Proven by Intent and Instict
A Hero has two main traits which they use for the basis of their dice pools: Actions and Attributes.
Actions form the dice pools for Action Rolls, used when a player declares what the Hero is attempting. They reflect deliberate effort and represent trained abilities developed through lived experience.
Attributes form the dice pools for Reaction Rolls, used when the Narrator introduces an event, obstacle, or danger. Attributes measure how well the Hero responds instinctively, physically, or emotionally.
Actions are organised under one of six Attributes, and represent mental, physical, or social skills.
Cunning

Cunning is sensing that the room has a hidden passage.
Cunning marries alert senses to swift inference. It lets a Hero notice what matters, connect the clues, and act before uncertainty hardens into danger.
- Discern: sense hidden truths – read meaning or feel subtle energies.
- Inspect: find clues & details – scrutinise or scan for evidence or fine elements.
- Trick: outwit with guile – set lures, plant rumours, or spring devious diversions.
Wisdom

Wisdom is knowing that the door has an exploitable flaw.
Wisdom combines memory with clear thinking. It helps a Hero recognise patterns, draw conclusions, and apply learning to fresh problems.
- Cite: draw upon learnings – recall lore, and cross‑reference facts.
- Invent: engineer solutions – the application of tools and mechanisms.
- Trick: solve problems – resolve puzzles and test hypotheses.
Grace

Grace is persuading the guard to let you out.
Grace blends poise with social intuition. It measures how smoothly a Hero moves among people and how effortlessly they shift impressions in their favour.
- Consort: forge connections – nurture friendships, favours, and networks.
- Deceive: craft falsehoods – cloak intentions behind lies and misdirection.
- Sway: charm & persuade – shape mood and opinions emotively.
Valour

Valour is demanding the guard release you with authority.
Valour fuses courage with unyielding will. It measures a Hero’s readiness to stand firm, speak boldly, and lead when danger or doubt arise.
- Command: exert authority – issue orders and compel obedience.
- Parley: broker agreements – negotiate terms, solicit agreement, and bargain.
- Perform: rally & captivate – hold attention with presence, gesture, or voice.
Agility

Agility is slipping the key from the guard’s pocket.
Agility fuses speed with finesse. It measures how swiftly a Hero can move, adjust, and act while keeping perfect control of their own momentum.
- Handle: perform intricate tasks – hand-eye coordination or manual finesse.
- Sneak: act & move unseen – move quickly and quietly, or remain undetected.
- Vault: move swift & sure – traverse or move with dextrous ability.
Brawn

Brawn is kicking the door down with brute strength.
Brawn fuses brute strength with endurance. It governs how forcefully a Hero can act, how long they can sustain effort, and how much strain they can carry.
- Fight: strike a foe – bring muscle and steel to bear in direct combat.
- Press: apply steady force – lift or brace heavy things, or endure contested effort.
- Wreck: unleash destruction – smash or ruin structures or obstacles.
