of a standard adult - **DC15:** Within the capabilities of a one who has cursory knowledge. - **DC18:** Within the capabilities of one familiar to this task - **DC21:** Within the capabilities of an amateur of this task - **DC24:** Within the capabilities of an adept of this task. - **DC27:** Within the capabilities of a professional of this task - **DC30:** Within the capabilities of an expert in this field - **DC33:** Within the capabilities of a master in this field - **DC36:** Within the capabilities of a grandmaster in this field - **DC40:** An heroic achievement - **DC45:** A legendary achievement # Dual Skill Rolls More complicated skill based attempts may require two rolls. The two skills called for by the [[Main Glossary|Narrator]] should preferably be one mental skill and one physical skill, when possible. The two rolls are added together and are applied against the two determined difficulty checks added together.