Attributes are divided into three categories: Mental, Physical, and Social. Each category is then subdivided into three attributes: Power, Finesse, and Resistance.
The raw power of the mind. Cognitive capacity. The inherent capability to digest, comprehend, and remember information — and to learn more. Intelligence is a direct measure of how smart your character is. She may be dull-minded or have narrow-vision. She may be book-smart, or she may simply be able to grasp concepts, interpret situations and solve problems quickly.
At ST discretion, an Intelligence + Composure draw may be made to see if a character is capable of committing something specific to memory or recalling precise information at a future date, such as a name or facial feature, license plate number, etc.
The ability to think on one’s feet, under pressure or duress, without letting them see you sweat. Wits also encompasses an eye for detail, the ability to absorb what’s going on in the environment, and to react to events. It might mean recognizing that the temperature in a room slowly drops, that a landscape painting incorporates a disguised human face, or that a trap is about to be sprung.
Wits + Composure (At ST discretion, a more relevant skill can replace Composure)
If a character is actively looking for something in a situation, this test may be made to see if the detail or object is found. In addition, an ST may call for this draw if there is something hidden in the scene which players might potentially find.
Reacting to Surprises
Wits + Composure (At ST discretion, there may be additional external penalties applied to this draw)
A success indicates that the surprised characters may act as normal in combat, while a Failure means that the surprised characters may not act in the first round of combat.
The focus and determination to see your character’s will done. The capacity to stay on target, ignore distractions and to resist coercion or browbeating. Resolve is your character’s mental fortitude. Their personal conviction. Their clarity of vision or spirit. Your character may be easily distracted, unable to concentrate, resolute, or single-minded. Resolve is used to resist many forms of supernatural compulsion.
Resolve + Composure or Resolve + Stamina
This is typically to resist someone else’s Wits-, Intelligence-, Presence-, or Manipulation-based challenge. At ST discretion, players may receive a bonus or penalty to this test based on roleplaying and the circumstances of the scene.
Physical might. Sheer bodily power. The capacity to lift objects, move items, hit things and people, and do damage. Strength is a measure of muscle. Your character could be a 98-pound weakling; they could carry a spare tire; they could be lean and cut or bulky and brawny. Strength is used in hand-to-hand combat.
Quickness. Response time. A delicate touch. Dexterity indicates how quickly and with how much finesse your character responds to his physical world. While high Wits helps your character spot trouble, high Dexterity helps him react to it. Dexterity also helps with hand-eye coordination, be it to fire an accurate shot, to juggle objects, or to perform delicate jobs such as handle explosives.
Sturdiness. Steadfastness. Sheer physical resolve. Stamina is a measure of how tough your character is. It indicates how far she can push her body, and how much physical abuse she can endure.
Bearing. Stature. Charisma. Presence suggests the power of your character’s very identity. Physical attractiveness is only part of the trait. Your character may be jaw-droppingly gorgeous, average-Joe, or downright ugly, but her Presence means much more. It reflects her sheer command over the attention of others. It’s her capacity to impose her will by being assertive, socially aggressive, or by forthright and compelling force of personality.
Charm. Persuasiveness. The capacity to play upon the desires, hopes, and needs of others to influence them. Manipulation reflects your character’s finesse in social situations. How well he can appeal to, gain the favor of, and generally coerce others. Manipulation is applied to win smiles, to put people at ease, and to gain favors. Where Presence deals in social force, Manipulation focuses on social subtlety.
Poise. Dignity. The capacity to remain calm and appear—and actually be—unfazed in social and threatening situations, usually harrowing ones. Your character might lose his temper at the slightest perceived insult, collapse emotionally under a mere pretense, weather a storm of verbal (or literal) slings and arrows, or have the nerve to look unspeakable horror in the eye. Composure is used to resist many forms of supernatural emotional control.
As an extended action, a character may attempt to meditate. Each draw represents roughly 30 minutes of in-game time, and sufficiently long meditations will require time spent in the out-of-character room or appropriate roleplaying, at ST discretion.