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Attributes & Challenges

V2 rule status: Approved fundamentals. Specific open design details are identified at the bottom. This page, rather than an older module, is the maintained V2 source for the rules explicitly documented here.

Every character has five Core Attributes: Might, Agility, Wits, Presence, and Essence.

Each Attribute has a Base and a Current value:

Current Attribute = maximum of 0 and (Base Attribute + persistent modifiers + active Burn modifiers).

When a rule refers to an Attribute, it normally uses its Current value unless the rule specifies Base.

No resulting game value can fall below 0. When reductions would take a value below 0, it remains at 0 instead. Negative modifiers (such as -1 and -2 on Burn strips) still exist; they can lower values, but not produce negative final values.

This is a universal V2 convention, not just an Attribute rule. Specific edge cases will be reviewed as their systems are developed.

All five Base Attributes begin at 0 before character creation purchases.

At character creation, players receive 15 experience points (XP) to purchase Base Attribute levels. The price of each new level is equal to the level being purchased.

New Base level Cost of that increase Total XP invested from 0
1 1 XP 1 XP
2 2 XP 3 XP
3 3 XP 6 XP
4 4 XP 10 XP
5 5 XP 15 XP
6 6 XP 21 XP

Base Attribute cap: 6. This is the ordinary maximum for a purchased/permanent Base value.

There is no cap on temporary Attribute adjustments at present. A character’s Current Attribute may therefore exceed 6 during play. This is intentional and may be revised after playtesting.

After creation, further XP is granted by Level cards, which may also provide passive buffs and/or advanced Class mechanics. See Level Cards & Advancement.

A meaningful ordinary action uses a GM-set Attribute target. The character succeeds if the relevant Current Attribute meets or exceeds the target.

The GM selects the Attribute according to the attempted action. A character must commit at least one card for a meaningful action, even if their Current Attribute already meets the target. A Skill used for the action provides that commitment itself.

There is no universal dice roll for ordinary Challenges.

Target Difficulty
2 Easy
4 Normal
6 Hard
8 Very Hard
10 Legendary

The GM may adjust the target by +1 or -1 for situational variables. These adjustments are to the Challenge target, not a separate universal dice modifier.

Example: An Agility Challenge has a target of 6 (Hard). A character at Current Agility 4 Burns a card giving +2 Agility, reaching 6 and succeeding. The other four Burn modifiers on that card still apply.

An action without meaningful risk, pressure or consequence does not require a card commitment.

Playing a Skill normally resolves its printed effect as written, without requiring a universal Attribute Test. Skills may refer to Current Attributes to determine their effect or unlock extra clauses (for example, an additional benefit at Might 6+).

See Card Commitment & Burning for Play, Burn and Discard.

  • How Level cards are earned and used: see Level Cards & Advancement.
  • Challenge edge cases: any additional rules beyond the normal target and situational ±1 require explicit review.

These open details do not change the approved rules above.