**This is an old revision of the document!**

Attributes

This system uses the six standard D&D attributes:

  • Strength (STR) – Physical power and raw muscle
  • Dexterity (DEX) – Agility, balance, and precision
  • Constitution (CON) – Endurance, toughness, and stamina
  • Intelligence (INT) – Logic, memory, and learning
  • Wisdom (WIS) – Perception, intuition, and willpower
  • Charisma (CHA) – Presence, confidence, and influence

These attributes define your character’s core physical and mental traits. However, unlike in traditional D&D, this system does not use attribute modifiers directly in most rolls. Instead, attributes are combined into Aspects, which represent how different traits work together to accomplish actions.

Generating Attributes

The default method is to assign the following Standard Array as you see fit:

15, 14, 13, 12, 10, 8

This ensures that all players start on equal footing while still allowing room for character concept customization.

Other Generation Methods

You may also use any of these alternatives, depending on your group's preferences:

  • Point Buy (5e-style): Spend 27 points to assign your stats with a bit more optimization freedom.
  • Roll 4d6, drop the lowest: Roll for each attribute, for a slightly higher-powered and more randomized character.
  • Roll 3d6 in order: Classic old-school chaos. Strongly favors character-driven storytelling over optimization.

The system is flexible — as long as all players use the same method, it’ll stay fair.

Why Attributes Are Not Used Directly

In this system, the true power of your attributes comes from how they combine into Aspects, which are used to make checks, perform actions, and determine what your character is good at.

For example:

  • STR + DEX = Might (used for jumping or melee attacks)
  • DEX + INT = Finesse (used for precision or tinkering)

See the next section for how Aspects are calculated and used during play.