Attributes
Attributes define a being’s natural strengths, weaknesses, and approach to challenges. In Sixshift Core, all actions—whether combat, social interaction, or problem-solving—are influenced by these six core attributes.
The Six Core Attributes¶
Brawn¶
Raw physical strength, endurance, and toughness.
- Used for lifting, breaking objects, overpowering foes, and sustaining heavy blows.
- Combat Uses:
- Heavy weapon attacks (greatswords, warhammers, axes).
- Blocking melee attacks with sheer force.
- Grappling or restraining enemies in close combat.
- Breaking free from a hold or pin.
- A character with high Brawn excels at physical combat, carrying heavy loads, and enduring pain.
- A character with low Brawn may struggle with physical labor, melee combat, or resilience in battle.
Finesse¶
Dexterity, speed, precision, and agility.
- Used for dodging attacks, acrobatics, precise strikes, and quick reflexes.
- Combat Uses:
- Dodging incoming melee and ranged attacks.
- Striking with precision weapons (daggers, rapiers, bows).
- Quick footwork and positioning in battle.
- Deflecting projectiles or reacting swiftly.
- A character with high Finesse is adept at evasive maneuvers, nimble combat styles, and ranged attacks.
- A character with low Finesse is slow, clumsy, or lacks coordination.
Guile¶
Cunning, deception, and strategic thinking.
- Used for trickery, misdirection, persuasion through manipulation, and reading opponents.
- Combat Uses:
- Feinting to force an opponent to react incorrectly.
- Setting up an ambush or surprise attack.
- Deceiving an opponent mid-fight (e.g., pretending to be injured).
- Predicting and countering an enemy’s strategy.
- A character with high Guile can feint attacks, lie convincingly, set up ambushes, and deceive others.
- A character with low Guile is often straightforward, easy to fool, or lacks subtlety in social and tactical situations.
Will¶
Mental resilience, focus, and discipline.
- Used for resisting fear, enduring pain, breaking through mind control, and holding steadfast against pressure.
- Combat Uses:
- Resisting intimidation or fear effects.
- Pushing through pain or injury to keep fighting.
- Holding ground against mental attacks or magical influence.
- Maintaining composure in high-stress situations.
- A character with high Will can withstand intimidation, push through exhaustion, and maintain composure in dire situations.
- A character with low Will may break under pressure, hesitate in battle, or be easily manipulated.
Savagery¶
Instinct, aggression, and primal survival skills.
- Used for unrestrained attacks, intuitive combat decisions, and tapping into raw ferocity
- Combat Uses:
- Fighting recklessly without hesitation.
- Striking wildly in a berserker rage.
- Tearing into enemies with clawed or improvised weapons.
- Surviving on instinct in chaotic battles.
- A character with high Savagery thrives in brutal, instinct-driven combat, animalistic survival, and wild aggression.
- A character with low Savagery may be overly controlled, lack a killer instinct, or struggle in chaotic situations.
Presence¶
Charisma, confidence, and leadership.
- Used for inspiring allies, intimidating enemies, commanding attention, and exerting authority.
- Combat Uses:
- Intimidating an opponent into backing down.
- Commanding allies to follow orders mid-battle.
- Projecting dominance to control a fight’s pace.
- Taunting an enemy to draw their attention.
- A character with high Presence can rally a crowd, dominate a negotiation, or impose fear through sheer force of personality.
- A character with low Presence may be unremarkable, easily ignored, or struggle to command respect.
How Attributes Are Used¶
- Every action in the game is influenced by one or more attributes.
- Players can justify their approach using different attributes when attempting a challenge.
- The Game Master (GM) has final say on whether a proposed attribute applies to a given situation.
Example Uses of Attributes in Combat¶
| Situation | Example Attribute Use |
|---|---|
| Swinging a greatsword in a powerful strike | Brawn |
| Dodging an incoming arrow | Finesse |
| Feinting an attack to bait a reaction | Guile |
| Withstanding a powerful fear effect | Will |
| Unleashing a brutal, reckless attack | Savagery |
| Commanding an ally to strike now | Presence |