Attributes
Your character, like every monster, has natural strengths, limitations, and abilities determined by six key attributes: Brawn, Agility, Vitality, Ego, Intellect, and Spirit. An attribute score of 3 represents the lower end of capability — it highlights a clear area of weakness but still allows your character to contribute and function as an adventurer. At the other end of the spectrum, an attribute score of 18 is the highest your character can normally achieve, reflecting exceptional talent and the peak of humanoid potential without the aid of special features or magical effects. These attributes define how your character interacts with the world, both physically and mentally.
At levels 3, 6, and 11 (the profession framework’s Stat Bonus levels — see /professions/overview.md) a player can increase any one attribute by 2 or two different attributes by 1. A player may not exceed 18 in an attribute score before a special feature or effect is applied.
Attribute Modifiers
From each attribute, there is a derived modifier. This modifier is added to the total when rolling a Trial, rather than the whole score.
Notes on Attributes and their Modifiers. Your attributes influence your character’s ability at the various Trials they face throughout a campaign. However, in Untold Epoch they have less impact than in other games. A good score indicates natural ability or aptitude, but that aptitude is not a replacement for good judgment and clever play. Mastery of skills, perks, and abilities does not always mean a higher number — it often means an improved and enhanced way to use them.
| Score | Modifier |
|---|---|
| 3 | -3 |
| 4-5 | -2 |
| 6-8 | -1 |
| 9-12 | +0 |
| 13-15 | +1 |
| 16-17 | +2 |
| 18 | +3 |
Brawn
Lifting and pushing heavy objects, breaking things, carrying a heavy load, physical combat, bodily might, natural athleticism.
Mechanically it is used for:
- Guard Rating (if it is the higher score)
- Damage with physical attacks
- Inventory Pack Slots — see
/equipment/inventory-overview.md - Skills such as: Might and Menace
Agility
Manual dexterity, hand-eye coordination, ability to balance, skill to aim and strike a target, reaction time.
Mechanically it is used for:
- Ward Rating (if it is the higher score)
- Attack Trials — all attacks, physical or magical, use Agility to determine if they hit. Whether throwing a bomb, swinging a blade, or directing a spell at a target, Agility governs the ability to land it. If you are trained in the weapon or spell being used, add your Prowess to the Attack Trial. If you are not trained, you roll 2d10 + Agility only — you can still attempt the attack, but without the precision and technique that training provides. Brawn adds to damage for physical attacks; Ego adds to damage for magical attacks. See Attack Trials below for the full rule.
- Skills such as: Cunning, Nimble, and Sneak
Vitality
Ability to resist toxins and diseases, general hardiness, enduring injuries, overall vigor, stamina to abstain from food or rest, traveling long distances.
Mechanically it is used for:
- Guard Rating (if it is the higher score)
- Bonus HP at each level
- Skills such as: Resolve and Wildcraft
Ego
Force of character or mind, general charm, ability to win loyalty, confidence and self-esteem.
Mechanically it is used for:
- Mind Rating (if it is the higher score)
- Added to damage of spells and magical effects (where applicable)
- Skills such as: Charm and Guile
Intellect
Overall education, ability to recall and memorize details, reasoning and analytical skills, mental agility and acuity, wit.
Mechanically it is used for:
- Ward Rating (if it is the higher score)
- Grants deeper knowledge of spells (extra known spells)
- Skills such as: Awareness, Discovery, Knowledge, and Mysticism
Spirit
Awareness of the world around them, general intuition, reading a situation or person, noticing details, insight, your willpower.
Mechanically it is used for:
Attribute Apex
When a character reaches 18 in an attribute, they unlock access to that attribute’s Apex Perk — a powerful option that can be chosen as one of their perk selections. Reaching 18 grants the +3 modifier automatically, but the Apex Perk must be chosen deliberately; it is not granted for free. See Perks for more on how this works.
The Apex Perk catalog itself hasn’t been built yet — see /design/open-questions.md. Draft material exists (specific per-attribute effects at score 18) but hasn’t been reconciled against this framework; not included here until that’s resolved.