Player's Handbook · Chapter 4

Traits

Charisma

Charisma is how likely you are to get anyone to do anything. Most normal humans never exceed 3, an Unbound can have theoretically infinite Charisma, and a character can have none at all. It is added to a roll whenever the GM decides you need to be Persuaded, Intimidated, or just talked to, and there's a chance of failure.

Constitution

Constitution tracks a character's mental and physical fortitude. It can theoretically be infinite, but only an Unbound or Demon can raise theirs beyond Constitution 4, and it can never be lower than 1, since anything below that couldn't hold itself together. A Constitution roll resists Intimidation and fear Actions. Health is 5 at Constitution 1, plus 50% per level (rounded up): Constitution 2 is 8, 3 is 12, 4 is 18.

Dexterity

Dexterity sets your movement speed, 25ft per turn per level, and your Stamina, 5 points per level. It is added to Firearms, Crafting, Driving, and any feat of physical ability requiring precision or skill. Most characters won't go above 3 Dexterity.

Intelligence

Intelligence is a character's ability to reason and understand, and some characters have an Intelligence of 0. Such a character believes any lie and can be convinced to do anything that doesn't openly subvert innate survival instincts. Intelligence is added to rolls for Technology and non-Magical Medicine. Intelligence also sets how many Actions and Minor actions you get per turn: 1 Minor action every other level and 1 Action every 3rd level, with Intelligence 0 still granting 1 of each.

Intelligence 0/1: 1 action, 1 minor action. Intelligence 2: 1 action, 2 minor actions. Intelligence 3: 2 actions, 2 minor actions. Intelligence 4: 2 actions, 3 minor actions. Intelligence 5: 2 actions, 3 minor actions. Intelligence 6: 3 actions, 4 minor actions.

Perception

Perception is always in use, anything that happens around a character is tested against an SDM equal to their Perception level, if it fails to meet that, the character notices. Perception is added to rolls for non-Magical Investigation. It alone is add to the base 2d6 for a roll to check whether someone is using Deception or Persuasion. It can never be lower than 1, as even a blind and deaf character will have other senses. But most characters never exceed 3.

Presence

Presence is possessed by everything not demonic, though demons use it with an inverted value. All non-Unbound or Demon characters have a base Presence of 1, the universal average, which can only be raised or lowered by facing The Nature and becoming Unbound, or by being Taken by a Daemon and Unraveling into a Demon. Presence is added to rolls for Magical Medicine, Acts of Magic, Magical Investigation and Vectored weapons. Presence, along with Magic sets your Maximum Warp, each increasing it by 2 per level.

Strength

Strength determines how much a character can lift and is added to Melee, Martial Arts and roll for physical strength. Normal humans won't exceed Strength 3, but an Unbound or Demon can have as many levels as they have points to spend unlocking them. Lifting without a roll doubles each level, starting at 100lb at Strength 1.

Strength 1: 100lb Strength 2: 200lb Strength 3: 400lb

Manual updated Aug 19, 2026.