Attributes

Add +1 to all your attributes, players all start as high average.
Natural cap is character creation stats +3, can be increased with other supernatural or mechanical methods.

-3 Crippled
-2 Feeble
-1 Weak
0 Average
1 High Average
2 Talented
3 Impressive
4-5 Gifted
6-8 Incredible

Strength

As you may guess, Strength defines your raw physical power (or lack thereof). A Strength bonus is clearly useful in hand to hand combat, as brute force can increase the damage done by most weapons. Strength is also useful in many feats of athleticism, and can provide a bonus to
intimidation attempts under certain circumstances. A high Strength bonus could indicate bulging muscles, but could just as easily be described as steel-like sinews, or simply a ‘hidden reserve.’ A negative Strength bonus could represent infirmity, physical immaturity, or disablement.

Dexterity

Your overall physical agility, as pertains to balancing, leaping and general hand-eye co-ordination. A gymnast or ballerina would have a high number of Dexterity dice, but Dexterity could also indicate excellent co-ordination in the case of a marksman or stage magician. A negative number
of Dexterity dice could represent tremors, poor hand-eye co-ordination or even obesity.

Fortitude

Fortitude reflects your physical resistance, your toughness and constitution, and helps you resist diseases and poisons. Fortitude dice also affect the amount of physical abuse you can take before being adversely effected by your wounds. A person with a high Fortitude frequently radiates
good health, while a negative Fortitude might denote decrepitude, impairment from illness, or the susceptibility of a ‘sickly child.’

Presence

Your ability to impress and influence people through your charisma; how well you get along with others and how you interact in social situations. It is a measure of your mental power and force of personality. A high Presence can indicate physical attractiveness, a pleasant persona, or a mixture of both. Adventurers with high Presence can command the attention of a room without uttering a word. A negative Presence denotes an unpleasant personality, or perhaps physical ugliness or disfigurement.

Wits

How generally bright and observant you are; your mental agility. This covers more than sheer intelligence, also including cleverness, awareness, perception, and the ability to learn. A negative Wits denotes a mental or perceptual difficulty or a lack of ‘common sense’. Poor education is not reflected by negative Wits, but by low skills.

Resolve

This represents force of will, mental resistance an determination; the ability to face danger or stress with courage. Negative Resolve dice can reflect a great many traits – cowardice, impulsiveness, a submissive nature, or just a simple lack of willpower.

Initiative (Derived)

Not to be mistaken with the skill of the same name determined by Dex +Wits +Initiative Skill +1d6
This Attribute measures an adventurer’s reactions in combat. Initiative is used to determine when you act during the course of a combat turn.

Health (Derived)

This Attribute represents how much damage you can take before you are battered into unconsciousness or killed. Everyone has a default of 10 Health + Fortitude

Fortitude Health boxes Injury Black dice Penalty Pixie Health boxes Pixie Black dice Penalty
6 16 na
5 15 10
4 14 9
3 13 8
2 12 7
1 11 6
0 10 5
-1 9 4 -3
-2 8 -1 3 -6
-3 7 -2 2 -12
6 -3 1 -16
5 -4
4 -6
3 -8
2 -12
1 -16

Discernment (Derived)

A roll use to create (with ability) or resist illusions
Resolve + Resolve + Wits

Quintessence (Derived)

A pool to represent a persons force of will used by the supernatural arts.
Any quintessence used is fully recovered at Dawn and dusk of each day.

Resolve Quintessence
6 36
5 30
4 24
3 18
2 12
1 6
0 3
-1 1
-2 0

Movement (Derived)

Yards movement per initiative.
Speeds roughly convert to MPH by reducing by 1/3

Movement Type Regular Speed Pixie Speed Satyr Speed Centaur Speed
Sneak 1/2 Walk 1/2 Walk 1/2 Walk 1/4 Walk
Walk 5 + Dex 1 + Dex 5 + Dex 10 + Dex
Run Walk x 3 Walk x 3 Walk x 4 Walk x 5
Swim 1/2 Walk 1/2 Walk 1/2 Walk 1/2 Walk
Leap Horizontal 1 + Dex 1 2 + Dex 2 + Dex
Jump vertical 1/2 Leap 1/2 Leap 1/2 Leap 1/2 Leap
Fly (max) -- 70 + (Dex x 3) -- --

Possession

Max 25
There is no consequence to having 0-25 Possession
You can go negative, its not advised though but you are welcome to explore what happens.

A number of things reduce your possession capacity