A Character's Attributes represent their raw, intrinsic capabilities, absent any sort of knowledge or special training. The six Attributes are Brawn, Dexterity, Wits, Charisma, Perception, and Intelligence.

Attributes have major gameplay implications. The number of dice a Player rolls when one of their Contractors attempts an action is determined by adding their rating in one Attribute and one Ability. Furthermore, most Attributes have secondary mechanical benefits.


The Attributes of humans are rated on a scale of one to five, with two being average and five being world-class.

  1. Very poor
  2. Average or a bit below average
  3. Above average
  4. Superb
  5. World-class

If Powers or an in-Game effect ever cause an Attribute's rating to drop to 0, the Player loses control of their Contractor. A zero rating in Perception or Charisma represents a vegetative state. If any other Attribute is reduced to zero, the Contractor immediately dies.

Note that an effect that reads "-1 dice to Brawn rolls" is not the same as "reduces Brawn by 1." The former only affects rolls.


The website's Create Character Page page and Online Character Sheets have full support for Attributes. Tapping on or hovering over an Attribute with the cursor displays the details covered below, so you may safely move on to Abilities if you would rather consume the information that way.


Brawn represents a Character's overall strength and stamina. Athletes, bodybuilders, boxers, and similar sorts of people tend to have high ratings in Brawn. Children, the elderly, and nerds tend to have a lower rating.

Brawn is often paired with these Abilities: Brawl, Melee, Athletics.

Mechanics Affected by Brawn

  • A Character's rating in Body (physical fortitude) is equal to 5 + (Brawn / 2, rounded up).
  • Brawn affects Encumberance. A Character may carry up to (15 * Brawn rating) pounds without being encumbered. Characters suffer a -1 dice and movement penalty per 15 pounds they carry over their limit.
  • Brawn acts as Armor against standard unarmed (Brawl) attacks.
  • Brawn affects sprinting speed. In each round of Combat, after a Character has used their free movement, they may move an additional 5 feet and incur a -1 penalty a number of times up to their Brawn rating.


Dexterity represents a Character's overall speed, precision, and flexibility. Circus performers, pickpockets, and athletes are likely to have a high Dexterity, while klutzes, sedentary, or elderly people likely have a low rating.

Dexterity is often paired with these Abilities: Firearms, Athletics, Legerdemain, Stealth.

Mechanics Affected by Dexterity

  • In each round of Combat, a Character may take "free" movement on their initiative before or after their Action. They may travel (5 + 5 * Dexterity rating) feet during this free movement without incurring a dice penalty.
  • A Character's overall movement speed is often determined by Dexterity.
  • At the start of combat, a Character's dice pool for their Initiative roll is calculated by adding their Wits and Dexterity. (This is the only roll that is a combination of two Attributes).


Perception represents a Character's overall awareness and attention to detail. Investigators, survivalists, police officers, and thieves often have high ratings, while office workers, bookworms, and absent-minded people have a lower rating.

Perception is often paired with these Abilities: Investigation, Alertness, and almost any other Ability when used to notice some domain-specific detail.

Mechanics Affected by Perception

  • Perception does not directly affect any mechanics, but it is rolled often.


Charisma represents a Character's overall social aptitude and intuition about people. Detectives, politicians, actors, and attractive people tend to have high ratings. Shut-ins, misanthropes, and people on the autism spectrum tend to have lower ratings.

Charisma is not 100% analogous to how likable a Character is. Some people with a great understanding of others simply don't want to be charming and approachable, even though they could.

When GMing, if a given action could fall under Charisma or another Attribute, you should require the Player to roll Charisma.

Charisma is often paired with these Abilities: Investigation, Influence, Subterfuge, Animals, Performance.

Mechanics Affected by Charisma

  • All Powers that are in any way social (emotion control, fascination, suggestion) must use Charisma in their rolls.


Intelligence represents a Character's overall capability to form new connections, remember details, and draw upon their knowledge. Professors, mathematicians, and innovators have high ratings. Petty criminals, suckers, and long-term addicts have lower ratings.

Intelligence is often paired with these Abilities: Occult, Academics, Computer, Science, Medicine.

Mechanics Affected by Intelligence

  • A Character's rating in Mind (mental fortitude) is equal to 5 + (Intelligence / 2, rounded up).
  • If a Player forgets a detail, the GM refers to their Character's Intelligence when making a determination of whether or not their Character remembers it.


Wits represents a Character's speed of thought, reflexes, resourcefulness, decisiveness, and capability to act under pressure. Soldiers, professional gamers, and jet pilots have high ratings. Philosophers, the easily distracted, and those unaccustomed to emergencies have lower ratings.

Wits is often paired with these Abilities: Drive, Medicine, Survival, Crafts.

Mechanics Affected by Wits

  • At the start of combat, a Character's dice pool for their Initiative roll is calculated by adding their Wits and Dexterity. (This is the only roll that is a combination of two Attributes).
  • If a Character suffers an Injury with a Severity greater than their rating in Wits, they are Stunned and lose their next Action. This often leads to death.