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Six core attributes (STR, FIN, END, WIT, AWR, CHA) that measure character capability, with thresholds, checks, progression, racial bases, and equipment modifiers
audience
developer
agent
designer
topics
attributes
capability
strength
finesse
endurance
wit
awareness
charm
checks
progression
racial-attributes
prerequisites
related
gdd-classes.md
personality-traits.md
races-tribes-doc.md
gdd-combat.md
last_validated
2026-01-18
Attributes System
1. Overview
Attributes represent a character's innate capabilities. They affect nearly every action in the game, from combat effectiveness to crafting quality to social interactions. All characters—players and NPCs—use the same attribute system.
Principle
Description
Universal
Same 6 attributes for all races and classes
Foundational
Attributes modify action outcomes, not determine them
Progression
Grow through class levels and milestones
Distinct from Personality
Attributes = what you can do; Traits = what you tend to do
2. The Six Attributes
Attribute
Abbr
Description
Strength
STR
Physical power, raw force, muscular capacity
Finesse
FIN
Precision, agility, coordination, dexterity
Endurance
END
Stamina, toughness, resilience, constitution
Wit
WIT
Mental acuity, learning capacity, reasoning
Awareness
AWR
Perception, alertness, situational reading
Charm
CHA
Social presence, persuasiveness, leadership
3. Attribute Functions
Strength (STR)
Function
Effect
Melee damage
Base damage modifier for melee weapons
Carry capacity
Maximum inventory weight
Physical labor
Efficiency at mining, chopping, lifting
Intimidation
Force-based social pressure
Grappling
Wrestling, restraining, breaking free
Breaking objects
Doors, locks (brute force), obstacles
Thrown weapons
Damage (not accuracy)
Knockback resistance
Resist being pushed/moved
Strength Thresholds
STR
Carry Capacity
Melee Modifier
5
25 kg
-15% damage
8
40 kg
-5% damage
10
50 kg
Baseline
12
60 kg
+5% damage
15
75 kg
+12% damage
18
90 kg
+20% damage
20+
100+ kg
+25%+ damage
Finesse (FIN)
Function
Effect
Ranged accuracy
Hit chance with bows, crossbows, thrown
Dodge/Evasion
Avoid incoming attacks
Stealth
Move unseen, hide effectively
Lockpicking
Open locks without keys
Pickpocketing
Steal from persons
Crafting precision
Fine detail work quality
Aimed attacks
Success rate for called shots
Attack speed
Slight modifier to attack frequency
Trap disarming
Safely disable traps
Finesse Thresholds
FIN
Dodge Bonus
Ranged Accuracy
5
-10%
-15%
8
-3%
-5%
10
Baseline
Baseline
12
+4%
+5%
15
+10%
+12%
18
+16%
+20%
20+
+20%+
+25%+
Endurance (END)
Function
Effect
Health pool
Maximum health points
Stamina pool
Maximum stamina points
Stamina recovery
Base regeneration rate
Health recovery
Natural healing rate
Poison resistance
Reduce poison damage/duration
Disease resistance
Resist contracting illness
Environmental resistance
Tolerate temperature extremes
Fatigue resistance
Slower stamina drain
Knockout threshold
Resist being stunned/KO'd
Endurance Thresholds
END
Health Modifier
Stamina Modifier
Resistance
5
-25%
-25%
-15%
8
-10%
-10%
-5%
10
Baseline
Baseline
Baseline
12
+10%
+10%
+5%
15
+20%
+20%
+12%
18
+32%
+32%
+20%
20+
+40%+
+40%+
+25%+
Wit (WIT)
Function
Effect
Mana pool
Maximum mana points (if magic-capable)
Mana regeneration
Recovery rate
Learning speed
XP gain modifier
Recipe discovery
Chance to discover through experimentation
Investigation
Find clues, analyze situations
Deception (intellectual)
Construct convincing lies
Insight
Detect lies, read motives
Appraisal
Assess item value accurately
Strategy
Combat AI priority targeting (NPCs)
Wit Thresholds
WIT
Mana Modifier
XP Modifier
Discovery Chance
5
-25%
-10%
-30%
8
-10%
-3%
-10%
10
Baseline
Baseline
Baseline
12
+10%
+3%
+10%
15
+20%
+7%
+20%
18
+32%
+12%
+35%
20+
+40%+
+15%+
+50%+
Awareness (AWR)
Function
Effect
Detection
Spot hidden enemies, traps, nodes
Tracking
Follow trails, interpret signs
Combat initiative
Act earlier in combat
Ambush prevention
Chance to avoid surprise
Ambush execution
Bonus when ambushing others
Ranged defense
Awareness of incoming projectiles
Environmental reading
Notice weather changes, danger signs
Eavesdropping
Overhear conversations
Search thoroughness
Find hidden items, compartments
Awareness Thresholds
AWR
Detection Modifier
Initiative Modifier
5
-20%
-15%
8
-7%
-5%
10
Baseline
Baseline
12
+8%
+5%
15
+18%
+12%
18
+30%
+20%
20+
+40%+
+25%+
Charm (CHA)
Function
Effect
Trade prices
Buy low, sell high
Persuasion
Convince NPCs of positions
Leadership
Party order compliance
Recruitment
Attract followers, hire rates
NPC disposition
Starting attitude modifier
Morale effect
Inspire allies, intimidate foes
Bribery success
Effectiveness of bribes
Faction standing gain
Bonus to reputation gains
Performance
Entertainment, distraction
Charm Thresholds
CHA
Price Modifier
Disposition Modifier
5
+15% buy, -15% sell
-15 starting opinion
8
+5% buy, -5% sell
-5 starting opinion
10
Baseline
Baseline
12
-4% buy, +4% sell
+5 starting opinion
15
-10% buy, +10% sell
+12 starting opinion
18
-16% buy, +16% sell
+20 starting opinion
20+
-20%+ buy, +20%+ sell
+25+ starting opinion
4. Attribute Checks
When an action's success is uncertain, an attribute check determines the outcome.