| Dodge |
Dodge, as the name suggests, makes it easier to dodge attacks. It's based on your armour and agility. Lighter armour makes it easier to dodge attacks. |
| Defense |
Defense is how well protected you are from attacks, it's based on your armour. Heavier armour makes reduces oncoming damage. |
| Health |
Health is the amount of HP you have. |
| Strain |
Strain is a measure of how worn out your body is to the flux of mana. The higher the strain, the more expensive and less effective your spells are. |
| Speed |
Speed is how far you can travel in a single turn. |
| Sanity |
Sanity is a measure of your mental health, the higher the better. When your sanity reaches its minimum (-3), you gain a quirk (related to the narrative). You can cure quirks by reaching your sanity's max (3) and undergoing related narrative development. |
| Mortality |
Mortality is how much you stray between life and death. Its value can only increase, and never decrease. It increases by 1 whenever you are knocked to 0 Health and you gain permanent cumulative debuffs based on its current value. Once it reaches 5, you die. |
| Wounds |
Wounds are a narrative debuff which you can cause or gain. They are decided on a case by case basis and depending on the severity and narrative. They can be treated. |
| Quirks |
Quirks are a narrative debuff which you gain when your sanity reaches the minimum. They are decided on a case by case basis. They can be treated when your sanity reaches its maximum value. |
| Attributes |
Your attributes are the 5 main drivers behind your characters, they dictate your rolls. |
| Skills |
Skills are modifiers to rolls based on the amount of ranks you have in them. |
| XP |
You gain XP at the end of each session and can use it to purchase and upgrade many things. Such as: Attributes, Skills, Abilities, HP, Strain, etc. |
| Strain Cap |
Tech Cap represents the amount of Strain an item adds to your body. |
| Tech Cap |
A flaw's tech cap activates when its capacity is reached and remains active until lowered. |